2d-rendering
mitchellhansen 3 years ago
parent 7527694fd2
commit a77c6d76f0

@ -3,6 +3,29 @@ name = "terrain.1"
type = "StaticMesh" type = "StaticMesh"
mesh = "test-textured.obj" mesh = "test-textured.obj"
[[entities]]
name = "ball.1"
type = "PhysicsEntity"
mesh = "ball.obj"
[entities.position]
x = 15.0
y = 15.0
z = 15.0
[entities.position.rotation]
x = 0.0
y = 0.0
z = 0.0
[entities.physics]
body_status = "static"
[entities.physics.cuboid]
x = 1.0
y = 1.0
z = 1.0
[[entities]] [[entities]]
name = "tile.1" name = "tile.1"
type = "Sprite" type = "Sprite"

@ -99,10 +99,9 @@ ECS
entities & behaviours (got the entities!) entities & behaviours (got the entities!)
scripting! scripting!
Todo: Todo:
Load scene imgui interface w/ toml files Load scene imgui interface w/ toml files
FPS graph port from voxel raycaster This means a scene graph
better imgui interface with components & systems better imgui interface with components & systems
Figure out eventing, GameInput, passing all events, etc. Figure out eventing, GameInput, passing all events, etc.
+ texturing + texturing
@ -158,7 +157,7 @@ fn main() {
let mut render_schedule = Schedule::builder() let mut render_schedule = Schedule::builder()
.add_system(render::system::render_imgui_system()) .add_system(render::system::render_imgui_system())
//.add_system(render::system::render_test_system()) .add_system(render::system::render_function_system())
.add_system(render::system::render_performance_flag_system()) .add_system(render::system::render_performance_flag_system())
.build(); .build();

@ -38,10 +38,10 @@ pub fn run_physics(
Some(handle) => handle, Some(handle) => handle,
}; };
if collider.collider_handle == None { if collider.collider_handle == None {
let handle = physics_state.colliders.insert( let handle = physics_state.colliders.insert_with_parent(
collider.collider.clone(), collider.collider.clone(),
//rigid_body_handle, rigid_body_handle,
//&mut physics_state.bodies, &mut physics_state.bodies,
); );
collider.collider_handle = Some(handle); collider.collider_handle = Some(handle);
} }
@ -106,6 +106,8 @@ pub fn update_models(
) { ) {
// Make sure all the entities we care about are added to the system // Make sure all the entities we care about are added to the system
// TODO add scenegraph component to compare against
// allows per node rotation, better logging
let mut query = <(&mut Collider, &mut Physics, &mut Mesh, &mut Position)>::query(); let mut query = <(&mut Collider, &mut Physics, &mut Mesh, &mut Position)>::query();
for (collider, physics, mesh, position) in query.iter_mut(world) { for (collider, physics, mesh, position) in query.iter_mut(world) {
let pos = physics_state let pos = physics_state

@ -114,7 +114,7 @@ impl RuntimeState {
self.mesh_cache.get(mesh) self.mesh_cache.get(mesh)
} }
pub fn get_entities(&mut self) -> Vec<TomlEntityDescription> { pub fn p(&mut self) -> Vec<TomlEntityDescription> {
self.config_db.entities.clone() self.config_db.entities.clone()
} }
@ -132,7 +132,5 @@ impl RuntimeState {
self.mesh_cache.insert(filename, mesh); self.mesh_cache.insert(filename, mesh);
} }
} }
//panic!("nah");
} }
} }

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