mirror of
https://github.com/lisk77/comet.git
synced 2025-10-23 21:38:50 +00:00
fix: changed the name of World
to Scene
(because the name fits better)
This commit is contained in:
parent
e94df6c221
commit
ab73b145b1
8 changed files with 55 additions and 57 deletions
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@ -54,7 +54,7 @@ fn update(app: &mut App, renderer: &mut Renderer2D, dt: f32) {}
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fn main() {
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App::new() // Generate a basic 2D app
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.with_preset(App2D) // Pre-registers the `Transform2D` component in the world
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.with_preset(App2D) // Pre-registers the `Transform2D` component in the scene
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.with_title("Comet App") // Sets the window title
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.with_icon(r"resources/textures/comet_icon.png") // Sets the window icon
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.with_size(1920, 1080) // Sets the window size
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@ -94,7 +94,7 @@ fn main() -> Result<()> {
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- [ ] (out of the box) Rendering
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- [ ] 2D
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- [x] texture rendering
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- [x] world rendering
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- [x] scene rendering
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- [ ] text rendering
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- [ ] 3D
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- [ ] flexible camera system
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@ -120,7 +120,7 @@ fn main() -> Result<()> {
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- [x] Components
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- [x] Entities
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- [x] Archetypes
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- [ ] World
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- [ ] Scene
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- [x] general management
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- [ ] saving
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- [ ] loading
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@ -4,7 +4,7 @@ use std::sync::atomic::AtomicBool;
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use std::thread;
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use std::time::{Duration, Instant};
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use crossbeam_channel::bounded;
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use comet_ecs::{Camera2D, Component, Entity, Render, Render2D, Transform2D, Transform3D, World};
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use comet_ecs::{Camera2D, Component, Entity, Render, Render2D, Scene, Transform2D, Transform3D};
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use comet_resources::{ResourceManager, Vertex};
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use comet_renderer::renderer2d::Renderer2D;
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@ -48,7 +48,7 @@ pub struct App {
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delta_time: f32,
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update_timer: f32,
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game_state: Option<Box<dyn Any>>,
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world: World,
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scene: Scene,
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fullscreen: bool,
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should_quit: bool
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}
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@ -64,7 +64,7 @@ impl App {
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delta_time: 0.0,
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update_timer: 0.0166667,
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game_state: None,
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world: World::new(),
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scene: Scene::new(),
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fullscreen: false,
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should_quit: false
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}
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@ -99,13 +99,13 @@ impl App {
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match preset {
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ApplicationType::App2D => {
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info!("Creating 2D app!");
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self.world.register_component::<Transform2D>();
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self.world.register_component::<Render2D>();
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self.world.register_component::<Camera2D>()
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self.scene.register_component::<Transform2D>();
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self.scene.register_component::<Render2D>();
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self.scene.register_component::<Camera2D>()
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},
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ApplicationType::App3D => {
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info!("Creating 3D app!");
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self.world.register_component::<Transform3D>()
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self.scene.register_component::<Transform3D>()
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}
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};
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self
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@ -132,8 +132,8 @@ impl App {
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self.game_state.as_mut()?.downcast_mut::<T>()
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}
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pub fn world(&self) -> &World {
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&self.world
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pub fn scene(&self) -> &Scene {
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&self.scene
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}
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pub fn input_manager(&self) -> &WinitInputHelper {
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@ -153,47 +153,47 @@ impl App {
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}
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pub fn new_entity(&mut self) -> usize{
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self.world.new_entity() as usize
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self.scene.new_entity() as usize
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}
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pub fn delete_entity(&mut self, entity_id: usize) {
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self.world.delete_entity(entity_id)
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self.scene.delete_entity(entity_id)
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}
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pub fn get_entity(&self, entity_id: usize) -> Option<&Entity> {
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self.world.get_entity(entity_id)
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self.scene.get_entity(entity_id)
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}
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pub fn get_entity_mut(&mut self, entity_id: usize) -> Option<&mut Entity> {
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self.world.get_entity_mut(entity_id)
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self.scene.get_entity_mut(entity_id)
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}
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pub fn register_component<C: Component>(&mut self) {
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self.world.register_component::<C>()
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self.scene.register_component::<C>()
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}
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pub fn deregister_component<C: Component>(&mut self) {
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self.world.deregister_component::<C>()
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self.scene.deregister_component::<C>()
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}
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pub fn add_component<C: Component>(&mut self, entity_id: usize, component: C) {
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self.world.add_component(entity_id, component)
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self.scene.add_component(entity_id, component)
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}
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pub fn remove_component<C: Component>(&mut self, entity_id: usize) {
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self.world.remove_component::<C>(entity_id)
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self.scene.remove_component::<C>(entity_id)
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}
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pub fn get_component<C: Component>(&self, entity_id: usize) -> Option<&C> {
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self.world.get_component::<C>(entity_id)
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self.scene.get_component::<C>(entity_id)
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}
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pub fn get_component_mut<C: Component>(&mut self, entity_id: usize) -> Option<&mut C> {
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self.world.get_component_mut::<C>(entity_id)
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self.scene.get_component_mut::<C>(entity_id)
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}
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pub fn get_entities_with(&self, components: ComponentSet) -> Vec<usize> {
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self.world.get_entities_with(components)
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self.scene.get_entities_with(components)
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}
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pub fn quit(&mut self) {
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@ -9,7 +9,7 @@ use crate::math::{
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Vec3
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};
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use component_derive::Component;
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use crate::{Entity, World};
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use crate::{Entity, Scene};
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// ##################################################
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// # BASIC #
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@ -101,7 +101,7 @@ pub trait Render {
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}
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pub trait Camera {
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fn get_visible_entities(&self, camera_position: Position2D, world: World) -> Vec<Entity>;
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fn get_visible_entities(&self, camera_position: Position2D, scene: Scene) -> Vec<Entity>;
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fn get_projection_matrix(&self) -> Mat4;
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}
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@ -328,11 +328,11 @@ impl Camera2D {
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}
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impl Camera for Camera2D {
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fn get_visible_entities(&self, camera_position: Position2D, world: World) -> Vec<Entity> {
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let entities = world.entities();
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fn get_visible_entities(&self, camera_position: Position2D, scene: Scene) -> Vec<Entity> {
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let entities = scene.entities();
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let mut visible_entities = Vec::new();
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for entity in entities {
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if self.in_view_frustum(camera_position, *world.get_component::<Transform2D>(*entity.clone().unwrap().id() as usize).unwrap().position()) {
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if self.in_view_frustum(camera_position, *scene.get_component::<Transform2D>(*entity.clone().unwrap().id() as usize).unwrap().position()) {
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visible_entities.push(entity.clone().unwrap());
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}
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}
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@ -1,12 +1,12 @@
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pub use entity::*;
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pub use component::*;
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pub use world::*;
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pub use scene::*;
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pub use id::*;
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pub use component_derive::*;
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pub use comet_math as math;
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mod entity;
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mod component;
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mod world;
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mod scene;
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mod id;
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mod archetypes;
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@ -11,7 +11,7 @@ use comet_log::*;
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use comet_structs::*;
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use crate::archetypes::Archetypes;
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pub struct World {
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pub struct Scene {
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id_queue: IdQueue,
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next_id: u32,
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entities: Vec<Option<Entity>>,
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@ -19,7 +19,7 @@ pub struct World {
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archetypes: Archetypes
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}
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impl World {
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impl Scene {
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pub fn new() -> Self {
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Self {
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id_queue: IdQueue::new(),
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@ -30,7 +30,7 @@ impl World {
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}
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}
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/// Returns the number of how many entities exist in the current World.
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/// Returns the number of how many entities exist in the current Scene.
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pub fn active_entities(&self) -> u32 {
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self.entities.len() as u32 - self.id_queue.size()
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}
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@ -45,7 +45,7 @@ impl World {
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}
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}
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/// Retuns the `Vec` of `Option<Entity>` which contains all the entities in the current World.
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/// Retuns the `Vec` of `Option<Entity>` which contains all the entities in the current Scene.
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pub fn entities(&self) -> &Vec<Option<Entity>> {
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&self.entities
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}
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@ -86,8 +86,6 @@ impl World {
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}
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self.id_queue.sorted_enqueue(entity_id as u32);
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self.get_next_id();
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}
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fn create_archetype(&mut self, components: ComponentSet) {
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@ -156,14 +154,14 @@ impl World {
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ComponentSet::from_ids(type_ids)
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}
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/// Registers a new component in the world.
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/// Registers a new component in the scene.
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pub fn register_component<C: Component + 'static>(&mut self) {
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self.components.register_component::<C>(self.entities.len());
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self.create_archetype(ComponentSet::from_ids(vec![C::type_id()]));
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info!("Registered component: {}", C::type_name());
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}
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/// Deregisters a component from the world.
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/// Deregisters a component from the scene.
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pub fn deregister_component<C: Component + 'static>(&mut self) {
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self.components.deregister_component::<C>();
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info!("Deregistered component: {}", C::type_name());
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@ -207,7 +205,7 @@ impl World {
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if self.archetypes.contains_archetype(&components) {
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return self.archetypes.get_archetype(&components).unwrap().clone().iter().map(|x| *x as usize).collect();
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}
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error!("The given components {:?} are not registered in the world!", components);
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error!("The given components {:?} are not registered in the scene!", components);
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Vec::new()
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}
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}
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@ -8,7 +8,7 @@ use wgpu::util::DeviceExt;
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use winit::dpi::PhysicalSize;
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use winit::window::Window;
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use comet_colors::LinearRgba;
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use comet_ecs::{Camera, Camera2D, Component, Position2D, Render, Render2D, Transform2D, World};
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use comet_ecs::{Camera, Camera2D, Component, Position2D, Render, Render2D, Transform2D, Scene};
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use comet_log::{debug, info};
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use comet_math::{Point3, Vec2, Vec3};
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use comet_resources::{texture, graphic_resource_manager::GraphicResorceManager, Texture, Vertex};
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@ -757,15 +757,15 @@ impl<'a> Renderer2D<'a> {
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position
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}
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fn setup_camera<'b>(&mut self, cameras: Vec<usize>, world: &'b World) -> (&'b Position2D, &'b Camera2D){
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fn setup_camera<'b>(&mut self, cameras: Vec<usize>, scene: &'b Scene) -> (&'b Position2D, &'b Camera2D){
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let cam = cameras.get(
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self.find_priority_camera(
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cameras.iter().map(|e| *world.get_component::<Camera2D>(*e).unwrap()
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cameras.iter().map(|e| *scene.get_component::<Camera2D>(*e).unwrap()
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).collect::<Vec<Camera2D>>())
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).unwrap();
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let camera_component = world.get_component::<Camera2D>(*cam).unwrap();
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let camera_position = world.get_component::<Transform2D>(*cam).unwrap().position();
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let camera_component = scene.get_component::<Camera2D>(*cam).unwrap();
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let camera_position = scene.get_component::<Transform2D>(*cam).unwrap().position();
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let camera = RenderCamera::new(
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camera_component.zoom(),
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@ -814,24 +814,24 @@ impl<'a> Renderer2D<'a> {
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(camera_position, camera_component)
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}
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/// A function to automatically render all the entities of the `World` struct.
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/// A function to automatically render all the entities of the `Scene` struct.
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/// The entities must have the `Render2D` and `Transform2D` components to be rendered as well as set visible.
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pub fn render_scene_2d(&mut self, world: &World) {
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let cameras = world.get_entities_with(ComponentSet::from_ids(vec![Transform2D::type_id(), Camera2D::type_id()]));
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let entities = world.get_entities_with(ComponentSet::from_ids(vec![Transform2D::type_id(), Render2D::type_id()]));
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pub fn render_scene_2d(&mut self, scene: &Scene) {
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let cameras = scene.get_entities_with(ComponentSet::from_ids(vec![Transform2D::type_id(), Camera2D::type_id()]));
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let entities = scene.get_entities_with(ComponentSet::from_ids(vec![Transform2D::type_id(), Render2D::type_id()]));
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if cameras.is_empty() {
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return;
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}
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self.setup_camera(cameras, world);
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self.setup_camera(cameras, scene);
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let mut vertex_buffer: Vec<Vertex> = Vec::new();
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let mut index_buffer: Vec<u16> = Vec::new();
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for entity in entities {
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let renderer_component = world.get_component::<Render2D>(entity).unwrap();
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let transform_component = world.get_component::<Transform2D>(entity).unwrap();
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let renderer_component = scene.get_component::<Render2D>(entity).unwrap();
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let transform_component = scene.get_component::<Transform2D>(entity).unwrap();
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if renderer_component.is_visible() {
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let mut position = transform_component.position().clone();
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@ -952,7 +952,7 @@ impl<'a> Renderer2D<'a> {
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/// A function to render the screen from top to bottom.
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/// Generally useful in top-down games to render trees in front of players for example.
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pub fn render_layered_scene_2d(&mut self, world: &World) {
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pub fn render_layered_scene_2d(&mut self, world: &Scene) {
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let cameras = world.get_entities_with(ComponentSet::from_ids(vec![Camera2D::type_id()]));
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if cameras == vec![] {
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@ -7,8 +7,8 @@ Simply run
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cargo run --example <example_name>
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```
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| Example | Description |
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|------------------------------------|-----------------------------------------------------------------------------------------|
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| [hello_world](hello_world) | A simple boilerplate example to show how to properly start creating a Comet App. |
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| [textured_entity](textured_entity) | This covers the basics on how to create a camera and your first entity with a texture |
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| Example | Description |
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|---------------------------------------------------|-----------------------------------------------------------------------------------------|
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| [hello_world](comet/examples/hello_world) | A simple boilerplate example to show how to properly start creating a Comet App. |
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| [textured_entity](comet/examples/textured_entity) | This covers the basics on how to create a camera and your first entity with a texture |
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@ -21,7 +21,7 @@ fn setup(app: &mut App, renderer: &mut Renderer2D) {
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}
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fn update(app: &mut App, renderer: &mut Renderer2D, dt: f32) {
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renderer.render_scene_2d(app.world())
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renderer.render_scene_2d(app.scene())
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}
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fn main() {
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