Move debug_camera to the game crate, activate FPSDebugCameraSystem
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4 changed files with 7 additions and 6 deletions
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@ -1 +0,0 @@
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pub mod fps_camera;
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@ -17,7 +17,7 @@ use winit::event::{ElementState, Event, WindowEvent};
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use winit::event::DeviceEvent::MouseMotion;
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use winit::keyboard::{KeyCode, PhysicalKey};
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use raidillon_core::DebugUIBuffer;
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use raidillon_engine::systems::fps_camera::FPSDebugCameraSystem;
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use systems::debug_camera::FPSDebugCameraSystem;
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use raidillon_glium::RenderingSystem;
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use raidillon_physics::Physics;
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use crate::systems::{KeybindsSystem, KinematicCharacterController, PhysicsSystem};
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@ -123,6 +123,7 @@ fn main() {
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engine.system_manager.add::<PhysicsSystem>();
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engine.system_manager.add::<KeybindsSystem>();
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engine.system_manager.add::<KinematicCharacterController>();
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engine.system_manager.add::<FPSDebugCameraSystem>();
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engine.system_manager.add::<RenderingTestSystem>();
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engine.system_manager.add::<UpdateAspectRatioSystem>();
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// engine.system_manager.add::<InputTestSystem>();
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@ -1,4 +1,4 @@
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use crate::system::{System, SystemContext};
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use raidillon_engine::system::{System, SystemContext};
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use glam::{Quat, Vec3};
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use winit::event::DeviceEvent::MouseMotion;
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use winit::event::{ElementState, Event, MouseButton, WindowEvent};
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@ -6,8 +6,8 @@ use winit::keyboard::{KeyCode, PhysicalKey};
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use winit::window::CursorGrabMode;
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use raidillon_assets::model_path;
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use raidillon_platform::{Camera, PlatformContext};
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use crate::input::InputState;
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use crate::resources::EngineResources;
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use raidillon_engine::InputState;
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use raidillon_engine::EngineResources;
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use raidillon_core::scene::Scene;
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use raidillon_ecs::components::CameraMode;
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@ -29,7 +29,7 @@ impl Default for FPSDebugCameraSystem {
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position: Vec3::new(0.0, 0.0, 2.0),
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yaw: -90.0,
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pitch: 0.0,
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speed: 3.0,
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speed: 8.0,
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sensitivity: 0.1,
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}
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}
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@ -1,6 +1,7 @@
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mod physics;
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mod kinematic_character_controller;
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mod keybinds;
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pub mod debug_camera;
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pub use physics::PhysicsSystem;
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pub use kinematic_character_controller::KinematicCharacterController;
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