Huge input update, FPS Camera controls system

Long day. I now store winit:🪟:Window in a mutex.
This commit is contained in:
reo 2025-09-28 01:31:14 +03:00
parent 1e9b997aeb
commit 46c8c32819
15 changed files with 307 additions and 39 deletions

View file

@ -10,3 +10,4 @@ raidillon_platform = { path = "../platform" }
winit = "0.30.12"
hecs = "0.10.5"
indexmap = "2.10.0"
glam = "0.30.8"

View file

@ -5,11 +5,13 @@ use crate::system::{SystemContext, SystemManager};
use raidillon_platform::PlatformContext;
use raidillon_core::DebugUIBuffer;
use raidillon_core::engine::EngineTrait;
use crate::input::InputState;
pub struct Engine {
pub scene_manager: SceneManager,
pub system_manager: SystemManager,
debug_ui_buffer: Rc<RefCell<DebugUIBuffer>>,
input_state: Rc<RefCell<InputState>>,
}
impl EngineTrait for Engine {
@ -21,6 +23,7 @@ impl EngineTrait for Engine {
scene_manager,
system_manager,
debug_ui_buffer: Rc::new(RefCell::new(DebugUIBuffer::new())),
input_state: Default::default(),
}
}
@ -35,6 +38,7 @@ impl EngineTrait for Engine {
scene: self.scene_manager.current_mut(),
platform_context,
debug_ui_buffer: self.debug_ui_buffer.clone(),
input_state: self.input_state.clone(),
};
// Engine Loading Stage 2: load world
@ -50,6 +54,7 @@ impl EngineTrait for Engine {
scene: self.scene_manager.current_mut(),
platform_context,
debug_ui_buffer: self.debug_ui_buffer.clone(),
input_state: self.input_state.clone(),
};
for system in self.system_manager.systems.values_mut() {
@ -62,6 +67,7 @@ impl EngineTrait for Engine {
scene: self.scene_manager.current_mut(),
platform_context,
debug_ui_buffer: self.debug_ui_buffer.clone(),
input_state: self.input_state.clone(),
};
for system in self.system_manager.systems.values_mut() {
@ -70,10 +76,13 @@ impl EngineTrait for Engine {
}
fn handle_event(&mut self, platform_context: PlatformContext) {
self.input_state.borrow_mut().handle_event(&platform_context.current_event);
let mut ctx = SystemContext {
scene: self.scene_manager.current_mut(),
platform_context,
debug_ui_buffer: self.debug_ui_buffer.clone(),
input_state: self.input_state.clone(),
};
for system in self.system_manager.systems.values_mut() {

69
engine/src/input.rs Normal file
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@ -0,0 +1,69 @@
use std::collections::HashSet;
use winit::event::{ElementState, Event, MouseButton, WindowEvent};
use winit::keyboard::{KeyCode, PhysicalKey};
/// A utility to help with buffering input.
/// Meant to be plugged into systems.
#[derive(Default, Clone, Debug)]
pub struct InputState {
held_keys: HashSet<KeyCode>,
held_mouse: HashSet<MouseButton>,
}
impl InputState {
fn new() -> Self {
Default::default()
}
pub fn handle_event(&mut self, event: &Event<()>) {
if let Event::WindowEvent { event, .. } = event {
match event {
// Keyboard
WindowEvent::KeyboardInput { event: key_event, .. } => {
if let PhysicalKey::Code(code) = key_event.physical_key {
match key_event.state {
ElementState::Pressed => {
self.held_keys.insert(code);
}
ElementState::Released => {
self.held_keys.remove(&code);
}
}
}
}
// Mouse
WindowEvent::MouseInput { state, button, .. } => {
match state {
ElementState::Pressed => {
self.held_mouse.insert(*button);
}
ElementState::Released => {
self.held_mouse.remove(button);
}
}
}
WindowEvent::Focused(focused) => {
if !*focused {
self.clear();
}
}
_ => {}
}
}
}
pub fn key_held(&self, code: KeyCode) -> bool {
self.held_keys.contains(&code)
}
pub fn mouse_held(&self, button: MouseButton) -> bool {
self.held_mouse.contains(&button)
}
pub fn clear(&mut self) {
self.held_keys.clear();
self.held_mouse.clear();
}
}

View file

@ -1,4 +1,6 @@
pub mod engine;
pub mod system;
mod input;
pub mod systems;
pub use crate::engine::Engine;

View file

@ -5,12 +5,13 @@ use raidillon_platform::PlatformContext;
use std::any::TypeId;
use std::cell::RefCell;
use std::rc::Rc;
use crate::input::InputState;
pub struct SystemContext<'a> {
// TODO: time delta etc.
pub scene: &'a mut Scene,
pub platform_context: PlatformContext,
pub debug_ui_buffer: Rc<RefCell<DebugUIBuffer>>,
pub input_state: Rc<RefCell<InputState>>,
}
pub trait System {

View file

@ -0,0 +1,114 @@
use crate::system::{System, SystemContext};
use glam::{Quat, Vec3};
use winit::event::DeviceEvent::MouseMotion;
use winit::event::{ElementState, Event, MouseButton, WindowEvent};
use winit::keyboard::PhysicalKey;
use winit::window::CursorGrabMode;
use raidillon_assets::model_path;
use raidillon_platform::Camera;
pub struct FPSCameraSystem {
mouse_delta: (f64, f64),
mouse_enabled: bool,
position: Vec3,
yaw: f32,
pitch: f32,
speed: f32,
sensitivity: f32,
}
impl Default for FPSCameraSystem {
fn default() -> Self {
Self {
mouse_delta: Default::default(),
mouse_enabled: Default::default(),
position: Vec3::new(0.0, 0.0, 2.0),
yaw: -90.0,
pitch: 0.0,
speed: 3.0,
sensitivity: 0.1,
}
}
}
impl System for FPSCameraSystem {
fn load_world(&mut self, ctx: &mut SystemContext) {
ctx.scene.world.spawn((Camera {
eye: Vec3::new(0.0, 0.0, 2.0),
center: Vec3::ZERO,
up: Vec3::Y,
fovy: 60_f32.to_radians(),
aspect: ctx.platform_context.frame_width / ctx.platform_context.frame_height,
znear: 0.1,
zfar: 100.0,
},));
}
fn handle_event(&mut self, ctx: &mut SystemContext) {
let event2 = ctx.platform_context.current_event.clone();
match event2 {
Event::DeviceEvent { device_id, event} => {
match event {
MouseMotion { delta } => {
self.mouse_delta.0 += delta.0;
self.mouse_delta.1 += delta.1;
},
_ => {}
}
},
Event::WindowEvent { event, .. } => match event {
WindowEvent::MouseInput { state, button, .. } => {
if button == MouseButton::Right {
// blood and tear
let window = ctx.platform_context.window.lock().unwrap();
match state {
ElementState::Pressed => {
if window
.set_cursor_grab(CursorGrabMode::Confined)
.or_else(|_| window.set_cursor_grab(CursorGrabMode::Locked))
.is_ok()
{
window.set_cursor_visible(false);
self.mouse_enabled = true;
}
}
ElementState::Released => {
let _ = window.set_cursor_grab(CursorGrabMode::None);
window.set_cursor_visible(true);
self.mouse_enabled = false;
}
}
}
}
_ => {},
},
_ => {},
}
}
fn frame_update(&mut self, ctx: &mut SystemContext) {
if self.mouse_enabled {
self.yaw += self.mouse_delta.0 as f32 * self.sensitivity;
self.pitch -= self.mouse_delta.1 as f32 * self.sensitivity;
self.pitch = self.pitch.clamp(-89.0, 89.0);
}
ctx.scene.world.query_mut::<&mut Camera>().into_iter().for_each(|(_, camera)| {
camera.eye = self.position;
camera.center = self.position + self.front();
});
self.mouse_delta = (0.0, 0.0);
}
}
impl FPSCameraSystem {
pub fn front(&self) -> Vec3 {
let yaw_rad = self.yaw.to_radians();
let pitch_rad = self.pitch.to_radians();
Vec3::new(
yaw_rad.cos() * pitch_rad.cos(),
pitch_rad.sin(),
yaw_rad.sin() * pitch_rad.cos(),
).normalize()
}
}

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@ -0,0 +1 @@
pub mod fps_camera;