Huge input update, FPS Camera controls system
Long day. I now store winit:🪟:Window in a mutex.
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1e9b997aeb
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46c8c32819
15 changed files with 307 additions and 39 deletions
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@ -10,12 +10,56 @@ use raidillon_ecs::Transform;
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use raidillon_core::scene::Scene;
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#[cfg(feature = "glium")]
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use raidillon_glium::GliumPlatform;
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use winit::event::{Event, WindowEvent};
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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_engine::systems::fps_camera::FPSCameraSystem;
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const TEST_GLTF: &str = "pink-monkey.gltf";
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const MAIN_SCENE_ID: &str = "main_scene";
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#[derive(Default)]
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struct InputTestSystem {
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mouse_delta: (f64, f64),
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}
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impl System for InputTestSystem {
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fn handle_event(&mut self, ctx: &mut SystemContext) {
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let event2 = ctx.platform_context.current_event.clone();
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match event2 {
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Event::DeviceEvent { device_id, event} => {
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match event {
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MouseMotion { delta } => {
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self.mouse_delta.0 += delta.0;
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self.mouse_delta.1 += delta.1;
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println!("UPDATED mouse delta: ({},{})", self.mouse_delta.0, self.mouse_delta.1);
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},
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_ => {}
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}
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},
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Event::WindowEvent { event, .. } => match event {
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WindowEvent::KeyboardInput { device_id, event, is_synthetic} => {
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let PhysicalKey::Code(key_code) = event.physical_key else {
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return;
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};
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match event.state {
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ElementState::Pressed => {
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println!("Pressed Key: {:?}", key_code);
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}
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ElementState::Released => {
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println!("Released Key: {:?}", key_code);
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}
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}
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}
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_ => {},
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}
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_ => {},
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}
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}
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}
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#[derive(Default)]
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struct UpdateAspectRatioSystem;
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impl System for UpdateAspectRatioSystem {
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@ -42,16 +86,6 @@ impl System for RenderingTestSystem {
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fn load_world(&mut self, ctx: &mut SystemContext) {
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self.rotation_speed = std::rc::Rc::new(std::cell::RefCell::new(5.0));
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ctx.scene.world.spawn((Camera {
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eye: Vec3::new(0.0, 0.0, 2.0),
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center: Vec3::ZERO,
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up: Vec3::Y,
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fovy: 60_f32.to_radians(),
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aspect: ctx.platform_context.frame_width / ctx.platform_context.frame_height,
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znear: 0.1,
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zfar: 100.0,
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},));
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let mut am = ctx.platform_context.asset_manager.borrow_mut();
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am.load_gltf(TEST_GLTF, &model_path(TEST_GLTF));
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@ -72,6 +106,20 @@ impl System for RenderingTestSystem {
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dbg_ui.text(format!("Frame Delta: {}", ctx.platform_context.time_ctx.frame_dt));
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dbg_ui.text(format!("Fixed Delta: {}", ctx.platform_context.time_ctx.fixed_dt));
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dbg_ui.slider_f32("Rotation Speed", -10.0, 10.0, self.rotation_speed.clone());
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let input = ctx.input_state.borrow();
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if input.key_held(KeyCode::KeyW) {
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dbg_ui.text("W".to_owned());
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}
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if input.key_held(KeyCode::KeyA) {
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dbg_ui.text("A".to_owned());
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}
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if input.key_held(KeyCode::KeyS) {
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dbg_ui.text("S".to_owned());
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}
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if input.key_held(KeyCode::KeyD) {
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dbg_ui.text("D".to_owned());
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}
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}
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fn fixed_update(&mut self, ctx: &mut SystemContext) {
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@ -85,8 +133,10 @@ impl System for RenderingTestSystem {
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fn main() {
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let mut engine = Engine::new();
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// Define systems
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engine.system_manager.add::<FPSCameraSystem>();
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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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// Set up the scene
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let main_scene = Scene::new(
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@ -102,7 +152,7 @@ fn main() {
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engine,
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"Raidillon".to_string(),
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2560,
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1440,
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1080,
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);
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platform.run()
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};
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