New crate: raidillon_app, refactor game/main.rs to use the new crate

This commit is contained in:
reo 2025-11-16 19:32:56 +03:00
parent 82f3b27732
commit 47c3b2b111
12 changed files with 140 additions and 96 deletions

View file

@ -3,18 +3,8 @@ name = "raidillon_game"
version = "0.1.0"
edition = "2024"
[features]
default = ["glium"]
glium = ["raidillon_glium"]
[dependencies]
raidillon_core = { path = "../core" }
raidillon_platform = { path = "../platform" }
raidillon_assets = { path = "../asset" }
raidillon_ecs = { path = "../ecs" }
raidillon_engine = { path = "../engine" }
raidillon_physics = { path = "../physics" }
raidillon_glium = { path = "../glium_platform", optional = true }
raidillon_app = { path = "../app", features = ["glium"] }
glam = "0.30.5"
winit = "0.30.12"
rapier3d = "0.30.1"

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@ -1,25 +1,11 @@
use raidillon_app::prelude::*;
mod systems;
use std::fmt::format;
use glam::{Quat, Vec3};
use rapier3d::dynamics::{CoefficientCombineRule, RigidBodyType};
use rapier3d::prelude::ColliderBuilder;
use raidillon_engine::{Engine, system::System, EngineResources, InputState};
use raidillon_engine::system::SystemContext;
use raidillon_platform::{Platform, Camera, PlatformContext};
use raidillon_assets::model_path;
use raidillon_core::engine::EngineTrait;
use raidillon_ecs::components::{CameraMode, CharacterBodyComponent, ModelHandle, RigidBodyComponent};
use raidillon_ecs::Transform;
use raidillon_core::scene::Scene;
#[cfg(feature = "glium")]
use raidillon_glium::GliumPlatform;
use winit::event::{ElementState, Event, WindowEvent};
use winit::event::DeviceEvent::MouseMotion;
use winit::keyboard::{KeyCode, PhysicalKey};
use raidillon_core::{EguiQueue};
use winit::event::{Event, WindowEvent};
use systems::debug_camera::FPSDebugCameraSystem;
use raidillon_glium::RenderingSystem;
use raidillon_physics::Physics;
use crate::systems::{KeybindsSystem, KinematicCharacterController, PhysicsSystem};
const TEST_GLTF: &str = "sphere.glb";
@ -46,9 +32,9 @@ impl System for UpdateAspectRatioSystem {
}
#[derive(Default)]
struct RenderingTestSystem;
struct MainSystem;
impl System for RenderingTestSystem {
impl System for MainSystem {
fn load_world(&mut self, res: &mut EngineResources, scene: &mut Scene) {
let pctx = res.get::<PlatformContext>().expect("PlatformContext missing").clone();
let physics = scene.resources.get_mut::<Physics>().expect("Physics missing");
@ -130,35 +116,14 @@ impl System for RenderingTestSystem {
}
fn main() {
let mut engine = Engine::new();
// Define systems
engine.system_manager.add::<PhysicsSystem>();
engine.system_manager.add::<KeybindsSystem>();
engine.system_manager.add::<KinematicCharacterController>();
engine.system_manager.add::<FPSDebugCameraSystem>();
engine.system_manager.add::<RenderingTestSystem>();
engine.system_manager.add::<UpdateAspectRatioSystem>();
// engine.system_manager.add::<InputTestSystem>();
// Set up the scene
let main_scene = Scene::new(
MAIN_SCENE_ID.to_owned(),
None,
);
engine.scene_manager.add_scene(MAIN_SCENE_ID, main_scene);
engine.scene_manager.set_active_scene(MAIN_SCENE_ID);
#[cfg(feature = "glium")]
{
let platform = GliumPlatform::initialize(
engine,
"Raidillon".to_string(),
2560,
1080,
);
platform.run()
};
#[cfg(not(any(feature = "glium")))]
compile_error!("No platform feature enabled.");
raidillon_app::App::new()
.add_system::<PhysicsSystem>()
.add_system::<KeybindsSystem>()
.add_system::<KinematicCharacterController>()
.add_system::<FPSDebugCameraSystem>()
.add_system::<MainSystem>()
.add_system::<UpdateAspectRatioSystem>()
.add_scene(MAIN_SCENE_ID, Scene::new(MAIN_SCENE_ID.to_owned(), None))
.set_active_scene(MAIN_SCENE_ID)
.run("Raidillon".to_string(), 2560, 1080);
}

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@ -1,15 +1,9 @@
use raidillon_engine::system::{System, SystemContext};
use glam::{Quat, Vec3};
use winit::event::DeviceEvent::MouseMotion;
use winit::event::{ElementState, Event, MouseButton, WindowEvent};
use winit::keyboard::{KeyCode, PhysicalKey};
use winit::window::CursorGrabMode;
use raidillon_assets::model_path;
use raidillon_platform::{Camera, PlatformContext};
use raidillon_engine::InputState;
use raidillon_engine::EngineResources;
use raidillon_core::scene::Scene;
use raidillon_ecs::components::CameraMode;
use raidillon_app::prelude::*;
pub struct FPSDebugCameraSystem {
mouse_delta: (f64, f64),

View file

@ -1,9 +1,5 @@
use winit::keyboard::KeyCode;
use raidillon_core::scene::Scene;
use raidillon_ecs::components::CameraMode;
use raidillon_engine::{EngineResources, InputState};
use raidillon_engine::system::System;
use raidillon_platform::{Camera, PlatformContext};
use raidillon_app::prelude::*;
#[derive(Default)]
pub struct KeybindsSystem {

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@ -1,18 +1,12 @@
use glam::{Quat, Vec3};
use rapier3d::prelude::{nalgebra, ColliderBuilder, QueryFilter, RigidBodyBuilder};
use rapier3d::prelude::vector;
use raidillon_core::scene::Scene;
use raidillon_engine::{EngineResources, InputState};
use raidillon_engine::system::System;
use rapier3d::control::KinematicCharacterController as RapierKinematicCharacterController;
use rapier3d::na::{Isometry3, Vector3};
use winit::event::DeviceEvent::MouseMotion;
use winit::event::Event;
use winit::keyboard::KeyCode;
use raidillon_ecs::components::{CameraMode, CharacterBodyComponent};
use raidillon_ecs::Transform;
use raidillon_physics::Physics;
use raidillon_platform::{Camera, PlatformContext};
use raidillon_app::prelude::*;
#[derive(Default)]
pub struct KinematicCharacterController {

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@ -1,10 +1,4 @@
use raidillon_core::scene::Scene;
use raidillon_ecs::components::RigidBodyComponent;
use raidillon_ecs::Transform;
use raidillon_engine::EngineResources;
use raidillon_engine::system::System;
use raidillon_physics::Physics;
use raidillon_platform::PlatformContext;
use raidillon_app::prelude::*;
/// Do physics calculations and apply to world.
#[derive(Default)]