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

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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),

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@ -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)]