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33c96a93a5
...
7854245a4b
8
TODO.md
8
TODO.md
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@ -1,10 +1,10 @@
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## Specific Jobs
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- Start documenting
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- Check for handle leaks
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- Rename and crtl-f comments
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- gameobject and world
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- behavior and personality
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- ship (content) / ship (data) / ship (world)
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- gameobject and world
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- behavior and personality
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- ship (content) / ship (data) / ship (world)
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- Fix ship controllers
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- Don't allocate each frame
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- UI: text arranger
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|
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@ -104,7 +104,7 @@ pub struct Object {
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/// This object's position, in game coordinates,
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/// relative to the system's center (0, 0).
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pub pos: Point3<f32>,
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pub position: Point3<f32>,
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/// This object's sprite's angle.
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pub angle: Rad<f32>,
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@ -200,14 +200,13 @@ impl crate::Build for System {
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objects.push(Object {
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sprite: handle,
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pos: resolve_position(&system.object, &obj, cycle_detector)
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position: resolve_position(&system.object, &obj, cycle_detector)
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.with_context(|| format!("In object {:#?}", label))?,
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size: obj.size,
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angle: Deg(obj.angle.unwrap_or(0.0)).into(),
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});
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}
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objects.sort_by(|a, b| a.pos.z.total_cmp(&b.pos.z));
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content.systems.push(Self {
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name: system_name,
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objects,
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|
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@ -45,29 +45,23 @@ impl Game {
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s.add_outfit(&ct.get_outfit(content::OutfitHandle { index: 1 }));
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s.add_outfit(&ct.get_outfit(content::OutfitHandle { index: 2 }));
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let a = gamedata.create_ship(
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gamedata.create_ship(
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&ct,
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content::ShipHandle { index: 0 },
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content::FactionHandle { index: 1 },
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ShipPersonality::Dummy,
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&content::SystemHandle { index: 0 },
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);
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let s = gamedata.get_ship_mut(a).unwrap();
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s.add_outfit(&ct.get_outfit(content::OutfitHandle { index: 0 }));
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s.add_outfit(&ct.get_outfit(content::OutfitHandle { index: 1 }));
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s.add_outfit(&ct.get_outfit(content::OutfitHandle { index: 2 }));
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let a = gamedata.create_ship(
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&ct,
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content::ShipHandle { index: 0 },
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content::FactionHandle { index: 0 },
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content::FactionHandle { index: 1 },
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ShipPersonality::Point,
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&content::SystemHandle { index: 0 },
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);
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let s = gamedata.get_ship_mut(a).unwrap();
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s.add_outfit(&ct.get_outfit(content::OutfitHandle { index: 0 }));
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s.add_outfit(&ct.get_outfit(content::OutfitHandle { index: 1 }));
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s.add_outfit(&ct.get_outfit(content::OutfitHandle { index: 2 }));
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let physics = World::new(&ct, &gamedata, content::SystemHandle { index: 0 });
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@ -157,11 +151,10 @@ impl Game {
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camera_zoom: self.camera.zoom,
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current_time: self.start_instant.elapsed().as_secs_f32(),
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content: &self.content,
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world: &self.world, // TODO: maybe system should be stored here?
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world: &self.world,
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particles: &mut self.new_particles,
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player_data: self.player,
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data: &self.gamedata,
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current_system: content::SystemHandle { index: 0 },
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}
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}
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}
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@ -7,6 +7,8 @@
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mod gamedata;
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mod handles;
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pub mod ship;
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mod system;
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pub use gamedata::*;
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pub use handles::*;
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pub use system::{System, SystemObject};
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|
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@ -56,9 +56,7 @@ impl Ship {
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/// Add an outfit to this ship
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pub fn add_outfit(&mut self, o: &content::Outfit) -> super::OutfitAddResult {
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let r = self.outfits.add(o);
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self.shields = self.outfits.get_shield_strength();
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return r;
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self.outfits.add(o)
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}
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/// Remove an outfit from this ship
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|
|
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@ -0,0 +1,37 @@
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use cgmath::{Point3, Rad};
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use galactica_content as content;
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// TODO: rework
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pub struct System {
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pub name: String,
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pub bodies: Vec<SystemObject>,
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}
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impl System {
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pub fn new(ct: &content::Content, handle: content::SystemHandle) -> Self {
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let sys = ct.get_system(handle);
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let mut s = System {
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name: sys.name.clone(),
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bodies: Vec::new(),
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};
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for o in &sys.objects {
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s.bodies.push(SystemObject {
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pos: o.position,
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sprite: o.sprite,
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size: o.size,
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angle: o.angle,
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});
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}
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return s;
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}
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}
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pub struct SystemObject {
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pub sprite: content::SpriteHandle,
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pub pos: Point3<f32>,
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pub size: f32,
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pub angle: Rad<f32>,
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}
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@ -19,7 +19,7 @@ impl GPUState {
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let radar_size = 300.0;
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let hide_range = 0.85;
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let shrink_distance = 20.0;
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let system_object_scale = 1.0 / 600.0;
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//let system_object_scale = 1.0 / 600.0;
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let ship_scale = 1.0 / 10.0;
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let player_world_object = state.world.get_ship(state.player_data).unwrap();
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@ -29,7 +29,7 @@ impl GPUState {
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.unwrap();
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let player_position = util::rigidbody_position(player_body);
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let planet_sprite = state.content.get_sprite_handle("ui::planetblip");
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//let planet_sprite = state.content.get_sprite_handle("ui::planetblip");
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let ship_sprite = state.content.get_sprite_handle("ui::shipblip");
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let arrow_sprite = state.content.get_sprite_handle("ui::centerarrow");
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@ -54,9 +54,9 @@ impl GPUState {
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);
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self.vertex_buffers.ui_counter += 1;
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/*
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// Draw system objects
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let system = state.content.get_system(state.current_system);
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for o in &system.objects {
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for o in &system.bodies {
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let size = (o.size / o.pos.z) / (radar_range * system_object_scale);
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let p = Point2 {
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x: o.pos.x,
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@ -72,35 +72,24 @@ impl GPUState {
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// Don't draw super tiny sprites, they flicker
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continue;
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}
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// Enforce buffer limit
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if self.vertex_buffers.ui_counter as u64
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> galactica_constants::UI_SPRITE_INSTANCE_LIMIT
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{
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// TODO: no panic, handle this better.
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panic!("UI limit exceeded!")
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}
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// Push this object's instance
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self.queue.write_buffer(
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&self.vertex_buffers.ui.instances,
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UiInstance::SIZE * self.vertex_buffers.ui_counter,
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bytemuck::cast_slice(&[UiInstance {
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anchor: PositionAnchor::NwC.to_int(),
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position: (Point2 {
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out.push(UiSprite {
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sprite: planet_sprite,
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pos: AnchoredUiPosition::NwC(
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Point2 {
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x: radar_size / 2.0 + 10.0,
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y: radar_size / -2.0 - 10.0,
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} + (d * (radar_size / 2.0)))
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.into(),
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angle: o.angle.0,
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size,
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color: [0.5, 0.5, 0.5, 1.0],
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sprite_index: planet_sprite.get_index(),
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}]),
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);
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self.vertex_buffers.ui_counter += 1;
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} + (d * (radar_size / 2.0)),
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),
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dimensions: Point2 {
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x: planet_sprite.aspect,
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y: 1.0,
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} * size,
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angle: o.angle,
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color: Some([0.5, 0.5, 0.5, 1.0]),
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});
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}
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}
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*/
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// Draw ships
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for (s, r) in state.world.iter_ship_body() {
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|
@ -134,7 +123,6 @@ impl GPUState {
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} + (d * (radar_size / 2.0));
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// Enforce buffer limit
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// TODO: cleaner solution. don't do this everywhere.
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if self.vertex_buffers.ui_counter as u64
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> galactica_constants::UI_SPRITE_INSTANCE_LIMIT
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{
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|
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@ -364,9 +364,13 @@ impl GPUState {
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// Order matters, it determines what is drawn on top.
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// The order inside ships and projectiles doesn't matter,
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// but ships should always be under projectiles.
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self.world_push_system(state, (clip_ne, clip_sw));
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self.world_push_ship(state, (clip_ne, clip_sw));
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self.world_push_projectile(state, (clip_ne, clip_sw));
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for s in state.world.iter_ships() {
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self.world_push_ship(state, (clip_ne, clip_sw), &s);
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}
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for p in state.world.iter_projectiles() {
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self.world_push_projectile(state, (clip_ne, clip_sw), &p);
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}
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self.hud_add_radar(state);
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self.hud_add_status(state);
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|
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@ -2,7 +2,10 @@
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use bytemuck;
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use cgmath::{EuclideanSpace, InnerSpace, Point2, Vector2};
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use galactica_world::util;
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use galactica_world::{
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objects::{ProjectileWorldObject, ShipWorldObject},
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util,
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};
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use crate::{
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globaluniform::ObjectData,
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|
@ -16,115 +19,114 @@ impl GPUState {
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state: &RenderState,
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// NE and SW corners of screen
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screen_clip: (Point2<f32>, Point2<f32>),
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s: &ShipWorldObject,
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) {
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for s in state.world.iter_ships() {
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let r = state.world.get_rigid_body(s.rigid_body).unwrap();
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let ship_pos = util::rigidbody_position(&r);
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let ship_rot = util::rigidbody_rotation(r);
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let ship_ang = -ship_rot.angle(Vector2 { x: 0.0, y: 1.0 }); // TODO: inconsistent angles. Fix!
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let ship_cnt = state.content.get_ship(s.data_handle.content_handle());
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let r = state.world.get_rigid_body(s.rigid_body).unwrap();
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let ship_pos = util::rigidbody_position(&r);
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let ship_rot = util::rigidbody_rotation(r);
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let ship_ang = -ship_rot.angle(Vector2 { x: 0.0, y: 1.0 }); // TODO: inconsistent angles. Fix!
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let ship_cnt = state.content.get_ship(s.data_handle.content_handle());
|
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|
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// Position adjusted for parallax
|
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// TODO: adjust parallax for zoom?
|
||||
// 1.0 is z-coordinate, which is constant for ships
|
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let pos: Point2<f32> = (ship_pos - state.camera_pos.to_vec()) / 1.0;
|
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// Position adjusted for parallax
|
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// TODO: adjust parallax for zoom?
|
||||
// 1.0 is z-coordinate, which is constant for ships
|
||||
let pos: Point2<f32> = (ship_pos - state.camera_pos.to_vec()) / 1.0;
|
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|
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// Game dimensions of this sprite post-scale.
|
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// Post-scale width or height, whichever is larger.
|
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// This is in game units.
|
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//
|
||||
// We take the maximum to account for rotated sprites.
|
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let m = (ship_cnt.size / 1.0) * ship_cnt.sprite.aspect.max(1.0);
|
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// Game dimensions of this sprite post-scale.
|
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// Post-scale width or height, whichever is larger.
|
||||
// This is in game units.
|
||||
//
|
||||
// We take the maximum to account for rotated sprites.
|
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let m = (ship_cnt.size / 1.0) * ship_cnt.sprite.aspect.max(1.0);
|
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|
||||
// Don't draw sprites that are off the screen
|
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if pos.x < screen_clip.0.x - m
|
||||
|| pos.y > screen_clip.0.y + m
|
||||
|| pos.x > screen_clip.1.x + m
|
||||
|| pos.y < screen_clip.1.y - m
|
||||
{
|
||||
continue;
|
||||
}
|
||||
// Don't draw sprites that are off the screen
|
||||
if pos.x < screen_clip.0.x - m
|
||||
|| pos.y > screen_clip.0.y + m
|
||||
|| pos.x > screen_clip.1.x + m
|
||||
|| pos.y < screen_clip.1.y - m
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
let idx = self.vertex_buffers.object_counter;
|
||||
// Write this object's location data
|
||||
self.queue.write_buffer(
|
||||
&self.global_uniform.object_buffer,
|
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ObjectData::SIZE * idx as u64,
|
||||
bytemuck::cast_slice(&[ObjectData {
|
||||
xpos: ship_pos.x,
|
||||
ypos: ship_pos.y,
|
||||
zpos: 1.0,
|
||||
angle: ship_ang.0,
|
||||
size: ship_cnt.size,
|
||||
parent: 0,
|
||||
is_child: 0,
|
||||
_padding: Default::default(),
|
||||
}]),
|
||||
);
|
||||
let idx = self.vertex_buffers.object_counter;
|
||||
// Write this object's location data
|
||||
self.queue.write_buffer(
|
||||
&self.global_uniform.object_buffer,
|
||||
ObjectData::SIZE * idx as u64,
|
||||
bytemuck::cast_slice(&[ObjectData {
|
||||
xpos: ship_pos.x,
|
||||
ypos: ship_pos.y,
|
||||
zpos: 1.0,
|
||||
angle: ship_ang.0,
|
||||
size: ship_cnt.size,
|
||||
parent: 0,
|
||||
is_child: 0,
|
||||
_padding: Default::default(),
|
||||
}]),
|
||||
);
|
||||
|
||||
// Enforce buffer limit
|
||||
if self.vertex_buffers.object_counter as u64
|
||||
> galactica_constants::OBJECT_SPRITE_INSTANCE_LIMIT
|
||||
{
|
||||
// TODO: no panic, handle this better.
|
||||
panic!("Sprite limit exceeded!")
|
||||
}
|
||||
// Enforce buffer limit
|
||||
if self.vertex_buffers.object_counter as u64
|
||||
> galactica_constants::OBJECT_SPRITE_INSTANCE_LIMIT
|
||||
{
|
||||
// TODO: no panic, handle this better.
|
||||
panic!("Sprite limit exceeded!")
|
||||
}
|
||||
|
||||
// Push this object's instance
|
||||
self.queue.write_buffer(
|
||||
&self.vertex_buffers.object.instances,
|
||||
ObjectInstance::SIZE * self.vertex_buffers.object_counter,
|
||||
bytemuck::cast_slice(&[ObjectInstance {
|
||||
sprite_index: ship_cnt.sprite.get_index(),
|
||||
object_index: idx as u32,
|
||||
}]),
|
||||
);
|
||||
self.vertex_buffers.object_counter += 1;
|
||||
// Push this object's instance
|
||||
self.queue.write_buffer(
|
||||
&self.vertex_buffers.object.instances,
|
||||
ObjectInstance::SIZE * self.vertex_buffers.object_counter,
|
||||
bytemuck::cast_slice(&[ObjectInstance {
|
||||
sprite_index: ship_cnt.sprite.get_index(),
|
||||
object_index: idx as u32,
|
||||
}]),
|
||||
);
|
||||
self.vertex_buffers.object_counter += 1;
|
||||
|
||||
// This will be None if this ship is dead.
|
||||
// (physics object stays around to complete the death animation)
|
||||
// If that is the case, we're done, no flares to draw anyway!
|
||||
let ship = match state.data.get_ship(s.data_handle) {
|
||||
None => continue,
|
||||
Some(s) => s,
|
||||
};
|
||||
// This will be None if this ship is dead.
|
||||
// (physics object stays around to complete the death animation)
|
||||
// If that is the case, we're done, no flares to draw anyway!
|
||||
let ship = match state.data.get_ship(s.data_handle) {
|
||||
None => return,
|
||||
Some(s) => s,
|
||||
};
|
||||
|
||||
let flare = ship.get_outfits().get_flare_sprite(state.content);
|
||||
if s.get_controls().thrust && flare.is_some() {
|
||||
for engine_point in &ship_cnt.engines {
|
||||
self.queue.write_buffer(
|
||||
&self.global_uniform.object_buffer,
|
||||
ObjectData::SIZE * self.vertex_buffers.object_counter as u64,
|
||||
bytemuck::cast_slice(&[ObjectData {
|
||||
xpos: engine_point.pos.x,
|
||||
ypos: engine_point.pos.y - engine_point.size / 2.0,
|
||||
zpos: 1.0,
|
||||
angle: 0.0,
|
||||
size: engine_point.size,
|
||||
parent: idx as u32,
|
||||
is_child: 1,
|
||||
_padding: Default::default(),
|
||||
}]),
|
||||
);
|
||||
let flare = ship.get_outfits().get_flare_sprite(state.content);
|
||||
if s.get_controls().thrust && flare.is_some() {
|
||||
for engine_point in &ship_cnt.engines {
|
||||
self.queue.write_buffer(
|
||||
&self.global_uniform.object_buffer,
|
||||
ObjectData::SIZE * self.vertex_buffers.object_counter as u64,
|
||||
bytemuck::cast_slice(&[ObjectData {
|
||||
xpos: engine_point.pos.x,
|
||||
ypos: engine_point.pos.y - engine_point.size / 2.0,
|
||||
zpos: 1.0,
|
||||
angle: 0.0,
|
||||
size: engine_point.size,
|
||||
parent: idx as u32,
|
||||
is_child: 1,
|
||||
_padding: Default::default(),
|
||||
}]),
|
||||
);
|
||||
|
||||
// Enforce buffer limit
|
||||
if self.vertex_buffers.object_counter as u64
|
||||
> galactica_constants::OBJECT_SPRITE_INSTANCE_LIMIT
|
||||
{
|
||||
// TODO: no panic, handle this better.
|
||||
panic!("Sprite limit exceeded!")
|
||||
}
|
||||
|
||||
self.queue.write_buffer(
|
||||
&self.vertex_buffers.object.instances,
|
||||
ObjectInstance::SIZE * self.vertex_buffers.object_counter,
|
||||
bytemuck::cast_slice(&[ObjectInstance {
|
||||
sprite_index: flare.unwrap().get_index(),
|
||||
object_index: self.vertex_buffers.object_counter as u32,
|
||||
}]),
|
||||
);
|
||||
self.vertex_buffers.object_counter += 1;
|
||||
// Enforce buffer limit
|
||||
if self.vertex_buffers.object_counter as u64
|
||||
> galactica_constants::OBJECT_SPRITE_INSTANCE_LIMIT
|
||||
{
|
||||
// TODO: no panic, handle this better.
|
||||
panic!("Sprite limit exceeded!")
|
||||
}
|
||||
|
||||
self.queue.write_buffer(
|
||||
&self.vertex_buffers.object.instances,
|
||||
ObjectInstance::SIZE * self.vertex_buffers.object_counter,
|
||||
bytemuck::cast_slice(&[ObjectInstance {
|
||||
sprite_index: flare.unwrap().get_index(),
|
||||
object_index: self.vertex_buffers.object_counter as u32,
|
||||
}]),
|
||||
);
|
||||
self.vertex_buffers.object_counter += 1;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -134,140 +136,69 @@ impl GPUState {
|
|||
state: &RenderState,
|
||||
// NE and SW corners of screen
|
||||
screen_clip: (Point2<f32>, Point2<f32>),
|
||||
p: &ProjectileWorldObject,
|
||||
) {
|
||||
for p in state.world.iter_projectiles() {
|
||||
let r = state.world.get_rigid_body(p.rigid_body).unwrap();
|
||||
let proj_pos = util::rigidbody_position(&r);
|
||||
let proj_rot = util::rigidbody_rotation(r);
|
||||
let proj_ang = -proj_rot.angle(Vector2 { x: 1.0, y: 0.0 });
|
||||
let proj_cnt = &p.content; // TODO: don't clone this?
|
||||
let r = state.world.get_rigid_body(p.rigid_body).unwrap();
|
||||
let proj_pos = util::rigidbody_position(&r);
|
||||
let proj_rot = util::rigidbody_rotation(r);
|
||||
let proj_ang = -proj_rot.angle(Vector2 { x: 1.0, y: 0.0 });
|
||||
let proj_cnt = &p.content; // TODO: don't clone this?
|
||||
|
||||
// Position adjusted for parallax
|
||||
// TODO: adjust parallax for zoom?
|
||||
// 1.0 is z-coordinate, which is constant for ships
|
||||
let pos: Point2<f32> = (proj_pos - state.camera_pos.to_vec()) / 1.0;
|
||||
// Position adjusted for parallax
|
||||
// TODO: adjust parallax for zoom?
|
||||
// 1.0 is z-coordinate, which is constant for ships
|
||||
let pos: Point2<f32> = (proj_pos - state.camera_pos.to_vec()) / 1.0;
|
||||
|
||||
// Game dimensions of this sprite post-scale.
|
||||
// Post-scale width or height, whichever is larger.
|
||||
// This is in game units.
|
||||
//
|
||||
// We take the maximum to account for rotated sprites.
|
||||
let m = (proj_cnt.size / 1.0) * proj_cnt.sprite.aspect.max(1.0);
|
||||
// Game dimensions of this sprite post-scale.
|
||||
// Post-scale width or height, whichever is larger.
|
||||
// This is in game units.
|
||||
//
|
||||
// We take the maximum to account for rotated sprites.
|
||||
let m = (proj_cnt.size / 1.0) * proj_cnt.sprite.aspect.max(1.0);
|
||||
|
||||
// Don't draw sprites that are off the screen
|
||||
if pos.x < screen_clip.0.x - m
|
||||
|| pos.y > screen_clip.0.y + m
|
||||
|| pos.x > screen_clip.1.x + m
|
||||
|| pos.y < screen_clip.1.y - m
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
let idx = self.vertex_buffers.object_counter;
|
||||
// Write this object's location data
|
||||
self.queue.write_buffer(
|
||||
&self.global_uniform.object_buffer,
|
||||
ObjectData::SIZE * idx as u64,
|
||||
bytemuck::cast_slice(&[ObjectData {
|
||||
xpos: proj_pos.x,
|
||||
ypos: proj_pos.y,
|
||||
zpos: 1.0,
|
||||
angle: proj_ang.0,
|
||||
size: 0f32.max(proj_cnt.size + p.size_rng),
|
||||
parent: 0,
|
||||
is_child: 0,
|
||||
_padding: Default::default(),
|
||||
}]),
|
||||
);
|
||||
|
||||
// Enforce buffer limit
|
||||
if self.vertex_buffers.object_counter as u64
|
||||
> galactica_constants::OBJECT_SPRITE_INSTANCE_LIMIT
|
||||
{
|
||||
// TODO: no panic, handle this better.
|
||||
panic!("Sprite limit exceeded!")
|
||||
}
|
||||
|
||||
// Push this object's instance
|
||||
self.queue.write_buffer(
|
||||
&self.vertex_buffers.object.instances,
|
||||
ObjectInstance::SIZE * self.vertex_buffers.object_counter,
|
||||
bytemuck::cast_slice(&[ObjectInstance {
|
||||
sprite_index: proj_cnt.sprite.get_index(),
|
||||
object_index: idx as u32,
|
||||
}]),
|
||||
);
|
||||
self.vertex_buffers.object_counter += 1;
|
||||
// Don't draw sprites that are off the screen
|
||||
if pos.x < screen_clip.0.x - m
|
||||
|| pos.y > screen_clip.0.y + m
|
||||
|| pos.x > screen_clip.1.x + m
|
||||
|| pos.y < screen_clip.1.y - m
|
||||
{
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
pub(super) fn world_push_system(
|
||||
&mut self,
|
||||
state: &RenderState,
|
||||
// NE and SW corners of screen
|
||||
screen_clip: (Point2<f32>, Point2<f32>),
|
||||
) {
|
||||
let system = state.content.get_system(state.current_system);
|
||||
let idx = self.vertex_buffers.object_counter;
|
||||
// Write this object's location data
|
||||
self.queue.write_buffer(
|
||||
&self.global_uniform.object_buffer,
|
||||
ObjectData::SIZE * idx as u64,
|
||||
bytemuck::cast_slice(&[ObjectData {
|
||||
xpos: proj_pos.x,
|
||||
ypos: proj_pos.y,
|
||||
zpos: 1.0,
|
||||
angle: proj_ang.0,
|
||||
size: 0f32.max(proj_cnt.size + p.size_rng),
|
||||
parent: 0,
|
||||
is_child: 0,
|
||||
_padding: Default::default(),
|
||||
}]),
|
||||
);
|
||||
|
||||
for o in &system.objects {
|
||||
// Position adjusted for parallax
|
||||
let pos: Point2<f32> = (Point2 {
|
||||
x: o.pos.x,
|
||||
y: o.pos.y,
|
||||
} - state.camera_pos.to_vec())
|
||||
/ o.pos.z;
|
||||
|
||||
// Game dimensions of this sprite post-scale.
|
||||
// Post-scale width or height, whichever is larger.
|
||||
// This is in game units.
|
||||
//
|
||||
// We take the maximum to account for rotated sprites.
|
||||
let m = (o.size / o.pos.z) * o.sprite.aspect.max(1.0);
|
||||
|
||||
// Don't draw sprites that are off the screen
|
||||
if pos.x < screen_clip.0.x - m
|
||||
|| pos.y > screen_clip.0.y + m
|
||||
|| pos.x > screen_clip.1.x + m
|
||||
|| pos.y < screen_clip.1.y - m
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
let idx = self.vertex_buffers.object_counter;
|
||||
// Write this object's location data
|
||||
self.queue.write_buffer(
|
||||
&self.global_uniform.object_buffer,
|
||||
ObjectData::SIZE * idx as u64,
|
||||
bytemuck::cast_slice(&[ObjectData {
|
||||
xpos: o.pos.x,
|
||||
ypos: o.pos.y,
|
||||
zpos: o.pos.z,
|
||||
angle: o.angle.0,
|
||||
size: o.size,
|
||||
parent: 0,
|
||||
is_child: 0,
|
||||
_padding: Default::default(),
|
||||
}]),
|
||||
);
|
||||
|
||||
// Enforce buffer limit
|
||||
if self.vertex_buffers.object_counter as u64
|
||||
> galactica_constants::OBJECT_SPRITE_INSTANCE_LIMIT
|
||||
{
|
||||
// TODO: no panic, handle this better.
|
||||
panic!("Sprite limit exceeded!")
|
||||
}
|
||||
|
||||
// Push this object's instance
|
||||
self.queue.write_buffer(
|
||||
&self.vertex_buffers.object.instances,
|
||||
ObjectInstance::SIZE * self.vertex_buffers.object_counter,
|
||||
bytemuck::cast_slice(&[ObjectInstance {
|
||||
sprite_index: o.sprite.get_index(),
|
||||
object_index: idx as u32,
|
||||
}]),
|
||||
);
|
||||
self.vertex_buffers.object_counter += 1;
|
||||
// Enforce buffer limit
|
||||
if self.vertex_buffers.object_counter as u64
|
||||
> galactica_constants::OBJECT_SPRITE_INSTANCE_LIMIT
|
||||
{
|
||||
// TODO: no panic, handle this better.
|
||||
panic!("Sprite limit exceeded!")
|
||||
}
|
||||
|
||||
// Push this object's instance
|
||||
self.queue.write_buffer(
|
||||
&self.vertex_buffers.object.instances,
|
||||
ObjectInstance::SIZE * self.vertex_buffers.object_counter,
|
||||
bytemuck::cast_slice(&[ObjectInstance {
|
||||
sprite_index: proj_cnt.sprite.get_index(),
|
||||
object_index: idx as u32,
|
||||
}]),
|
||||
);
|
||||
self.vertex_buffers.object_counter += 1;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,5 +1,5 @@
|
|||
use cgmath::Point2;
|
||||
use galactica_content::{Content, SystemHandle};
|
||||
use galactica_content::Content;
|
||||
use galactica_gameobject::{GameData, GameShipHandle};
|
||||
use galactica_world::{ParticleBuilder, World};
|
||||
|
||||
|
@ -11,9 +11,6 @@ pub struct RenderState<'a> {
|
|||
/// Player ship data
|
||||
pub player_data: GameShipHandle,
|
||||
|
||||
/// The system we're currently in
|
||||
pub current_system: SystemHandle,
|
||||
|
||||
/// Height of screen, in world units
|
||||
pub camera_zoom: f32,
|
||||
|
||||
|
|
|
@ -1,19 +1,12 @@
|
|||
//! Various implementations of [`crate::ShipBehavior`]
|
||||
|
||||
mod null;
|
||||
mod point;
|
||||
//mod point;
|
||||
|
||||
use std::collections::HashMap;
|
||||
|
||||
use galactica_gameobject::GameShipHandle;
|
||||
pub use null::*;
|
||||
pub use point::Point;
|
||||
use rapier2d::dynamics::{RigidBodyHandle, RigidBodySet};
|
||||
//pub use point::Point;
|
||||
|
||||
use crate::{
|
||||
objects::{ShipControls, ShipWorldObject},
|
||||
StepResources,
|
||||
};
|
||||
use crate::{objects::ShipControls, StepResources};
|
||||
|
||||
/// Main behavior trait. Any struct that implements this
|
||||
/// may be used to control a ship.
|
||||
|
@ -21,12 +14,5 @@ pub trait ShipBehavior {
|
|||
/// Update a ship's controls based on world state.
|
||||
/// This method does not return anything, it modifies
|
||||
/// the ship's controls in-place.
|
||||
fn update_controls(
|
||||
&mut self,
|
||||
res: &StepResources,
|
||||
rigid_bodies: &RigidBodySet,
|
||||
ships: &HashMap<GameShipHandle, ShipWorldObject>,
|
||||
this_ship: RigidBodyHandle,
|
||||
this_data: GameShipHandle,
|
||||
) -> ShipControls;
|
||||
fn update_controls(&mut self, res: &StepResources) -> ShipControls;
|
||||
}
|
||||
|
|
|
@ -1,13 +1,5 @@
|
|||
use std::collections::HashMap;
|
||||
|
||||
use galactica_gameobject::GameShipHandle;
|
||||
use rapier2d::dynamics::{RigidBodyHandle, RigidBodySet};
|
||||
|
||||
use super::ShipBehavior;
|
||||
use crate::{
|
||||
objects::{ShipControls, ShipWorldObject},
|
||||
StepResources,
|
||||
};
|
||||
use crate::{objects::ShipControls, StepResources};
|
||||
|
||||
/// The Null behaviors is assigned to objects that are not controlled by the computer.
|
||||
/// Most notably, the player's ship has a Null behavior.
|
||||
|
@ -21,14 +13,7 @@ impl Null {
|
|||
}
|
||||
|
||||
impl ShipBehavior for Null {
|
||||
fn update_controls(
|
||||
&mut self,
|
||||
_res: &StepResources,
|
||||
_rigid_bodies: &RigidBodySet,
|
||||
_ships: &HashMap<GameShipHandle, ShipWorldObject>,
|
||||
_this_ship: RigidBodyHandle,
|
||||
_this_data: GameShipHandle,
|
||||
) -> ShipControls {
|
||||
fn update_controls(&mut self, _res: &StepResources) -> ShipControls {
|
||||
ShipControls::new()
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,13 +1,9 @@
|
|||
use cgmath::{Deg, InnerSpace};
|
||||
use rapier2d::dynamics::{RigidBodyHandle, RigidBodySet};
|
||||
use std::collections::HashMap;
|
||||
use galactica_gameobject::GameData;
|
||||
|
||||
use crate::{
|
||||
objects::{ShipControls, ShipWorldObject},
|
||||
util, StepResources,
|
||||
};
|
||||
use galactica_content as content;
|
||||
use galactica_gameobject::GameShipHandle;
|
||||
|
||||
use crate::World;
|
||||
|
||||
use super::ShipBehavior;
|
||||
|
||||
|
@ -25,47 +21,43 @@ impl Point {
|
|||
impl ShipBehavior for Point {
|
||||
fn update_controls(
|
||||
&mut self,
|
||||
res: &StepResources,
|
||||
rigid_bodies: &RigidBodySet,
|
||||
ships: &HashMap<GameShipHandle, ShipWorldObject>,
|
||||
this_ship: RigidBodyHandle,
|
||||
this_data: GameShipHandle,
|
||||
) -> ShipControls {
|
||||
let mut controls = ShipControls::new();
|
||||
physics: &mut World,
|
||||
content: &content::Content,
|
||||
data: &GameData,
|
||||
) {
|
||||
// Turn off all controls
|
||||
let s = physics.get_ship_mut(&self.handle).unwrap();
|
||||
s.controls.left = false;
|
||||
s.controls.right = false;
|
||||
s.controls.guns = false;
|
||||
s.controls.thrust = false;
|
||||
|
||||
let this_rigidbody = rigid_bodies.get(this_ship).unwrap();
|
||||
let my_data = res.dt.get_ship(this_data).unwrap();
|
||||
let my_position = util::rigidbody_position(this_rigidbody);
|
||||
let my_rotation = util::rigidbody_rotation(this_rigidbody);
|
||||
let my_angvel = this_rigidbody.angvel();
|
||||
let my_faction = res.ct.get_faction(my_data.get_faction());
|
||||
let (my_s, my_r) = physics.get_ship_body(self.handle).unwrap();
|
||||
let my_data = data.get_ship(my_s.data_handle).unwrap();
|
||||
let my_position = util::rigidbody_position(my_r);
|
||||
let my_rotation = util::rigidbody_rotation(my_r);
|
||||
let my_angvel = my_r.angvel();
|
||||
let my_faction = content.get_faction(my_data.get_faction());
|
||||
|
||||
// Iterate all possible targets
|
||||
let mut hostile_ships = ships
|
||||
.values()
|
||||
.filter(|s| {
|
||||
let data = res.dt.get_ship(s.data_handle);
|
||||
if let Some(data) = data {
|
||||
match my_faction.relationships.get(&data.get_faction()).unwrap() {
|
||||
content::Relationship::Hostile => true,
|
||||
_ => false,
|
||||
}
|
||||
} else {
|
||||
// This check is necessary---we don't want to target (or panic on)
|
||||
// ships that don't have data (and are thus playing their collapse animation)
|
||||
false
|
||||
let mut it = physics
|
||||
.iter_ship_body()
|
||||
.filter(|(s, _)| {
|
||||
let data = data.get_ship(s.data_handle).unwrap();
|
||||
match my_faction.relationships.get(&data.get_faction()).unwrap() {
|
||||
content::Relationship::Hostile => true,
|
||||
_ => false,
|
||||
}
|
||||
})
|
||||
.map(|s| rigid_bodies.get(s.rigid_body).unwrap());
|
||||
.map(|(_, r)| r);
|
||||
|
||||
// Find the closest target
|
||||
let mut closest_enemy_position = match hostile_ships.next() {
|
||||
let mut closest_enemy_position = match it.next() {
|
||||
Some(c) => util::rigidbody_position(c),
|
||||
None => return controls, // Do nothing if no targets are available
|
||||
None => return, // Do nothing if no targets are available
|
||||
};
|
||||
|
||||
let mut d = (my_position - closest_enemy_position).magnitude();
|
||||
for r in hostile_ships {
|
||||
for r in it {
|
||||
let p = util::rigidbody_position(r);
|
||||
let new_d = (my_position - p).magnitude();
|
||||
if new_d < d {
|
||||
|
@ -78,13 +70,17 @@ impl ShipBehavior for Point {
|
|||
.angle(closest_enemy_position - my_position)
|
||||
.into();
|
||||
|
||||
let s = physics.get_ship_mut(&self.handle).unwrap();
|
||||
s.controls.left = false;
|
||||
s.controls.right = false;
|
||||
|
||||
if angle_delta < Deg(0.0) && my_angvel > -0.3 {
|
||||
controls.right = true;
|
||||
s.controls.right = true;
|
||||
} else if angle_delta > Deg(0.0) && my_angvel < 0.3 {
|
||||
controls.left = true;
|
||||
s.controls.left = true;
|
||||
}
|
||||
|
||||
controls.guns = true;
|
||||
return controls;
|
||||
s.controls.guns = true;
|
||||
s.controls.thrust = false;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,6 +1,7 @@
|
|||
use cgmath::{Deg, EuclideanSpace, InnerSpace, Matrix2, Rad, Vector2, Zero};
|
||||
use content::{FactionHandle, ShipHandle};
|
||||
use nalgebra::{point, vector};
|
||||
|
||||
use object::GameShipHandle;
|
||||
use rand::{rngs::ThreadRng, Rng};
|
||||
use rapier2d::{
|
||||
|
@ -8,7 +9,7 @@ use rapier2d::{
|
|||
geometry::{Collider, ColliderHandle},
|
||||
};
|
||||
|
||||
use crate::{util, ParticleBuilder, StepResources};
|
||||
use crate::{behavior::ShipBehavior, util, ParticleBuilder, StepResources};
|
||||
use galactica_content as content;
|
||||
use galactica_gameobject as object;
|
||||
|
||||
|
@ -40,7 +41,6 @@ impl ShipControls {
|
|||
}
|
||||
}
|
||||
|
||||
#[derive(Debug)]
|
||||
struct ShipCollapseSequence {
|
||||
total_length: f32,
|
||||
time_elapsed: f32,
|
||||
|
@ -181,7 +181,6 @@ impl ShipCollapseSequence {
|
|||
}
|
||||
|
||||
/// A ship instance in the physics system
|
||||
#[derive(Debug)]
|
||||
pub struct ShipWorldObject {
|
||||
/// This ship's physics handle
|
||||
pub rigid_body: RigidBodyHandle,
|
||||
|
@ -195,6 +194,9 @@ pub struct ShipWorldObject {
|
|||
/// This ship's controls
|
||||
pub(crate) controls: ShipControls,
|
||||
|
||||
/// This ship's behavior
|
||||
behavior: Box<dyn ShipBehavior>,
|
||||
|
||||
/// This ship's collapse sequence
|
||||
collapse_sequence: ShipCollapseSequence,
|
||||
|
||||
|
@ -207,9 +209,10 @@ pub struct ShipWorldObject {
|
|||
|
||||
impl ShipWorldObject {
|
||||
/// Make a new ship
|
||||
pub(crate) fn new(
|
||||
pub fn new(
|
||||
ct: &content::Content,
|
||||
data_handle: GameShipHandle,
|
||||
behavior: Box<dyn ShipBehavior>,
|
||||
faction: FactionHandle,
|
||||
rigid_body: RigidBodyHandle,
|
||||
collider: ColliderHandle,
|
||||
|
@ -219,12 +222,18 @@ impl ShipWorldObject {
|
|||
rigid_body,
|
||||
collider,
|
||||
data_handle,
|
||||
behavior,
|
||||
controls: ShipControls::new(),
|
||||
faction,
|
||||
collapse_sequence: ShipCollapseSequence::new(ship_content.collapse.length),
|
||||
}
|
||||
}
|
||||
|
||||
/// Compute this ship's controls using its behavior
|
||||
pub fn update_controls(&mut self, res: &StepResources) {
|
||||
self.controls = self.behavior.update_controls(res);
|
||||
}
|
||||
|
||||
/// If this is true, remove this ship from the physics system.
|
||||
pub fn should_be_removed(&self) -> bool {
|
||||
self.collapse_sequence.is_done()
|
||||
|
|
|
@ -12,8 +12,7 @@ use rapier2d::{
|
|||
use std::{collections::HashMap, f32::consts::PI};
|
||||
|
||||
use crate::{
|
||||
behavior::{self, ShipBehavior},
|
||||
objects,
|
||||
behavior, objects,
|
||||
objects::{ProjectileWorldObject, ShipWorldObject},
|
||||
util,
|
||||
wrapper::Wrapper,
|
||||
|
@ -30,7 +29,6 @@ pub struct World {
|
|||
wrapper: Wrapper,
|
||||
projectiles: HashMap<ColliderHandle, objects::ProjectileWorldObject>,
|
||||
ships: HashMap<GameShipHandle, objects::ShipWorldObject>,
|
||||
ship_behaviors: HashMap<GameShipHandle, Box<dyn ShipBehavior>>,
|
||||
collider_ship_table: HashMap<ColliderHandle, GameShipHandle>,
|
||||
|
||||
collision_handler: ChannelEventCollector,
|
||||
|
@ -81,7 +79,6 @@ impl<'a> World {
|
|||
true,
|
||||
);
|
||||
let h = self.collider_ship_table.remove(&s.collider).unwrap();
|
||||
self.ship_behaviors.remove(&h);
|
||||
self.ships.remove(&h);
|
||||
}
|
||||
|
||||
|
@ -180,7 +177,6 @@ impl World {
|
|||
wrapper: Wrapper::new(),
|
||||
projectiles: HashMap::new(),
|
||||
ships: HashMap::new(),
|
||||
ship_behaviors: HashMap::new(),
|
||||
collider_ship_table: HashMap::new(),
|
||||
collision_handler: ChannelEventCollector::new(collision_send, contact_force_send),
|
||||
collision_queue,
|
||||
|
@ -231,11 +227,16 @@ impl World {
|
|||
);
|
||||
|
||||
self.collider_ship_table.insert(c, ship.get_handle());
|
||||
self.ship_behaviors
|
||||
.insert(ship.get_handle(), Box::new(behavior::Point::new()));
|
||||
self.ships.insert(
|
||||
ship.get_handle(),
|
||||
objects::ShipWorldObject::new(ct, ship.get_handle(), ship.get_faction(), r, c),
|
||||
objects::ShipWorldObject::new(
|
||||
ct,
|
||||
ship.get_handle(),
|
||||
Box::new(behavior::Null::new()),
|
||||
ship.get_faction(),
|
||||
r,
|
||||
c,
|
||||
),
|
||||
);
|
||||
}
|
||||
|
||||
|
@ -244,57 +245,25 @@ impl World {
|
|||
/// - applies ship controls
|
||||
/// - creates projectiles
|
||||
fn step_ships(&mut self, res: &mut StepResources) {
|
||||
// We can't apply these right away since self is borrowed
|
||||
// by the iterator
|
||||
// TODO: don't allocate!
|
||||
let mut projectiles = Vec::new();
|
||||
let mut to_remove = Vec::new();
|
||||
for (_, handle) in &self.collider_ship_table {
|
||||
// Borrow immutably for now...
|
||||
// (required to compute controls)
|
||||
let ship_object = self.ships.get(handle).unwrap();
|
||||
for (_, ship_object) in &mut self.ships {
|
||||
if ship_object.should_be_removed() {
|
||||
to_remove.push(ship_object.collider);
|
||||
continue;
|
||||
}
|
||||
|
||||
// Short-circuit continue if this ship isn't in game data
|
||||
// (which means it's playing a collapse sequence)
|
||||
if res.dt.get_ship(*handle).is_none() {
|
||||
let ship_object = self.ships.get_mut(handle).unwrap();
|
||||
ship_object.step(
|
||||
res,
|
||||
&mut self.wrapper.rigid_body_set[ship_object.rigid_body],
|
||||
&mut self.wrapper.collider_set[ship_object.collider],
|
||||
);
|
||||
continue;
|
||||
}
|
||||
let rigid_body = &mut self.wrapper.rigid_body_set[ship_object.rigid_body];
|
||||
let collider = &mut self.wrapper.collider_set[ship_object.collider];
|
||||
|
||||
// Compute new controls
|
||||
let controls;
|
||||
if ship_object.data_handle == res.player {
|
||||
controls = res.player_controls.clone();
|
||||
ship_object.controls = res.player_controls.clone();
|
||||
} else {
|
||||
let b = self.ship_behaviors.get_mut(handle).unwrap();
|
||||
controls = b.update_controls(
|
||||
&res,
|
||||
&self.wrapper.rigid_body_set,
|
||||
&self.ships,
|
||||
ship_object.rigid_body,
|
||||
*handle,
|
||||
);
|
||||
ship_object.update_controls(&res);
|
||||
}
|
||||
|
||||
// Now re-borrow mutably to apply changes
|
||||
let ship_object = self.ships.get_mut(handle).unwrap();
|
||||
ship_object.controls = controls;
|
||||
ship_object.step(
|
||||
res,
|
||||
&mut self.wrapper.rigid_body_set[ship_object.rigid_body],
|
||||
&mut self.wrapper.collider_set[ship_object.collider],
|
||||
);
|
||||
|
||||
// If we're firing, try to fire each gun
|
||||
// TODO: unified step info struct
|
||||
ship_object.step(res, rigid_body, collider);
|
||||
if ship_object.controls.guns {
|
||||
let ship_data = res.dt.get_ship_mut(ship_object.data_handle).unwrap();
|
||||
|
||||
|
|
Loading…
Reference in New Issue