Better encapsulation of nodes
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4febab44d9
commit
2084d1eddb
@ -8,6 +8,11 @@ pub struct Node {
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pub children: Vec<Node>,
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}
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pub trait Childbearing<T> {
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fn add_child(&mut self, name: &str, child: T);
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fn find_node(&mut self, name: &str) -> Option<&mut Box<T>>;
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}
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impl Node {
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pub fn new(name: String, gameobject: GameObject) -> Self {
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Node {
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@ -16,12 +21,6 @@ impl Node {
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children: Vec::new(),
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}
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}
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pub fn add_child(&mut self, child: Node) {
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self.children.push(child)
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}
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pub fn find_node(&mut self, name: &str) -> Option<&mut Node> {
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self.children.iter_mut().find(|node| node.name == name)
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}
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}
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pub enum GameObject {
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@ -73,3 +72,22 @@ impl Spatial for Mesh {
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self.transform = transform;
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}
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}
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impl Childbearing<Mesh> for Node {
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fn add_child(&mut self, name: &str, child: Mesh) {
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self.children.push(Node::new(name.to_string(), GameObject::Mesh(Box::new(child))));
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}
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fn find_node(&mut self, name: &str) -> Option<&mut Box<Mesh>> {
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match self.children.iter_mut().find(|node| node.name == name) {
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Some(node) => {
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if let GameObject::Mesh(mesh) = &mut node.gameobject {
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Some(mesh)
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} else {
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None
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}
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},
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None => None,
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}
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}
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}
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51
src/main.rs
51
src/main.rs
@ -11,7 +11,7 @@ use model::Model;
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use scripting::{ ScriptLang, Lua };
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use gameobject::{ Spatial, Mesh, Node, GameObject };
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use gameobject::*;
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fn main() {
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use glium::{glutin, Surface};
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@ -38,7 +38,7 @@ fn main() {
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rotation: glm::vec3(0.0, 15.0_f32.to_radians(), 0.0),
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scale: glm::vec3(1.0, 1.0, 1.0),
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});
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root.add_child(Node::new("cube".to_string(), GameObject::Mesh(Box::new(cube))));
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root.add_child("cube", cube);
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let mut script_lang = Lua::new();
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script_lang.init();
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@ -77,31 +77,30 @@ fn main() {
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};
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target.clear_color_and_depth((0.0, 0.0, 0.0, 1.0), 1.0);
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let cube: &mut Node = root.find_node("cube").unwrap();
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if let GameObject::Mesh(cube) = &mut cube.gameobject {
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let mut transform = cube.get_transform();
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if device_manager.is_pressed(&device::Key::W) {
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transform.position.z += 1.0 * delta;
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} else if device_manager.is_pressed(&device::Key::S) {
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transform.position.z -= 1.0 * delta;
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}
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if device_manager.is_pressed(&device::Key::A) {
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transform.rotation.x += 1.0 * delta;
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} else if device_manager.is_pressed(&device::Key::D) {
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transform.rotation.x -= 1.0 * delta;
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}
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cube.set_transform(transform);
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let mvp = glm::perspective::<f32>(4.0/3.0, 45.0_f32.to_radians(), 0.2, 100.0);
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let mvp = glm::translate::<f32>(&mvp, &cube.get_transform().position);
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let mvp = glm::rotate_x(&mvp, cube.get_transform().rotation.x);
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let uniforms = uniform! {
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MVP: *mvp.as_ref(),
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};
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cube.model.draw(&mut target, &program, &uniforms, ¶ms);
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let cube: &mut Box<Mesh> = root.find_node("cube").unwrap();
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let mut transform = cube.get_transform();
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if device_manager.is_pressed(&device::Key::W) {
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transform.position.z += 1.0 * delta;
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} else if device_manager.is_pressed(&device::Key::S) {
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transform.position.z -= 1.0 * delta;
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}
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if device_manager.is_pressed(&device::Key::A) {
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transform.rotation.x += 1.0 * delta;
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} else if device_manager.is_pressed(&device::Key::D) {
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transform.rotation.x -= 1.0 * delta;
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}
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cube.set_transform(transform);
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let mvp = glm::perspective::<f32>(4.0/3.0, 45.0_f32.to_radians(), 0.2, 100.0);
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let mvp = glm::translate::<f32>(&mvp, &cube.get_transform().position);
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let mvp = glm::rotate_x(&mvp, cube.get_transform().rotation.x);
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let uniforms = uniform! {
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MVP: *mvp.as_ref(),
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};
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cube.model.draw(&mut target, &program, &uniforms, ¶ms);
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target.finish().unwrap();
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}
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_ => (),
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