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https://github.com/griffi-gh/kubi.git
synced 2024-11-21 22:38:41 -06:00
Migrate to shipyard master
This commit is contained in:
parent
dada84e097
commit
7b6d50abe5
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@ -9,7 +9,7 @@ kubi-shared = { path = "../kubi-shared" }
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kubi-udp = { path = "../kubi-udp" }
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kubi-logging = { path = "../kubi-logging" }
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log = "*"
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shipyard = "0.6"
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shipyard = { git = "https://github.com/leudz/shipyard", rev = "9fd2aaa32bccee29bd7fc99ccaabec950fe13ed0" }
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serde = "1.0"
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toml = "0.7"
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glam = { version = "0.22", features = ["debug-glam-assert", "fast-math"] }
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@ -8,7 +8,7 @@ publish = false
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[dependencies]
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glam = { version = "0.22", features = ["debug-glam-assert", "fast-math", "serde"] }
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shipyard = "0.6"
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shipyard = { git = "https://github.com/leudz/shipyard", rev = "9fd2aaa32bccee29bd7fc99ccaabec950fe13ed0" }
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strum = { version = "0.24", features = ["derive"] }
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bincode = "2.0.0-rc"
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anyhow = "1.0"
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@ -15,7 +15,7 @@ image = { version = "0.24", default_features = false, features = ["png"] }
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strum = { version = "0.24", features = ["derive"] }
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hashbrown = "0.13"
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rayon = "1.6"
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shipyard = { version = "0.6", features = ["thread_local"] }
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shipyard = { git = "https://github.com/leudz/shipyard", rev = "9fd2aaa32bccee29bd7fc99ccaabec950fe13ed0", features = ["thread_local"] }
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nohash-hasher = "0.2.0"
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anyhow = "1.0"
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flume = "0.10"
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@ -8,7 +8,7 @@
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// three layers of stolen code, yay!
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use glam::{Vec3A, Vec4, Mat3A, vec3a, Vec3, vec4};
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use shipyard::{ViewMut, IntoIter, View};
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use shipyard::{ViewMut, IntoIter, View, track};
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use crate::transform::Transform;
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use super::Camera;
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@ -122,9 +122,9 @@ fn intersection<const A: usize, const B: usize, const C: usize>(planes: &[Vec4;
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pub fn update_frustum(
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mut cameras: ViewMut<Camera>,
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transforms: View<Transform>
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transforms: View<Transform, { track::All }>
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) {
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for (camera, _) in (&mut cameras, transforms.inserted_or_modified()).iter() {
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camera.frustum = Frustum::compute(camera);
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for (mut camera, _) in (&mut cameras, transforms.inserted_or_modified()).iter() {
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camera.frustum = Frustum::compute(&camera);
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}
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}
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@ -1,5 +1,5 @@
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use glam::{Vec3, Mat4};
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use shipyard::{ViewMut, View, IntoIter, Workload, IntoWorkload};
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use shipyard::{ViewMut, View, IntoIter, Workload, IntoWorkload, track};
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use crate::{transform::Transform, events::WindowResizedEvent};
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use super::Camera;
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@ -7,11 +7,11 @@ use super::Camera;
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fn update_view_matrix(
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mut vm_camera: ViewMut<Camera>,
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v_transform: View<Transform>
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v_transform: View<Transform, { track::All }>
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) {
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for (camera, transform) in (&mut vm_camera, v_transform.inserted_or_modified()).iter() {
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for (mut camera, transform) in (&mut vm_camera, v_transform.inserted_or_modified()).iter() {
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let (_, rotation, translation) = transform.0.to_scale_rotation_translation();
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let direction = (rotation * Vec3::NEG_Z).normalize();
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let direction = (rotation.normalize() * Vec3::NEG_Z).normalize();
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camera.view_matrix = Mat4::look_to_rh(translation, direction, camera.up);
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}
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}
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@ -24,7 +24,7 @@ fn update_perspective_matrix(
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let Some(&size) = resize.iter().next() else {
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return
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};
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for camera in (&mut vm_camera).iter() {
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for mut camera in (&mut vm_camera).iter() {
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camera.perspective_matrix = Mat4::perspective_rh_gl(
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camera.fov,
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size.0.x as f32 / size.0.y as f32,
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@ -1,4 +1,4 @@
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use shipyard::{Component, View, ViewMut, EntitiesViewMut, IntoIter};
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use shipyard::{Component, View, ViewMut, EntitiesViewMut, IntoIter, track};
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use glam::{IVec3, Quat, Vec3};
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use crate::{
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@ -21,7 +21,7 @@ pub enum PlayerActionEvent {
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}
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pub fn generate_move_events(
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transforms: View<Transform>,
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transforms: View<Transform, { track::All }>,
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player: View<MainPlayer>,
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mut entities: EntitiesViewMut,
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mut events: ViewMut<EventComponent>,
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@ -1,5 +1,5 @@
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use glam::{Vec3, Mat4, Quat, EulerRot, Vec2};
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use shipyard::{Component, View, ViewMut, IntoIter, UniqueView, Workload, IntoWorkload};
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use shipyard::{Component, View, ViewMut, IntoIter, UniqueView, Workload, IntoWorkload, track};
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use std::f32::consts::PI;
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use crate::{transform::Transform, input::Inputs, settings::GameSettings, delta_time::DeltaTime};
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@ -17,7 +17,7 @@ const MAX_PITCH: f32 = PI/2. - 0.05;
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fn update_look(
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controllers: View<FlyController>,
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mut transforms: ViewMut<Transform>,
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mut transforms: ViewMut<Transform, { track::All }>,
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inputs: UniqueView<Inputs>,
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settings: UniqueView<GameSettings>,
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dt: UniqueView<DeltaTime>,
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@ -37,7 +37,7 @@ fn update_look(
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fn update_movement(
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controllers: View<FlyController>,
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mut transforms: ViewMut<Transform>,
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mut transforms: ViewMut<Transform, { track::All }>,
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inputs: UniqueView<Inputs>,
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dt: UniqueView<DeltaTime>,
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) {
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@ -1,11 +1,12 @@
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use shipyard::{UniqueView, UniqueViewMut, NonSendSync, View, Component, IntoIter, IntoWithId, Get};
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use shipyard::{UniqueView, UniqueViewMut, NonSendSync, View, Component, IntoIter, IntoWithId, Get, track};
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use glium::{Surface, uniform, DrawParameters};
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use crate::{
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prefabs::ProgressbarShaderPrefab,
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rendering::{
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RenderTarget,
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primitives::rect::RectPrimitive
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}, transform::Transform2d,
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},
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transform::Transform2d,
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};
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use super::{GuiComponent, PrimaryColor, SecondaryColor, GuiView};
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@ -20,7 +21,7 @@ pub fn render_progressbars(
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program: NonSendSync<UniqueView<ProgressbarShaderPrefab>>,
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view: UniqueView<GuiView>,
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components: View<GuiComponent>,
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transforms: View<Transform2d>,
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transforms: View<Transform2d, { track::All }>,
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progressbars: View<ProgressbarComponent>,
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primary: View<PrimaryColor>,
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secondary: View<SecondaryColor>,
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@ -1,4 +1,4 @@
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use shipyard::{UniqueView, UniqueViewMut, Workload, IntoWorkload, EntityId, Unique, AllStoragesViewMut, ViewMut, Get, SystemModificator};
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use shipyard::{UniqueView, UniqueViewMut, Workload, IntoWorkload, EntityId, Unique, AllStoragesViewMut, ViewMut, Get, SystemModificator, track};
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use glam::{Mat3, vec2};
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use crate::{
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world::ChunkStorage,
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@ -34,7 +34,7 @@ fn spawn_loading_screen(
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fn resize_progress_bar(
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size: UniqueView<WindowSize>,
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bar: UniqueView<ProgressbarId>,
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mut transforms: ViewMut<Transform2d>
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mut transforms: ViewMut<Transform2d, { track::All }>
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) {
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let mut trans = (&mut transforms).get(bar.0).unwrap();
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trans.0.x_axis.x = size.0.x as f32;
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@ -45,7 +45,7 @@ fn update_progress_bar_progress (
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mut bar: ViewMut<ProgressbarComponent>,
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eid: UniqueView<ProgressbarId>,
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) {
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let bar = (&mut bar).get(eid.0).unwrap();
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let mut bar = (&mut bar).get(eid.0).unwrap();
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let loaded = world.chunks.iter().fold(0, |acc, (&_, chunk)| {
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acc + chunk.desired_state.matches_current(chunk.current_state) as usize
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});
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@ -1,5 +1,5 @@
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use glam::{Vec3, Mat4, Quat, ivec3};
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use shipyard::{NonSendSync, UniqueView, UniqueViewMut, View, IntoIter};
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use shipyard::{NonSendSync, UniqueView, UniqueViewMut, View, IntoIter, track};
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use glium::{
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implement_vertex, uniform,
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Surface, DrawParameters,
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@ -114,7 +114,7 @@ pub fn draw_world(
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pub fn draw_current_chunk_border(
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mut target: NonSendSync<UniqueViewMut<RenderTarget>>,
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player: View<MainPlayer>,
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transforms: View<Transform>,
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transforms: View<Transform, { track::All }>,
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buffers: NonSendSync<UniqueView<CubePrimitive>>,
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program: NonSendSync<UniqueView<ColoredShaderPrefab>>,
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camera: View<Camera>,
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@ -1,6 +1,6 @@
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use glam::{IVec3, ivec3};
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use glium::{VertexBuffer, IndexBuffer, index::PrimitiveType};
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use shipyard::{View, UniqueView, UniqueViewMut, IntoIter, Workload, IntoWorkload, NonSendSync};
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use shipyard::{View, UniqueView, UniqueViewMut, IntoIter, Workload, IntoWorkload, NonSendSync, track};
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use crate::{
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player::MainPlayer,
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transform::Transform,
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@ -29,7 +29,7 @@ pub fn update_loaded_world_around_player() -> Workload {
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pub fn update_chunks_if_player_moved(
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v_settings: UniqueView<GameSettings>,
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v_local_player: View<MainPlayer>,
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v_transform: View<Transform>,
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v_transform: View<Transform, { track::All }>,
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mut vm_world: UniqueViewMut<ChunkStorage>,
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) {
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//Check if the player actually moved
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@ -1,5 +1,5 @@
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use glam::{Vec3, IVec3};
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use shipyard::{View, Component, ViewMut, IntoIter, UniqueView};
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use shipyard::{View, Component, ViewMut, IntoIter, UniqueView, track};
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use crate::{transform::Transform, world::block::BlockDescriptorSource};
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use super::{ChunkStorage, block::Block};
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@ -48,7 +48,7 @@ impl ChunkStorage {
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pub struct LookingAtBlock(pub Option<RaycastReport>);
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pub fn update_raycasts(
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transform: View<Transform>,
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transform: View<Transform, { track::All }>,
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mut raycast: ViewMut<LookingAtBlock>,
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world: UniqueView<ChunkStorage>,
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) {
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@ -56,7 +56,7 @@ pub fn update_raycasts(
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if !(world.is_inserted_or_modified() || (transform.inserted_or_modified(), &raycast).iter().next().is_some()) {
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return
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}
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for (transform, report) in (&transform, &mut raycast).iter() {
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for (transform, mut report) in (&transform, &mut raycast).iter() {
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let (_, rotation, position) = transform.0.to_scale_rotation_translation();
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let direction = (rotation * Vec3::NEG_Z).normalize();
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*report = LookingAtBlock(world.raycast(position, direction, Some(30.)));
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