Separate input component

This commit is contained in:
Hugo Mårdbrink 2025-08-25 15:47:42 +02:00
parent 29e7b5e499
commit 705f498daa
9 changed files with 318 additions and 178 deletions

126
main.odin
View file

@ -28,15 +28,14 @@ Vec4 :: [4]f32
Globals :: struct {
coordinator: ecs.Coordinator,
input_system: ^ecs.InputSystem,
physics_system: ^ecs.PhysicsSystem,
camera_system: ^ecs.CameraSystem,
render_system: ^ecs.RenderSystem,
entities: []ecs.EntityID,
}
g: ^Globals
mouse_move: Vec2
key_down: #sparse[sa.Keycode]bool
default_context: runtime.Context
main :: proc() {
@ -50,7 +49,7 @@ main :: proc() {
default_context = context
sa.run({
window_title = "Ecs Test",
window_title = "ECS",
allocator = sa.Allocator(sh.allocator(&default_context)),
logger = sa.Logger(sh.logger(&default_context)),
@ -77,23 +76,19 @@ init_cb :: proc "c" () {
frame_cb:: proc "c" () {
context = default_context
if key_down[.ESCAPE] {
sa.quit()
return
}
dt := f32(sa.frame_duration())
ecs.physics_system_update(g.physics_system, &g.coordinator, dt)
ecs.render_system_update(g.render_system, &g.coordinator, dt, key_down, mouse_move)
ecs.camera_system_update(g.camera_system, &g.coordinator, dt)
ecs.render_system_update(g.render_system, &g.coordinator, dt)
mouse_move = {}
ecs.input_system_mouse_reset(g.input_system, &g.coordinator)
}
cleanup_cb :: proc "c" () {
context = default_context
ecs.delete_render_system(g.render_system)
ecs.render_system_delete(g.render_system, &g.coordinator)
delete(g.entities)
ecs.coordinator_destroy(&g.coordinator)
@ -103,61 +98,94 @@ cleanup_cb :: proc "c" () {
event_cb :: proc "c" (event: ^sa.Event) {
context = default_context
#partial switch event.type {
case .MOUSE_MOVE:
mouse_move += {event.mouse_dx, event.mouse_dy}
case .KEY_DOWN:
key_down[event.key_code] = true
case .KEY_UP:
key_down[event.key_code] = false
}
ecs.input_system_update(g.input_system, &g.coordinator, event)
}
create_scene :: proc() {
ecs.coordinator_register_component(ecs.Gravity, &g.coordinator)
ecs.coordinator_register_component(ecs.RigidBody, &g.coordinator)
ecs.coordinator_register_component(ecs.Transform, &g.coordinator)
ecs.coordinator_register_component(ecs.Color, &g.coordinator)
ecs.coordinator_register_component(ecs.GravityComponent, &g.coordinator)
ecs.coordinator_register_component(ecs.RigidBodyComponent, &g.coordinator)
ecs.coordinator_register_component(ecs.TransformComponent, &g.coordinator)
ecs.coordinator_register_component(ecs.ColorComponent, &g.coordinator)
ecs.coordinator_register_component(ecs.CameraComponent, &g.coordinator)
ecs.coordinator_register_component(ecs.MaterialComponent, &g.coordinator)
ecs.coordinator_register_component(ecs.MeshComponent, &g.coordinator)
ecs.coordinator_register_component(ecs.InputComponent, &g.coordinator)
g.physics_system = ecs.coordinator_register_system(ecs.PhysicsSystem, &g.coordinator)
g.render_system = ecs.coordinator_register_system(ecs.RenderSystem, &g.coordinator)
ecs.init_render_system(g.render_system)
signature := ecs.signature_create()
ecs.signature_set(&signature, ecs.coordinator_get_component_type(ecs.Gravity, &g.coordinator))
ecs.signature_set(&signature, ecs.coordinator_get_component_type(ecs.RigidBody, &g.coordinator))
ecs.signature_set(&signature, ecs.coordinator_get_component_type(ecs.Transform, &g.coordinator))
ecs.signature_set(&signature, ecs.coordinator_get_component_type(ecs.GravityComponent, &g.coordinator))
ecs.signature_set(&signature, ecs.coordinator_get_component_type(ecs.RigidBodyComponent, &g.coordinator))
ecs.signature_set(&signature, ecs.coordinator_get_component_type(ecs.TransformComponent, &g.coordinator))
ecs.coordinator_set_system_signature(ecs.PhysicsSystem, &g.coordinator, signature)
signature = ecs.signature_create()
ecs.signature_set(&signature, ecs.coordinator_get_component_type(ecs.Transform, &g.coordinator))
ecs.signature_set(&signature, ecs.coordinator_get_component_type(ecs.Color, &g.coordinator))
g.render_system = ecs.coordinator_register_system(ecs.RenderSystem, &g.coordinator)
ecs.signature_clear(&signature)
ecs.signature_set(&signature, ecs.coordinator_get_component_type(ecs.TransformComponent, &g.coordinator))
ecs.signature_set(&signature, ecs.coordinator_get_component_type(ecs.ColorComponent, &g.coordinator))
ecs.signature_set(&signature, ecs.coordinator_get_component_type(ecs.MeshComponent, &g.coordinator))
ecs.signature_set(&signature, ecs.coordinator_get_component_type(ecs.MaterialComponent, &g.coordinator))
ecs.coordinator_set_system_signature(ecs.RenderSystem, &g.coordinator, signature)
g.entities = make([]ecs.EntityID, ecs.ENTITY_MAX)
g.camera_system = ecs.coordinator_register_system(ecs.CameraSystem, &g.coordinator)
ecs.signature_clear(&signature)
ecs.signature_set(&signature, ecs.coordinator_get_component_type(ecs.CameraComponent, &g.coordinator))
ecs.signature_set(&signature, ecs.coordinator_get_component_type(ecs.InputComponent, &g.coordinator))
ecs.coordinator_set_system_signature(ecs.CameraSystem, &g.coordinator, signature)
g.input_system = ecs.coordinator_register_system(ecs.InputSystem, &g.coordinator)
ecs.signature_clear(&signature)
ecs.signature_set(&signature, ecs.coordinator_get_component_type(ecs.InputComponent, &g.coordinator))
ecs.coordinator_set_system_signature(ecs.InputSystem, &g.coordinator, signature)
camera_entity := ecs.coordinator_create_entity(&g.coordinator)
ecs.coordinator_add_component(
ecs.CameraComponent,
&g.coordinator,
camera_entity,
ecs.CameraComponent{
position = { 30, 0, 60 },
target = { 0, 0, 1 },
look = { 0, 0 },
movement_speed = 3.0,
look_sensitivity = 0.15,
})
ecs.coordinator_add_component(
ecs.InputComponent,
&g.coordinator,
camera_entity,
ecs.InputComponent{
key_down = {},
mouse_movement = Vec2{ 0, 0 }
})
ecs.render_system_init(g.render_system, camera_entity)
g.entities = make([]ecs.EntityID, 1000)
for &entity in g.entities {
entity = ecs.coordinator_create_entity(&g.coordinator)
ecs.coordinator_add_component(
ecs.Gravity,
ecs.GravityComponent,
&g.coordinator,
entity,
ecs.Gravity{
ecs.GravityComponent{
ecs.Vec3{0.0, -2.82, 0.0}
})
ecs.coordinator_add_component(
ecs.RigidBody,
ecs.RigidBodyComponent,
&g.coordinator,
entity,
ecs.RigidBody{
ecs.RigidBodyComponent{
velocity = ecs.Vec3{0.0, 0.0, 0.0},
acceleration = ecs.Vec3{0.0, 0.0, 0.0},
})
ecs.coordinator_add_component(
ecs.Transform,
ecs.TransformComponent,
&g.coordinator,
entity,
ecs.Transform{
ecs.TransformComponent{
position = Vec3{
f32(rand.int_max(50)),
f32(rand.int_max(10)),
@ -167,10 +195,10 @@ create_scene :: proc() {
scale = ecs.Vec3{1.0, 1.0, 1.0},
})
ecs.coordinator_add_component(
ecs.Color,
ecs.ColorComponent,
&g.coordinator,
entity,
ecs.Color{
ecs.ColorComponent{
color = Vec4{
rand.float32_uniform(0,1),
rand.float32_uniform(0,1),
@ -178,6 +206,20 @@ create_scene :: proc() {
rand.float32_uniform(0,1),
},
})
ecs.coordinator_add_component(
ecs.MeshComponent,
&g.coordinator,
entity,
ecs.MeshComponent{
mesh_id = .CubeMesh
})
ecs.coordinator_add_component(
ecs.MaterialComponent,
&g.coordinator,
entity,
ecs.MaterialComponent{
material_id = .GridTexture
})
}
}