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---
name: panopticon
description: >-
Auto-generated project overview for snow_trail. Structure, conventions,
and recent activity. Updated nightly by Panopticon.
---
# snow_trail — Project Overview
Pure Rust retro-aesthetic 3D game using SDL3 windowing, wgpu rendering, and rapier3d physics. Implements a pure ECS architecture with intent-based cross-system communication, state machines via TypeId polymorphism, and compute-shader snow deformation. Content authored in Blender 5.0 (glTF meshes + EXR heightmaps).
## Quick Reference
- **Language:** Rust (stable)
- **Key dependencies:** sdl3, wgpu, rapier3d, glam, bladeink
- **Build:** `cargo build --release`
- **Test:** `cargo test`
- **Entry point:** `src/main.rs::main()`
## Documentation
- [Structure](structure.md) — modules, types, data flow, dependencies
- [Guide](guide.md) — conventions, patterns, anti-patterns, testing
- [Changelog](changelog.md) — recent changes, active areas, stability

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# Changelog
*Last updated: Tuesday, April 7, 2026*
## Active Areas
| Area | Changes (30d) | Status |
|------|---|---|
| Main loop & systems | 9 churn | Active — explicit storage parameters |
| Dialog system | 10 churn | Active — projectiles, camera, rendering |
| Render core | 15 churn | Active — text pipeline, font atlas, globals |
| World state | 8 churn | Active — intent storage, component management |
| Player mechanics | 6 churn | Stable — character bundle, player states |
| Shader system | 4 churn | Active — gizmo lines, dissolve, snow light |
| Content pipeline | 1 churn | New — Blender export addon |
## Recent Changes
### System Signature Refactor (Major)
- **Completed**: All 16 systems refactored to take explicit `Storage<T>` parameters instead of `&World`/`&mut World`.
- **Pattern**: Functions receive only storages they need (e.g., `camera_follow_system` takes `&Storage<FollowComponent>`, `&Storage<CameraComponent>`, `&mut Storage<Transform>`).
- **Benefit**: Explicit data dependencies improve borrow checker clarity and code readability.
- **Main loop** (`src/main.rs`): Updated to pass individual storage fields at call sites rather than whole `World` reference.
- **Affected systems**: `camera_input_system`, `camera_intent_system`, `camera_follow_system`, `camera_noclip_system`, `camera_ground_clamp_system`, `dialog_camera_transition_system`, `dialog_camera_system`, `player_input_system`, `physics_sync_system`, `render_system`, `particle_intent_system`, `particle_update_system`, `trigger_system`, `dialog_system`, `dialog_projectile_system`, all state machines.
### Intent-Based Architecture
- **Completed major refactor** (3 weeks ago): Systems communicate through one-frame `Storage<T>` intents instead of direct function calls.
- **Intent types**: `FollowPlayerIntent`, `StopFollowingIntent`, `CameraTransitionIntent`, `SpawnParticleIntent`.
- **Consumer pattern**: Systems read intents from world storage, act on them, then remove them. Producers don't import consumer modules.
### Dialog System Suite
- **Dialog state machine**: Ink-based story progression with display timer, projectile phases, parry mechanics.
- **Projectile system**: Spawns physics-driven projectiles with parry windows; detects hits vs. evasion vs. parries (I/J/L buttons).
- **Dialog camera**: Auto-frames all dialog participants; transitions smoothly between follow-cam and dialog-cam via intent; computes centroid + spread.
- **Bubble rendering**: Billboard-based text with word-wrap, dynamic sizing (tail height → body dimensions), border/fill colors, RGBA text atlas.
### Text & Font Rendering
- **Font atlas pipeline**: Pre-rasterized glyphs (16×8 grid, 124px cells) from Departure Mono font.
- **Text measurement**: Character-width aware layout with line wrapping against max bubble width.
- **Vertex-based text**: Custom `TextVertex` (position, UV) fed into dedicated text pipeline with view-proj uniform.
### Particle System
- **Intent-driven spawning**: `particle_intent_system` reads `spawn_particle_intents` Vec, transfers configs into persistent `ParticleBuffers`.
- **Configurable emitters**: Burst count, lifetime range, speed range, directional spread (cone), gravity, size range, color gradient.
- **Snow particle integration**: Spawned continuously at camera position for screen-fill effect; `spawn_snow_particles` adds particles to `ParticleBuffers`.
### Render Pipeline
- **Global renderer via thread-local**: `render::global` module centralizes `Device`/`Queue` access for loaders and systems.
- **Draw call generation**: `render_system` reads `entities`, `transforms`, `meshes`, `dissolves` storages; generates `DrawCall` per visible entity.
- **Gizmo shader**: Fragment shader outputs world-normal as axis color (X=red, Y=green, Z=blue).
- **Snow light accumulation**: Persistent texture tracking deformation; blue-noise dithering maps snow brightness into tile pattern.
- **Dissolve shader**: Blue-noise masked alpha cutoff; controlled by `enable_dissolve` uniform.
### Tree Occlusion & Instances
- **Tree dissolve system**: Per-instance dissolve amounts lerp toward targets; updated via `tree_occlusion_system` which reads player transforms and cameras.
- **Instance buffer sync**: `tree_instance_buffer_update_system` syncs dissolve state changes to GPU buffer after state updates.
### Trigger & Event Flow
- **Sphere-based triggers**: `trigger_system` runs each fixed step; reads `triggers`, `transforms`, `player_tags` storages; fires `TriggerEvent` with `Entered`/`Exited` kinds.
- **Activation filtering**: `TriggerFilter::Player` specifies which entity types can activate.
- **Event queue**: Events collected in `world.trigger_events` and consumed by `dialog_system` to spawn bubbles.
### Player State Machine
- **State hierarchy**: Idle, Walking, Jumping, Falling, Leaping (dash), Rolling.
- **Physics per-state**: `state_machine_physics_system` applies damping on enter (Idle), horizontal input application (Walking), vertical velocity control (Jumping).
- **Transition logic**: Grounded checks, input presence, airtime duration.
### Editor & Inspector
- **Dear ImGui integration**: Inspector window with player state display, entity transform gizmos.
- **Entity selection**: Right-click picking calls `picking::pick_entity` with ray; gizmo renders for selected entity when editor active.
- **UI mode gating**: Systems check `editor.wants_keyboard()`/`wants_mouse()` to suppress game input during inspector focus.
### Blender Export Addon
- **Plugin**: `blender/addons/snow_trail_export.py` provides one-click glTF + EXR export from Blender 5.0.
- **glTF operator** (`SNOWTRAIL_OT_export_gltf`): Exports selected mesh objects to `assets/meshes/{blend_filename}.gltf` with configurable modifiers, vertex colors, materials.
- **Heightmap bake operator** (`SNOWTRAIL_OT_export_heightmap`): Calls `generate_heightmap.py` to bake terrain Z-position as 32-bit EXR to `assets/textures/terrain_heightmap.exr` (1024px default).
- **UI panel**: "Snow Trail" category in 3D viewport; auto-discovers project root by walking directory tree until `assets/` and `blender/` found.
## Stability
| Area | Last Changed | Status |
|---|---|---|
| Physics manager | 80+ days | Stable |
| Camera follow | 30 days | Stable — now takes explicit storage params |
| Movement component | 30+ days | Stable |
| Mesh loader | 30+ days | Stable |
| Spotlight sync | 30 days | Stable — explicit storage params applied |
| State machine physics | 30 days | Stable |
| Debug colliders | 30+ days | Stable |
| System signatures | New | Stable — refactor complete, no behavioral changes |
## Open Threads
- **Global renderer thread-local**: Marked for gradual migration to explicit `RenderContext` parameters on systems/loaders.
- **Dialog parry mechanics**: Gameplay tuning (PARRY_WINDOW_RADIUS, HIT_RADIUS) ongoing.
- **Tree occlusion performance**: Occlusion system runs every frame; no visibility culling yet. Scalability unknown for >100 trees.
- **Heightmap bake normalization**: Exported EXR uses raw Z-coordinate; game may need per-level scale application.

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# Guide
## Conventions
### Naming
- **Bundles**: `*Bundle` suffix (e.g., `PlayerBundle`, `TerrainBundle`)
- **Components**: `*Component` suffix (e.g., `MeshComponent`, `MovementComponent`)
- **States**: Plain names without suffix (e.g., `IdleState`, `WalkingState`); impl `State` trait
- **Intents**: `*Intent` suffix for one-frame events (e.g., `CameraTransitionIntent`, `FollowPlayerIntent`)
- **Systems**: `*_system` suffix for functions (e.g., `player_input_system`, `trigger_system`)
- **Storage containers**: lowercase plural (e.g., `world.transforms`, `world.movements`)
- **Tags** (marker components): bare unit type in `Storage<()>` (e.g., `player_tags`, `bubble_tags`)
### Formatting
- Run `cargo fmt` with `brace_style = "AlwaysNextLine"`, `control_brace_style = "AlwaysNextLine"`
- **NO inline comments** unless absolutely necessary—code must be self-documenting
- Doc comments (`///`) **only** for public APIs and complex algorithms
- **NO inline paths** in code—always use `use` statements at file level
- **NO `use` statements inside functions or impl blocks**—all imports at module level
### Imports
- Group imports: standard library, external crates, internal modules (in that order)
- Use fully-qualified module paths in `use` statements; never nest unnecessarily
- Example:
```rust
use crate::components::{CameraComponent, FollowComponent};
use crate::world::World;
use glam::Vec3;
```
## Patterns
### Intent-Based Communication (One-Frame Queues)
**Why**: Systems don't call each other directly. This decouples producer from consumer and maintains a flat pipeline.
**How**: Intent is a simple struct in a queue (`Vec<T>`). Producer inserts, consumer reads and removes.
```rust
// components/intent.rs
pub struct CameraTransitionIntent {
pub duration: f32,
}
// systems/camera.rs - consumer
pub fn camera_intent_system(
follow_player_intents: &mut Storage<FollowPlayerIntent>,
stop_following_intents: &mut Storage<StopFollowingIntent>,
camera_transition_intents: &mut Storage<CameraTransitionIntent>,
follows: &mut Storage<FollowComponent>,
transforms: &mut Storage<Transform>,
cameras: &mut Storage<CameraComponent>,
player_tags: &Storage<()>,
camera_transitions: &mut Storage<CameraTransition>,
) {
let transition_entities: Vec<EntityHandle> = camera_transition_intents.all();
for entity in transition_entities {
let duration = camera_transition_intents
.get(entity)
.map(|i| i.duration)
.unwrap_or(0.5);
start_camera_transition(camera_transitions, transforms, cameras, entity, duration);
camera_transition_intents.remove(entity);
}
}
```
### Bundle Pattern (Entity Factory)
**Why**: Encapsulate all initialization logic for related components into one spawnable unit.
```rust
// bundles/player.rs
pub struct PlayerBundle {
pub position: Vec3,
}
impl Bundle for PlayerBundle {
fn spawn(self, world: &mut World) -> Result<EntityHandle, String> {
let entity = world.spawn();
// Physics
let rigidbody = RigidBodyBuilder::kinematic_position_based()
.translation(self.position.into())
.build();
let rigidbody_handle = PhysicsManager::add_rigidbody(rigidbody);
world.physics.insert(entity, PhysicsComponent { rigidbody: rigidbody_handle, .. });
// State machine with transitions
let mut state_machine = StateMachine::new::<FallingState>();
state_machine.register_state(|w: &mut World| &mut w.falling_states);
state_machine.add_transition::<FallingState, IdleState>(move |world| {
is_grounded(world, entity_id) && !has_input(world, entity_id)
});
world.state_machines.insert(entity, state_machine);
// Tags
world.player_tags.insert(entity, ());
Ok(entity)
}
}
```
### State Machine with Type-Safe Transitions
**Why**: Encapsulate state logic (on_enter, on_exit, physics_update) and guard transitions with closures.
```rust
// states/player_states.rs - implement State trait
impl State for IdleState {
fn tick_time(&mut self, delta: f32) {
self.time_in_state += delta;
}
fn on_enter(&mut self, world: &mut World, entity: EntityHandle) {
// Apply damping on enter
world.physics.with(entity, |physics| {
PhysicsManager::with_rigidbody_mut(physics.rigidbody, |rb| {
let current_velocity = *rb.linvel();
rb.set_linvel(Vector::new(0.0, current_velocity.y, 0.0), true);
});
});
}
fn on_physics_update(&mut self, world: &mut World, entity: EntityHandle, _delta: f32) {
// Ground snapping
let current_y = world.physics.with(entity, |p| {
PhysicsManager::with_rigidbody_mut(p.rigidbody, |rb| rb.translation().y)
}).flatten();
// ...
}
}
// bundles/player.rs - register transitions
state_machine.add_transition::<IdleState, WalkingState>(move |world| {
world
.inputs
.with(entity_id, |i| i.move_direction.length() > 0.01)
.unwrap_or(false)
});
```
### Storage.with/with_mut Pattern (Closure-Based Access)
**Why**: Avoids holding mutable references across multiple accesses; satisfies borrow checker.
```rust
// systems/spotlight_sync.rs
pub fn spotlight_sync_system(spotlights: &Storage<SpotlightComponent>, transforms: &Storage<Transform>) -> Vec<Spotlight> {
let mut result = Vec::new();
for entity in spotlights.all() {
if let Some(spotlight_component) = spotlights.get(entity) {
if let Some(transform) = transforms.get(entity) {
let position = transform.position + spotlight_component.offset;
result.push(Spotlight::new(position, ..));
}
}
}
result
}
// With mutation
world.movements.with_mut(entity, |movement| {
movement.movement_context.is_floored = true;
});
```
### System Function Signature (Explicit Storage Parameters)
**Why**: Pass only the specific storages (or read-only `&World`) that the system needs. Makes data dependencies explicit for the reader and borrow checker. **This is the standard pattern—all systems follow this.**
```rust
// Good: explicit dependencies
pub fn camera_follow_system(
follows: &mut Storage<FollowComponent>,
cameras: &Storage<CameraComponent>,
transforms: &mut Storage<Transform>,
) {
let camera_entities: Vec<_> = follows.all();
for camera_entity in camera_entities {
if let Some(follow) = follows.get(camera_entity) {
if let Some(camera) = cameras.get(camera_entity) {
transforms.with_mut(camera_entity, |t| {
t.position = follow.target_position + new_offset;
});
}
}
}
}
// Read-only system
pub fn spotlight_sync_system(spotlights: &Storage<SpotlightComponent>, transforms: &Storage<Transform>) -> Vec<Spotlight> { .. }
// Dialog system example
pub fn dialog_system(
entities: &mut EntityManager,
trigger_events: &[TriggerEvent],
dialog_sources: &Storage<DialogSourceComponent>,
bubble_tags: &mut Storage<()>,
dialog_bubbles: &mut Storage<DialogBubbleComponent>,
transforms: &mut Storage<Transform>,
names: &mut Storage<String>,
player_tags: &Storage<()>,
projectile_tags: &mut Storage<()>,
dialog_projectiles: &mut Storage<DialogProjectileComponent>,
dialog_outcomes: &mut Vec<DialogOutcomeEvent>,
delta: f32,
) { .. }
```
### Default Trait for Configuration Components
**Why**: Sensible defaults allow bundle code to be cleaner; override what's needed.
```rust
// components/jump.rs
impl Default for JumpComponent {
fn default() -> Self {
Self {
jump_height: 5.0,
jump_duration: 0.5,
air_control_force: 100.0,
max_air_momentum: 3.0,
air_damping_active: 0.95,
air_damping_passive: 0.9,
jump_curve: CubicBez::new((0.0, 0.0), (0.4, 1.0), (0.6, 1.0), (1.0, 0.0)),
jump_context: JumpContext::default(),
}
}
}
// Usage in bundle
world.jumps.insert(entity, JumpComponent::default());
```
### Physics Closure Pattern
**Why**: Avoids lifetime tangles when borrowing rigidbody from PhysicsManager static storage.
```rust
// states/player_states.rs
world.physics.with(entity, |physics| {
PhysicsManager::with_rigidbody_mut(physics.rigidbody, |rigidbody| {
let vel = *rigidbody.linvel();
rigidbody.set_linvel(Vector::new(vel.x, 0.0, vel.z), true);
});
});
```
## Anti-Patterns
### Direct System-to-System Calls
**Don't do this:**
```rust
// ❌ Bad: tightly coupled, hard to debug
fn system_a(world: &mut World) {
system_b_logic(world); // Hidden dependency
}
```
**Do this instead:**
```rust
// ✅ Good: intent in queue, flat pipeline
pub fn system_a(cameras: &mut Storage<CameraComponent>) {
cameras.insert(entity, CameraTransitionIntent { .. });
}
pub fn system_b(camera_transitions: &mut Storage<CameraTransition>) {
for entity in camera_transitions.all() {
// process
camera_transitions.remove(entity);
}
}
```
### Holding Mutable References Across Multiple Storage Accesses
**Don't do this:**
```rust
// ❌ Bad: won't compile (borrow checker)
let mut movement = world.movements.get_mut(entity).unwrap();
let mut transform = world.transforms.get_mut(entity).unwrap();
movement.foo = transform.position.x;
```
**Do this instead:**
```rust
// ✅ Good: use closures
world.movements.with_mut(entity, |movement| {
world.transforms.with(entity, |transform| {
movement.foo = transform.position.x;
});
});
```
### Inline Paths in Code
**Don't do this:**
```rust
// ❌ Bad
let velocity = *crate::physics::PhysicsManager::with_rigidbody_mut(..);
```
**Do this instead:**
```rust
// ✅ Good: use statements at top
use crate::physics::PhysicsManager;
// ... in code
let velocity = *PhysicsManager::with_rigidbody_mut(..);
```
### Overly Generic (World/&mut World) Parameters
**Don't do this:**
```rust
// ❌ Bad: implicit dependencies, breaks borrow checker
pub fn camera_follow_system(world: &mut World) {
// What storages do we actually need?
}
```
**Do this instead:**
```rust
// ✅ Good: explicit, focused dependencies
pub fn camera_follow_system(
follows: &mut Storage<FollowComponent>,
cameras: &Storage<CameraComponent>,
transforms: &mut Storage<Transform>,
) {
// Clear what data is needed
}
```
## Testing
### Structure
Tests are inline with source (`#[cfg(test)] mod tests`). Focus on:
- Component initialization and state transitions
- Bundle spawning and validation
- Physics helper calculations
- Intent queue ordering
### What to Test
- **State transitions**: Verify conditions gate transitions correctly
```rust
#[test]
fn test_idle_to_walking_transition() {
let world = setup_test_world();
world.inputs.with_mut(player, |i| i.move_direction = Vec3::X);
assert!(should_transition_to_walking(&world, player));
}
```
- **Bundle spawning**: Ensure all components are inserted
- **Default values**: Verify sensible defaults in `Default` impls
- **Physics calculations**: Unit-test slope calculations, terrain queries
### Running Tests
```bash
cargo test
cargo test --lib # Unit tests only
cargo test -- --nocapture # Show output
```
## References
- See **CLAUDE.md** in project root for authoritative style rules (no inline comments, doc comments for public APIs only)
- See **docs/self-gating-systems.md** for detailed intent-based pipeline patterns
- See `src/states/player_states.rs` for canonical State impl examples
- See `src/bundles/player.rs` for complete Bundle pattern with state machine setup
- See `src/systems/camera.rs` for canonical system function signatures with explicit storage parameters
- See `src/systems/dialog_system.rs` for complex multi-storage system example

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# Structure
## Modules
### `src/entity.rs`
Manages entity lifecycle with `EntityHandle` (u64 alias) and `EntityManager` tracking alive entities. Entities are opaque IDs; all data lives in component storages on `World`.
### `src/world.rs`
Core ECS container holding `EntityManager`, 20+ typed `Storage<T>` collections (one per component type), and intent queues (`follow_player_intents`, `stop_following_intents`, `camera_transition_intents`). One-frame intents are inserted and consumed within a single frame. World also holds singleton state: `snow_layer`, `debug_mode`, `gizmo_mesh`.
### `src/components/`
Component types define entity data. Key storages:
- **Transforms** (`Transform`): position, rotation, scale
- **Physics** (`PhysicsComponent`): rapier3d rigidbody/collider handles
- **Movement** (`MovementComponent`): walking speed, acceleration, damping state
- **Jump** (`JumpComponent`): jump height, air control, jump curve
- **State machines** (stored per-entity): `IdleState`, `WalkingState`, `JumpingState`, `FallingState`, `LeapingState`, `RollingState`
- **Input** (`InputComponent`): current move direction, jump/parry key states
- **Camera** (`CameraComponent`): FOV, aspect, yaw/pitch; `CameraTransition` for animated transitions
- **Dialog** (`DialogBubbleComponent`, `DialogProjectileComponent`, `DialogSourceComponent`): Ink story state, projectile tracking, outcome events
- **Rendering** (`MeshComponent`): mesh reference, pipeline, instance buffer, dissolve/snow-light flags
- **Misc**: `FollowComponent`, `RotateComponent`, `DissolveComponent`, `TriggerComponent`, `ParticleEmitterConfig`
### `src/states/state.rs`
Per-entity state machine: `StateMachine` holds current `TypeId`, registered state types, and transitions. `State` trait defines lifecycle (`on_enter`, `on_physics_update`, `on_exit`). Transitions are condition predicates checked each update. Player entity uses this for locomotion states.
### `src/systems/`
Flat list of update functions called in main loop. Systems receive specific storage parameters (e.g., `&mut Storage<Transform>`, `&Storage<PhysicsComponent>`) instead of `&World`/`&mut World`. This makes data dependencies explicit for both borrow checker and reader. No cross-system coupling; all communication via world state and intents.
- **Camera**: `camera_input_system(cameras, follows, input_state)` → generates intents; `camera_intent_system(follow_player_intents, stop_following_intents, camera_transition_intents, ...)` consumes them; `camera_follow_system(follows, cameras, transforms)`, `camera_noclip_system(cameras, follows, transforms, input_state, delta)`, `camera_transition_system(camera_transitions, transforms, cameras, delta)`, `camera_ground_clamp_system(cameras, follows, transforms)`
- **Input**: `player_input_system(cameras, follows, player_tags, inputs, input_state)` reads SDL3 `InputState`, writes `InputComponent`
- **Physics**: `state_machine_physics_system(&mut World, FIXED_TIMESTEP)` (fixed-step), `PhysicsManager::physics_step()`, `physics_sync_system(entities, physics, transforms)` copies rapier bodies back to transforms, `trigger_system(trigger_events, triggers, transforms, player_tags)` (AABB overlap → events)
- **Dialog**: `dialog_system(entities, trigger_events, dialog_sources, bubble_tags, dialog_bubbles, transforms, names, player_tags, projectile_tags, dialog_projectiles, dialog_outcomes, delta)` ticks story state; `dialog_projectile_system(player_tags, transforms, projectile_tags, dialog_projectiles, spawn_particle_intents, dialog_outcomes, leaping_states, rolling_states, input_state)` moves projectiles; `dialog_camera_system(cameras, transforms, bubble_tags, player_pos, delta)` focuses camera on speaker; `dialog_bubble_render_system(transforms, dialog_bubbles, bubble_tags, camera_pos, view_proj)` generates billboard/text draw calls
- **Rendering**: `render_system(entities, transforms, meshes, dissolves)``Vec<DrawCall>` from all meshes; snow layer adds clipmap draw calls; debug adds collider/gizmo calls; `spotlight_sync_system(spotlights, transforms)` syncs light positions to shader uniform
- **State machine**: `state_machine_system(&mut World, delta)` (per-frame), `state_machine_physics_system(&mut World, FIXED_TIMESTEP)` (fixed-step) tick state lifecycle
- **Trees**: `tree_occlusion_system(player_tags, transforms, cameras, tree_instances)` culls trees behind camera; `tree_dissolve_update_system(tree_instances, delta)` animates dissolve; `tree_instance_buffer_update_system(tree_instances)` writes GPU buffer
- **Snow**: `snow_system(cameras, transforms, player_tags, follows, snow_layer)` deforms snow layer at physics contacts; `particle_intent_system(particle_buffers, spawn_particle_intents)`/`particle_update_system(particle_buffers, delta)` manage particle emitters
- **Rotate**: `rotate_system(rotates, transforms, delta)` rotates entities by delta
### `src/bundles/`
Factory functions to spawn pre-configured entity groups:
- `PlayerBundle`: player character with all locomotion components
- `TestCharBundle`: test NPC
- `CameraBundle`: camera entity
- `TerrainBundle`: terrain mesh + collider
- `SpotlightBundle` + `spawn_spotlights()`: light entities from scene data
### `src/render/`
GPU rendering pipeline via wgpu. Singleton `Renderer` stored in thread-local (global.rs).
- **`Renderer`**: wgpu device/queue/surface, framebuffer, pipelines, bind groups, shadow map texture, spotlight data
- **`DrawCall`** (types.rs): vertex/index buffers, model matrix, pipeline enum, instance buffer, entity ref
- **Pipelines** (pipeline.rs): `create_main_pipeline()`, `create_snow_clipmap_pipeline()`, `create_wireframe_pipeline()`, `create_shadow_pipeline()`, `create_debug_lines_pipeline()`
- **`Uniforms`** (types.rs): model/view/projection, 4 spotlights, camera position, height scale, player position, time, tile scale, debug mode
- **Shadow**: `render_shadow_pass()` renders scene depth to shadow map from each spotlight
- **Snow**: `SnowLayer` deforms snow heightfield via compute; `ClipmapConfig` manages multi-level clipmap grid; `deform_at_position()` marks terrain changed
- **Snow light**: `SnowLightAccumulation` ping-pong texture accumulates light contributions from spotlights onto snow surface
- **Billboard pipeline** + **Text pipeline**: render dialog bubbles and text overlays
- **Particle pipeline**: billboarded particles with per-instance color/velocity
- **Font atlas**: pre-rasterized glyph texture from embedded font file
### `src/loaders/`
Load scene data from glTF files:
- **`scene.rs`** `Space::load_space()`: loads meshes, lights, player spawn, test char spawn from single glTF
- **`mesh.rs`** `Mesh::load_gltf_with_instances()`: parses glTF buffers, vertex/index data, multi-instance mesh batches; `InstanceData` (position/rotation/scale/dissolve); `Vertex` (position/normal/UV)
- **`lights.rs`**: extracts spotlight transforms/params from glTF nodes
- **`empty.rs`**: extracts named empty (spawn point) transforms from glTF
- **`heightmap.rs`**: loads EXR heightfield texture for terrain collision
- **`terrain.rs`**: builds rapier heightfield collider from EXR matrix
### `src/physics.rs`
Thread-local `PhysicsManager` wrapping rapier3d. `physics_step()` runs one integration step; `add_rigidbody()`, `add_collider()` register bodies; `raycast()` queries. `HeightfieldData` caches terrain height matrix.
### `src/utility/`
- **`transform.rs`** `Transform`: matrix conversions to/from nalgebra `Isometry3`; getters/setters for position/rotation/scale
- **`input.rs`** `InputState`: SDL3 key states (WASD, Space, Shift, Ctrl) and mouse delta; `handle_event()` updates state; `clear_just_pressed()` resets one-frame flags
- **`time.rs`**: `Time::get_time_elapsed()` returns seconds since init (static Instant)
### `src/debug/`
- **`mode.rs`** `DebugMode` enum: None, Normals, UV, Depth, Wireframe, Colliders, ShadowMap, SnowLight; `cycle()` steps through
- **`collider_debug.rs`**: renders rapier collider AABBs as line meshes
- **`gizmo.rs`**: renders 3D transform gizmo (position/rotation/scale) for editor
### `src/editor/`
- **`inspector.rs`** `Inspector`: wraps Dear ImGui context; `render()` draws frame to texture; `build_ui()` draws entity inspector panels
- **`mod.rs`** `EditorState`: manages editor active state, selected entity, mouse capture; `editor_loop()` calls inspector, handles picking
### `src/picking.rs`, `src/postprocess.rs`, `src/texture.rs`, `src/paths.rs`
Utility modules: ray casting for mouse pick, fullscreen blit/framebuffer downsampling, dither/flowmap texture loading, paths to asset files.
## Data Flow
1. **Initialization** (`main.rs` `init()`): SDL3 window → wgpu renderer (Vulkan) → World creation → load scene (Space from glTF) → spawn bundles (player, terrain, camera, lights) → initialize physics
2. **Main loop** (`main.rs` `main()` with 60 Hz fixed physics + variable-rate graphics):
- **Per-frame** (delta): Input events → `player_input_system(cameras, follows, player_tags, inputs, input_state)` (fills `InputComponent`) + `camera_input_system(cameras, follows, input_state)` (generates intents)
- **Intent processing**: `camera_intent_system(follow_player_intents, stop_following_intents, camera_transition_intents, follows, transforms, cameras, player_tags, camera_transitions)` consumes intents, updates `CameraComponent`/`CameraTransition`
- **Camera systems**: `camera_follow_system(follows, cameras, transforms)` follows player; `camera_noclip_system(cameras, follows, transforms, input_state, delta)` noclip mode; `camera_transition_system(camera_transitions, transforms, cameras, delta)` animated transitions; `camera_ground_clamp_system(cameras, follows, transforms)` clamps to ground
- **Fixed physics** (1/60s accumulator):
- `state_machine_physics_system(&mut World, FIXED_TIMESTEP)`: tick state's `on_physics_update()`
- `PhysicsManager::physics_step()`: rapier integration
- `physics_sync_system(entities, physics, transforms)`: copy rigidbody poses to `Transform`
- `trigger_system(trigger_events, triggers, transforms, player_tags)`: detect collisions, emit events
- `dialog_system(entities, trigger_events, dialog_sources, bubble_tags, dialog_bubbles, transforms, names, player_tags, projectile_tags, dialog_projectiles, dialog_outcomes, delta)` ticks story state; `dialog_projectile_system(player_tags, transforms, projectile_tags, dialog_projectiles, spawn_particle_intents, dialog_outcomes, leaping_states, rolling_states, input_state)` moves projectiles
- **Per-frame systems**: `state_machine_system(&mut World, delta)` ticks state lifecycle; `rotate_system(rotates, transforms, delta)` rotates entities; `particle_intent_system(particle_buffers, spawn_particle_intents)`/`particle_update_system(particle_buffers, delta)` manage particles; `tree_occlusion_system(player_tags, transforms, cameras, tree_instances)` culls; `tree_dissolve_update_system(tree_instances, delta)`/`tree_instance_buffer_update_system(tree_instances)` updates dissolve; `snow_system(cameras, transforms, player_tags, follows, snow_layer)` deforms snow; `spotlight_sync_system(spotlights, transforms)` syncs lights
- **Render collection**: `render_system(entities, transforms, meshes, dissolves)``Vec<DrawCall>` from all meshes; snow layer adds clipmap draw calls; debug adds collider/gizmo calls
- **Submission**: `submit_frame()` renders draw calls, dialog bubbles/text, particles to framebuffer; blit to screen; optional ImGui overlay
3. **Frame cleanup**: `InputState::clear_just_pressed()` resets one-frame flags
## Key Types
| Type | Module | Description |
|------|--------|-------------|
| `EntityHandle` | entity | u64 opaque entity ID |
| `Storage<T>` | world | HashMap storage for per-entity component data; exposes `.get()`, `.get_mut()`, `.with_mut()`, `.all()` methods |
| `World` | world | ECS container: entities, 20+ storages, intent queues, singleton state |
| `Transform` | utility/transform | Position (Vec3), rotation (Quat), scale (Vec3); matrix conversions |
| `StateMachine` | states/state | Per-entity state machine: current state TypeId, registered states, transitions |
| `State` trait | states/state | Lifecycle: `on_enter`, `on_physics_update`, `on_exit`, `on_update` |
| `PhysicsComponent` | components/physics | Rapier3d rigidbody + optional collider handles |
| `MovementComponent` | components/movement | Walking speed, acceleration, damping, context (floored, last floor time) |
| `JumpComponent` | components/jump | Jump height, duration, air control, context (in progress, origin height) |
| `CameraComponent` | components/camera | FOV, aspect, yaw/pitch angles, is_active flag |
| `InputComponent` | components/input | Current frame: move direction, jump/parry key states (flags) |
| `MeshComponent` | components/mesh | Mesh ref, pipeline enum, instance buffer, dissolve/snow-light flags |
| `DialogBubbleComponent` | components/dialog | Ink story, current text, dialog phase (displaying/projectile in flight), parry button |
| `DrawCall` | render/types | GPU command: vertex/index buffers, model matrix, pipeline, instance count, entity ID |
| `Uniforms` | render/types | Per-frame shader data: matrices, spotlight array, debug flags |
| `Renderer` | render/mod | GPU state: device, queue, surface, all pipelines, framebuffer, texture samplers |
| `Space` | loaders/scene | Loaded scene: mesh batches, spotlight data, spawn positions |
| `Mesh` | loaders/mesh | GPU vertex/index buffers, AABB, CPU vertex data for physics |
| `SnowLayer` | render/snow | Snow heightfield: deform bind groups, depth texture, clipmap grid levels |
| `SnowLightAccumulation` | render/snow_light | Ping-pong textures + pipeline accumulating spotlight contributions onto snow |
| `InputState` | utility/input | SDL3 event state: key flags, mouse delta, relative mode |
| `PhysicsManager` | physics | Rapier3d bodies/colliders/pipeline; thread-local singleton |
| `DebugMode` | debug/mode | Enum: None, Normals, UV, Depth, Wireframe, Colliders, ShadowMap, SnowLight |
## Entry Points
1. **`main()` in src/main.rs**
- Calls `init()` → initializes SDL3, wgpu, loads world from scene glTF, spawns entities
- Runs infinite loop: event poll → systems (camera/input/physics/render) → frame submit → sleep to 60 Hz
2. **`Game::init()` in src/main.rs**
- SDL3 window + Vulkan surface
- `Renderer::new()` initializes all GPU pipelines and textures
- `init_world()` loads space, spawns bundles, sets up terrain/snow/lights
3. **`World::new()` in src/world.rs**
- Creates empty storages for all 20+ component types and intent queues
## Dependencies
- **Engine**: wgpu (GPU), rapier3d (physics), glam (math), nalgebra (physics conversions), SDL3 (windowing/input)
- **Content**: bladeink (Ink story scripting), image crate (EXR heightmaps), gltf (scene loading)
- **Editor**: Dear ImGui via imgui crate + SDL3 integration
- **Internal**: All systems take explicit storage parameters from `World`; systems are called in fixed sequence from main loop; no circular dependencies
- **Thread-local singletons**: `Renderer` (render/global.rs), `PhysicsManager` (physics.rs), `GLOBAL_RENDERER`, `GLOBAL_PHYSICS`
## Initialization Order
1. SDL3 init → window creation → Vulkan adapter/device
2. `Renderer::new()` → wgpu device/queue, create all pipelines, load textures (dither, flowmap, font atlas, shadow map, blue noise)
3. Load scene from glTF → meshes, lights, spawns
4. Spawn bundles: player (with input/movement/jump/state machine), terrain (mesh + heightfield collider), camera (follows player), lights (spotlights)
5. Initialize snow layer (deform by tree positions)
6. Initialize snow light accumulation (bind to spotlight data)
7. Main loop: process events → run systems in sequence → submit frame

View File

@@ -0,0 +1,218 @@
bl_info = {
"name": "Snow Trail Export",
"author": "Snow Trail",
"version": (1, 0, 0),
"blender": (5, 0, 0),
"location": "3D Viewport > Sidebar > Snow Trail",
"description": "One-click glTF export to project assets folder",
"category": "Import-Export",
}
import bpy
from pathlib import Path
def find_project_root():
blend_path = Path(bpy.data.filepath)
if not blend_path.exists():
return None
candidate = blend_path.parent
while candidate != candidate.parent:
if (candidate / "assets").is_dir() and (candidate / "blender").is_dir():
return candidate
candidate = candidate.parent
return None
def get_export_path():
blend_path = Path(bpy.data.filepath)
project_root = find_project_root()
if project_root is None:
return None
stem = blend_path.stem
return project_root / "assets" / "meshes" / f"{stem}.gltf"
class SNOWTRAIL_OT_export_gltf(bpy.types.Operator):
bl_idname = "snow_trail.export_gltf"
bl_label = "Export to Project"
bl_description = "Export selected objects as glTF to assets/meshes/"
bl_options = {'REGISTER'}
def execute(self, context):
if not bpy.data.filepath:
self.report({'ERROR'}, "Save the .blend file first")
return {'CANCELLED'}
export_path = get_export_path()
if export_path is None:
self.report({'ERROR'}, "Could not find project root (looking for assets/ + blender/ dirs)")
return {'CANCELLED'}
export_path.parent.mkdir(parents=True, exist_ok=True)
selected = [obj for obj in context.selected_objects if obj.type == 'MESH']
if not selected:
self.report({'ERROR'}, "No mesh objects selected")
return {'CANCELLED'}
props = context.scene.snow_trail_export
bpy.ops.export_scene.gltf(
filepath=str(export_path),
export_format='GLTF_SEPARATE',
use_selection=True,
export_apply=props.apply_modifiers,
export_yup=True,
export_texcoords=True,
export_normals=True,
export_colors=props.export_vertex_colors,
export_materials='NONE' if not props.export_materials else 'EXPORT',
export_animations=props.export_animations,
)
rel_path = export_path.relative_to(find_project_root())
self.report({'INFO'}, f"Exported → {rel_path}")
return {'FINISHED'}
class SNOWTRAIL_OT_export_heightmap(bpy.types.Operator):
bl_idname = "snow_trail.export_heightmap"
bl_label = "Bake Heightmap"
bl_description = "Run heightmap bake script for selected terrain"
bl_options = {'REGISTER'}
def execute(self, context):
project_root = find_project_root()
if project_root is None:
self.report({'ERROR'}, "Could not find project root")
return {'CANCELLED'}
script_path = project_root / "blender" / "scripts" / "generate_heightmap.py"
if not script_path.exists():
self.report({'ERROR'}, f"Script not found: {script_path}")
return {'CANCELLED'}
import importlib.util
spec = importlib.util.spec_from_file_location("generate_heightmap", str(script_path))
mod = importlib.util.module_from_spec(spec)
spec.loader.exec_module(mod)
terrain_obj = context.active_object
if terrain_obj is None or terrain_obj.type != 'MESH':
self.report({'ERROR'}, "Select a mesh object first")
return {'CANCELLED'}
output_path = project_root / "assets" / "textures" / "terrain_heightmap.exr"
mod.bake_heightmap(
terrain_obj=terrain_obj,
resolution=context.scene.snow_trail_export.heightmap_resolution,
output_path=str(output_path),
)
self.report({'INFO'}, f"Heightmap → assets/textures/terrain_heightmap.exr")
return {'FINISHED'}
class SNOWTRAIL_ExportProperties(bpy.types.PropertyGroup):
apply_modifiers: bpy.props.BoolProperty(
name="Apply Modifiers",
default=True,
description="Apply modifiers before export",
)
export_vertex_colors: bpy.props.BoolProperty(
name="Vertex Colors",
default=True,
description="Export vertex colors",
)
export_materials: bpy.props.BoolProperty(
name="Materials",
default=False,
description="Export materials (usually not needed for retro aesthetic)",
)
export_animations: bpy.props.BoolProperty(
name="Animations",
default=False,
description="Export animations",
)
heightmap_resolution: bpy.props.IntProperty(
name="Heightmap Resolution",
default=1024,
min=128,
max=4096,
description="Resolution for heightmap bake",
)
class SNOWTRAIL_PT_export_panel(bpy.types.Panel):
bl_label = "Snow Trail Export"
bl_idname = "SNOWTRAIL_PT_export_panel"
bl_space_type = 'VIEW_3D'
bl_region_type = 'UI'
bl_category = "Snow Trail"
def draw(self, context):
layout = self.layout
props = context.scene.snow_trail_export
export_path = get_export_path()
if export_path:
project_root = find_project_root()
rel = export_path.relative_to(project_root)
layout.label(text=f"Target: {rel}", icon='FILE')
elif not bpy.data.filepath:
layout.label(text="Save .blend file first!", icon='ERROR')
else:
layout.label(text="Project root not found!", icon='ERROR')
layout.separator()
box = layout.box()
box.label(text="glTF Options:", icon='MESH_DATA')
box.prop(props, "apply_modifiers")
box.prop(props, "export_vertex_colors")
box.prop(props, "export_materials")
box.prop(props, "export_animations")
selected_meshes = [o for o in context.selected_objects if o.type == 'MESH']
row = layout.row()
row.scale_y = 1.5
row.operator("snow_trail.export_gltf", icon='EXPORT')
if not selected_meshes:
row.enabled = False
if selected_meshes:
layout.label(text=f"{len(selected_meshes)} mesh(es) selected")
else:
layout.label(text="Select mesh objects to export", icon='INFO')
layout.separator()
box = layout.box()
box.label(text="Terrain Tools:", icon='WORLD')
box.prop(props, "heightmap_resolution")
box.operator("snow_trail.export_heightmap", icon='IMAGE_DATA')
classes = (
SNOWTRAIL_ExportProperties,
SNOWTRAIL_OT_export_gltf,
SNOWTRAIL_OT_export_heightmap,
SNOWTRAIL_PT_export_panel,
)
def register():
for cls in classes:
bpy.utils.register_class(cls)
bpy.types.Scene.snow_trail_export = bpy.props.PointerProperty(type=SNOWTRAIL_ExportProperties)
def unregister():
del bpy.types.Scene.snow_trail_export
for cls in reversed(classes):
bpy.utils.unregister_class(cls)
if __name__ == "__main__":
register()

View File

@@ -305,7 +305,11 @@ fn toggle_editor(game: &mut Game)
fn handle_editor_pick(game: &mut Game, x: f32, y: f32)
{
let view = match camera_view_matrix(&game.world)
let view = match camera_view_matrix(
&game.world.cameras,
&game.world.transforms,
&game.world.follows,
)
{
Some(v) => v,
None => return,
@@ -340,7 +344,11 @@ fn submit_frame(
Some(t) => t,
None => return,
};
let view = match camera_view_matrix(&game.world)
let view = match camera_view_matrix(
&game.world.cameras,
&game.world.transforms,
&game.world.follows,
)
{
Some(v) => v,
None => return,
@@ -350,8 +358,13 @@ fn submit_frame(
let view_proj = projection * view;
let player_pos = game.world.player_position();
let (billboard_calls, text_vertices) =
dialog_bubble_render_system(&game.world, camera_transform.position, view_proj);
let (billboard_calls, text_vertices) = dialog_bubble_render_system(
&game.world.transforms,
&game.world.dialog_bubbles,
&game.world.bubble_tags,
camera_transform.position,
view_proj,
);
let frame = render::render(
&view,
@@ -414,17 +427,67 @@ fn main() -> Result<(), Box<dyn std::error::Error>>
}
// --- intent generation ---
camera_input_system(&mut game.world, &game.input_state);
player_input_system(&mut game.world, &game.input_state);
dialog_camera_transition_system(&mut game.world, game.camera_entity);
camera_input_system(
&mut game.world.cameras,
&game.world.follows,
&game.input_state,
);
player_input_system(
&game.world.cameras,
&game.world.follows,
&game.world.player_tags,
&mut game.world.inputs,
&game.input_state,
);
dialog_camera_transition_system(
&game.world.bubble_tags,
&mut game.world.camera_transition_intents,
&mut game.world.was_dialog_active,
game.camera_entity,
);
// --- intent processing + camera ---
camera_intent_system(&mut game.world);
camera_noclip_system(&mut game.world, &game.input_state, delta);
dialog_camera_system(&mut game.world, delta);
camera_follow_system(&mut game.world);
camera_transition_system(&mut game.world, delta);
camera_ground_clamp_system(&mut game.world);
camera_intent_system(
&mut game.world.follow_player_intents,
&mut game.world.stop_following_intents,
&mut game.world.camera_transition_intents,
&mut game.world.follows,
&mut game.world.transforms,
&mut game.world.cameras,
&game.world.player_tags,
&mut game.world.camera_transitions,
);
camera_noclip_system(
&game.world.cameras,
&game.world.follows,
&mut game.world.transforms,
&game.input_state,
delta,
);
let player_pos = game.world.player_position();
dialog_camera_system(
&mut game.world.cameras,
&mut game.world.transforms,
&game.world.bubble_tags,
player_pos,
delta,
);
camera_follow_system(
&mut game.world.follows,
&game.world.cameras,
&mut game.world.transforms,
);
camera_transition_system(
&mut game.world.camera_transitions,
&mut game.world.transforms,
&mut game.world.cameras,
delta,
);
camera_ground_clamp_system(
&game.world.cameras,
&game.world.follows,
&mut game.world.transforms,
);
// --- editor overlay ---
if game.editor.active
@@ -444,10 +507,42 @@ fn main() -> Result<(), Box<dyn std::error::Error>>
{
state_machine_physics_system(&mut game.world, FIXED_TIMESTEP);
PhysicsManager::physics_step();
physics_sync_system(&mut game.world);
trigger_system(&mut game.world);
dialog_system(&mut game.world, FIXED_TIMESTEP);
dialog_projectile_system(&mut game.world, &game.input_state);
physics_sync_system(
&game.world.entities,
&game.world.physics,
&mut game.world.transforms,
);
trigger_system(
&mut game.world.trigger_events,
&mut game.world.triggers,
&game.world.transforms,
&game.world.player_tags,
);
dialog_system(
&mut game.world.entities,
&game.world.trigger_events,
&game.world.dialog_sources,
&mut game.world.bubble_tags,
&mut game.world.dialog_bubbles,
&mut game.world.transforms,
&mut game.world.names,
&game.world.player_tags,
&mut game.world.projectile_tags,
&mut game.world.dialog_projectiles,
&mut game.world.dialog_outcomes,
FIXED_TIMESTEP,
);
dialog_projectile_system(
&game.world.player_tags,
&mut game.world.transforms,
&mut game.world.projectile_tags,
&mut game.world.dialog_projectiles,
&mut game.world.spawn_particle_intents,
&mut game.world.dialog_outcomes,
&game.world.leaping_states,
&game.world.rolling_states,
&game.input_state,
);
game.physics_accumulator -= FIXED_TIMESTEP;
}
@@ -455,19 +550,33 @@ fn main() -> Result<(), Box<dyn std::error::Error>>
// --- per-frame systems ---
state_machine_system(&mut game.world, delta);
rotate_system(&mut game.world, delta);
rotate_system(&game.world.rotates, &mut game.world.transforms, delta);
tree_occlusion_system(&mut game.world);
tree_dissolve_update_system(&mut game.world, delta);
tree_instance_buffer_update_system(&mut game.world);
tree_occlusion_system(
&game.world.player_tags,
&game.world.transforms,
&game.world.cameras,
&mut game.world.tree_instances,
);
tree_dissolve_update_system(&mut game.world.tree_instances, delta);
tree_instance_buffer_update_system(&game.world.tree_instances);
let spotlights = spotlight_sync_system(&game.world);
let spotlights = spotlight_sync_system(&game.world.spotlights, &game.world.transforms);
render::update_spotlights(spotlights);
snow_system(&mut game.world);
snow_system(
&game.world.cameras,
&game.world.transforms,
&game.world.player_tags,
&game.world.follows,
&mut game.world.snow_layer,
);
particle_intent_system(&mut game.world);
particle_update_system(&mut game.world, delta);
particle_intent_system(
&mut game.world.particle_buffers,
&mut game.world.spawn_particle_intents,
);
particle_update_system(&mut game.world.particle_buffers, delta);
let particle_cam_pos = game.world.active_camera_position();
if let Some(ref mut buffers) = game.world.particle_buffers
{
@@ -475,7 +584,12 @@ fn main() -> Result<(), Box<dyn std::error::Error>>
}
// --- draw call collection ---
let mut draw_calls = render_system(&game.world);
let mut draw_calls = render_system(
&game.world.entities,
&game.world.transforms,
&game.world.meshes,
&game.world.dissolves,
);
if let Some(ref snow_layer) = game.world.snow_layer
{
draw_calls.extend(snow_layer.get_draw_calls());

View File

@@ -1,22 +1,32 @@
use glam::Vec3;
use crate::components::camera::CameraTransition;
use crate::components::camera::{CameraComponent, CameraTransition};
use crate::components::intent::{CameraTransitionIntent, FollowPlayerIntent, StopFollowingIntent};
use crate::components::FollowComponent;
use crate::entity::EntityHandle;
use crate::physics::PhysicsManager;
use crate::utility::input::InputState;
use crate::world::{Transform, World};
use crate::utility::transform::Transform;
use crate::world::Storage;
const CAMERA_GROUND_OFFSET: f32 = 2.0;
pub fn camera_view_matrix(world: &World) -> Option<glam::Mat4>
pub fn camera_view_matrix(
cameras: &Storage<CameraComponent>,
transforms: &Storage<Transform>,
follows: &Storage<FollowComponent>,
) -> Option<glam::Mat4>
{
let (camera_entity, camera_component) = world.active_camera()?;
let camera_transform = world.transforms.get(camera_entity)?;
let (camera_entity, camera_component) = cameras
.components
.iter()
.find(|(_, cam)| cam.is_active)
.map(|(e, c)| (*e, c))?;
let camera_transform = transforms.get(camera_entity)?;
if let Some(follow) = world.follows.get(camera_entity)
if let Some(follow) = follows.get(camera_entity)
{
if let Some(target_transform) = world.transforms.get(follow.target)
if let Some(target_transform) = transforms.get(follow.target)
{
return Some(glam::Mat4::look_at_rh(
camera_transform.position,
@@ -35,13 +45,17 @@ pub fn camera_view_matrix(world: &World) -> Option<glam::Mat4>
))
}
pub fn camera_input_system(world: &mut World, input_state: &InputState)
pub fn camera_input_system(
cameras: &mut Storage<CameraComponent>,
follows: &Storage<FollowComponent>,
input_state: &InputState,
)
{
let cameras: Vec<_> = world.cameras.all();
let camera_entities: Vec<_> = cameras.all();
for camera_entity in cameras
for camera_entity in camera_entities
{
if let Some(camera) = world.cameras.get_mut(camera_entity)
if let Some(camera) = cameras.get_mut(camera_entity)
{
if !camera.is_active
{
@@ -50,7 +64,7 @@ pub fn camera_input_system(world: &mut World, input_state: &InputState)
if input_state.mouse_delta.0.abs() > 0.0 || input_state.mouse_delta.1.abs() > 0.0
{
let is_following = world.follows.get(camera_entity).is_some();
let is_following = follows.get(camera_entity).is_some();
camera.yaw += input_state.mouse_delta.0 * 0.0008;
@@ -71,49 +85,61 @@ pub fn camera_input_system(world: &mut World, input_state: &InputState)
}
}
pub fn camera_intent_system(world: &mut World)
pub fn camera_intent_system(
follow_player_intents: &mut Storage<FollowPlayerIntent>,
stop_following_intents: &mut Storage<StopFollowingIntent>,
camera_transition_intents: &mut Storage<CameraTransitionIntent>,
follows: &mut Storage<FollowComponent>,
transforms: &mut Storage<Transform>,
cameras: &mut Storage<CameraComponent>,
player_tags: &Storage<()>,
camera_transitions: &mut Storage<CameraTransition>,
)
{
let follow_entities: Vec<EntityHandle> = world.follow_player_intents.all();
let follow_entities: Vec<EntityHandle> = follow_player_intents.all();
for entity in follow_entities
{
start_camera_following(world, entity);
world.follow_player_intents.remove(entity);
start_camera_following(follows, transforms, cameras, player_tags, entity);
follow_player_intents.remove(entity);
}
let stop_entities: Vec<EntityHandle> = world.stop_following_intents.all();
let stop_entities: Vec<EntityHandle> = stop_following_intents.all();
for entity in stop_entities
{
stop_camera_following(world, entity);
world.stop_following_intents.remove(entity);
stop_camera_following(follows, transforms, cameras, entity);
stop_following_intents.remove(entity);
}
let transition_entities: Vec<EntityHandle> = world.camera_transition_intents.all();
let transition_entities: Vec<EntityHandle> = camera_transition_intents.all();
for entity in transition_entities
{
let duration = world
.camera_transition_intents
let duration = camera_transition_intents
.get(entity)
.map(|i| i.duration)
.unwrap_or(0.5);
start_camera_transition(world, entity, duration);
world.camera_transition_intents.remove(entity);
start_camera_transition(camera_transitions, transforms, cameras, entity, duration);
camera_transition_intents.remove(entity);
}
}
pub fn camera_follow_system(world: &mut World)
pub fn camera_follow_system(
follows: &mut Storage<FollowComponent>,
cameras: &Storage<CameraComponent>,
transforms: &mut Storage<Transform>,
)
{
let camera_entities: Vec<_> = world.follows.all();
let camera_entities: Vec<_> = follows.all();
for camera_entity in camera_entities
{
if let Some(camera) = world.cameras.get(camera_entity)
if let Some(camera) = cameras.get(camera_entity)
{
if let Some(follow) = world.follows.get(camera_entity)
if let Some(follow) = follows.get(camera_entity)
{
let target_entity = follow.target;
let offset = follow.offset.position;
if let Some(target_transform) = world.transforms.get(target_entity)
if let Some(target_transform) = transforms.get(target_entity)
{
let target_position = target_transform.position;
let distance = offset.length();
@@ -126,13 +152,11 @@ pub fn camera_follow_system(world: &mut World)
let new_offset = Vec3::new(offset_x, offset_y, offset_z);
world
.transforms
.with_mut(camera_entity, |camera_transform| {
transforms.with_mut(camera_entity, |camera_transform| {
camera_transform.position = target_position + new_offset;
});
world.follows.components.get_mut(&camera_entity).map(|f| {
follows.components.get_mut(&camera_entity).map(|f| {
f.offset.position = new_offset;
});
}
@@ -141,23 +165,29 @@ pub fn camera_follow_system(world: &mut World)
}
}
pub fn camera_noclip_system(world: &mut World, input_state: &InputState, delta: f32)
pub fn camera_noclip_system(
cameras: &Storage<CameraComponent>,
follows: &Storage<FollowComponent>,
transforms: &mut Storage<Transform>,
input_state: &InputState,
delta: f32,
)
{
if !input_state.mouse_captured
{
return;
}
let cameras: Vec<_> = world.cameras.all();
let camera_entities: Vec<_> = cameras.all();
for camera_entity in cameras
for camera_entity in camera_entities
{
if world.follows.get(camera_entity).is_some()
if follows.get(camera_entity).is_some()
{
continue;
}
if let Some(camera) = world.cameras.get(camera_entity)
if let Some(camera) = cameras.get(camera_entity)
{
if !camera.is_active
{
@@ -201,7 +231,7 @@ pub fn camera_noclip_system(world: &mut World, input_state: &InputState, delta:
speed *= 10.0;
}
if let Some(camera_transform) = world.transforms.get_mut(camera_entity)
if let Some(camera_transform) = transforms.get_mut(camera_entity)
{
camera_transform.position += forward * input_vec.z * speed;
camera_transform.position += right * input_vec.x * speed;
@@ -211,28 +241,34 @@ pub fn camera_noclip_system(world: &mut World, input_state: &InputState, delta:
}
}
fn start_camera_following(world: &mut World, camera_entity: crate::entity::EntityHandle)
fn start_camera_following(
follows: &mut Storage<FollowComponent>,
transforms: &mut Storage<Transform>,
cameras: &mut Storage<CameraComponent>,
player_tags: &Storage<()>,
camera_entity: EntityHandle,
)
{
if let Some(camera_transform) = world.transforms.get(camera_entity)
if let Some(camera_transform) = transforms.get(camera_entity)
{
let player_entities = world.player_tags.all();
let player_entities = player_tags.all();
if let Some(&player_entity) = player_entities.first()
{
if let Some(target_transform) = world.transforms.get(player_entity)
if let Some(target_transform) = transforms.get(player_entity)
{
let offset = camera_transform.position - target_transform.position;
let distance = offset.length();
if distance > 0.0
{
if let Some(camera) = world.cameras.get_mut(camera_entity)
if let Some(camera) = cameras.get_mut(camera_entity)
{
camera.pitch = (offset.y / distance).asin();
camera.yaw = offset.z.atan2(offset.x) + std::f32::consts::PI;
}
}
world.follows.insert(
follows.insert(
camera_entity,
FollowComponent {
target: player_entity,
@@ -246,20 +282,25 @@ fn start_camera_following(world: &mut World, camera_entity: crate::entity::Entit
}
}
fn stop_camera_following(world: &mut World, camera_entity: crate::entity::EntityHandle)
fn stop_camera_following(
follows: &mut Storage<FollowComponent>,
transforms: &Storage<Transform>,
cameras: &mut Storage<CameraComponent>,
camera_entity: EntityHandle,
)
{
if let Some(follow) = world.follows.get(camera_entity)
if let Some(follow) = follows.get(camera_entity)
{
let target_entity = follow.target;
if let Some(camera_transform) = world.transforms.get(camera_entity)
if let Some(camera_transform) = transforms.get(camera_entity)
{
if let Some(target_transform) = world.transforms.get(target_entity)
if let Some(target_transform) = transforms.get(target_entity)
{
let look_direction =
(target_transform.position - camera_transform.position).normalize();
if let Some(camera) = world.cameras.get_mut(camera_entity)
if let Some(camera) = cameras.get_mut(camera_entity)
{
camera.yaw = look_direction.z.atan2(look_direction.x);
camera.pitch = look_direction.y.asin();
@@ -267,24 +308,34 @@ fn stop_camera_following(world: &mut World, camera_entity: crate::entity::Entity
}
}
world.follows.remove(camera_entity);
follows.remove(camera_entity);
}
}
pub fn camera_ground_clamp_system(world: &mut World)
pub fn camera_ground_clamp_system(
cameras: &Storage<CameraComponent>,
follows: &Storage<FollowComponent>,
transforms: &mut Storage<Transform>,
)
{
let Some((camera_entity, _)) = world.active_camera()
let camera_entity = cameras
.components
.iter()
.find(|(_, cam)| cam.is_active)
.map(|(e, _)| *e);
let Some(camera_entity) = camera_entity
else
{
return;
};
if world.follows.get(camera_entity).is_none()
if follows.get(camera_entity).is_none()
{
return;
}
world.transforms.with_mut(camera_entity, |t| {
transforms.with_mut(camera_entity, |t| {
let ground_y =
PhysicsManager::get_terrain_height_at(t.position.x, t.position.z).unwrap_or(0.0);
let min_y = ground_y + CAMERA_GROUND_OFFSET;
@@ -295,9 +346,15 @@ pub fn camera_ground_clamp_system(world: &mut World)
});
}
fn start_camera_transition(world: &mut World, camera_entity: EntityHandle, duration: f32)
fn start_camera_transition(
camera_transitions: &mut Storage<CameraTransition>,
transforms: &mut Storage<Transform>,
cameras: &mut Storage<CameraComponent>,
camera_entity: EntityHandle,
duration: f32,
)
{
let Some(camera) = world.cameras.get(camera_entity)
let Some(camera) = cameras.get(camera_entity)
else
{
return;
@@ -306,12 +363,11 @@ fn start_camera_transition(world: &mut World, camera_entity: EntityHandle, durat
let source_yaw = camera.yaw;
let source_pitch = camera.pitch;
let source_position = world
.transforms
let source_position = transforms
.with(camera_entity, |t| t.position)
.unwrap_or(Vec3::ZERO);
world.camera_transitions.insert(
camera_transitions.insert(
camera_entity,
CameraTransition {
source_position,
@@ -323,14 +379,19 @@ fn start_camera_transition(world: &mut World, camera_entity: EntityHandle, durat
);
}
pub fn camera_transition_system(world: &mut World, delta: f32)
pub fn camera_transition_system(
camera_transitions: &mut Storage<CameraTransition>,
transforms: &mut Storage<Transform>,
cameras: &mut Storage<CameraComponent>,
delta: f32,
)
{
let entities: Vec<EntityHandle> = world.camera_transitions.all();
let entities: Vec<EntityHandle> = camera_transitions.all();
for entity in entities
{
let finished = {
let Some(transition) = world.camera_transitions.get_mut(entity)
let Some(transition) = camera_transitions.get_mut(entity)
else
{
continue;
@@ -345,11 +406,11 @@ pub fn camera_transition_system(world: &mut World, delta: f32)
let source_pitch = transition.source_pitch;
let finished = t >= 1.0;
world.transforms.with_mut(entity, |transform| {
transforms.with_mut(entity, |transform| {
transform.position = source_position.lerp(transform.position, t);
});
if let Some(camera) = world.cameras.get_mut(entity)
if let Some(camera) = cameras.get_mut(entity)
{
camera.yaw = lerp_angle(source_yaw, camera.yaw, t);
camera.pitch = source_pitch + (camera.pitch - source_pitch) * t;
@@ -357,13 +418,12 @@ pub fn camera_transition_system(world: &mut World, delta: f32)
if !finished
{
if let Some(transition) = world.camera_transitions.get_mut(entity)
if let Some(transition) = camera_transitions.get_mut(entity)
{
let pos = world
.transforms
let pos = transforms
.with(entity, |tr| tr.position)
.unwrap_or(Vec3::ZERO);
let cam = world.cameras.get(entity);
let cam = cameras.get(entity);
transition.source_position = pos;
if let Some(cam) = cam
{
@@ -378,7 +438,7 @@ pub fn camera_transition_system(world: &mut World, delta: f32)
if finished
{
world.camera_transitions.remove(entity);
camera_transitions.remove(entity);
}
}
}

View File

@@ -1,18 +1,23 @@
use glam::Vec3;
use crate::components::camera::CameraComponent;
use crate::components::intent::CameraTransitionIntent;
use crate::entity::EntityHandle;
use crate::world::World;
use crate::utility::transform::Transform;
use crate::world::Storage;
pub fn dialog_camera_transition_system(world: &mut World, camera_entity: EntityHandle)
pub fn dialog_camera_transition_system(
bubble_tags: &Storage<()>,
camera_transition_intents: &mut Storage<CameraTransitionIntent>,
was_dialog_active: &mut bool,
camera_entity: EntityHandle,
)
{
let dialog_active = !world.bubble_tags.all().is_empty();
if dialog_active != world.was_dialog_active
let dialog_active = !bubble_tags.all().is_empty();
if dialog_active != *was_dialog_active
{
world
.camera_transition_intents
.insert(camera_entity, CameraTransitionIntent { duration: 0.8 });
world.was_dialog_active = dialog_active;
camera_transition_intents.insert(camera_entity, CameraTransitionIntent { duration: 0.8 });
*was_dialog_active = dialog_active;
}
}
@@ -21,21 +26,30 @@ const VERTICAL_BIAS: f32 = 0.4;
const MIN_DISTANCE: f32 = 8.0;
const MAX_DISTANCE: f32 = 24.0;
pub fn dialog_camera_system(world: &mut World, delta: f32)
pub fn dialog_camera_system(
cameras: &mut Storage<CameraComponent>,
transforms: &mut Storage<Transform>,
bubble_tags: &Storage<()>,
player_pos: Vec3,
delta: f32,
)
{
let Some((camera_entity, _)) = world.active_camera()
let camera_entity = cameras
.components
.iter()
.find(|(_, cam)| cam.is_active)
.map(|(e, _)| *e);
let Some(camera_entity) = camera_entity
else
{
return;
};
let player_pos = world.player_position();
let bubble_positions: Vec<Vec3> = world
.bubble_tags
let bubble_positions: Vec<Vec3> = bubble_tags
.all()
.iter()
.filter_map(|&bubble| world.transforms.with(bubble, |t| t.position))
.filter_map(|&bubble| transforms.with(bubble, |t| t.position))
.collect();
if bubble_positions.is_empty()
@@ -63,20 +77,19 @@ pub fn dialog_camera_system(world: &mut World, delta: f32)
let target_camera_pos =
centroid + camera_back_dir * camera_distance + Vec3::Y * camera_distance * VERTICAL_BIAS;
let current_camera_pos = world
.transforms
let current_camera_pos = transforms
.with(camera_entity, |t| t.position)
.unwrap_or(target_camera_pos);
let smoothed = current_camera_pos.lerp(target_camera_pos, (CAMERA_LAG * delta).min(1.0));
world.transforms.with_mut(camera_entity, |t| {
transforms.with_mut(camera_entity, |t| {
t.position = smoothed;
});
let look_target = centroid;
if let Some(camera) = world.cameras.get_mut(camera_entity)
if let Some(camera) = cameras.get_mut(camera_entity)
{
let look_dir = (look_target - smoothed).normalize_or(-Vec3::Z);
camera.yaw = look_dir.z.atan2(look_dir.x);

View File

@@ -2,39 +2,53 @@ use std::f32::consts::PI;
use glam::Vec3;
use crate::components::dialog::{DialogOutcome, DialogOutcomeEvent, ParryButton};
use crate::components::dialog::{
DialogOutcome, DialogOutcomeEvent, DialogProjectileComponent, ParryButton,
};
use crate::components::particle::{ParticleEmitterConfig, SpawnParticleIntent};
use crate::components::player_states::{LeapingState, RollingState};
use crate::entity::EntityHandle;
use crate::utility::input::InputState;
use crate::world::World;
use crate::utility::transform::Transform;
use crate::world::Storage;
const PROJECTILE_SPEED: f32 = 6.0;
const PARRY_WINDOW_RADIUS: f32 = 3.5;
const HIT_RADIUS: f32 = 1.2;
pub fn dialog_projectile_system(world: &mut World, input_state: &InputState)
pub fn dialog_projectile_system(
player_tags: &Storage<()>,
transforms: &mut Storage<Transform>,
projectile_tags: &mut Storage<()>,
dialog_projectiles: &mut Storage<DialogProjectileComponent>,
spawn_particle_intents: &mut Vec<SpawnParticleIntent>,
dialog_outcomes: &mut Vec<DialogOutcomeEvent>,
leaping_states: &Storage<LeapingState>,
rolling_states: &Storage<RollingState>,
input_state: &InputState,
)
{
let player_entity = world.player_tags.all().into_iter().next();
let player_entity = player_tags.all().into_iter().next();
let Some(player_entity) = player_entity
else
{
return;
};
let player_pos = world
.transforms
let player_pos = transforms
.with(player_entity, |t| t.position)
.unwrap_or(Vec3::ZERO);
let player_is_evading = is_player_evading(world, player_entity);
let player_is_evading =
leaping_states.get(player_entity).is_some() || rolling_states.get(player_entity).is_some();
let projectiles: Vec<EntityHandle> = world.projectile_tags.all();
let projectiles: Vec<EntityHandle> = projectile_tags.all();
let mut outcomes: Vec<DialogOutcomeEvent> = Vec::new();
let mut to_despawn: Vec<EntityHandle> = Vec::new();
for proj_entity in projectiles
{
let proj_pos = match world.transforms.with(proj_entity, |t| t.position)
let proj_pos = match transforms.with(proj_entity, |t| t.position)
{
Some(p) => p,
None => continue,
@@ -43,17 +57,20 @@ pub fn dialog_projectile_system(world: &mut World, input_state: &InputState)
let to_player = player_pos - proj_pos;
let distance = to_player.length();
let window_open = world
.dialog_projectiles
let window_open = dialog_projectiles
.with(proj_entity, |p| p.parry_window_open)
.unwrap_or(false);
if window_open
{
if let Some(outcome) = resolve_parry(world, proj_entity, input_state, player_is_evading)
if let Some(outcome) = resolve_parry(
dialog_projectiles,
proj_entity,
input_state,
player_is_evading,
)
{
let bubble_entity = world
.dialog_projectiles
let bubble_entity = dialog_projectiles
.with(proj_entity, |p| p.bubble_entity)
.unwrap();
outcomes.push(DialogOutcomeEvent {
@@ -67,8 +84,7 @@ pub fn dialog_projectile_system(world: &mut World, input_state: &InputState)
if distance < HIT_RADIUS
{
let bubble_entity = world
.dialog_projectiles
let bubble_entity = dialog_projectiles
.with(proj_entity, |p| p.bubble_entity)
.unwrap();
let outcome = if player_is_evading
@@ -89,7 +105,7 @@ pub fn dialog_projectile_system(world: &mut World, input_state: &InputState)
if distance < PARRY_WINDOW_RADIUS
{
world.dialog_projectiles.with_mut(proj_entity, |p| {
dialog_projectiles.with_mut(proj_entity, |p| {
p.parry_window_open = true;
});
}
@@ -103,14 +119,14 @@ pub fn dialog_projectile_system(world: &mut World, input_state: &InputState)
Vec3::ZERO
};
world.transforms.with_mut(proj_entity, |t| {
transforms.with_mut(proj_entity, |t| {
t.position += direction * PROJECTILE_SPEED * (1.0 / 60.0);
});
let proj_pos = world.transforms.with(proj_entity, |t| t.position);
let proj_pos = transforms.with(proj_entity, |t| t.position);
if let Some(pos) = proj_pos
{
world.spawn_particle_intents.push(SpawnParticleIntent {
spawn_particle_intents.push(SpawnParticleIntent {
origin: pos,
config: projectile_swarm_config(),
});
@@ -119,14 +135,16 @@ pub fn dialog_projectile_system(world: &mut World, input_state: &InputState)
for entity in to_despawn
{
world.despawn(entity);
transforms.remove(entity);
projectile_tags.remove(entity);
dialog_projectiles.remove(entity);
}
world.dialog_outcomes.extend(outcomes);
dialog_outcomes.extend(outcomes);
}
fn resolve_parry(
world: &World,
dialog_projectiles: &Storage<DialogProjectileComponent>,
proj_entity: EntityHandle,
input_state: &InputState,
player_is_evading: bool,
@@ -137,9 +155,7 @@ fn resolve_parry(
return Some(DialogOutcome::Evaded);
}
let correct_parry = world
.dialog_projectiles
.with(proj_entity, |p| p.correct_parry)?;
let correct_parry = dialog_projectiles.with(proj_entity, |p| p.correct_parry)?;
if input_state.i_just_pressed
{
@@ -200,9 +216,3 @@ fn projectile_swarm_config() -> ParticleEmitterConfig
color_end: [0.2, 0.05, 0.0, 0.0],
}
}
fn is_player_evading(world: &World, player_entity: EntityHandle) -> bool
{
world.leaping_states.get(player_entity).is_some()
|| world.rolling_states.get(player_entity).is_some()
}

View File

@@ -1,8 +1,10 @@
use glam::{Mat4, Vec3};
use crate::components::dialog::DialogBubbleComponent;
use crate::render::billboard::{BillboardDrawCall, BillboardVertex, BubbleUniforms};
use crate::render::{with_font_atlas, TextVertex};
use crate::world::World;
use crate::utility::transform::Transform;
use crate::world::Storage;
const MAX_BUBBLE_WIDTH: f32 = 8.0;
const MIN_BUBBLE_WIDTH: f32 = 0.5;
@@ -19,7 +21,9 @@ const TEXT_PADDING: f32 = 0.06;
const LINE_SPACING: f32 = 0.01;
pub fn dialog_bubble_render_system(
world: &World,
transforms: &Storage<Transform>,
dialog_bubbles: &Storage<DialogBubbleComponent>,
bubble_tags: &Storage<()>,
camera_pos: Vec3,
view_proj: Mat4,
) -> (Vec<BillboardDrawCall>, Vec<TextVertex>)
@@ -27,17 +31,15 @@ pub fn dialog_bubble_render_system(
let mut calls = Vec::new();
let mut all_text: Vec<TextVertex> = Vec::new();
for bubble_entity in world.bubble_tags.all()
for bubble_entity in bubble_tags.all()
{
let bubble_pos = match world.transforms.with(bubble_entity, |t| t.position)
let bubble_pos = match transforms.with(bubble_entity, |t| t.position)
{
Some(p) => p,
None => continue,
};
let text = match world
.dialog_bubbles
.with(bubble_entity, |b| b.current_text.clone())
let text = match dialog_bubbles.with(bubble_entity, |b| b.current_text.clone())
{
Some(t) => t,
None => continue,
@@ -57,7 +59,7 @@ pub fn dialog_bubble_render_system(
// Compute body height analytically.
// border_world = BORDER_W * body_height (body is the smaller dimension)
// body_height = text_h + 2 * (border_world + TEXT_PADDING)
// body_height * (1 - 2*BORDER_W) = text_h + 2*TEXT_PADDING
// -> body_height * (1 - 2*BORDER_W) = text_h + 2*TEXT_PADDING
let text_h = n_lines as f32 * CHAR_WORLD_HEIGHT
+ n_lines.saturating_sub(1) as f32 * LINE_SPACING;
let body_height = (text_h + 2.0 * TEXT_PADDING) / (1.0 - 2.0 * BORDER_W);

View File

@@ -2,30 +2,74 @@ use bladeink::story::Story;
use glam::Vec3;
use crate::components::dialog::{
DialogBubbleComponent, DialogPhase, DialogProjectileComponent, ParryButton,
DialogBubbleComponent, DialogOutcomeEvent, DialogPhase, DialogProjectileComponent,
DialogSourceComponent, ParryButton,
};
use crate::components::trigger::TriggerEventKind;
use crate::entity::EntityHandle;
use crate::world::{Transform, World};
use crate::components::trigger::{TriggerEvent, TriggerEventKind};
use crate::entity::{EntityHandle, EntityManager};
use crate::utility::transform::Transform;
use crate::world::Storage;
const DEFAULT_DISPLAY_TIME: f32 = 3.0;
const PARRY_TAG_PREFIX: &str = "parry:";
const TIMER_TAG_PREFIX: &str = "timer:";
pub fn dialog_system(world: &mut World, delta: f32)
pub fn dialog_system(
entities: &mut EntityManager,
trigger_events: &[TriggerEvent],
dialog_sources: &Storage<DialogSourceComponent>,
bubble_tags: &mut Storage<()>,
dialog_bubbles: &mut Storage<DialogBubbleComponent>,
transforms: &mut Storage<Transform>,
names: &mut Storage<String>,
player_tags: &Storage<()>,
projectile_tags: &mut Storage<()>,
dialog_projectiles: &mut Storage<DialogProjectileComponent>,
dialog_outcomes: &mut Vec<DialogOutcomeEvent>,
delta: f32,
)
{
process_trigger_events(world);
tick_displaying_bubbles(world, delta);
process_outcomes(world);
process_trigger_events(
entities,
trigger_events,
dialog_sources,
bubble_tags,
dialog_bubbles,
transforms,
names,
projectile_tags,
dialog_projectiles,
);
tick_displaying_bubbles(
entities,
bubble_tags,
dialog_bubbles,
transforms,
player_tags,
projectile_tags,
dialog_projectiles,
delta,
);
process_outcomes(bubble_tags, dialog_bubbles, dialog_outcomes);
}
fn process_trigger_events(world: &mut World)
fn process_trigger_events(
entities: &mut EntityManager,
trigger_events: &[TriggerEvent],
dialog_sources: &Storage<DialogSourceComponent>,
bubble_tags: &mut Storage<()>,
dialog_bubbles: &mut Storage<DialogBubbleComponent>,
transforms: &mut Storage<Transform>,
names: &mut Storage<String>,
projectile_tags: &mut Storage<()>,
dialog_projectiles: &mut Storage<DialogProjectileComponent>,
)
{
let events: Vec<_> = world.trigger_events.iter().cloned().collect();
let events: Vec<_> = trigger_events.iter().cloned().collect();
for event in events
{
let has_source = world.dialog_sources.get(event.trigger_entity).is_some();
let has_source = dialog_sources.get(event.trigger_entity).is_some();
if !has_source
{
continue;
@@ -35,9 +79,8 @@ fn process_trigger_events(world: &mut World)
{
TriggerEventKind::Entered =>
{
let already_active = world.bubble_tags.all().iter().any(|&b| {
world
.dialog_bubbles
let already_active = bubble_tags.all().iter().any(|&b| {
dialog_bubbles
.with(b, |db| db.character_entity == event.trigger_entity)
.unwrap_or(false)
});
@@ -47,22 +90,43 @@ fn process_trigger_events(world: &mut World)
continue;
}
spawn_bubble(world, event.trigger_entity);
spawn_bubble(
entities,
dialog_sources,
bubble_tags,
dialog_bubbles,
transforms,
names,
event.trigger_entity,
);
}
TriggerEventKind::Exited =>
{
despawn_bubbles_for_character(world, event.trigger_entity);
despawn_bubbles_for_character(
bubble_tags,
dialog_bubbles,
transforms,
projectile_tags,
dialog_projectiles,
event.trigger_entity,
);
}
}
}
}
fn spawn_bubble(world: &mut World, character_entity: EntityHandle)
fn spawn_bubble(
entities: &mut EntityManager,
dialog_sources: &Storage<DialogSourceComponent>,
bubble_tags: &mut Storage<()>,
dialog_bubbles: &mut Storage<DialogBubbleComponent>,
transforms: &mut Storage<Transform>,
names: &mut Storage<String>,
character_entity: EntityHandle,
)
{
let ink_json = match world
.dialog_sources
.with(character_entity, |s| s.ink_json.clone())
let ink_json = match dialog_sources.with(character_entity, |s| s.ink_json.clone())
{
Some(json) => json,
None => return,
@@ -80,21 +144,18 @@ fn spawn_bubble(world: &mut World, character_entity: EntityHandle)
let (text, parry, display_time) = advance_story(&mut story);
let character_pos = world
.transforms
let character_pos = transforms
.with(character_entity, |t| t.position)
.unwrap_or(Vec3::ZERO);
let bubble_entity = world.spawn();
world.transforms.insert(
let bubble_entity = entities.spawn();
transforms.insert(
bubble_entity,
Transform::from_position(character_pos + Vec3::new(0.0, 8.0, 0.0)),
);
world
.names
.insert(bubble_entity, "DialogBubble".to_string());
world.bubble_tags.insert(bubble_entity, ());
world.dialog_bubbles.insert(
names.insert(bubble_entity, "DialogBubble".to_string());
bubble_tags.insert(bubble_entity, ());
dialog_bubbles.insert(
bubble_entity,
DialogBubbleComponent {
story,
@@ -109,14 +170,20 @@ fn spawn_bubble(world: &mut World, character_entity: EntityHandle)
);
}
fn despawn_bubbles_for_character(world: &mut World, character_entity: EntityHandle)
fn despawn_bubbles_for_character(
bubble_tags: &mut Storage<()>,
dialog_bubbles: &mut Storage<DialogBubbleComponent>,
transforms: &mut Storage<Transform>,
projectile_tags: &mut Storage<()>,
dialog_projectiles: &mut Storage<DialogProjectileComponent>,
character_entity: EntityHandle,
)
{
let bubbles: Vec<EntityHandle> = world.bubble_tags.all();
let bubbles: Vec<EntityHandle> = bubble_tags.all();
for bubble_entity in bubbles
{
let matches = world
.dialog_bubbles
let matches = dialog_bubbles
.with(bubble_entity, |b| b.character_entity == character_entity)
.unwrap_or(false);
@@ -125,26 +192,38 @@ fn despawn_bubbles_for_character(world: &mut World, character_entity: EntityHand
continue;
}
if let Some(bubble) = world.dialog_bubbles.get(bubble_entity)
if let Some(bubble) = dialog_bubbles.get(bubble_entity)
{
if let DialogPhase::ProjectileInFlight { projectile_entity } = bubble.phase
{
world.despawn(projectile_entity);
transforms.remove(projectile_entity);
projectile_tags.remove(projectile_entity);
dialog_projectiles.remove(projectile_entity);
}
}
world.despawn(bubble_entity);
transforms.remove(bubble_entity);
bubble_tags.remove(bubble_entity);
dialog_bubbles.remove(bubble_entity);
}
}
fn tick_displaying_bubbles(world: &mut World, delta: f32)
fn tick_displaying_bubbles(
entities: &mut EntityManager,
bubble_tags: &mut Storage<()>,
dialog_bubbles: &mut Storage<DialogBubbleComponent>,
transforms: &mut Storage<Transform>,
player_tags: &Storage<()>,
projectile_tags: &mut Storage<()>,
dialog_projectiles: &mut Storage<DialogProjectileComponent>,
delta: f32,
)
{
let bubbles: Vec<EntityHandle> = world.bubble_tags.all();
let bubbles: Vec<EntityHandle> = bubble_tags.all();
for bubble_entity in bubbles
{
let expired = world
.dialog_bubbles
let expired = dialog_bubbles
.with_mut(bubble_entity, |b| {
if let DialogPhase::Displaying { ref mut timer } = b.phase
{
@@ -160,45 +239,37 @@ fn tick_displaying_bubbles(world: &mut World, delta: f32)
if expired
{
let correct_parry = match world
.dialog_bubbles
.with(bubble_entity, |b| b.correct_parry)
let correct_parry = match dialog_bubbles.with(bubble_entity, |b| b.correct_parry)
{
Some(Some(p)) => p,
_ =>
{
world.despawn(bubble_entity);
transforms.remove(bubble_entity);
bubble_tags.remove(bubble_entity);
dialog_bubbles.remove(bubble_entity);
continue;
}
};
let bubble_pos = world
.transforms
let bubble_pos = transforms
.with(bubble_entity, |t| t.position)
.unwrap_or(Vec3::ZERO);
let player_entity = world
.player_tags
let player_entity = player_tags
.all()
.into_iter()
.next()
.expect("no player entity");
let player_pos = world
.transforms
let player_pos = transforms
.with(player_entity, |t| t.position)
.unwrap_or(Vec3::ZERO);
let velocity = player_pos - bubble_pos;
let projectile_entity = world.spawn();
world
.transforms
.insert(projectile_entity, Transform::from_position(bubble_pos));
world
.names
.insert(projectile_entity, "DialogProjectile".to_string());
world.projectile_tags.insert(projectile_entity, ());
world.dialog_projectiles.insert(
let projectile_entity = entities.spawn();
transforms.insert(projectile_entity, Transform::from_position(bubble_pos));
projectile_tags.insert(projectile_entity, ());
dialog_projectiles.insert(
projectile_entity,
DialogProjectileComponent {
bubble_entity,
@@ -208,29 +279,33 @@ fn tick_displaying_bubbles(world: &mut World, delta: f32)
},
);
world.dialog_bubbles.with_mut(bubble_entity, |b| {
dialog_bubbles.with_mut(bubble_entity, |b| {
b.phase = DialogPhase::ProjectileInFlight { projectile_entity };
});
}
}
}
fn process_outcomes(world: &mut World)
fn process_outcomes(
bubble_tags: &mut Storage<()>,
dialog_bubbles: &mut Storage<DialogBubbleComponent>,
dialog_outcomes: &mut Vec<DialogOutcomeEvent>,
)
{
let outcomes: Vec<_> = world.dialog_outcomes.drain(..).collect();
let outcomes: Vec<_> = dialog_outcomes.drain(..).collect();
for event in outcomes
{
let bubble_entity = event.bubble_entity;
if world.dialog_bubbles.get(bubble_entity).is_none()
if dialog_bubbles.get(bubble_entity).is_none()
{
continue;
}
let choice_tag = event.outcome.to_choice_tag();
let next = world.dialog_bubbles.with_mut(bubble_entity, |b| {
let next = dialog_bubbles.with_mut(bubble_entity, |b| {
let choices = b.story.get_current_choices();
let idx = choices
.iter()
@@ -264,7 +339,7 @@ fn process_outcomes(world: &mut World)
{
Some(Some((text, parry, display_time))) =>
{
world.dialog_bubbles.with_mut(bubble_entity, |b| {
dialog_bubbles.with_mut(bubble_entity, |b| {
b.current_text = text;
b.correct_parry = parry;
b.display_time = display_time;
@@ -276,7 +351,8 @@ fn process_outcomes(world: &mut World)
Some(None) =>
{
world.despawn(bubble_entity);
bubble_tags.remove(bubble_entity);
dialog_bubbles.remove(bubble_entity);
}
None =>

View File

@@ -1,15 +1,17 @@
use crate::world::World;
use crate::components::FollowComponent;
use crate::utility::transform::Transform;
use crate::world::Storage;
pub fn follow_system(world: &mut World)
pub fn follow_system(follows: &mut Storage<FollowComponent>, transforms: &mut Storage<Transform>)
{
let following_entities: Vec<_> = world.follows.all();
let following_entities: Vec<_> = follows.all();
for entity in following_entities
{
if let Some(follow) = world.follows.get(entity)
if let Some(follow) = follows.get(entity)
{
let target = follow.target;
if let Some(target_transform) = world.transforms.get(target)
if let Some(target_transform) = transforms.get(target)
{
let target_pos = target_transform.position;
let target_rot = target_transform.rotation;
@@ -18,7 +20,7 @@ pub fn follow_system(world: &mut World)
let inherit_rot = follow.inherit_rotation;
let inherit_scale = follow.inherit_scale;
world.transforms.with_mut(entity, |transform| {
transforms.with_mut(entity, |transform| {
transform.position = target_pos;
if inherit_rot

View File

@@ -1,29 +1,45 @@
use glam::Vec3;
use crate::components::camera::CameraComponent;
use crate::components::FollowComponent;
use crate::components::InputComponent;
use crate::utility::input::InputState;
use crate::world::World;
use crate::world::Storage;
pub fn player_input_system(world: &mut World, input_state: &InputState)
pub fn player_input_system(
cameras: &Storage<CameraComponent>,
follows: &Storage<FollowComponent>,
player_tags: &Storage<()>,
inputs: &mut Storage<InputComponent>,
input_state: &InputState,
)
{
if !world.camera_is_following()
let camera_is_following = cameras
.components
.iter()
.find(|(_, cam)| cam.is_active)
.map(|(e, _)| follows.get(*e).is_some())
.unwrap_or(false);
if !camera_is_following
{
return;
}
let Some((_, camera)) = world.active_camera()
else
let (_, camera) = match cameras.components.iter().find(|(_, cam)| cam.is_active)
{
return;
Some((e, c)) => (*e, c),
None => return,
};
let forward = camera.get_forward_horizontal();
let right = camera.get_right_horizontal();
let players = world.player_tags.all();
let players = player_tags.all();
for player in players
{
world.inputs.with_mut(player, |input_component| {
inputs.with_mut(player, |input_component| {
let mut local_input = Vec3::ZERO;
if input_state.w

View File

@@ -2,7 +2,6 @@ use rand::Rng;
use crate::components::particle::{ParticleEmitterConfig, SpawnParticleIntent};
use crate::render::particle_types::ParticleInstanceRaw;
use crate::world::World;
pub struct Particle
{
@@ -92,24 +91,27 @@ fn spawn_from_config(
}
}
pub fn particle_intent_system(world: &mut World)
pub fn particle_intent_system(
particle_buffers: &mut Option<ParticleBuffers>,
spawn_particle_intents: &mut Vec<SpawnParticleIntent>,
)
{
if world.particle_buffers.is_none()
if particle_buffers.is_none()
{
world.particle_buffers = Some(ParticleBuffers {
*particle_buffers = Some(ParticleBuffers {
particles: Vec::new(),
instances: Vec::new(),
emit_accumulator: 0.0,
});
}
let intents: Vec<SpawnParticleIntent> = world.spawn_particle_intents.drain(..).collect();
let intents: Vec<SpawnParticleIntent> = spawn_particle_intents.drain(..).collect();
if intents.is_empty()
{
return;
}
let buffers = world.particle_buffers.as_mut().unwrap();
let buffers = particle_buffers.as_mut().unwrap();
let mut rng = rand::rng();
for intent in intents
{
@@ -117,9 +119,9 @@ pub fn particle_intent_system(world: &mut World)
}
}
pub fn particle_update_system(world: &mut World, delta: f32)
pub fn particle_update_system(particle_buffers: &mut Option<ParticleBuffers>, delta: f32)
{
let Some(ref mut buffers) = world.particle_buffers
let Some(ref mut buffers) = particle_buffers
else
{
return;

View File

@@ -1,21 +1,27 @@
use crate::components::PhysicsComponent;
use crate::entity::EntityManager;
use crate::physics::PhysicsManager;
use crate::utility::transform::Transform;
use crate::world::World;
use crate::world::Storage;
pub fn physics_sync_system(world: &mut World)
pub fn physics_sync_system(
entities: &EntityManager,
physics: &Storage<PhysicsComponent>,
transforms: &mut Storage<Transform>,
)
{
let all_entities = world.entities.all_entities();
let all_entities = entities.all_entities();
for entity in all_entities
{
if let Some(physics) = world.physics.get(entity)
if let Some(physics) = physics.get(entity)
{
if let Some(rigidbody_position) =
PhysicsManager::get_rigidbody_position(physics.rigidbody)
{
let transform = Transform::from(rigidbody_position);
world.transforms.with_mut(entity, |t| {
transforms.with_mut(entity, |t| {
*t = transform;
});
}

View File

@@ -1,17 +1,25 @@
use crate::components::{DissolveComponent, MeshComponent};
use crate::entity::EntityManager;
use crate::loaders::mesh::InstanceRaw;
use crate::render::DrawCall;
use crate::world::World;
use crate::utility::transform::Transform;
use crate::world::Storage;
use bytemuck::cast_slice;
pub fn render_system(world: &World) -> Vec<DrawCall>
pub fn render_system(
entities: &EntityManager,
transforms: &Storage<Transform>,
meshes: &Storage<MeshComponent>,
dissolves: &Storage<DissolveComponent>,
) -> Vec<DrawCall>
{
let all_entities = world.entities.all_entities();
let all_entities = entities.all_entities();
all_entities
.iter()
.filter_map(|&entity| {
let transform = world.transforms.get(entity)?;
let mesh_component = world.meshes.get(entity)?;
let transform = transforms.get(entity)?;
let mesh_component = meshes.get(entity)?;
let model_matrix = transform.to_matrix();
@@ -22,7 +30,7 @@ pub fn render_system(world: &World) -> Vec<DrawCall>
}
else
{
let dissolve_amount = world.dissolves.get(entity).map(|d| d.amount).unwrap_or(0.0);
let dissolve_amount = dissolves.get(entity).map(|d| d.amount).unwrap_or(0.0);
let instance_data = InstanceRaw {
model: model_matrix.to_cols_array_2d(),

View File

@@ -1,18 +1,24 @@
use glam::Quat;
use crate::world::World;
use crate::components::RotateComponent;
use crate::utility::transform::Transform;
use crate::world::Storage;
pub fn rotate_system(world: &mut World, delta: f32)
pub fn rotate_system(
rotates: &Storage<RotateComponent>,
transforms: &mut Storage<Transform>,
delta: f32,
)
{
let entities = world.rotates.all();
let entities = rotates.all();
for entity in entities
{
if let Some(rotate) = world.rotates.get(entity)
if let Some(rotate) = rotates.get(entity)
{
let rotation_delta = Quat::from_axis_angle(rotate.axis, rotate.speed * delta);
world.transforms.with_mut(entity, |transform| {
transforms.with_mut(entity, |transform| {
transform.rotation = rotation_delta * transform.rotation;
});
}

View File

@@ -1,11 +1,40 @@
use crate::world::World;
use crate::components::camera::CameraComponent;
use crate::components::FollowComponent;
use crate::render::snow::SnowLayer;
use crate::utility::transform::Transform;
use crate::world::Storage;
pub fn snow_system(world: &mut World)
pub fn snow_system(
cameras: &Storage<CameraComponent>,
transforms: &Storage<Transform>,
player_tags: &Storage<()>,
follows: &Storage<FollowComponent>,
snow_layer: &mut Option<SnowLayer>,
)
{
let camera_pos = world.active_camera_position();
let player_pos = world.player_position();
let is_following = world.camera_is_following();
if let Some(ref mut snow_layer) = world.snow_layer
let camera_pos = cameras
.components
.iter()
.find(|(_, cam)| cam.is_active)
.and_then(|(e, _)| transforms.get(*e))
.map(|t| t.position)
.unwrap_or(glam::Vec3::ZERO);
let player_pos = player_tags
.all()
.first()
.and_then(|e| transforms.get(*e))
.map(|t| t.position)
.unwrap_or(glam::Vec3::ZERO);
let is_following = cameras
.components
.iter()
.find(|(_, cam)| cam.is_active)
.map(|(e, _)| follows.get(*e).is_some())
.unwrap_or(false);
if let Some(ref mut snow_layer) = snow_layer
{
if is_following
{

View File

@@ -1,23 +1,28 @@
use crate::components::lights::spot::SpotlightComponent;
use crate::render::Spotlight;
use crate::world::World;
use crate::utility::transform::Transform;
use crate::world::Storage;
pub fn spotlight_sync_system(world: &World) -> Vec<Spotlight>
pub fn spotlight_sync_system(
spotlights: &Storage<SpotlightComponent>,
transforms: &Storage<Transform>,
) -> Vec<Spotlight>
{
let mut entities = world.spotlights.all();
let mut entities = spotlights.all();
entities.sort();
let mut spotlights = Vec::new();
let mut result = Vec::new();
for entity in entities
{
if let Some(spotlight_component) = world.spotlights.get(entity)
if let Some(spotlight_component) = spotlights.get(entity)
{
if let Some(transform) = world.transforms.get(entity)
if let Some(transform) = transforms.get(entity)
{
let position = transform.position + spotlight_component.offset;
let direction = transform.rotation * spotlight_component.direction;
spotlights.push(Spotlight::new(
result.push(Spotlight::new(
position,
direction,
spotlight_component.inner_angle,
@@ -28,5 +33,5 @@ pub fn spotlight_sync_system(world: &World) -> Vec<Spotlight>
}
}
spotlights
result
}

View File

@@ -1,12 +1,15 @@
use crate::components::camera::CameraComponent;
use crate::components::tree_instances::TreeInstancesComponent;
use crate::loaders::mesh::InstanceRaw;
use crate::world::World;
use crate::utility::transform::Transform;
use crate::world::Storage;
use bytemuck::cast_slice;
pub fn tree_dissolve_update_system(world: &mut World, delta: f32)
pub fn tree_dissolve_update_system(tree_instances: &mut Storage<TreeInstancesComponent>, delta: f32)
{
for entity in world.tree_instances.all()
for entity in tree_instances.all()
{
if let Some(tree_instances) = world.tree_instances.get_mut(entity)
if let Some(tree_instances) = tree_instances.get_mut(entity)
{
for i in 0..tree_instances.dissolve_amounts.len()
{
@@ -20,15 +23,24 @@ pub fn tree_dissolve_update_system(world: &mut World, delta: f32)
}
}
pub fn tree_occlusion_system(world: &mut World)
pub fn tree_occlusion_system(
player_tags: &Storage<()>,
transforms: &Storage<Transform>,
cameras: &Storage<CameraComponent>,
tree_instances: &mut Storage<TreeInstancesComponent>,
)
{
let player_entity = world.player_tags.all().first().copied();
let player_pos = player_entity.and_then(|e| world.transforms.get(e).map(|t| t.position));
let player_entity = player_tags.all().first().copied();
let player_pos = player_entity.and_then(|e| transforms.get(e).map(|t| t.position));
if let Some(player_pos) = player_pos
{
let camera_entity = world.active_camera().map(|(e, _)| e);
let camera_pos = camera_entity.and_then(|e| world.transforms.get(e).map(|t| t.position));
let camera_entity = cameras
.components
.iter()
.find(|(_, cam)| cam.is_active)
.map(|(e, _)| *e);
let camera_pos = camera_entity.and_then(|e| transforms.get(e).map(|t| t.position));
if let Some(camera_pos) = camera_pos
{
@@ -43,9 +55,9 @@ pub fn tree_occlusion_system(world: &mut World)
let to_player_normalized = to_player.normalize();
let occlusion_radius = 10.0;
for tree_entity in world.tree_instances.all()
for tree_entity in tree_instances.all()
{
if let Some(tree_instances) = world.tree_instances.get_mut(tree_entity)
if let Some(tree_instances) = tree_instances.get_mut(tree_entity)
{
for (idx, instance) in tree_instances.instances.iter().enumerate()
{
@@ -81,11 +93,11 @@ pub fn tree_occlusion_system(world: &mut World)
}
}
pub fn tree_instance_buffer_update_system(world: &mut World)
pub fn tree_instance_buffer_update_system(tree_instances: &Storage<TreeInstancesComponent>)
{
for entity in world.tree_instances.all()
for entity in tree_instances.all()
{
if let Some(tree_instances) = world.tree_instances.get(entity)
if let Some(tree_instances) = tree_instances.get(entity)
{
let instance_data_vec: Vec<InstanceRaw> = tree_instances
.instances

View File

@@ -1,41 +1,47 @@
use glam::Vec3;
use crate::components::trigger::{
TriggerEvent, TriggerEventKind, TriggerFilter, TriggerShape, TriggerState,
TriggerComponent, TriggerEvent, TriggerEventKind, TriggerFilter, TriggerShape, TriggerState,
};
use crate::entity::EntityHandle;
use crate::world::World;
use crate::utility::transform::Transform;
use crate::world::Storage;
pub fn trigger_system(world: &mut World)
pub fn trigger_system(
trigger_events: &mut Vec<TriggerEvent>,
triggers: &mut Storage<TriggerComponent>,
transforms: &Storage<Transform>,
player_tags: &Storage<()>,
)
{
world.trigger_events.clear();
trigger_events.clear();
let trigger_entities: Vec<EntityHandle> = world.triggers.all();
let trigger_entities: Vec<EntityHandle> = triggers.all();
let mut pending_events: Vec<TriggerEvent> = Vec::new();
for trigger_entity in trigger_entities
{
let trigger_pos = match world.transforms.get(trigger_entity)
let trigger_pos = match transforms.get(trigger_entity)
{
Some(t) => t.position,
None => continue,
};
let candidate_entities: Vec<EntityHandle> = match world.triggers.get(trigger_entity)
let candidate_entities: Vec<EntityHandle> = match triggers.get(trigger_entity)
{
Some(trigger) => match &trigger.filter
{
TriggerFilter::Player => world.player_tags.all(),
TriggerFilter::Player => player_tags.all(),
},
None => continue,
};
let activator_positions: Vec<(EntityHandle, Vec3)> = candidate_entities
.into_iter()
.filter_map(|e| world.transforms.get(e).map(|t| (e, t.position)))
.filter_map(|e| transforms.get(e).map(|t| (e, t.position)))
.collect();
let overlapping = match world.triggers.get(trigger_entity)
let overlapping = match triggers.get(trigger_entity)
{
Some(trigger) => activator_positions
.iter()
@@ -48,7 +54,7 @@ pub fn trigger_system(world: &mut World)
let first_activator = activator_positions.first().map(|(e, _)| *e);
if let Some(trigger) = world.triggers.get_mut(trigger_entity)
if let Some(trigger) = triggers.get_mut(trigger_entity)
{
match (&trigger.state, overlapping)
{
@@ -82,5 +88,5 @@ pub fn trigger_system(world: &mut World)
}
}
world.trigger_events.extend(pending_events);
trigger_events.extend(pending_events);
}