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-rw-r--r--honey.bak/ecs-systems.lua152
1 files changed, 76 insertions, 76 deletions
diff --git a/honey.bak/ecs-systems.lua b/honey.bak/ecs-systems.lua
index 5dec159..e3f9d56 100644
--- a/honey.bak/ecs-systems.lua
+++ b/honey.bak/ecs-systems.lua
@@ -1,76 +1,76 @@
-local ecs = require 'honey.ecs'
-
-
-local module = {}
-setmetatable(module, {__index=_G})
-setfenv(1, module)
-
-
-
---===== transform cascading =====--
-
-local function recursiveComputeTransform(entity)
- if entity._transformComputed then
- return entity._transform
- end
- if entity.parent == false then
- entity._transformComputed = true
- entity._transform = entity.transform
- return entity.transform
- end
-
- entity._transformComputed = true
- local parentTransform = recursiveComputeTransform(entity.parent)
- entity._transform = parentTransform * entity.transform
- return entity._transform
-end
-
--- update transforms
-transformCascade = {
- filter=ecs.Filter.AND{"transform", "parent"},
- prepareEntity=function(self, entity)
- entity._transform = nil
- entity._transformComputed = false
- end,
- update=function(self, entity, dt)
- recursiveComputeTransform(entity)
- end,
- priority=98,
-}
-
-
---===== rendering =====--
-
-function renderCam(camera, priority)
- local priority = priority or 99
- return {
- filter=ecs.Filter.AND{"mesh", "shader", "transform"},
- update=function(self, entity, dt)
- entity.shader:use()
- entity.shader:configure{
- matrix={
- model=entity._transform,
- view=camera.view,
- projection=camera.projection,
- },
- }
- entity.mesh:drawElements()
- end,
- nopause=true,
- priority=priority,
- }
-end
-
---===== update functions =====--
-
-update = {
- filter=ecs.Filter.AND{"update"},
- update=function(self, entity, dt)
- entity.update(entity, dt)
- end,
- priority=50,
-}
-
-
-
-return module
+local ecs = require 'honey.ecs'
+
+
+local module = {}
+setmetatable(module, {__index=_G})
+setfenv(1, module)
+
+
+
+--===== transform cascading =====--
+
+local function recursiveComputeTransform(entity)
+ if entity._transformComputed then
+ return entity._transform
+ end
+ if entity.parent == false then
+ entity._transformComputed = true
+ entity._transform = entity.transform
+ return entity.transform
+ end
+
+ entity._transformComputed = true
+ local parentTransform = recursiveComputeTransform(entity.parent)
+ entity._transform = parentTransform * entity.transform
+ return entity._transform
+end
+
+-- update transforms
+transformCascade = {
+ filter=ecs.Filter.AND{"transform", "parent"},
+ prepareEntity=function(self, entity)
+ entity._transform = nil
+ entity._transformComputed = false
+ end,
+ update=function(self, entity, dt)
+ recursiveComputeTransform(entity)
+ end,
+ priority=98,
+}
+
+
+--===== rendering =====--
+
+function renderCam(camera, priority)
+ local priority = priority or 99
+ return {
+ filter=ecs.Filter.AND{"mesh", "shader", "transform"},
+ update=function(self, entity, dt)
+ entity.shader:use()
+ entity.shader:configure{
+ matrix={
+ model=entity._transform,
+ view=camera.view,
+ projection=camera.projection,
+ },
+ }
+ entity.mesh:drawElements()
+ end,
+ nopause=true,
+ priority=priority,
+ }
+end
+
+--===== update functions =====--
+
+update = {
+ filter=ecs.Filter.AND{"update"},
+ update=function(self, entity, dt)
+ entity.update(entity, dt)
+ end,
+ priority=50,
+}
+
+
+
+return module