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-rw-r--r--honey/ecs-systems.lua75
1 files changed, 75 insertions, 0 deletions
diff --git a/honey/ecs-systems.lua b/honey/ecs-systems.lua
new file mode 100644
index 0000000..a511b3d
--- /dev/null
+++ b/honey/ecs-systems.lua
@@ -0,0 +1,75 @@
+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"},
+ preUpdate=function(entity)
+ entity._transform = nil
+ entity._transformComputed = false
+ end,
+ update=function(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(entity, dt)
+ entity.shader:use()
+ entity.shader:configure{
+ matrix={
+ model=entity._transform,
+ view=camera.view,
+ projection=camera.projection,
+ },
+ }
+ entity.mesh:drawElements()
+ end,
+ priority=priority,
+ }
+end
+
+--===== update functions =====--
+
+update = {
+ filter=ecs.Filter.AND{"update"},
+ update=function(entity, dt)
+ entity.update(entity, dt)
+ end,
+ priority=50,
+}
+
+
+
+return module