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-rw-r--r--honey/ecs-systems.lua103
1 files changed, 59 insertions, 44 deletions
diff --git a/honey/ecs-systems.lua b/honey/ecs-systems.lua
index cfd5675..969b6fe 100644
--- a/honey/ecs-systems.lua
+++ b/honey/ecs-systems.lua
@@ -85,51 +85,52 @@ function renderCamera(params)
db = params.db,
priority = params.priority or 99,
update = function(self, dt)
- local cameraParams = self.db:getComponent(self.camera, "camera")
- local cameraTransform = self.db:getComponent(self.camera, "transform")
- local view
- if cameraTransform then
- view = cameraTransform._matrix
- else
- view = Mat4():identity()
- end
-
- local entities = self.db:queryComponent("renderMesh")
- for entity, tbl in pairs(entities) do
- -- get shader
- local shader = honey.shader.loadShader(tbl.shader.vertex, tbl.shader.fragment)
- shader:use()
-
- -- bind textures
- local texOffset = 0
- for name, texTbl in pairs(tbl.textures or {}) do
- local texture = honey.image.loadImage(texTbl.filename, texTbl.params)
- gl.BindTexture(gl.TEXTURE_2D + texOffset, texture.texture)
- shader:setInt(name, texOffset)
- texOffset = texOffset + 1
+ for id, camera in pairs(self.db:queryComponent("camera")) do
+ local cameraTransform = self.db:getComponent(id, "transform")
+ local view
+ if cameraTransform then
+ view = cameraTransform._matrix
+ else
+ view = Mat4():identity()
end
-
- -- configure default uniforms
- local query = self.db:getComponent(entity, "transform")
- local model = (query and query._matrix) or Mat4():identity()
- shader:configure{
- float={
- time=glfw.GetTime(),
- },
- matrix={
- view=view,
- projection=cameraParams.projection,
- model=model,
- },
- }
-
- -- draw mesh
- local mesh = honey.mesh.loadMesh(tbl.mesh.filename, tbl.mesh.index)
- mesh:drawElements()
-
- -- unbind textures
- for i=0,texOffset-1 do
- gl.BindTexture(gl.TEXTURE_2D + i, 0)
+
+ local entities = self.db:queryComponent("renderMesh")
+ for entity, tbl in pairs(entities) do
+ -- get shader
+ local shader = honey.shader.loadShader(tbl.shader.vertex, tbl.shader.fragment)
+ shader:use()
+
+ -- bind textures
+ local texOffset = 0
+ for name, texTbl in pairs(tbl.textures or {}) do
+ local texture = honey.image.loadImage(texTbl.filename, texTbl.params)
+ gl.BindTexture(gl.TEXTURE_2D + texOffset, texture.texture)
+ shader:setInt(name, texOffset)
+ texOffset = texOffset + 1
+ end
+
+ -- configure default uniforms
+ local query = self.db:getComponent(entity, "transform")
+ local model = (query and query._matrix) or Mat4():identity()
+ shader:configure{
+ float={
+ time=glfw.GetTime(),
+ },
+ matrix={
+ view=view,
+ projection=camera.projection,
+ model=model,
+ },
+ }
+
+ -- draw mesh
+ local mesh = honey.mesh.loadMesh(tbl.mesh.filename, tbl.mesh.index)
+ mesh:drawElements()
+
+ -- unbind textures
+ for i=0,texOffset-1 do
+ gl.BindTexture(gl.TEXTURE_2D + i, 0)
+ end
end
end
end,
@@ -171,7 +172,15 @@ physics = function(params)
local query = self.db:queryComponent("physics")
for id, physics in pairs(query) do
if not physics._body then
+ print("creating physics body for "..id)
+ for k,v in pairs(physics) do
+ print(k, v)
+ end
physics._body = ode.BodyCreate(self.world)
+ physics._gc = honey.util.gc_canary(function()
+ print("releasing physics body for " .. id)
+ ode.BodyDestroy(physics._body)
+ end)
local mass = ode.MassCreate()
local class = physics.mass.class
if not class then
@@ -183,24 +192,30 @@ physics = function(params)
physics.mass.radius
)
end
+ print('mass')
ode.BodySetMass(physics._body, mass)
local m = self.db:getComponent(id, "transform").matrix
+ print(m)
+ print('pos')
ode.BodySetPosition(
physics._body,
m[1][4], m[2][4], m[3][4]
)
+ print('rot')
ode.BodySetRotation(
physics._body,
m[1][1], m[1][2], m[1][3],
m[2][1], m[2][2], m[2][3],
m[3][1], m[3][2], m[3][3]
)
+ print('vel')
ode.BodySetLinearVel(
physics._body,
physics.velocity[1],
physics.velocity[2],
physics.velocity[3]
)
+ print('lvel')
ode.BodySetAngularVel(
physics._body,
physics.angularVelocity[1],