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-rw-r--r--honey/ecs-systems.lua75
-rw-r--r--honey/ecs.lua12
-rw-r--r--honey/mat4.lua16
-rw-r--r--honey/std.lua13
4 files changed, 103 insertions, 13 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
diff --git a/honey/ecs.lua b/honey/ecs.lua
index 4eee343..23bb0ba 100644
--- a/honey/ecs.lua
+++ b/honey/ecs.lua
@@ -194,10 +194,22 @@ end
function Level.update(self, dt)
for _, system in ipairs(self.systems) do
+ if system.preUpdate then
+ for id in pairs(system.entities) do
+ local entity = self.entities[id]
+ system.preUpdate(entity)
+ end
+ end
for id in pairs(system.entities) do
local entity = self.entities[id]
system.update(entity, dt)
end
+ if system.postUpdate then
+ for id in pairs(system.entities) do
+ local entity = self.entities[id]
+ system.postUpdate(entity)
+ end
+ end
end
end
diff --git a/honey/mat4.lua b/honey/mat4.lua
index 8ea73d4..6ea17fd 100644
--- a/honey/mat4.lua
+++ b/honey/mat4.lua
@@ -57,13 +57,6 @@ end
setmetatable(Mat4, {__call=Mat4.new})
-function Mat4.Identity()
- local m = Mat4()
- m:identity()
- return m
-end
-
-
function Mat4.__index(self, key)
if type(key) == "number" then
return RowLookup(key, self.data)
@@ -111,40 +104,49 @@ end
function Mat4.identity(self)
glm.mat4_identity(self.data)
+ return self
end
function Mat4.zero(self)
glm.mat4_zero(self.data)
+ return self
end
function Mat4.translate(self, vec)
glm.translate(self.data, vec.data)
+ return self
end
function Mat4.rotateX(self, angle)
glm.rotate_x(self.data, angle, self.data)
+ return self
end
function Mat4.rotateY(self, angle)
glm.rotate_y(self.data, angle, self.data)
+ return self
end
function Mat4.rotateZ(self, angle)
glm.rotate_z(self.data, angle, self.data)
+ return self
end
function Mat4.scale(self, vec)
glm.scale(self.data, vec.data)
+ return self
end
function Mat4.perspective(self, fovy, aspect, near, far)
glm.perspective(fovy, aspect, near, far, self.data)
+ return self
end
function Mat4.perspectiveResize(self, aspect)
glm.perspective_resize(aspect, self.data)
+ return self
end
diff --git a/honey/std.lua b/honey/std.lua
index 752df4d..028a2a8 100644
--- a/honey/std.lua
+++ b/honey/std.lua
@@ -3,9 +3,10 @@ local init = require 'honey.init'
honey.init = init.init
honey.terminate = init.terminate
-honey.ecs = require 'honey.ecs'
-honey.Mat4 = require 'honey.mat4'
-honey.mesh = require 'honey.mesh'
-honey.Shader = require 'honey.shader'
-honey.Vec3 = require 'honey.vec3'
-honey.Window = require 'honey.window'
+honey.ecs = require 'honey.ecs'
+honey.standardSystems = require 'honey.ecs-systems'
+honey.Mat4 = require 'honey.mat4'
+honey.mesh = require 'honey.mesh'
+honey.Shader = require 'honey.shader'
+honey.Vec3 = require 'honey.vec3'
+honey.Window = require 'honey.window'