make the ecs subsystem be a separate module
This commit is contained in:
parent
874134f3ff
commit
1d720c790d
4 changed files with 40 additions and 27 deletions
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@ -61,6 +61,12 @@ pub fn build(b: *std.Build) void {
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.optimize = optimize,
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.optimize = optimize,
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});
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});
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const ecs = b.addModule("ecs", .{
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.root_source_file = b.path("src/ecs/ecs.zig"),
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.target = target,
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.optimize = optimize,
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});
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const exe = b.addExecutable(.{
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const exe = b.addExecutable(.{
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.root_source_file = b.path("src/main.zig"),
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.root_source_file = b.path("src/main.zig"),
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.target = target,
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.target = target,
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@ -68,9 +74,9 @@ pub fn build(b: *std.Build) void {
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.name = "sideros",
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.name = "sideros",
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});
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});
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exe.root_module.addImport("mods", mods);
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exe.root_module.addImport("mods", mods);
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exe.root_module.addImport("ecs", ecs);
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exe.addIncludePath(b.path("ext/glfw/include"));
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exe.addIncludePath(b.path("ext/glfw/include"));
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exe.linkSystemLibrary("vulkan");
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exe.linkSystemLibrary("vulkan");
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compileAllShaders(b, exe);
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compileAllShaders(b, exe);
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exe.linkLibrary(glfw);
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exe.linkLibrary(glfw);
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6
src/ecs/ecs.zig
Normal file
6
src/ecs/ecs.zig
Normal file
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@ -0,0 +1,6 @@
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pub const components = @import("components.zig");
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const entities = @import("entities.zig");
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pub const Pool = entities.Pool;
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pub const System = *const fn (*Pool) void;
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pub const SystemGroup = []const System;
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20
src/main.zig
20
src/main.zig
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@ -6,14 +6,12 @@ const config = @import("config");
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const Renderer = @import("rendering/renderer_vulkan.zig");
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const Renderer = @import("rendering/renderer_vulkan.zig");
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const math = @import("math.zig");
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const math = @import("math.zig");
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const mods = @import("mods");
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const mods = @import("mods");
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const ecs = @import("ecs");
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const components = @import("ecs/components.zig");
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fn testSystem2(pool: *ecs.Pool) void {
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const entities = @import("ecs/entities.zig");
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for (pool.getQuery(ecs.components.Position), 0..) |position, i| {
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const entity = pool.getEntity(i, ecs.components.Position);
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fn testSystem2(pool: *entities.Pool) void {
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if (pool.getComponent(entity, ecs.components.Speed)) |speed| {
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for (pool.getQuery(components.Position), 0..) |position, i| {
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const entity = pool.getEntity(i, components.Position);
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if (pool.getComponent(entity, components.Speed)) |speed| {
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std.debug.print("entity{d}: {any},{any},{any} {any}\n", .{ i, position.x, position.y, position.z, speed.speed });
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std.debug.print("entity{d}: {any},{any},{any} {any}\n", .{ i, position.x, position.y, position.z, speed.speed });
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}
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}
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}
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}
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@ -46,20 +44,20 @@ pub fn main() !void {
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const w = try window.Window.create(800, 600, "sideros");
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const w = try window.Window.create(800, 600, "sideros");
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defer w.destroy();
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defer w.destroy();
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var pool = try entities.Pool.init(allocator);
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var pool = try ecs.Pool.init(allocator);
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defer pool.deinit(allocator);
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defer pool.deinit(allocator);
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//try pool.addSystemGroup(&[_]entities.System{
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//try pool.addSystemGroup(&[_]entities.System{
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// testSystem,
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// testSystem,
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//});
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//});
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try pool.addSystemGroup(&[_]entities.System{
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try pool.addSystemGroup(&[_]ecs.System{
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testSystem2,
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testSystem2,
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});
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});
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for (0..1000) |_| {
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for (0..1000) |_| {
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const entity = try pool.createEntity();
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const entity = try pool.createEntity();
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try pool.addComponent(entity, components.Position{ .x = 1.0, .y = 0.5, .z = 3.0 });
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try pool.addComponent(entity, ecs.components.Position{ .x = 1.0, .y = 0.5, .z = 3.0 });
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try pool.addComponent(entity, components.Speed{ .speed = 5.0 });
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try pool.addComponent(entity, ecs.components.Speed{ .speed = 5.0 });
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}
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}
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// TODO(luccie-cmd): Renderer.create shouldn't return an error
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// TODO(luccie-cmd): Renderer.create shouldn't return an error
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3
src/rendering/gltf.zig
Normal file
3
src/rendering/gltf.zig
Normal file
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@ -0,0 +1,3 @@
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const std = @import("std");
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const mesh = @import("mesh.zig");
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const Allocator = std.mem.Allocator;
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