mittens-engine 0.7.0

A Vulkan and OpenXR scene engine with ECS, reactive signals, and Meow Meow scripting
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use crate::engine;
use crate::engine::ecs;
use crate::engine::ecs::component::{
    Camera3DComponent, ColorComponent, EmissiveComponent, GLTFComponent, InputComponent,
    InputTransformModeComponent, PointLightComponent, RenderableComponent, TextureComponent,
    TransformComponent,
};
use crate::engine::graphics::BuiltinMeshType;
use crate::engine::graphics::primitives::MaterialHandle;

pub struct GesturesAndGizmosScene {
    pub bg_root: ecs::ComponentId,
}

pub fn build_gestures_and_gizmos_scene(universe: &mut engine::Universe) -> GesturesAndGizmosScene {
    use crate::engine::ecs::component::{
        BackgroundColorComponent, BackgroundComponent, DirectionalLightComponent,
        InputTransformModeComponent, PointerComponent, RaycastableComponent,
        TransformGizmoComponent,
    };

    let tri_mesh = universe.render_assets.get_mesh(BuiltinMeshType::Triangle2D);
    let cube_mesh = universe.render_assets.get_mesh(BuiltinMeshType::Cube);
    let tetra_mesh = universe.render_assets.get_mesh(BuiltinMeshType::Tetrahedron);

    // Background color (dark grey).
    let bg_color = universe.world.add_component(BackgroundColorComponent::new());
    let bg_color_c = universe.world.add_component(ColorComponent::rgba(0.10, 0.10, 0.10, 1.0));
    let _ = universe.world.add_child(bg_color, bg_color_c);
    universe
        .world
        .init_component_tree(bg_color, &mut universe.command_queue);

    // Background world (occluded + lit).
    let bg_root = universe
        .world
        .add_component(BackgroundComponent::new().with_occlusion_and_lighting());
    universe
        .world
        .init_component_tree(bg_root, &mut universe.command_queue);

    // Directional light.
    // Directional lights encode their direction in the node's world position.
    let sun_t = universe
        .world
        .add_component(TransformComponent::new().with_position(1.0, 1.0, 1.0));
    let sun = universe.world.add_component(DirectionalLightComponent::new());
    let _ = universe.world.add_child(sun_t, sun);
    universe
        .world
        .init_component_tree(sun_t, &mut universe.command_queue);

    // Camera rig.
    // Forward is -Z, so put the camera at +Z looking toward the origin.
    //
    // i = input
    // t = transform
    // c3d = camera3d
    //
    // I {
    //     T {
    //         C3D { with_fps_rotation() }
    //     }
    // }
    let input = universe.world.add_component(InputComponent::new().with_speed(2.5));
    let input_mode = universe
        .world
        .add_component(InputTransformModeComponent::forward_z().with_fps_rotation());
    let _ = universe.world.add_child(input, input_mode);

    let rig = universe
        .world
        .add_component(TransformComponent::new().with_position(0.0, 0.0, 3.5));
    let _ = universe.world.add_child(input, rig);

    let cam = universe
        .world
        .add_component(Camera3DComponent::new().with_far(600.0).with_fov(70.0));
    let _ = universe.world.add_child(rig, cam);

    // Opt-in: treat this camera rig as a pointer source.
    let pointer = universe.world.add_component(PointerComponent::new());
    let _ = universe.world.add_child(rig, pointer);

    fn spawn_shape_with_gizmo(
        universe: &mut engine::Universe,
        mesh: crate::engine::graphics::primitives::CpuMeshHandle,
        pos: [f32; 3],
        scale: [f32; 3],
        rot_euler: [f32; 3],
        color: [f32; 4],
    ) -> ecs::ComponentId {
        use crate::engine::ecs::component::{ColorComponent, RenderableComponent};
        use crate::engine::graphics::primitives::{Renderable, MaterialHandle};

        let t = universe.world.add_component(
            TransformComponent::new()
                .with_position(pos[0], pos[1], pos[2])
                .with_scale(scale[0], scale[1], scale[2])
                .with_rotation_euler(rot_euler[0], rot_euler[1], rot_euler[2]),
        );
        let r = universe.world.add_component(RenderableComponent::new(Renderable::new(
            mesh,
            MaterialHandle::TOON_MESH,
        )));
        let c = universe.world.add_component(ColorComponent::rgba(color[0], color[1], color[2], color[3]));
        let rc = universe.world.add_component(RaycastableComponent::enabled());
        let g = universe.world.add_component(TransformGizmoComponent::new());

        let _ = universe.world.add_child(t, r);
        let _ = universe.world.add_child(r, c);
        let _ = universe.world.add_child(r, rc);
        let _ = universe.world.add_child(t, g);

        universe
            .world
            .init_component_tree(t, &mut universe.command_queue);
        t
    }

    // Shapes.
    // (These are intentionally close to the origin so gizmo visuals overlap the object,
    // which makes z-order/depth behavior obvious.)
    let _tri = spawn_shape_with_gizmo(
        universe,
        tri_mesh,
        [-1.2, 0.0, 0.0],
        [0.65, 0.65, 0.65],
        [0.0, 0.0, 0.0],
        [0.2, 0.9, 0.25, 1.0],
    );
    let _cube = spawn_shape_with_gizmo(
        universe,
        cube_mesh,
        [0.0, 0.0, 0.0],
        [0.55, 0.55, 0.55],
        [0.35, 0.6, 0.0],
        [0.95, 0.25, 0.2, 1.0],
    );
    let _tetra = spawn_shape_with_gizmo(
        universe,
        tetra_mesh,
        [1.2, 0.0, 0.0],
        [0.7, 0.7, 0.7],
        [0.6, 0.25, 0.0],
        [0.2, 0.55, 1.0, 1.0],
    );

    universe
        .world
        .init_component_tree(input, &mut universe.command_queue);

    GesturesAndGizmosScene { bg_root }
}

pub fn build_demo_scene_7_shapes(universe: &mut engine::Universe) {
    // Built-in CPU meshes are pre-registered; just fetch stable handles.
    let tri_mesh = universe.render_assets.get_mesh(BuiltinMeshType::Triangle2D);
    let square_mesh = universe.render_assets.get_mesh(BuiltinMeshType::Quad2D);
    let tetra_mesh = universe
        .render_assets
        .get_mesh(BuiltinMeshType::Tetrahedron);

    fn spawn(
        world: &mut ecs::World,
        queue: &mut ecs::CommandQueue,
        mesh: crate::engine::graphics::primitives::CpuMeshHandle,
        x: f32,
        y: f32,
        s: f32,
        r: f32,
        color: [f32; 4],
        input_driven: bool,
        emissive: bool,
    ) -> ecs::ComponentId {
        let transform = world.add_component(
            TransformComponent::new()
                .with_position(x, y, 0.0)
                .with_scale(s, s, 1.0)
                .with_rotation_euler(0.0, 0.0, r),
        );
        let renderable = world.add_component(RenderableComponent::new(
            crate::engine::graphics::primitives::Renderable::new(mesh, MaterialHandle::TOON_MESH),
        ));
        let color_c = world.add_component(ColorComponent { rgba: color });

        if emissive {
            let emissive_c = world.add_component(EmissiveComponent::on());
            let _ = world.add_child(renderable, emissive_c);
        }

        // Topology: (optional Input) -> Transform -> Renderable
        let _ = world.add_child(transform, renderable);
        let _ = world.add_child(renderable, color_c);

        if input_driven {
            let input = world.add_component(InputComponent::new().with_speed(0.5));
            let _ = world.add_child(input, transform);
            world.init_component_tree(input, queue);
        } else {
            world.init_component_tree(transform, queue);
        }

        transform
    }

    fn spawn_3d(
        world: &mut ecs::World,
        queue: &mut ecs::CommandQueue,
        mesh: crate::engine::graphics::primitives::CpuMeshHandle,
        x: f32,
        y: f32,
        z: f32,
        s: f32,
        rx: f32,
        ry: f32,
        rz: f32,
        color: [f32; 4],
    ) -> ecs::ComponentId {
        let transform = world.add_component(
            TransformComponent::new()
                .with_position(x, y, z)
                .with_scale(s, s, s)
                .with_rotation_euler(rx, ry, rz),
        );
        let renderable = world.add_component(RenderableComponent::new(
            crate::engine::graphics::primitives::Renderable::new(mesh, MaterialHandle::TOON_MESH),
        ));
        let color_c = world.add_component(ColorComponent { rgba: color });

        let _ = world.add_child(transform, renderable);
        let _ = world.add_child(renderable, color_c);
        world.init_component_tree(transform, queue);

        transform
    }

    // Spawn shapes.
    // One triangle is input-driven (WASD/QE). Build a small "rig" so both the triangle
    // and the camera can be driven by the same InputComponent.

    // Topology: Input -> (InputTransformMode) -> RigTransform -> (CameraTransform -> Camera3D), (TriRootTransform -> ...)
    let tri_input = universe
        .world
        .add_component(InputComponent::new().with_speed(0.5));
    let input_mode = universe
        .world
        .add_component(InputTransformModeComponent::forward_z().with_roll_axis_y());
    let _ = universe.world.add_child(tri_input, input_mode);

    // Start pulled back so the demo meshes at z=0 are in view.
    // The camera will be attached directly under this transform, so there is no local
    // camera offset that would cause orbiting when yawing.
    let rig_transform = universe
        .world
        .add_component(TransformComponent::new().with_position(0.0, 0.0, 2.5));
    let _ = universe.world.add_child(tri_input, rig_transform);

    // Camera: attached directly to the rig transform.
    let camera3d = universe.world.add_component(Camera3DComponent::new());
    let _ = universe.world.add_child(rig_transform, camera3d);

    let tri_root_transform = universe
        .world
        .add_component(TransformComponent::new().with_position(0.5, 0.50, 0.0));

    // Visual transform under the root; this is where we apply rotation/scale.
    let tri_visual_transform = universe.world.add_component(
        TransformComponent::new()
            .with_scale(0.30, 0.30, 1.0)
            .with_rotation_euler(0.0, 0.0, (2.0 * 3.14159 / 3.0) + 3.14159),
    );
    let tri_renderable = universe.world.add_component(RenderableComponent::new(
        crate::engine::graphics::primitives::Renderable::new(tri_mesh, MaterialHandle::TOON_MESH),
    ));
    let tri_color = universe
        .world
        .add_component(ColorComponent::rgba(0.2, 1.0, 0.2, 1.0));

    let _ = universe.world.add_child(rig_transform, tri_root_transform);
    let _ = universe
        .world
        .add_child(tri_root_transform, tri_visual_transform);
    let _ = universe
        .world
        .add_child(tri_visual_transform, tri_renderable);
    let _ = universe.world.add_child(tri_renderable, tri_color);

    let tri_light = universe.world.add_component(
        PointLightComponent::new()
            .with_distance(10.0)
            .with_color(1.0, 1.0, 1.0),
    );

    let light_transform = universe.world.add_component(
        TransformComponent::new()
            .with_position(0.5, 0.50, 1.0)
            .with_scale(0.1, 0.1, 0.1),
    );

    let _ = universe.world.add_child(light_transform, tri_light);

    universe
        .world
        .init_component_tree(tri_input, &mut universe.command_queue);

    universe
        .world
        .init_component_tree(light_transform, &mut universe.command_queue);

    spawn(
        &mut universe.world,
        &mut universe.command_queue,
        square_mesh,
        -0.80,
        -0.30,
        0.25,
        0.0,
        [1.0, 0.2, 0.2, 1.0],
        false,
        true,
    );
    spawn(
        &mut universe.world,
        &mut universe.command_queue,
        square_mesh,
        -0.40,
        -0.30,
        0.25,
        0.0,
        [1.0, 0.6, 0.2, 1.0],
        false,
        true,
    );

    // 3D primitive: tetrahedron.
    spawn_3d(
        &mut universe.world,
        &mut universe.command_queue,
        tetra_mesh,
        0.55,
        -0.15,
        0.0,
        0.35,
        0.75,
        0.55,
        0.0,
        [0.2, 0.7, 1.0, 1.0],
    );
    spawn(
        &mut universe.world,
        &mut universe.command_queue,
        square_mesh,
        0.00,
        -0.30,
        0.25,
        0.0,
        [1.0, 1.0, 0.2, 1.0],
        false,
        true,
    );
    spawn(
        &mut universe.world,
        &mut universe.command_queue,
        square_mesh,
        0.40,
        -0.30,
        0.25,
        0.0,
        [0.2, 0.6, 1.0, 1.0],
        false,
        true,
    );
    spawn(
        &mut universe.world,
        &mut universe.command_queue,
        square_mesh,
        0.80,
        -0.30,
        0.25,
        0.0,
        [0.8, 0.2, 1.0, 1.0],
        false,
        true,
    );
    spawn(
        &mut universe.world,
        &mut universe.command_queue,
        tri_mesh,
        0.30,
        0.35,
        0.30,
        -3.14159,
        [1.0, 1.0, 1.0, 1.0],
        false,
        false,
    );

    // Textured square.
    let tex_transform = universe.world.add_component(
        TransformComponent::new()
            .with_position(0.0, 0.1, 0.0)
            .with_scale(0.45, 0.45, 1.0),
    );
    let tex_renderable = universe.world.add_component(RenderableComponent::new(
        crate::engine::graphics::primitives::Renderable::new(
            square_mesh,
            MaterialHandle::TOON_MESH,
        ),
    ));
    let tex_color = universe
        .world
        .add_component(ColorComponent::rgba(1.0, 1.0, 1.0, 1.0));
    let tex = universe.world.add_component(TextureComponent::from_dds(
        "assets/textures/cat-face-amused.dds",
    ));

    let _ = universe.world.add_child(tex_transform, tex_renderable);
    let _ = universe.world.add_child(tex_renderable, tex_color);
    let _ = universe.world.add_child(tex_renderable, tex);
    universe
        .world
        .init_component_tree(tex_transform, &mut universe.command_queue);

    // glTF: color-cat
    // Attach GLTFComponent under a Transform so GLTFSystem can use it as an anchor.
    let cat_anchor = universe.world.add_component(
        TransformComponent::new()
            .with_position(0.0, -0.10, -4.0)
            .with_scale(0.50, 0.50, 0.50)
            .with_rotation_euler(0.0, 0.0, 0.0),
    );
    let cat_gltf = universe
        .world
        .add_component(GLTFComponent::new("assets/models/color-cat.2.glb"));
    let _ = universe.world.add_child(cat_anchor, cat_gltf);
    universe
        .world
        .init_component_tree(cat_anchor, &mut universe.command_queue);
}