parent
a1305bed2d
commit
c2b62a5f53
@ -1,13 +1,10 @@
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[[entities]]
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[entities.entity1]
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name = "terrain.1"
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type = "Mesh"
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type = "Terrain"
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mesh = "test-textured.obj"
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[[entities]]
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[entities.entity2]
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name = "ball.1"
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type = ""
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mesh = "test-textured.obj"
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type = "PhysicsEntity"
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mesh = "ball.obj"
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@ -1,33 +1,159 @@
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use std::path::PathBuf;
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use std::time::Instant;
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use cgmath::{Euler, Quaternion};
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use legion::world::SubWorld;
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use legion::IntoQuery;
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use cgmath::{Euler, Quaternion, Deg};
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use imgui::FontSource;
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use legion::*;
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use legion::IntoQuery;
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use legion::systems::CommandBuffer;
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use legion::world::SubWorld;
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use nalgebra::Quaternion as naQuaternion;
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use rapier3d::dynamics::{IntegrationParameters, JointSet, RigidBodySet};
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use rapier3d::geometry::{BroadPhase, ColliderSet, NarrowPhase};
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use rapier3d::pipeline::{PhysicsPipeline, ChannelEventCollector};
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use rapier3d::dynamics::{IntegrationParameters, JointSet, RigidBodyBuilder, RigidBodySet};
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use rapier3d::geometry::{BroadPhase, ColliderBuilder, ColliderSet, NarrowPhase};
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use rapier3d::na::{Isometry3, Vector, Vector3};
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use rapier3d::pipeline::{ChannelEventCollector, PhysicsPipeline};
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use crate::camera::{Camera, CameraController};
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use crate::components::{Collider, LoopState, Mesh, Physics, Position};
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use imgui::FontSource;
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use crate::geometry::RawMesh;
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use crate::physics::state::PhysicsState;
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use crate::render::state::RenderState;
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use crate::runtime::state::RuntimeState;
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#[system]
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#[write_component(Collider)]
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#[write_component(Physics)]
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#[write_component(Mesh)]
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pub fn runtime_load(
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world: &mut SubWorld,
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#[resource] physics_state: &mut PhysicsState,
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#[resource] physics_pipeline: &mut PhysicsPipeline,
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#[resource] runtime_state: &mut RuntimeState,
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) {
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runtime_state.preload_meshes(PathBuf::from("./resources"));
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}
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#[system]
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#[write_component(Mesh)]
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pub fn runtime_spawn(
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cmd: &mut CommandBuffer,
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world: &mut SubWorld,
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#[resource] runtime_state: &mut RuntimeState,
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#[resource] renderer: &mut RenderState,
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) {
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// Make sure all the entities we care about are added to the system
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let mut query = <(&mut Collider, &mut Physics, &mut Mesh)>::query();
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for (collider, physics, mesh) in query.iter_mut(world) {
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for entity in runtime_state.get_configured_entities(){
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match entity.ent_type.as_ref() {
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"Terrain" => {
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let raw_mesh = match runtime_state.get_mesh(entity.mesh.as_str()) {
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None => {
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log::warn!("Skipping entity with invalid mesh file {:?} ", entity.mesh);
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continue;
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}
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Some(mesh) => mesh
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};
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let mut static_body = RigidBodyBuilder::new_static()
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.position(Isometry3::new(Vector3::new(0.0, -8.0, 0.0), Vector::y()))
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.build();
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let mesh_collider = ColliderBuilder::trimesh(
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raw_mesh.vertices
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.iter()
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.map(|v| v.position())
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.collect(),
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raw_mesh.indices.clone(),
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).build();
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let gpu_mesh_buffer = renderer.upload_mesh_to_buffer(
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raw_mesh,
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Some(wgpu::Color {
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r: 1.0,
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g: 0.7,
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b: 0.3,
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a: 1.0,
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})
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).unwrap();
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let entity: Entity = cmd.push((
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Position {
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x: 0.0,
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y: -8.0,
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z: 0.0,
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rot: Euler {
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x: Deg(0.0),
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y: Deg(0.0),
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z: Deg(0.0),
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},
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},
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gpu_mesh_buffer,
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Physics {
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rigid_body: static_body,
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rigid_body_handle: None,
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},
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Collider {
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collider: mesh_collider,
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collider_handle: None,
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},
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));
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},
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"PhysicsEntity" => {
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let raw_mesh = match runtime_state.get_mesh(entity.mesh.as_str()) {
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None => {
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log::warn!("Skipping entity with invalid mesh file {:?} ", entity.mesh);
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continue;
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}
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Some(mesh) => mesh
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};
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let mut dynamic_body = RigidBodyBuilder::new_dynamic()
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.can_sleep(false)
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.mass(1.0)
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.translation(0.0, 35.0, 0.0)
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.build();
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let collider = ColliderBuilder::trimesh(
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raw_mesh.vertices
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.iter()
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.map(|v| v.position())
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.collect(),
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raw_mesh.indices.clone(),
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).build();
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let gpu_mesh_buffer = renderer.upload_mesh_to_buffer(
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raw_mesh,
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Some(wgpu::Color {
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r: 1.0,
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g: 0.7,
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b: 0.3,
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a: 1.0,
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})
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).unwrap();
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let entity: Entity = cmd.push((
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Position {
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x: 0.0,
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y: 20.0,
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z: 0.0,
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rot: Euler {
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x: Deg(25.0),
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y: Deg(45.0),
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z: Deg(15.0),
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},
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},
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gpu_mesh_buffer,
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Physics {
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rigid_body: dynamic_body,
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rigid_body_handle: None,
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},
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Collider {
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collider: collider,
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collider_handle: None,
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},
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));
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}
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_ => {},
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}
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}
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}
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}
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