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@ -1,18 +1,15 @@
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extern crate imgui;
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extern crate imgui;
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extern crate imgui_wgpu;
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extern crate imgui_wgpu;
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extern crate tobj;
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extern crate winit_24;
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#[macro_use]
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#[macro_use]
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extern crate lazy_static;
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extern crate lazy_static;
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extern crate tobj;
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extern crate winit_24;
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use std::borrow::Borrow;
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use std::f32::consts::PI;
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use std::f32::consts::PI;
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use std::rc::Rc;
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use std::sync::{Arc, Mutex};
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use std::sync::{Arc, Mutex};
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#[cfg(not(target_arch = "wasm32"))]
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#[cfg(not(target_arch = "wasm32"))]
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use std::time::{Duration, Instant};
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use std::time::{Duration, Instant};
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use bytemuck::__core::ops::Range;
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use cgmath::{
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use cgmath::{
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Decomposed, Deg, Euler, InnerSpace, Point3, Quaternion, Rad, Rotation3, SquareMatrix,
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Decomposed, Deg, Euler, InnerSpace, Point3, Quaternion, Rad, Rotation3, SquareMatrix,
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};
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};
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@ -32,6 +29,7 @@ use rapier3d::dynamics::{
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};
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};
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use rapier3d::geometry::{BroadPhase, ColliderBuilder, ColliderHandle, ColliderSet, NarrowPhase};
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use rapier3d::geometry::{BroadPhase, ColliderBuilder, ColliderHandle, ColliderSet, NarrowPhase};
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use rapier3d::math;
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use rapier3d::math;
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use rapier3d::math::Point;
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use rapier3d::na::{Isometry, Isometry3, Vector, Vector3};
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use rapier3d::na::{Isometry, Isometry3, Vector, Vector3};
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use rapier3d::pipeline::PhysicsPipeline;
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use rapier3d::pipeline::PhysicsPipeline;
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use wgpu::{BindGroup, Buffer, TextureView};
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use wgpu::{BindGroup, Buffer, TextureView};
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@ -45,7 +43,8 @@ use winit_24::{
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};
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};
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use crate::camera::{Camera, CameraController};
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use crate::camera::{Camera, CameraController};
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use crate::components::{Collider, Color, ImguiWindow, LoopState, Physics, Position};
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use crate::components::{Collider, ImguiWindow, LoopState, Physics, Position};
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use crate::geometry::load_obj;
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use crate::imgui_supp::extended_winit_imgui_support;
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use crate::imgui_supp::extended_winit_imgui_support;
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use crate::imgui_supp::imgui_support::{ImguiContext, ImguiPlatform};
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use crate::imgui_supp::imgui_support::{ImguiContext, ImguiPlatform};
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use crate::owned_event::{OwnedEvent, OwnedEventExtension};
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use crate::owned_event::{OwnedEvent, OwnedEventExtension};
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@ -91,8 +90,9 @@ ECS
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// ImGUI works on more or less a global state. which is MegaLame
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// ImGUI works on more or less a global state. which is MegaLame
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static mut CURRENT_UI: Option<imgui::Ui<'static>> = None;
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static mut CURRENT_UI: Option<imgui::Ui<'static>> = None;
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pub unsafe fn current_ui<'a>() -> Option<&'a imgui::Ui<'a>> { CURRENT_UI.as_ref() }
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pub unsafe fn current_ui<'a>() -> Option<&'a imgui::Ui<'a>> {
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CURRENT_UI.as_ref()
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}
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fn main() {
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fn main() {
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let mut world = World::default();
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let mut world = World::default();
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@ -190,18 +190,18 @@ fn main() {
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if gamepad_.name() == "PS4" {
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if gamepad_.name() == "PS4" {
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gamepad = Some(gamepad_);
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gamepad = Some(gamepad_);
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}
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}
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println!(
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// println!(
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"{} is {:?} {:?}",
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// "{} is {:?} {:?}",
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gamepad_.name(),
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// gamepad_.name(),
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gamepad_.power_info(),
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// gamepad_.power_info(),
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gamepad_.id()
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// gamepad_.id()
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);
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// );
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}
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}
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let mut active_gamepad = None;
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let mut active_gamepad = None;
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loop {
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loop {
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while let Some(GilEvent { id, event, time }) = gilrs.next_event() {
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while let Some(GilEvent { id, event, time }) = gilrs.next_event() {
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println!("{:?} New event from {}: {:?}", time, id, event);
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//println!("{:?} New event from {}: {:?}", time, id, event);
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active_gamepad = Some(id);
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active_gamepad = Some(id);
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event_loop_proxy
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event_loop_proxy
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.send_event(OwnedEventExtension::GamepadEvent {
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.send_event(OwnedEventExtension::GamepadEvent {
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@ -235,9 +235,7 @@ fn main() {
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event_loop.run(move |event, _, control_flow| {
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event_loop.run(move |event, _, control_flow| {
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*control_flow = ControlFlow::Poll;
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*control_flow = ControlFlow::Poll;
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match event {
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match event {
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event::Event::NewEvents(cause) => {
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event::Event::NewEvents(cause) => {}
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}
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// This is the big boy section of the event loop
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// This is the big boy section of the event loop
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// We : dispatch events and clear the queue, query the loops
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// We : dispatch events and clear the queue, query the loops
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@ -266,7 +264,7 @@ fn main() {
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}
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}
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accumulator_time += delta_time;
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accumulator_time += delta_time;
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while ((accumulator_time - step_size) >= step_size) {
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while accumulator_time - step_size >= step_size {
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accumulator_time -= step_size;
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accumulator_time -= step_size;
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// ==== DELTA TIME LOCKED ====
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// ==== DELTA TIME LOCKED ====
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update_schedule.execute(&mut world, &mut resources);
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update_schedule.execute(&mut world, &mut resources);
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@ -280,7 +278,6 @@ fn main() {
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event: WindowEvent::Resized(size),
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event: WindowEvent::Resized(size),
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..
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..
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} => {
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} => {
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log::info!("Resizing to {:?}", size);
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let width = size.width;
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let width = size.width;
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let height = size.height;
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let height = size.height;
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@ -295,8 +292,8 @@ fn main() {
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} => *control_flow = ControlFlow::Exit,
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} => *control_flow = ControlFlow::Exit,
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event::Event::RedrawRequested(_) => {
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event::Event::RedrawRequested(_) => {
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// Call the render system
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// Call the render system
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// imgui_prepare_schedule.execute(&mut world, &mut resources);
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// imgui_prepare_schedule.execute(&mut world, &mut resources);
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// render_schedule.execute(&mut world, &mut resources);
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// render_schedule.execute(&mut world, &mut resources);
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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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@ -308,10 +305,67 @@ fn main() {
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});
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});
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}
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}
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pub fn entity_loading(world: &mut World, renderer: &mut render::state::RenderState) {
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pub fn load_colliding_mesh_entity(world: &mut World, renderer: &mut render::state::RenderState, mesh_path: &str) {
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let mut static_floor_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 pair = import_mesh("./resources/terrain.obj");
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let pair = load_obj(mesh_path);
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let floor_collider = ColliderBuilder::trimesh(
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pair.0
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.iter()
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.map(|v| {
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let position = v.position();
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Point::<f32>::new(position.x, position.y, position.z)
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})
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.collect(),
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pair.1
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.chunks(3)
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.map(|v| [v[0], v[1], v[2]])
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.collect(),
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)
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.build();
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let plane_mesh = renderer.load_mesh_to_buffer(
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"./resources/terrain.obj",
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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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);
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let plane_entity: Entity = world.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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plane_mesh,
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Physics {
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rigid_body: static_floor_body,
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rigid_body_handle: None,
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},
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Collider {
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collider: floor_collider,
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collider_handle: None,
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},
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));
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let monkey_mesh = renderer.load_mesh_to_buffer("./resources/monkey.obj");
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}
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pub fn entity_loading(world: &mut World, renderer: &mut render::state::RenderState) {
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let monkey_mesh =
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renderer.load_mesh_to_buffer("./resources/monkey.obj", Some(wgpu::Color::GREEN));
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let camera_ent: Entity = world.push((
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let camera_ent: Entity = world.push((
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Camera {
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Camera {
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@ -323,16 +377,11 @@ pub fn entity_loading(world: &mut World, renderer: &mut render::state::RenderSta
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yaw: Rad(-PI),
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yaw: Rad(-PI),
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pitch: Rad(PI / 2.0),
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pitch: Rad(PI / 2.0),
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},
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},
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Color {
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r: 1.0,
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g: 1.0,
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b: 0.5,
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a: 1.0,
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},
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CameraController::new(3.0, 1.0),
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CameraController::new(3.0, 1.0),
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));
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));
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let light_mesh = renderer.load_mesh_to_buffer("./resources/light.obj");
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let light_mesh =
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renderer.load_mesh_to_buffer("./resources/light.obj", Some(wgpu::Color::BLACK));
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let light_entity: Entity = world.push((
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let light_entity: Entity = world.push((
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Position {
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Position {
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@ -345,12 +394,6 @@ pub fn entity_loading(world: &mut World, renderer: &mut render::state::RenderSta
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z: Deg(0.0),
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z: Deg(0.0),
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},
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},
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},
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},
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Color {
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r: 1.0,
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g: 0.0,
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b: 1.0,
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a: 1.0,
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},
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light_mesh.clone(),
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light_mesh.clone(),
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renderer.create_light(),
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renderer.create_light(),
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));
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));
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@ -384,61 +427,42 @@ pub fn entity_loading(world: &mut World, renderer: &mut render::state::RenderSta
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}, //mx: cgmath::Matrix4::from(transform),
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}, //mx: cgmath::Matrix4::from(transform),
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},
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},
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monkey_mesh,
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monkey_mesh,
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Color {
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r: 0.0,
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g: 1.0,
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b: 0.0,
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a: 1.0,
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},
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));
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));
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let mut dynamic_ball_body = RigidBodyBuilder::new_dynamic()
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let mut dynamic_ball_body = RigidBodyBuilder::new_dynamic()
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.position(Isometry3::new(Vector3::new(0.0, 0.0, 0.0), Vector::y()))
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.can_sleep(false)
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.mass(1.0)
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//.position(Isometry3::new(Vector3::new(0.0, 10.0, 0.0), Vector::y()))
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.translation(0.0, 35.0, 0.0)
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.build();
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.build();
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let mut static_floor_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 ball_collider = ColliderBuilder::ball(1.5).build();
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let pair = load_obj("./resources/ball.obj");
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let floor_collider = ColliderBuilder::cuboid(10.0, 0.2, 10.0).build();
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let plane_mesh = renderer.load_mesh_to_buffer("./resources/plane.obj");
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let ball_collider = ColliderBuilder::trimesh(
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pair.0
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.iter()
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.map(|v| {
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let position = v.position();
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Point::<f32>::new(position.x, position.y, position.z)
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})
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.collect(),
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pair.1
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//.iter()
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.chunks(3)
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.map(|v| [v[0], v[1], v[2]])
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.collect(),
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)
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.build();
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|
|
let plane_entity: Entity = world.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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|
|
|
plane_mesh,
|
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|
|
|
|
|
|
Color {
|
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|
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|
|
r: 1.0,
|
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|
|
g: 0.5,
|
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|
|
b: 0.5,
|
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|
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|
|
a: 1.0,
|
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|
|
|
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|
|
},
|
|
|
|
|
|
|
|
Physics {
|
|
|
|
|
|
|
|
rigid_body: static_floor_body,
|
|
|
|
|
|
|
|
rigid_body_handle: None,
|
|
|
|
|
|
|
|
},
|
|
|
|
|
|
|
|
Collider {
|
|
|
|
|
|
|
|
collider: floor_collider,
|
|
|
|
|
|
|
|
collider_handle: None,
|
|
|
|
|
|
|
|
},
|
|
|
|
|
|
|
|
));
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
let ball_mesh = renderer.load_mesh_to_buffer("./resources/ball.obj");
|
|
|
|
|
|
|
|
|
|
|
|
let ball_mesh = renderer.load_mesh_to_buffer("./resources/ball.obj", Some(wgpu::Color::BLUE));
|
|
|
|
|
|
|
|
|
|
|
|
let ball_mesh: Entity = world.push((
|
|
|
|
let ball_mesh: Entity = world.push((
|
|
|
|
Position {
|
|
|
|
Position {
|
|
|
|
x: 0.0,
|
|
|
|
x: 0.0,
|
|
|
|
y: 0.0,
|
|
|
|
y: 20.0,
|
|
|
|
z: 0.0,
|
|
|
|
z: 0.0,
|
|
|
|
rot: Euler {
|
|
|
|
rot: Euler {
|
|
|
|
x: Deg(25.0),
|
|
|
|
x: Deg(25.0),
|
|
|
@ -447,12 +471,6 @@ pub fn entity_loading(world: &mut World, renderer: &mut render::state::RenderSta
|
|
|
|
},
|
|
|
|
},
|
|
|
|
},
|
|
|
|
},
|
|
|
|
ball_mesh,
|
|
|
|
ball_mesh,
|
|
|
|
Color {
|
|
|
|
|
|
|
|
r: 1.0,
|
|
|
|
|
|
|
|
g: 0.5,
|
|
|
|
|
|
|
|
b: 0.5,
|
|
|
|
|
|
|
|
a: 1.0,
|
|
|
|
|
|
|
|
},
|
|
|
|
|
|
|
|
Physics {
|
|
|
|
Physics {
|
|
|
|
rigid_body: dynamic_ball_body,
|
|
|
|
rigid_body: dynamic_ball_body,
|
|
|
|
rigid_body_handle: None,
|
|
|
|
rigid_body_handle: None,
|
|
|
|