extern crate tobj; extern crate winit; use std::f32::consts::PI; use std::rc::Rc; use std::sync::Arc; #[cfg(not(target_arch = "wasm32"))] use std::time::{Duration, Instant}; use bytemuck::__core::ops::Range; use cgmath::{Decomposed, Deg, Euler, InnerSpace, Quaternion, Rotation3, SquareMatrix, Point3, Rad}; use futures::task::LocalSpawn; use legion::*; use rapier3d::dynamics::{ IntegrationParameters, JointSet, RigidBody, RigidBodyBuilder, RigidBodyHandle, RigidBodySet, }; use rapier3d::geometry::{BroadPhase, ColliderBuilder, ColliderHandle, ColliderSet, NarrowPhase}; use rapier3d::math; use rapier3d::na::{Isometry, Isometry3, Vector, Vector3}; use rapier3d::pipeline::PhysicsPipeline; use wgpu::{BindGroup, Buffer, TextureView}; use wgpu_subscriber; use winit::event::DeviceEvent::MouseMotion; use winit::platform::unix::x11::ffi::Time; use winit::{ event::{self, WindowEvent}, event_loop::{ControlFlow, EventLoop}, }; use gilrs::Event as GilEvent; use crate::camera::{CameraController, Camera}; use crate::components::{Collider, Color, Physics, Position, LoopState}; use crate::physics::PhysicsState; use crate::render::Renderer; use crate::owned_event::{OwnedEventExtension, OwnedEvent}; use gilrs::{Gamepad, Gilrs}; use rapier3d::counters::Timer; mod camera; mod components; mod geometry; mod light; mod physics; mod render; mod owned_event; /* Collision detection https://nphysics.org/rigid_body_simulations_with_contacts/ Obj file format http://paulbourke.net/dataformats/obj/ tobj obj loader https://docs.rs/tobj/2.0.3/tobj/index.html mesh generator lib, might be useful https://docs.rs/genmesh/0.6.2/genmesh/ legion ECS https://github.com/amethyst/legion mvp: ECS animation render 3d (good!) input/io collision / physics (yep!) entities & behaviours (got the entities!) */ //log::info!(""); fn main() { let mut world = World::default(); let (mut pool, spawner) = { let local_pool = futures::executor::LocalPool::new(); let spawner = local_pool.spawner(); (local_pool, spawner) }; let mut render_schedule = Schedule::builder() .add_system(render::render_test_system()) .build(); let mut update_schedule = Schedule::builder() .add_system(physics::update_camera_system()) .add_system(physics::run_physics_system()) .add_system(physics::update_models_system()) // next system here, gamelogic update system? .build(); let mut event_schedule = Schedule::builder() .add_system(owned_event::event_dispatch_system()) .build(); let event_loop = EventLoop::::with_user_event(); let mut builder = winit::window::WindowBuilder::new(); builder = builder.with_title("MVGE"); // I don't know what they are doing here #[cfg(windows_OFF)] // TODO { use winit::platform::windows::WindowBuilderExtWindows; builder = builder.with_no_redirection_bitmap(true); } let window = builder.build(&event_loop).unwrap(); // Load up the renderer (and the resources) let mut renderer = { let mut renderer = render::Renderer::init(&window); entity_loading(&mut world, &mut renderer); renderer }; let mut resources = Resources::default(); resources.insert(renderer); let (physics_state, physics_pipeline) = PhysicsState::build(rapier3d::math::Vector::new(0.0, -9.81, 0.0)); resources.insert(physics_state); resources.insert(physics_pipeline); resources.insert(LoopState { delta_time: Default::default(), start_time: Instant::now(), step_size: 0.005, }); resources.insert(Vec::>::new()); let event_loop_proxy = event_loop.create_proxy(); std::thread::spawn(move || { let mut gilrs = Gilrs::new().unwrap(); // Iterate over all connected gamepads let mut gamepad: Option = None; for (_id, gamepad_) in gilrs.gamepads() { if gamepad_.name() == "PS4" { gamepad = Some(gamepad_); } println!("{} is {:?} {:?}", gamepad_.name(), gamepad_.power_info(), gamepad_.id()); } let mut active_gamepad = None; loop { while let Some(GilEvent { id, event, time }) = gilrs.next_event() { println!("{:?} New event from {}: {:?}", time, id, event); active_gamepad = Some(id); event_loop_proxy.send_event(OwnedEventExtension::GamepadEvent { gil_event: GilEvent { id, event, time } }).ok(); } // // You can also use cached gamepad state // if let Some(gamepad) = active_gamepad.map(|id| gilrs.gamepad(id)) { // if gamepad.is_pressed(Button::South) { // println!("Button South is pressed (XBox - A, PS - X)"); // } // } std::thread::sleep(std::time::Duration::from_millis(50)); } }); let mut elapsed_time: f32 = { // deltatime since last frame let loop_state = resources.get::().unwrap(); loop_state.start_time.elapsed() }.as_secs_f32(); let mut delta_time: f32 = 0.0; let mut accumulator_time: f32 = 0.0; let mut current_time: f32 = elapsed_time; event_loop.run(move |event, _, control_flow| { // Artificially slows the loop rate to 10 millis // This is called after redraw events cleared //*control_flow = ControlFlow::WaitUntil(Instant::now() + Duration::from_millis(10)); *control_flow = ControlFlow::Poll; match event { event::Event::NewEvents(cause) => { event_schedule.execute(&mut world, &mut resources); resources.get_mut::>>() .unwrap().clear(); } event::Event::MainEventsCleared => { let (step_size, elapsed_time) = { // deltatime since last frame let loop_state = resources.get::().unwrap(); (loop_state.step_size, loop_state.start_time.elapsed().as_secs_f32()) }; delta_time = elapsed_time - current_time; current_time = elapsed_time; if delta_time > 0.02 { delta_time = 0.02; } accumulator_time += delta_time; while ((accumulator_time - step_size) >= step_size) { accumulator_time -= step_size; // ==== DELTA TIME LOCKED ==== update_schedule.execute(&mut world, &mut resources); } // ==== FPS LOCKED ==== render_schedule.execute(&mut world, &mut resources); } // Resizing will queue a request_redraw event::Event::WindowEvent { event: WindowEvent::Resized(size), .. } => { log::info!("Resizing to {:?}", size); let width = size.width; let height = size.height; resources .get_mut::() .unwrap() .resize(width, height); } event::Event::WindowEvent { event: WindowEvent::CloseRequested, .. } => { *control_flow = ControlFlow::Exit } event::Event::RedrawRequested(_) => { // Call the render system render_schedule.execute(&mut world, &mut resources); } _ => {} } resources.get_mut::>>() .unwrap().push(event.into()); }); } pub fn entity_loading(world: &mut World, renderer: &mut Renderer) { let monkey_mesh = renderer.load_mesh_to_buffer("./resources/monkey.obj"); let camera_ent: Entity = world.push(( Camera { position: Point3 { x: 0.0, y: 0.0, z: 10.0 }, yaw: Rad(-PI), pitch: Rad(PI/2.0) }, CameraController::new(3.0, 1.0), )); let light_entity: Entity = world.push(( cgmath::Point3 { x: 7.0 as f32, y: -5.0 as f32, z: 10.0 as f32, }, renderer.create_light(), )); let light_entity: Entity = world.push(( cgmath::Point3 { x: -5.0 as f32, y: 7.0 as f32, z: 10.0 as f32, }, renderer.create_light(), )); let offset = cgmath::vec3(2.0, 2.0, 2.0); let transform = Decomposed { disp: offset.clone(), rot: Quaternion::from_axis_angle(offset.normalize(), Deg(50.0)), scale: 1.0, }; let monkey_entity: Entity = world.push(( Position { x: 1.0, y: 5.0, z: 2.0, rot: Quaternion::from(Euler { x: Deg(90.0), y: Deg(45.0), z: Deg(15.0), }), //mx: cgmath::Matrix4::from(transform), }, monkey_mesh, Color { r: 1.0, g: 0.5, b: 0.5, a: 1.0, }, )); let mut dynamic_ball_body = RigidBodyBuilder::new_dynamic() .position(Isometry3::new( Vector3::new(0.0, 0.0, 5.0), Vector::y() * PI, )) .build(); let mut static_floor_body = RigidBodyBuilder::new_static() .position(Isometry3::new( Vector3::new(0.0, -8.0, 0.0), Vector::y() * PI, )) .build(); let ball_collider = ColliderBuilder::ball(1.5).build(); let floor_collider = ColliderBuilder::cuboid(10.0, 0.2, 10.0).build(); let plane_mesh = renderer.load_mesh_to_buffer("./resources/plane.obj"); let plane_entity: Entity = world.push(( Position { x: 0.0, y: -8.0, z: 0.0, rot: Quaternion::from(Euler { x: Deg(0.0), y: Deg(0.0), z: Deg(0.0), }), }, plane_mesh, Color { r: 1.0, g: 0.5, b: 0.5, a: 1.0, }, 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: Entity = world.push(( Position { x: 2.0, y: 2.0, z: 3.0, rot: Quaternion::from(Euler { x: Deg(25.0), y: Deg(45.0), z: Deg(15.0), }), }, ball_mesh, Color { r: 1.0, g: 0.5, b: 0.5, a: 1.0, }, Physics { rigid_body: dynamic_ball_body, rigid_body_handle: None, }, Collider { collider: ball_collider, collider_handle: None, }, )); }