halfway through imgui, the context is really not ergonomic
This commit is contained in:
147
src/main.rs
147
src/main.rs
@@ -1,3 +1,6 @@
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extern crate imgui;
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extern crate imgui_wgpu;
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extern crate imgui_winit_support;
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extern crate tobj;
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extern crate winit;
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@@ -8,9 +11,17 @@ use std::sync::Arc;
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use std::time::{Duration, Instant};
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use bytemuck::__core::ops::Range;
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use cgmath::{Decomposed, Deg, Euler, InnerSpace, Quaternion, Rotation3, SquareMatrix, Point3, Rad};
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use cgmath::{
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Decomposed, Deg, Euler, InnerSpace, Point3, Quaternion, Rad, Rotation3, SquareMatrix,
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};
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use futures::executor::block_on;
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use futures::task::LocalSpawn;
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use gilrs::{Gamepad, Gilrs};
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use gilrs::Event as GilEvent;
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use imgui::*;
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use imgui_wgpu::{Renderer as ImguiRenderer, RendererConfig as ImguiRendererConfig};
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use legion::*;
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use rapier3d::counters::Timer;
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use rapier3d::dynamics::{
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IntegrationParameters, JointSet, RigidBody, RigidBodyBuilder, RigidBodyHandle, RigidBodySet,
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};
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@@ -20,30 +31,27 @@ use rapier3d::na::{Isometry, Isometry3, Vector, Vector3};
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use rapier3d::pipeline::PhysicsPipeline;
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use wgpu::{BindGroup, Buffer, TextureView};
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use wgpu_subscriber;
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use winit::event::DeviceEvent::MouseMotion;
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use winit::platform::unix::x11::ffi::Time;
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use winit::{
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event::{self, WindowEvent},
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event_loop::{ControlFlow, EventLoop},
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};
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use winit::event::DeviceEvent::MouseMotion;
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use winit::platform::unix::x11::ffi::Time;
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use winit::window::Window;
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use gilrs::Event as GilEvent;
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use crate::camera::{CameraController, Camera};
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use crate::components::{Collider, Color, Physics, Position, LoopState};
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use crate::camera::{Camera, CameraController};
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use crate::components::{Collider, Color, LoopState, Physics, Position};
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use crate::owned_event::{OwnedEvent, OwnedEventExtension};
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use crate::physics::PhysicsState;
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use crate::render::Renderer;
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use crate::owned_event::{OwnedEventExtension, OwnedEvent};
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use gilrs::{Gamepad, Gilrs};
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use rapier3d::counters::Timer;
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mod camera;
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mod components;
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mod geometry;
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mod light;
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mod owned_event;
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mod physics;
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mod render;
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mod owned_event;
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/*
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@@ -104,38 +112,36 @@ fn main() {
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let mut builder = winit::window::WindowBuilder::new();
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builder = builder.with_title("MVGE");
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// I don't know what they are doing here
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#[cfg(windows_OFF)] // TODO
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{
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use winit::platform::windows::WindowBuilderExtWindows;
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builder = builder.with_no_redirection_bitmap(true);
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}
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let window = builder.build(&event_loop).unwrap();
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// Load up the renderer (and the resources)
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let mut renderer = {
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let mut renderer = render::Renderer::init(&window);
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entity_loading(&mut world, &mut renderer);
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renderer
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};
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let mut resources = Resources::default();
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resources.insert(renderer);
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let (physics_state, physics_pipeline) =
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PhysicsState::build(rapier3d::math::Vector::new(0.0, -9.81, 0.05));
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resources.insert(physics_state);
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resources.insert(physics_pipeline);
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// Load up all the resources
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{
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resources.insert(LoopState {
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delta_time: Default::default(),
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start_time: Instant::now(),
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step_size: 0.01666, // 60hz
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});
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// The renderer
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let mut renderer = render::Renderer::init(&window, &mut imgui_context);
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entity_loading(&mut world, &mut renderer);
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resources.insert(renderer);
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resources.insert(window);
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// Physics
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let (physics_state, physics_pipeline) =
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PhysicsState::build(rapier3d::math::Vector::new(0.0, -9.81, 0.05));
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resources.insert(physics_state);
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resources.insert(physics_pipeline);
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resources.insert(Vec::<OwnedEvent<OwnedEventExtension>>::new());
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// Loop data
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resources.insert(LoopState {
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delta_time: Default::default(),
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start_time: Instant::now(),
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step_size: 0.01666, // 60hz
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});
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// And our event stack
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resources.insert(Vec::<OwnedEvent<OwnedEventExtension>>::new());
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};
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let event_loop_proxy = event_loop.create_proxy();
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@@ -147,7 +153,12 @@ fn main() {
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if gamepad_.name() == "PS4" {
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gamepad = Some(gamepad_);
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}
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println!("{} is {:?} {:?}", gamepad_.name(), gamepad_.power_info(), gamepad_.id());
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println!(
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"{} is {:?} {:?}",
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gamepad_.name(),
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gamepad_.power_info(),
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gamepad_.id()
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);
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}
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let mut active_gamepad = None;
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@@ -155,9 +166,11 @@ fn main() {
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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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active_gamepad = Some(id);
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event_loop_proxy.send_event(OwnedEventExtension::GamepadEvent {
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gil_event: GilEvent { id, event, time }
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}).ok();
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event_loop_proxy
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.send_event(OwnedEventExtension::GamepadEvent {
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gil_event: GilEvent { id, event, time },
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})
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.ok();
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}
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// // You can also use cached gamepad state
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@@ -171,29 +184,35 @@ fn main() {
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}
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});
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let mut elapsed_time: f32 = { // deltatime since last frame
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let mut elapsed_time: f32 = {
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// deltatime since last frame
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let loop_state = resources.get::<LoopState>().unwrap();
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loop_state.start_time.elapsed()
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}.as_secs_f32();
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}
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.as_secs_f32();
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let mut delta_time: f32 = 0.0;
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let mut accumulator_time: f32 = 0.0;
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let mut current_time: f32 = elapsed_time;
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event_loop.run(move |event, _, control_flow| {
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*control_flow = ControlFlow::Poll;
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match event {
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event::Event::NewEvents(cause) => {
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event_schedule.execute(&mut world, &mut resources);
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resources.get_mut::<Vec<OwnedEvent<OwnedEventExtension>>>()
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.unwrap().clear();
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resources
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.get_mut::<Vec<OwnedEvent<OwnedEventExtension>>>()
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.unwrap()
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.clear();
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}
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event::Event::MainEventsCleared => {
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let (step_size, elapsed_time) = { // deltatime since last frame
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let (step_size, elapsed_time) = {
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// deltatime since last frame
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let loop_state = resources.get::<LoopState>().unwrap();
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(loop_state.step_size, loop_state.start_time.elapsed().as_secs_f32())
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(
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loop_state.step_size,
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loop_state.start_time.elapsed().as_secs_f32(),
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)
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};
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delta_time = elapsed_time - current_time;
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current_time = elapsed_time;
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@@ -225,9 +244,10 @@ fn main() {
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.unwrap()
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.resize(width, height);
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}
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event::Event::WindowEvent { event: WindowEvent::CloseRequested, .. } => {
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*control_flow = ControlFlow::Exit
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}
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event::Event::WindowEvent {
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event: WindowEvent::CloseRequested,
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..
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} => *control_flow = ControlFlow::Exit,
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event::Event::RedrawRequested(_) => {
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// Call the render system
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render_schedule.execute(&mut world, &mut resources);
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@@ -235,11 +255,14 @@ fn main() {
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_ => {}
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}
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resources.get_mut::<Vec<OwnedEvent<OwnedEventExtension>>>()
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.unwrap().push(event.into());
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resources
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.get_mut::<Vec<OwnedEvent<OwnedEventExtension>>>()
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.unwrap()
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.push(event.into());
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});
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}
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pub fn entity_loading(world: &mut World, renderer: &mut Renderer) {
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let monkey_mesh = renderer.load_mesh_to_buffer("./resources/monkey.obj");
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@@ -248,10 +271,10 @@ pub fn entity_loading(world: &mut World, renderer: &mut Renderer) {
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position: Point3 {
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x: 0.0,
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y: 0.0,
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z: 10.0
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z: 10.0,
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},
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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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Color {
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r: 1.0,
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@@ -272,8 +295,8 @@ pub fn entity_loading(world: &mut World, renderer: &mut Renderer) {
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rot: Euler {
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x: Deg(0.0),
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y: Deg(-25.0),
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z: Deg(0.0)
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}
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z: Deg(0.0),
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},
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},
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Color {
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r: 1.0,
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@@ -323,17 +346,11 @@ pub fn entity_loading(world: &mut World, renderer: &mut Renderer) {
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));
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let mut dynamic_ball_body = RigidBodyBuilder::new_dynamic()
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.position(Isometry3::new(
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Vector3::new(0.0, 0.0, 0.0),
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Vector::y(),
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))
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.position(Isometry3::new(Vector3::new(0.0, 0.0, 0.0), Vector::y()))
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.build();
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let mut static_floor_body = RigidBodyBuilder::new_static()
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.position(Isometry3::new(
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Vector3::new(0.0, -8.0, 0.0),
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Vector::y(),
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))
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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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