config works great, mesh colliders v mesh colliders are very sticky...
This commit is contained in:
@@ -194,7 +194,7 @@ fn main() {
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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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PhysicsState::build(rapier3d::math::Vector::new(0.0, -9.81, 0.0));
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resources.insert(physics_state);
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resources.insert(physics_pipeline);
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@@ -117,7 +117,7 @@ pub fn render_test(
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if renderer.lights_are_dirty {
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renderer.lights_are_dirty = false;
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let mut query = <(&mut DirectionalLight, &mut Point3<f32>)>::query();
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let mut query = <(&mut DirectionalLight, &mut Position)>::query();
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for (i, (light, pos)) in query.iter_mut(world).enumerate() {
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renderer.queue.write_buffer(
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&renderer.light_uniform_buf,
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@@ -129,7 +129,7 @@ pub fn render_test(
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push_debug_group_checked("shadow passes", &mut encoder);
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let mut query = <(&mut DirectionalLight, &mut Point3<f32>)>::query();
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let mut query = <(&mut DirectionalLight, &mut Position)>::query();
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for (i, (light, pos)) in query.iter_mut(world).enumerate() {
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insert_debug_marker_checked(&format!("shadow pass {} (light at position {:?})", i, pos), &mut encoder);
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@@ -1,14 +1,15 @@
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use std::f32::consts::PI;
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use std::path::PathBuf;
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use std::time::Instant;
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use cgmath::{Euler, Quaternion, Deg, Rad, Point3};
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use cgmath::{Deg, Euler, Point3, Quaternion, Rad};
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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 legion::IntoQuery;
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use legion::*;
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use nalgebra::Quaternion as naQuaternion;
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use rapier3d::dynamics::{IntegrationParameters, JointSet, RigidBodyBuilder, RigidBodySet};
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use rapier3d::dynamics::{IntegrationParameters, JointSet, RigidBodyBuilder, RigidBodySet, MassProperties};
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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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@@ -19,14 +20,10 @@ 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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use std::f32::consts::PI;
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#[system]
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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] runtime_state: &mut RuntimeState,
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) {
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pub fn runtime_load(world: &mut SubWorld, #[resource] runtime_state: &mut RuntimeState) {
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runtime_state.preload_meshes(PathBuf::from("./resources"));
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}
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@@ -38,8 +35,7 @@ pub fn runtime_spawn(
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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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for entity in runtime_state.get_configured_entities(){
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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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"PhysicsEntity" => {
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let mesh_name = entity.mesh.unwrap();
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@@ -48,44 +44,52 @@ pub fn runtime_spawn(
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log::warn!("Skipping entity with invalid mesh file {:?} ", mesh_name);
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continue;
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}
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Some(mesh) => mesh
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Some(mesh) => mesh,
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};
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// let collider = ColliderBuilder::trimesh(
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// raw_mesh.vertices.iter().map(|v| v.position()).collect(),
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// raw_mesh.indices.clone(),
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// ).density(1.0)
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// .build();
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let collider = ColliderBuilder::ball(2.0).build();
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let gpu_mesh_buffer = renderer
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.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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)
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.unwrap();
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let position = match entity.position {
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None => Position {
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x: 0.0,
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y: rand::random::<f32>(),
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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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Some(position) => position
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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, 0.0, 0.0)
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.mass(100.0)
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.translation(position.x, position.y, position.z)
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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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position,
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gpu_mesh_buffer,
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Physics {
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rigid_body: dynamic_body,
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@@ -96,7 +100,7 @@ pub fn runtime_spawn(
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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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"Terrain" => {
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let mesh_name = entity.mesh.unwrap();
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let raw_mesh = match runtime_state.get_mesh(mesh_name.as_str()) {
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@@ -104,7 +108,7 @@ pub fn runtime_spawn(
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log::warn!("Skipping entity with invalid mesh file {:?} ", mesh_name);
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continue;
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}
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Some(mesh) => mesh
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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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@@ -112,28 +116,27 @@ pub fn runtime_spawn(
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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.vertices.iter().map(|v| v.position()).collect(),
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raw_mesh.indices.clone(),
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).build();
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)
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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 gpu_mesh_buffer = renderer
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.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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)
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.unwrap();
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let entity: Entity = cmd.push((
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Position {
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let position = match entity.position {
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None => Position {
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x: 0.0,
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y: -8.0,
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y: 0.0,
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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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@@ -141,6 +144,12 @@ pub fn runtime_spawn(
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z: Deg(0.0),
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},
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},
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Some(position) => position
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};
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let entity: Entity = cmd.push((
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position,
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gpu_mesh_buffer,
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Physics {
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rigid_body: static_body,
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@@ -151,9 +160,8 @@ pub fn runtime_spawn(
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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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"Camera" => {
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let entity: Entity = cmd.push((
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Camera {
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position: cgmath::Point3 {
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@@ -166,7 +174,7 @@ pub fn runtime_spawn(
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},
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CameraController::new(3.0, 1.0),
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));
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},
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}
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"Light" => {
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let mesh_name = entity.mesh.unwrap();
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let raw_mesh = match runtime_state.get_mesh(mesh_name.as_str()) {
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@@ -174,40 +182,43 @@ pub fn runtime_spawn(
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log::warn!("Skipping entity with invalid mesh file {:?} ", mesh_name);
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continue;
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}
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Some(mesh) => mesh
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Some(mesh) => mesh,
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};
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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 light_entity: Entity = cmd.push((
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Position {
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x: 5.0,
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y: 10.0,
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z: 5.0,
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let position = match entity.position {
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None => Position {
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x: 1.0,
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y: 1.0,
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z: 1.0,
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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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y: Deg(0.0),
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z: Deg(0.0),
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},
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},
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Some(position) => position
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};
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let gpu_mesh_buffer = renderer
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.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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)
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.unwrap();
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let light_entity: Entity = cmd.push((
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position,
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gpu_mesh_buffer,
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renderer.create_light(),
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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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