config works great, mesh colliders v mesh colliders are very sticky...
This commit is contained in:
@@ -9,16 +9,25 @@ type = "PhysicsEntity"
|
|||||||
mesh = "ball.obj"
|
mesh = "ball.obj"
|
||||||
|
|
||||||
[entities.position]
|
[entities.position]
|
||||||
x = 0.0
|
x = 15.0
|
||||||
y = 0.0
|
y = 3.0
|
||||||
z = 0.0
|
z = 30.0
|
||||||
|
|
||||||
[[entities]]
|
[[entities]]
|
||||||
name = "camera.1"
|
name = "camera.1"
|
||||||
type = "Camera"
|
type = "Camera"
|
||||||
|
|
||||||
|
[entities.position]
|
||||||
|
x = 15.0
|
||||||
|
y = 15.0
|
||||||
|
z = 15.0
|
||||||
|
|
||||||
[[entities]]
|
[[entities]]
|
||||||
name = "light.1"
|
name = "light.1"
|
||||||
type = "Light"
|
type = "Light"
|
||||||
mesh = "light.obj"
|
mesh = "light.obj"
|
||||||
|
|
||||||
|
[entities.position]
|
||||||
|
x = 20.0
|
||||||
|
y = 20.0
|
||||||
|
z = 20.0
|
||||||
@@ -2,8 +2,8 @@
|
|||||||
# Material Count: 1
|
# Material Count: 1
|
||||||
|
|
||||||
newmtl None
|
newmtl None
|
||||||
Ns 0
|
Ns 500
|
||||||
Ka 0.000000 0.000000 0.000000
|
Ka 0.8 0.8 0.8
|
||||||
Kd 0.8 0.8 0.8
|
Kd 0.8 0.8 0.8
|
||||||
Ks 0.8 0.8 0.8
|
Ks 0.8 0.8 0.8
|
||||||
d 1
|
d 1
|
||||||
|
|||||||
2053
resources/ball.obj
2053
resources/ball.obj
File diff suppressed because it is too large
Load Diff
10
resources/tilted-terrain.mtl
Normal file
10
resources/tilted-terrain.mtl
Normal file
@@ -0,0 +1,10 @@
|
|||||||
|
# Blender MTL File: 'None'
|
||||||
|
# Material Count: 1
|
||||||
|
|
||||||
|
newmtl None
|
||||||
|
Ns 500
|
||||||
|
Ka 0.8 0.8 0.8
|
||||||
|
Kd 0.8 0.8 0.8
|
||||||
|
Ks 0.8 0.8 0.8
|
||||||
|
d 1
|
||||||
|
illum 2
|
||||||
2372
resources/tilted-terrain.obj
Normal file
2372
resources/tilted-terrain.obj
Normal file
File diff suppressed because it is too large
Load Diff
@@ -194,7 +194,7 @@ fn main() {
|
|||||||
|
|
||||||
// Physics
|
// Physics
|
||||||
let (physics_state, physics_pipeline) =
|
let (physics_state, physics_pipeline) =
|
||||||
PhysicsState::build(rapier3d::math::Vector::new(0.0, -9.81, 0.05));
|
PhysicsState::build(rapier3d::math::Vector::new(0.0, -9.81, 0.0));
|
||||||
resources.insert(physics_state);
|
resources.insert(physics_state);
|
||||||
resources.insert(physics_pipeline);
|
resources.insert(physics_pipeline);
|
||||||
|
|
||||||
|
|||||||
@@ -117,7 +117,7 @@ pub fn render_test(
|
|||||||
|
|
||||||
if renderer.lights_are_dirty {
|
if renderer.lights_are_dirty {
|
||||||
renderer.lights_are_dirty = false;
|
renderer.lights_are_dirty = false;
|
||||||
let mut query = <(&mut DirectionalLight, &mut Point3<f32>)>::query();
|
let mut query = <(&mut DirectionalLight, &mut Position)>::query();
|
||||||
for (i, (light, pos)) in query.iter_mut(world).enumerate() {
|
for (i, (light, pos)) in query.iter_mut(world).enumerate() {
|
||||||
renderer.queue.write_buffer(
|
renderer.queue.write_buffer(
|
||||||
&renderer.light_uniform_buf,
|
&renderer.light_uniform_buf,
|
||||||
@@ -129,7 +129,7 @@ pub fn render_test(
|
|||||||
|
|
||||||
push_debug_group_checked("shadow passes", &mut encoder);
|
push_debug_group_checked("shadow passes", &mut encoder);
|
||||||
|
|
||||||
let mut query = <(&mut DirectionalLight, &mut Point3<f32>)>::query();
|
let mut query = <(&mut DirectionalLight, &mut Position)>::query();
|
||||||
|
|
||||||
for (i, (light, pos)) in query.iter_mut(world).enumerate() {
|
for (i, (light, pos)) in query.iter_mut(world).enumerate() {
|
||||||
insert_debug_marker_checked(&format!("shadow pass {} (light at position {:?})", i, pos), &mut encoder);
|
insert_debug_marker_checked(&format!("shadow pass {} (light at position {:?})", i, pos), &mut encoder);
|
||||||
|
|||||||
@@ -1,14 +1,15 @@
|
|||||||
|
use std::f32::consts::PI;
|
||||||
use std::path::PathBuf;
|
use std::path::PathBuf;
|
||||||
use std::time::Instant;
|
use std::time::Instant;
|
||||||
|
|
||||||
use cgmath::{Euler, Quaternion, Deg, Rad, Point3};
|
use cgmath::{Deg, Euler, Point3, Quaternion, Rad};
|
||||||
use imgui::FontSource;
|
use imgui::FontSource;
|
||||||
use legion::*;
|
|
||||||
use legion::IntoQuery;
|
|
||||||
use legion::systems::CommandBuffer;
|
use legion::systems::CommandBuffer;
|
||||||
use legion::world::SubWorld;
|
use legion::world::SubWorld;
|
||||||
|
use legion::IntoQuery;
|
||||||
|
use legion::*;
|
||||||
use nalgebra::Quaternion as naQuaternion;
|
use nalgebra::Quaternion as naQuaternion;
|
||||||
use rapier3d::dynamics::{IntegrationParameters, JointSet, RigidBodyBuilder, RigidBodySet};
|
use rapier3d::dynamics::{IntegrationParameters, JointSet, RigidBodyBuilder, RigidBodySet, MassProperties};
|
||||||
use rapier3d::geometry::{BroadPhase, ColliderBuilder, ColliderSet, NarrowPhase};
|
use rapier3d::geometry::{BroadPhase, ColliderBuilder, ColliderSet, NarrowPhase};
|
||||||
use rapier3d::na::{Isometry3, Vector, Vector3};
|
use rapier3d::na::{Isometry3, Vector, Vector3};
|
||||||
use rapier3d::pipeline::{ChannelEventCollector, PhysicsPipeline};
|
use rapier3d::pipeline::{ChannelEventCollector, PhysicsPipeline};
|
||||||
@@ -19,14 +20,10 @@ use crate::geometry::RawMesh;
|
|||||||
use crate::physics::state::PhysicsState;
|
use crate::physics::state::PhysicsState;
|
||||||
use crate::render::state::RenderState;
|
use crate::render::state::RenderState;
|
||||||
use crate::runtime::state::RuntimeState;
|
use crate::runtime::state::RuntimeState;
|
||||||
use std::f32::consts::PI;
|
|
||||||
|
|
||||||
#[system]
|
#[system]
|
||||||
#[write_component(Mesh)]
|
#[write_component(Mesh)]
|
||||||
pub fn runtime_load(
|
pub fn runtime_load(world: &mut SubWorld, #[resource] runtime_state: &mut RuntimeState) {
|
||||||
world: &mut SubWorld,
|
|
||||||
#[resource] runtime_state: &mut RuntimeState,
|
|
||||||
) {
|
|
||||||
runtime_state.preload_meshes(PathBuf::from("./resources"));
|
runtime_state.preload_meshes(PathBuf::from("./resources"));
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -38,8 +35,7 @@ pub fn runtime_spawn(
|
|||||||
#[resource] runtime_state: &mut RuntimeState,
|
#[resource] runtime_state: &mut RuntimeState,
|
||||||
#[resource] renderer: &mut RenderState,
|
#[resource] renderer: &mut RenderState,
|
||||||
) {
|
) {
|
||||||
|
for entity in runtime_state.get_configured_entities() {
|
||||||
for entity in runtime_state.get_configured_entities(){
|
|
||||||
match entity.ent_type.as_ref() {
|
match entity.ent_type.as_ref() {
|
||||||
"PhysicsEntity" => {
|
"PhysicsEntity" => {
|
||||||
let mesh_name = entity.mesh.unwrap();
|
let mesh_name = entity.mesh.unwrap();
|
||||||
@@ -48,44 +44,52 @@ pub fn runtime_spawn(
|
|||||||
log::warn!("Skipping entity with invalid mesh file {:?} ", mesh_name);
|
log::warn!("Skipping entity with invalid mesh file {:?} ", mesh_name);
|
||||||
continue;
|
continue;
|
||||||
}
|
}
|
||||||
Some(mesh) => mesh
|
Some(mesh) => mesh,
|
||||||
};
|
};
|
||||||
|
|
||||||
let mut dynamic_body = RigidBodyBuilder::new_dynamic()
|
|
||||||
.can_sleep(false)
|
|
||||||
.mass(1.0)
|
|
||||||
.translation(0.0, 0.0, 0.0)
|
|
||||||
.build();
|
|
||||||
|
|
||||||
let collider = ColliderBuilder::trimesh(
|
// let collider = ColliderBuilder::trimesh(
|
||||||
raw_mesh.vertices
|
// raw_mesh.vertices.iter().map(|v| v.position()).collect(),
|
||||||
.iter()
|
// raw_mesh.indices.clone(),
|
||||||
.map(|v| v.position())
|
// ).density(1.0)
|
||||||
.collect(),
|
// .build();
|
||||||
raw_mesh.indices.clone(),
|
|
||||||
).build();
|
|
||||||
|
|
||||||
let gpu_mesh_buffer = renderer.upload_mesh_to_buffer(
|
let collider = ColliderBuilder::ball(2.0).build();
|
||||||
|
|
||||||
|
let gpu_mesh_buffer = renderer
|
||||||
|
.upload_mesh_to_buffer(
|
||||||
raw_mesh,
|
raw_mesh,
|
||||||
Some(wgpu::Color {
|
Some(wgpu::Color {
|
||||||
r: 1.0,
|
r: 1.0,
|
||||||
g: 0.7,
|
g: 0.7,
|
||||||
b: 0.3,
|
b: 0.3,
|
||||||
a: 1.0,
|
a: 1.0,
|
||||||
})
|
}),
|
||||||
).unwrap();
|
)
|
||||||
|
.unwrap();
|
||||||
|
|
||||||
let entity: Entity = cmd.push((
|
let position = match entity.position {
|
||||||
Position {
|
None => Position {
|
||||||
x: 0.0,
|
x: 0.0,
|
||||||
y: 20.0,
|
y: rand::random::<f32>(),
|
||||||
z: 0.0,
|
z: 0.0,
|
||||||
rot: Euler {
|
rot: Euler {
|
||||||
x: Deg(25.0),
|
x: Deg(0.0),
|
||||||
y: Deg(45.0),
|
y: Deg(0.0),
|
||||||
z: Deg(15.0),
|
z: Deg(0.0),
|
||||||
},
|
},
|
||||||
},
|
},
|
||||||
|
Some(position) => position
|
||||||
|
};
|
||||||
|
|
||||||
|
let mut dynamic_body = RigidBodyBuilder::new_dynamic()
|
||||||
|
.can_sleep(false)
|
||||||
|
.mass(100.0)
|
||||||
|
.translation(position.x, position.y, position.z)
|
||||||
|
.build();
|
||||||
|
|
||||||
|
let entity: Entity = cmd.push((
|
||||||
|
position,
|
||||||
gpu_mesh_buffer,
|
gpu_mesh_buffer,
|
||||||
Physics {
|
Physics {
|
||||||
rigid_body: dynamic_body,
|
rigid_body: dynamic_body,
|
||||||
@@ -96,7 +100,7 @@ pub fn runtime_spawn(
|
|||||||
collider_handle: None,
|
collider_handle: None,
|
||||||
},
|
},
|
||||||
));
|
));
|
||||||
},
|
}
|
||||||
"Terrain" => {
|
"Terrain" => {
|
||||||
let mesh_name = entity.mesh.unwrap();
|
let mesh_name = entity.mesh.unwrap();
|
||||||
let raw_mesh = match runtime_state.get_mesh(mesh_name.as_str()) {
|
let raw_mesh = match runtime_state.get_mesh(mesh_name.as_str()) {
|
||||||
@@ -104,7 +108,7 @@ pub fn runtime_spawn(
|
|||||||
log::warn!("Skipping entity with invalid mesh file {:?} ", mesh_name);
|
log::warn!("Skipping entity with invalid mesh file {:?} ", mesh_name);
|
||||||
continue;
|
continue;
|
||||||
}
|
}
|
||||||
Some(mesh) => mesh
|
Some(mesh) => mesh,
|
||||||
};
|
};
|
||||||
|
|
||||||
let mut static_body = RigidBodyBuilder::new_static()
|
let mut static_body = RigidBodyBuilder::new_static()
|
||||||
@@ -112,28 +116,27 @@ pub fn runtime_spawn(
|
|||||||
.build();
|
.build();
|
||||||
|
|
||||||
let mesh_collider = ColliderBuilder::trimesh(
|
let mesh_collider = ColliderBuilder::trimesh(
|
||||||
raw_mesh.vertices
|
raw_mesh.vertices.iter().map(|v| v.position()).collect(),
|
||||||
.iter()
|
|
||||||
.map(|v| v.position())
|
|
||||||
.collect(),
|
|
||||||
raw_mesh.indices.clone(),
|
raw_mesh.indices.clone(),
|
||||||
).build();
|
)
|
||||||
|
.build();
|
||||||
|
|
||||||
let gpu_mesh_buffer = renderer.upload_mesh_to_buffer(
|
let gpu_mesh_buffer = renderer
|
||||||
|
.upload_mesh_to_buffer(
|
||||||
raw_mesh,
|
raw_mesh,
|
||||||
Some(wgpu::Color {
|
Some(wgpu::Color {
|
||||||
r: 1.0,
|
r: 1.0,
|
||||||
g: 0.7,
|
g: 0.7,
|
||||||
b: 0.3,
|
b: 0.3,
|
||||||
a: 1.0,
|
a: 1.0,
|
||||||
})
|
}),
|
||||||
).unwrap();
|
)
|
||||||
|
.unwrap();
|
||||||
|
|
||||||
|
let position = match entity.position {
|
||||||
let entity: Entity = cmd.push((
|
None => Position {
|
||||||
Position {
|
|
||||||
x: 0.0,
|
x: 0.0,
|
||||||
y: -8.0,
|
y: 0.0,
|
||||||
z: 0.0,
|
z: 0.0,
|
||||||
rot: Euler {
|
rot: Euler {
|
||||||
x: Deg(0.0),
|
x: Deg(0.0),
|
||||||
@@ -141,6 +144,12 @@ pub fn runtime_spawn(
|
|||||||
z: Deg(0.0),
|
z: Deg(0.0),
|
||||||
},
|
},
|
||||||
},
|
},
|
||||||
|
Some(position) => position
|
||||||
|
};
|
||||||
|
|
||||||
|
|
||||||
|
let entity: Entity = cmd.push((
|
||||||
|
position,
|
||||||
gpu_mesh_buffer,
|
gpu_mesh_buffer,
|
||||||
Physics {
|
Physics {
|
||||||
rigid_body: static_body,
|
rigid_body: static_body,
|
||||||
@@ -151,9 +160,8 @@ pub fn runtime_spawn(
|
|||||||
collider_handle: None,
|
collider_handle: None,
|
||||||
},
|
},
|
||||||
));
|
));
|
||||||
},
|
}
|
||||||
"Camera" => {
|
"Camera" => {
|
||||||
|
|
||||||
let entity: Entity = cmd.push((
|
let entity: Entity = cmd.push((
|
||||||
Camera {
|
Camera {
|
||||||
position: cgmath::Point3 {
|
position: cgmath::Point3 {
|
||||||
@@ -166,7 +174,7 @@ pub fn runtime_spawn(
|
|||||||
},
|
},
|
||||||
CameraController::new(3.0, 1.0),
|
CameraController::new(3.0, 1.0),
|
||||||
));
|
));
|
||||||
},
|
}
|
||||||
"Light" => {
|
"Light" => {
|
||||||
let mesh_name = entity.mesh.unwrap();
|
let mesh_name = entity.mesh.unwrap();
|
||||||
let raw_mesh = match runtime_state.get_mesh(mesh_name.as_str()) {
|
let raw_mesh = match runtime_state.get_mesh(mesh_name.as_str()) {
|
||||||
@@ -174,40 +182,43 @@ pub fn runtime_spawn(
|
|||||||
log::warn!("Skipping entity with invalid mesh file {:?} ", mesh_name);
|
log::warn!("Skipping entity with invalid mesh file {:?} ", mesh_name);
|
||||||
continue;
|
continue;
|
||||||
}
|
}
|
||||||
Some(mesh) => mesh
|
Some(mesh) => mesh,
|
||||||
};
|
};
|
||||||
|
|
||||||
let gpu_mesh_buffer = renderer.upload_mesh_to_buffer(
|
let position = match entity.position {
|
||||||
|
None => Position {
|
||||||
|
x: 1.0,
|
||||||
|
y: 1.0,
|
||||||
|
z: 1.0,
|
||||||
|
rot: Euler {
|
||||||
|
x: Deg(0.0),
|
||||||
|
y: Deg(0.0),
|
||||||
|
z: Deg(0.0),
|
||||||
|
},
|
||||||
|
},
|
||||||
|
Some(position) => position
|
||||||
|
};
|
||||||
|
|
||||||
|
let gpu_mesh_buffer = renderer
|
||||||
|
.upload_mesh_to_buffer(
|
||||||
raw_mesh,
|
raw_mesh,
|
||||||
Some(wgpu::Color {
|
Some(wgpu::Color {
|
||||||
r: 1.0,
|
r: 1.0,
|
||||||
g: 0.7,
|
g: 0.7,
|
||||||
b: 0.3,
|
b: 0.3,
|
||||||
a: 1.0,
|
a: 1.0,
|
||||||
})
|
}),
|
||||||
).unwrap();
|
)
|
||||||
|
.unwrap();
|
||||||
|
|
||||||
let light_entity: Entity = cmd.push((
|
let light_entity: Entity = cmd.push((
|
||||||
Position {
|
position,
|
||||||
x: 5.0,
|
|
||||||
y: 10.0,
|
|
||||||
z: 5.0,
|
|
||||||
rot: Euler {
|
|
||||||
x: Deg(0.0),
|
|
||||||
y: Deg(-25.0),
|
|
||||||
z: Deg(0.0),
|
|
||||||
},
|
|
||||||
},
|
|
||||||
gpu_mesh_buffer,
|
gpu_mesh_buffer,
|
||||||
renderer.create_light(),
|
renderer.create_light(),
|
||||||
));
|
));
|
||||||
}
|
}
|
||||||
|
|
||||||
|
_ => {}
|
||||||
_ => {},
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|||||||
Reference in New Issue
Block a user