entity spawning. great success
This commit is contained in:
@@ -1,13 +1,10 @@
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[[entities]]
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[entities.entity1]
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name = "terrain.1"
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type = "Mesh"
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type = "Terrain"
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mesh = "test-textured.obj"
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[[entities]]
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[entities.entity2]
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name = "ball.1"
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type = ""
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mesh = "test-textured.obj"
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type = "PhysicsEntity"
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mesh = "ball.obj"
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238
src/main.rs
238
src/main.rs
@@ -57,6 +57,8 @@ use std::collections::HashMap;
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use futures::FutureExt;
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use config::Config;
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use log::LevelFilter;
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use crate::runtime::state::RuntimeState;
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use winit_24::event_loop::EventLoopProxy;
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mod camera;
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mod components;
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@@ -108,12 +110,13 @@ fn main() {
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let logger = env_logger::builder().filter(Some("minimal_viable_game_engine"), LevelFilter::Info).init();
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let mut settings = Config::default();
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settings
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// File::with_name(..) is shorthand for File::from(Path::new(..))
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.merge(File::with_name("conf/entity_spawns.toml")).unwrap();
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log::info!("{:#?}", settings);
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// for i in settings.get("entities") {
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//
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// }
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let mut world = World::default();
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@@ -121,6 +124,11 @@ fn main() {
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.add_system(render::system::imgui_prepare_system())
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.build();
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let mut load_schedule = Schedule::builder()
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.add_system(runtime::system::runtime_load_system())
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.add_system(runtime::system::runtime_spawn_system())
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.build();
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let mut render_schedule = Schedule::builder()
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.add_system(render::system::render_test_system())
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.build();
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@@ -176,7 +184,6 @@ fn main() {
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// The renderer
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let mut renderer = render::state::RenderState::init(&window, &mut imgui_context);
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preload_meshes("./resources");
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entity_loading(&mut world, &mut renderer);
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resources.insert(renderer);
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@@ -199,48 +206,12 @@ fn main() {
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// And our event stack
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resources.insert(Vec::<OwnedEvent<OwnedEventExtension>>::new());
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// Our init and runtime data
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resources.insert(RuntimeState::new())
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};
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let event_loop_proxy = event_loop.create_proxy();
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std::thread::spawn(move || {
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let mut gilrs = Gilrs::new().unwrap();
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// Iterate over all connected gamepads
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let mut gamepad: Option<Gamepad> = None;
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for (_id, gamepad_) in gilrs.gamepads() {
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if gamepad_.name() == "PS4" {
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gamepad = Some(gamepad_);
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}
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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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loop {
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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
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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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// if let Some(gamepad) = active_gamepad.map(|id| gilrs.gamepad(id)) {
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// if gamepad.is_pressed(Button::South) {
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// println!("Button South is pressed (XBox - A, PS - X)");
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// }
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// }
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std::thread::sleep(std::time::Duration::from_millis(50));
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}
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});
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setup_gamepad(&event_loop);
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let mut elapsed_time: f32 = {
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// deltatime since last frame
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@@ -256,7 +227,11 @@ fn main() {
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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::Event::NewEvents(cause) => {
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if cause == winit_24::event::StartCause::Init {
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load_schedule.execute(&mut world, &mut resources);
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}
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}
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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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@@ -341,76 +316,51 @@ fn main() {
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});
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}
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pub fn preload_meshes(resources_path: &str) -> HashMap<String, RawMesh> {
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pub fn setup_gamepad(event_loop: &EventLoop<OwnedEventExtension>) {
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log::info!("Preloading meshes...");
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let mut output = HashMap::default();
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let event_loop_proxy = event_loop.create_proxy();
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let paths = fs::read_dir(resources_path).unwrap();
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for file in paths {
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let filepath = file.unwrap().path().into_os_string();
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let filepath = filepath.to_str().unwrap();
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if filepath.ends_with(".obj") {
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let mesh = load_obj(filepath).unwrap();
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output.insert(filepath.to_string(), mesh);
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std::thread::spawn(move || {
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let mut gilrs = Gilrs::new().unwrap();
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// Iterate over all connected gamepads
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let mut gamepad: Option<Gamepad> = None;
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for (_id, gamepad_) in gilrs.gamepads() {
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if gamepad_.name() == "PS4" {
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gamepad = Some(gamepad_);
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}
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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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loop {
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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
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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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output
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// I guess it's fine to have them loaded to the gpu
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// But I also want to preserve the raw data
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// // You can also use cached gamepad state
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// if let Some(gamepad) = active_gamepad.map(|id| gilrs.gamepad(id)) {
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// if gamepad.is_pressed(Button::South) {
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// println!("Button South is pressed (XBox - A, PS - X)");
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// }
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// }
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std::thread::sleep(std::time::Duration::from_millis(50));
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}
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});
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}
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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 raw_mesh = load_obj(mesh_path).unwrap();
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let floor_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
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).build();
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let plane_mesh = renderer.load_mesh_to_buffer(
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mesh_path,
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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 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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}
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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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@@ -420,7 +370,7 @@ pub fn entity_loading(world: &mut World, renderer: &mut render::state::RenderSta
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let ball_mesh =
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renderer.load_mesh_to_buffer("./resources/ball.obj", Some(wgpu::Color::BLUE)).unwrap();
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load_colliding_mesh_entity(world, renderer, "./resources/test-textured.obj");
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//load_colliding_mesh_entity(world, renderer, "./resources/test-textured.obj");
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let camera_ent: Entity = world.push((
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Camera {
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@@ -435,8 +385,6 @@ pub fn entity_loading(world: &mut World, renderer: &mut render::state::RenderSta
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CameraController::new(3.0, 1.0),
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));
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let light_entity: Entity = world.push((
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Position {
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x: 0.0,
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@@ -462,71 +410,5 @@ pub fn entity_loading(world: &mut World, renderer: &mut render::state::RenderSta
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renderer.create_light(),
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));
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let offset = cgmath::vec3(2.0, 2.0, 2.0);
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let transform = Decomposed {
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disp: offset.clone(),
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rot: Quaternion::from_axis_angle(offset.normalize(), Deg(50.0)),
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scale: 1.0,
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};
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let monkey_entity: Entity = world.push((
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Position {
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x: 1.0,
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y: 5.0,
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z: 2.0,
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rot: Euler {
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x: Deg(90.0),
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y: Deg(45.0),
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z: Deg(15.0),
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}, //mx: cgmath::Matrix4::from(transform),
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},
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monkey_mesh,
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));
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let mut dynamic_ball_body = RigidBodyBuilder::new_dynamic()
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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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let raw_mesh = load_obj("./resources/ball.obj").unwrap();
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let ball_collider = ColliderBuilder::trimesh(
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raw_mesh.vertices
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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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raw_mesh.indices,
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)
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.build();
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let ball_mesh: Entity = world.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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ball_mesh,
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Physics {
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rigid_body: dynamic_ball_body,
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rigid_body_handle: None,
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},
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Collider {
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collider: ball_collider,
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collider_handle: None,
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},
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));
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}
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@@ -108,11 +108,10 @@ impl RenderState {
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}
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}
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/// Create a bare vertex & indices buffer
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/// TODO I really should remove this / consolidate it
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/// Create a buffer for a mesh
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fn create_buffer(
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device: &wgpu::Device,
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raw_mesh: RawMesh,
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raw_mesh: &RawMesh,
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) -> (Arc<Buffer>, Arc<Buffer>) {
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let vertex_buf = Arc::new(
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device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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@@ -122,16 +121,6 @@ impl RenderState {
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}),
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);
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//println!("{:x?}", raw_mesh.indices);
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// let mut hack = Vec::<u32>::new();
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// for ind_chunk in raw_mesh.indices {
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// hack.push(ind_chunk[0]);
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// hack.push(ind_chunk[1]);
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// hack.push(ind_chunk[2]);
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// }
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let index_buf = Arc::new(
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device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("index-buffer"),
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@@ -143,17 +132,12 @@ impl RenderState {
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(vertex_buf, index_buf)
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}
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/// Take a meshes
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pub fn upload_mesh_to_buffer(mesh: RawMesh) {
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/// Take a meshes raw representation and upload it to a GPU buffer
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pub fn upload_mesh_to_buffer(&mut self, mesh: &RawMesh, color: Option<wgpu::Color>) -> Result<Mesh, String> {
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}
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let index_count = mesh.indices.len() * 3; // TODO bad bad bad bad!
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pub fn load_mesh_to_buffer(&self, filepath: &str, color: Option<wgpu::Color>) -> Result<Mesh, String> {
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let raw_mesh = load_obj(filepath)?;
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let index_count = raw_mesh.indices.len() * 3; // TODO bad bad bad bad!
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let (vertex_buf, index_buf) = RenderState::create_buffer(&self.device, raw_mesh);
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let (vertex_buf, index_buf) = RenderState::create_buffer(&self.device, mesh);
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let uniform_size = mem::size_of::<EntityUniforms>() as wgpu::BufferAddress;
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@@ -189,6 +173,12 @@ impl RenderState {
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})
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}
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/// explicitly load from file, and upload to gpu the mesh
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pub fn load_mesh_to_buffer(&mut self, filepath: &str, color: Option<wgpu::Color>) -> Result<Mesh, String> {
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let raw_mesh = load_obj(filepath)?;
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self.upload_mesh_to_buffer(&raw_mesh, color)
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}
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/// When creating a light we have to give it a target view to render to
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/// This is major danger scary since we have a 10 light limit, and only
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/// 2 views created at this moment, need to smarten this up
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@@ -1,6 +1,11 @@
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use std::collections::HashMap;
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use std::fs;
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use std::path::PathBuf;
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use std::time::Instant;
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use cgmath::{Euler, Quaternion};
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use config::Config;
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use config::File;
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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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@@ -8,15 +13,66 @@ use nalgebra::Quaternion as naQuaternion;
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use rapier3d::dynamics::{IntegrationParameters, JointSet, RigidBodySet};
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use rapier3d::geometry::{BroadPhase, ColliderSet, NarrowPhase};
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use rapier3d::pipeline::PhysicsPipeline;
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use crate::camera::{Camera, CameraController};
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use crate::components::{Collider, LoopState, Mesh, Physics, Position};
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use crate::geometry::{load_obj, RawMesh};
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pub struct EntityMeta {
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pub name: String,
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pub ent_type: String,
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pub mesh: String,
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}
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pub struct RuntimeState {
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config_db: Config,
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mesh_cache: HashMap<String, RawMesh>,
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}
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impl RuntimeState {
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pub fn build() {
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pub fn new() -> RuntimeState {
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let mut settings = Config::default();
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settings
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// File::with_name(..) is shorthand for File::from(Path::new(..))
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.merge(File::with_name("conf/entity_spawns.toml"))
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.unwrap();
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RuntimeState {
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config_db: settings,
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mesh_cache: Default::default(),
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}
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}
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pub fn get_mesh(&mut self, mesh: &str) -> Option<&RawMesh> {
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self.mesh_cache.get(mesh)
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}
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pub fn get_configured_entities(&mut self) -> Vec<EntityMeta> {
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let mut out = Vec::new();
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for entity in self.config_db.get_array("entities").unwrap() {
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let table = entity.into_table().unwrap();
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out.push(EntityMeta {
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name: table.get("name").unwrap().kind.to_string(),
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ent_type: table.get("type").unwrap().kind.to_string(),
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mesh: table.get("mesh").unwrap().kind.to_string(),
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});
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}
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out
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}
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pub fn preload_meshes(&mut self, resources_path: PathBuf) {
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log::info!("Preloading meshes...");
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let paths = fs::read_dir(resources_path).unwrap();
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for file in paths {
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let file = file.unwrap();
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let filepath = file.path().clone();
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let filename = String::from(file.file_name().to_str().unwrap());
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if filename.ends_with(".obj") {
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let mesh = load_obj(filepath.to_str().unwrap()).unwrap();
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self.mesh_cache.insert(filename, mesh);
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}
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}
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}
|
||||
}
|
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|
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@@ -1,32 +1,158 @@
|
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use std::path::PathBuf;
|
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use std::time::Instant;
|
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|
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use cgmath::{Euler, Quaternion};
|
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use legion::world::SubWorld;
|
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use legion::IntoQuery;
|
||||
use cgmath::{Euler, Quaternion, Deg};
|
||||
use imgui::FontSource;
|
||||
use legion::*;
|
||||
use legion::IntoQuery;
|
||||
use legion::systems::CommandBuffer;
|
||||
use legion::world::SubWorld;
|
||||
use nalgebra::Quaternion as naQuaternion;
|
||||
use rapier3d::dynamics::{IntegrationParameters, JointSet, RigidBodySet};
|
||||
use rapier3d::geometry::{BroadPhase, ColliderSet, NarrowPhase};
|
||||
use rapier3d::pipeline::{PhysicsPipeline, ChannelEventCollector};
|
||||
use rapier3d::dynamics::{IntegrationParameters, JointSet, RigidBodyBuilder, RigidBodySet};
|
||||
use rapier3d::geometry::{BroadPhase, ColliderBuilder, ColliderSet, NarrowPhase};
|
||||
use rapier3d::na::{Isometry3, Vector, Vector3};
|
||||
use rapier3d::pipeline::{ChannelEventCollector, PhysicsPipeline};
|
||||
|
||||
use crate::camera::{Camera, CameraController};
|
||||
use crate::components::{Collider, LoopState, Mesh, Physics, Position};
|
||||
use imgui::FontSource;
|
||||
use crate::geometry::RawMesh;
|
||||
use crate::physics::state::PhysicsState;
|
||||
|
||||
use crate::render::state::RenderState;
|
||||
use crate::runtime::state::RuntimeState;
|
||||
|
||||
#[system]
|
||||
#[write_component(Collider)]
|
||||
#[write_component(Physics)]
|
||||
#[write_component(Mesh)]
|
||||
pub fn runtime_load(
|
||||
world: &mut SubWorld,
|
||||
#[resource] physics_state: &mut PhysicsState,
|
||||
#[resource] physics_pipeline: &mut PhysicsPipeline,
|
||||
#[resource] runtime_state: &mut RuntimeState,
|
||||
) {
|
||||
// Make sure all the entities we care about are added to the system
|
||||
let mut query = <(&mut Collider, &mut Physics, &mut Mesh)>::query();
|
||||
for (collider, physics, mesh) in query.iter_mut(world) {
|
||||
runtime_state.preload_meshes(PathBuf::from("./resources"));
|
||||
}
|
||||
|
||||
#[system]
|
||||
#[write_component(Mesh)]
|
||||
pub fn runtime_spawn(
|
||||
cmd: &mut CommandBuffer,
|
||||
world: &mut SubWorld,
|
||||
#[resource] runtime_state: &mut RuntimeState,
|
||||
#[resource] renderer: &mut RenderState,
|
||||
) {
|
||||
|
||||
for entity in runtime_state.get_configured_entities(){
|
||||
match entity.ent_type.as_ref() {
|
||||
"Terrain" => {
|
||||
let raw_mesh = match runtime_state.get_mesh(entity.mesh.as_str()) {
|
||||
None => {
|
||||
log::warn!("Skipping entity with invalid mesh file {:?} ", entity.mesh);
|
||||
continue;
|
||||
}
|
||||
Some(mesh) => mesh
|
||||
};
|
||||
|
||||
let mut static_body = RigidBodyBuilder::new_static()
|
||||
.position(Isometry3::new(Vector3::new(0.0, -8.0, 0.0), Vector::y()))
|
||||
.build();
|
||||
|
||||
let mesh_collider = ColliderBuilder::trimesh(
|
||||
raw_mesh.vertices
|
||||
.iter()
|
||||
.map(|v| v.position())
|
||||
.collect(),
|
||||
raw_mesh.indices.clone(),
|
||||
).build();
|
||||
|
||||
let gpu_mesh_buffer = renderer.upload_mesh_to_buffer(
|
||||
raw_mesh,
|
||||
Some(wgpu::Color {
|
||||
r: 1.0,
|
||||
g: 0.7,
|
||||
b: 0.3,
|
||||
a: 1.0,
|
||||
})
|
||||
).unwrap();
|
||||
|
||||
|
||||
let entity: Entity = cmd.push((
|
||||
Position {
|
||||
x: 0.0,
|
||||
y: -8.0,
|
||||
z: 0.0,
|
||||
rot: Euler {
|
||||
x: Deg(0.0),
|
||||
y: Deg(0.0),
|
||||
z: Deg(0.0),
|
||||
},
|
||||
},
|
||||
gpu_mesh_buffer,
|
||||
Physics {
|
||||
rigid_body: static_body,
|
||||
rigid_body_handle: None,
|
||||
},
|
||||
Collider {
|
||||
collider: mesh_collider,
|
||||
collider_handle: None,
|
||||
},
|
||||
));
|
||||
},
|
||||
"PhysicsEntity" => {
|
||||
|
||||
let raw_mesh = match runtime_state.get_mesh(entity.mesh.as_str()) {
|
||||
None => {
|
||||
log::warn!("Skipping entity with invalid mesh file {:?} ", entity.mesh);
|
||||
continue;
|
||||
}
|
||||
Some(mesh) => mesh
|
||||
};
|
||||
|
||||
let mut dynamic_body = RigidBodyBuilder::new_dynamic()
|
||||
.can_sleep(false)
|
||||
.mass(1.0)
|
||||
.translation(0.0, 35.0, 0.0)
|
||||
.build();
|
||||
|
||||
let collider = ColliderBuilder::trimesh(
|
||||
raw_mesh.vertices
|
||||
.iter()
|
||||
.map(|v| v.position())
|
||||
.collect(),
|
||||
raw_mesh.indices.clone(),
|
||||
).build();
|
||||
|
||||
let gpu_mesh_buffer = renderer.upload_mesh_to_buffer(
|
||||
raw_mesh,
|
||||
Some(wgpu::Color {
|
||||
r: 1.0,
|
||||
g: 0.7,
|
||||
b: 0.3,
|
||||
a: 1.0,
|
||||
})
|
||||
).unwrap();
|
||||
|
||||
let entity: Entity = cmd.push((
|
||||
Position {
|
||||
x: 0.0,
|
||||
y: 20.0,
|
||||
z: 0.0,
|
||||
rot: Euler {
|
||||
x: Deg(25.0),
|
||||
y: Deg(45.0),
|
||||
z: Deg(15.0),
|
||||
},
|
||||
},
|
||||
gpu_mesh_buffer,
|
||||
Physics {
|
||||
rigid_body: dynamic_body,
|
||||
rigid_body_handle: None,
|
||||
},
|
||||
Collider {
|
||||
collider: collider,
|
||||
collider_handle: None,
|
||||
},
|
||||
));
|
||||
}
|
||||
_ => {},
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user