small amount of cleanup, nphysics also seems to be getting phased out for rapier
This commit is contained in:
@@ -29,4 +29,4 @@ wgpu-subscriber = "0.1.0"
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tobj = "2.0.3"
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legion = "0.3.1"
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nalgebra = "0.24.1"
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nphysics3d = "0.19.0"
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rapier3d = { version = "0.5.0", features = [ "simd-nightly", "parallel" ] }
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@@ -1,51 +0,0 @@
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/*
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pub trait Runtime: 'static + Sized {
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fn optional_features() -> wgpu::Features {
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wgpu::Features::empty()
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}
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fn required_features() -> wgpu::Features {
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wgpu::Features::empty()
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}
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fn required_limits() -> wgpu::Limits {
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wgpu::Limits::default()
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}
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fn init(
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sc_desc: &wgpu::SwapChainDescriptor,
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device: &wgpu::Device,
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queue: &wgpu::Queue,
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) -> Self;
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fn resize(
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&mut self,
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sc_desc: &wgpu::SwapChainDescriptor,
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device: &wgpu::Device,
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queue: &wgpu::Queue,
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);
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fn update(&mut self, event: WindowEvent);
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fn render(
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&mut self,
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frame: &wgpu::SwapChainTexture,
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device: &wgpu::Device,
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queue: &wgpu::Queue,
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spawner: &impl LocalSpawn,
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);
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}
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*/
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/*
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#[cfg(not(target_arch = "wasm32"))]
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pub fn run<E: Runtime>(title: &str) {
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let setup = futures::executor::block_on(setup::<E>(title));
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start::<E>(setup);
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}
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#[cfg(target_arch = "wasm32")]
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pub fn run<E: Runtime>(title: &str) {
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let title = title.to_owned();
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wasm_bindgen_futures::spawn_local(async move {
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let setup = setup::<E>(&title).await;
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start::<E>(setup);
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});
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}
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*/
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173
src/main.rs
173
src/main.rs
@@ -1,4 +1,4 @@
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extern crate nphysics3d;
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extern crate tobj;
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extern crate winit;
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@@ -12,12 +12,6 @@ use bytemuck::__core::ops::Range;
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use cgmath::{Decomposed, Deg, InnerSpace, Quaternion, Rotation3, SquareMatrix};
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use futures::task::LocalSpawn;
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use legion::*;
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use nphysics3d::math::Inertia;
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use nphysics3d::math::Velocity as VelocityN;
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use nphysics3d::nalgebra::{Isometry3, Matrix3, Matrix4, Point3, Point4, Vector3, Vector4};
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use nphysics3d::ncollide3d::pipeline::CollisionGroups;
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use nphysics3d::ncollide3d::shape::{Ball, ShapeHandle};
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use nphysics3d::object::{BodyStatus, ColliderDesc, RigidBodyDesc, DefaultBodySet, DefaultColliderSet, BodyPartHandle};
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use wgpu::{BindGroup, Buffer, TextureView};
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use wgpu_subscriber;
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use winit::{
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@@ -26,13 +20,13 @@ use winit::{
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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 rapier3d::math;
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use crate::render::Renderer;
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use nphysics3d::world::{DefaultMechanicalWorld, DefaultGeometricalWorld};
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use nphysics3d::joint::DefaultJointConstraintSet;
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use nphysics3d::force_generator::DefaultForceGeneratorSet;
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use rapier3d::pipeline::PhysicsPipeline;
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use rapier3d::dynamics::{IntegrationParameters, RigidBodySet, JointSet, RigidBodyBuilder};
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use rapier3d::geometry::{BroadPhase, NarrowPhase, ColliderSet, ColliderBuilder};
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use rapier3d::na::{Isometry, Isometry3, Vector, Vector3};
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mod framework;
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mod geometry;
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mod light;
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mod render;
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@@ -177,6 +171,7 @@ fn main() {
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window.request_redraw();
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last_update_inst = Instant::now();
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}
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physics();
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pool.run_until_stalled();
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}
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event::Event::DeviceEvent {
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@@ -234,58 +229,118 @@ fn main() {
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pub fn physics() {
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let mut mechanical_world = DefaultMechanicalWorld::new(Vector3::new(0.0, -9.81, 0.0));
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let mut geometrical_world = DefaultGeometricalWorld::new();
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/* // let mut mechanical_world = DefaultMechanicalWorld::new(Vector3::new(0.0, -9.81, 0.0));
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// let mut geometrical_world = DefaultGeometricalWorld::new();
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//
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// let mut bodies = DefaultBodySet::new();
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// let mut colliders = DefaultColliderSet::new();
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// let mut joint_constraints = DefaultJointConstraintSet::new();
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// let mut force_generators = DefaultForceGeneratorSet::new();
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//
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// // Run the simulation.
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// mechanical_world.step(
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// &mut geometrical_world,
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// &mut bodies,
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// &mut colliders,
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// &mut joint_constraints,
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// &mut force_generators
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// );
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//
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// let ground_handle = bodies.insert(Ground::new());
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// let ground_shape = ShapeHandle::new(Cuboid::new(Vector3::new(3.0, 0.2, 3.0)
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// ));
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//
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// let main_floor = ColliderDesc::new(ground_shape)
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// .translation(Vector3::y() * -0.2)
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// .build(BodyPartHandle(ground_handle, 0));
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// colliders.insert(main_floor);
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//
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// // Build the rigid body.
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// let rb = RigidBodyDesc::new()
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// .translation(Vector3::new(1.0, 1.0, 1.0))
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// .build();
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// let rb_handle = bodies.insert(rb);
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//
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// // Build the collider.
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// let cuboid = ShapeHandle::new(Cuboid::new(Vector3::new(1.0, 1.0, 1.0)));
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// let co = ColliderDesc::new(cuboid.clone())
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// .density(1.0)
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// .build(BodyPartHandle(rb_handle, 0));
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// colliders.insert(co);
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//
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// //testbed.set_body_color(rb_handle, color);
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//
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// let rigid_body =
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// RigidBodyDesc::new()
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// // The rigid body position. Will override `.translation(...)` and `.rotation(...)`.
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// .position(Isometry3::new(
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// Vector3::new(1.0, 2.0, 3.0),
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// Vector3::y() * PI,
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// ))
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// .gravity_enabled(true)
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// .status(BodyStatus::Dynamic)
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// .velocity(VelocityN::linear(1.0, 2.0, 3.0))
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// .linear_damping(10.0)
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// .angular_damping(5.0)
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// .max_linear_velocity(10.0)
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// .max_angular_velocity(1.7)
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// .mass(1.2)
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// // Arbitrary user-defined data associated to the rigid body to be built.
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// .user_data(10)
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// .build();
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//
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// let parent_handle = bodies.insert(rigid_body);
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//
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// let shape = ShapeHandle::new(Ball::new(1.5));
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// let collider = ColliderDesc::new(shape)
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// .density(1.0)
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// .translation(Vector3::y() * 5.0)
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// .build(BodyPartHandle(parent_handle, 0));
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// let collider_handle = colliders.insert(collider);*/
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let mut bodies = DefaultBodySet::new();
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let mut colliders = DefaultColliderSet::new();
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let mut joint_constraints = DefaultJointConstraintSet::new();
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let mut force_generators = DefaultForceGeneratorSet::new();
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// Here the gravity is -9.81 along the y axis.
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let mut pipeline = PhysicsPipeline::new();
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let gravity = rapier3d::math::Vector::new(0.0, -9.81, 0.0);
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let integration_parameters = IntegrationParameters::default();
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let mut broad_phase = BroadPhase::new();
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let mut narrow_phase = NarrowPhase::new();
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let mut bodies = RigidBodySet::new();
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let mut colliders = ColliderSet::new();
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let mut joints = JointSet::new();
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// We ignore contact events for now.
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let event_handler = ();
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// Run the simulation.
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mechanical_world.step(
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&mut geometrical_world,
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let mut dynamic_ball_body = RigidBodyBuilder::new_dynamic().build();
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let mut dynamic_ball_body_handle = bodies.insert(dynamic_ball_body);
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let mut static_floor_body = RigidBodyBuilder::new_static().position(Isometry3::new(
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Vector3::new(1.0, 2.0, 3.0),
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Vector::y() * PI,
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)).build();
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let mut static_floor_body_handle = bodies.insert(static_floor_body);
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let ball_collider = ColliderBuilder::ball(0.5).build();
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let floor_collider = ColliderBuilder::cuboid(0.5, 0.2, 0.1).build();
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let ball_collider_handle = colliders.insert(ball_collider, dynamic_ball_body_handle, &mut bodies);
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let floor_collider_handle = colliders.insert(floor_collider, dynamic_ball_body_handle, &mut bodies);
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// Run the simulation in the game loop.
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loop {
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pipeline.step(
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&gravity,
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&integration_parameters,
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&mut broad_phase,
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&mut narrow_phase,
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&mut bodies,
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&mut colliders,
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&mut joint_constraints,
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&mut force_generators
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&mut joints,
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None,
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None,
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&event_handler
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);
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let rigid_body =
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RigidBodyDesc::new()
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// The rigid body position. Will override `.translation(...)` and `.rotation(...)`.
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.position(Isometry3::new(
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Vector3::new(1.0, 2.0, 3.0),
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Vector3::y() * PI,
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))
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.gravity_enabled(true)
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.status(BodyStatus::Dynamic)
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.velocity(VelocityN::linear(1.0, 2.0, 3.0))
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.linear_damping(10.0)
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.angular_damping(5.0)
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.max_linear_velocity(10.0)
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.max_angular_velocity(1.7)
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.mass(1.2)
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// Arbitrary user-defined data associated to the rigid body to be built.
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.user_data(10)
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.build();
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// let parent_rigid_body = RigidBodyDesc::new()
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// .build();
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let parent_handle = bodies.insert(rigid_body);
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let shape = ShapeHandle::new(Ball::new(1.5));
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let collider = ColliderDesc::new(shape)
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.density(1.0)
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.translation(Vector3::y() * 5.0)
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.build(BodyPartHandle(parent_handle, 0));
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let collider_handle = colliders.insert(collider);
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// let ball = ShapeHandle::new(Ball::new(1.5));
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//
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// let collider = ColliderDesc::new(rigid_body)
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// .build();
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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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