Replace Kiss3d by Bevy for the testbed renderer.
This commit is contained in:
@@ -1,76 +0,0 @@
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use crate::objects::node::{self, GraphicsNode};
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use kiss3d::window::Window;
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use na::Point3;
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use rapier::geometry::{ColliderHandle, ColliderSet};
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use rapier::math::Isometry;
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pub struct Ball {
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color: Point3<f32>,
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base_color: Point3<f32>,
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gfx: GraphicsNode,
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collider: ColliderHandle,
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delta: Isometry<f32>,
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}
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impl Ball {
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pub fn new(
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collider: ColliderHandle,
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delta: Isometry<f32>,
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radius: f32,
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color: Point3<f32>,
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window: &mut Window,
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) -> Ball {
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#[cfg(feature = "dim2")]
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let node = window.add_circle(radius);
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#[cfg(feature = "dim3")]
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let node = window.add_sphere(radius);
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let mut res = Ball {
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color,
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base_color: color,
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gfx: node,
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collider,
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delta,
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};
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// res.gfx.set_texture_from_file(&Path::new("media/kitten.png"), "kitten");
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res.gfx.set_color(color.x, color.y, color.z);
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res
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}
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pub fn select(&mut self) {
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self.color = Point3::new(1.0, 0.0, 0.0);
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}
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pub fn unselect(&mut self) {
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self.color = self.base_color;
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}
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pub fn set_color(&mut self, color: Point3<f32>) {
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self.gfx.set_color(color.x, color.y, color.z);
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self.color = color;
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self.base_color = color;
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}
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pub fn update(&mut self, colliders: &ColliderSet) {
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node::update_scene_node(
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&mut self.gfx,
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colliders,
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self.collider,
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&self.color,
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&self.delta,
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);
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}
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pub fn scene_node(&self) -> &GraphicsNode {
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&self.gfx
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}
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pub fn scene_node_mut(&mut self) -> &mut GraphicsNode {
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&mut self.gfx
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}
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pub fn object(&self) -> ColliderHandle {
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self.collider
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}
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}
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@@ -1,76 +0,0 @@
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use crate::objects::node::{self, GraphicsNode};
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use kiss3d::window;
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use na::Point3;
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use rapier::geometry::{ColliderHandle, ColliderSet};
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use rapier::math::{Isometry, Vector};
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pub struct Box {
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color: Point3<f32>,
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base_color: Point3<f32>,
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gfx: GraphicsNode,
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collider: ColliderHandle,
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delta: Isometry<f32>,
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}
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impl Box {
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pub fn new(
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collider: ColliderHandle,
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delta: Isometry<f32>,
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half_extents: Vector<f32>,
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color: Point3<f32>,
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window: &mut window::Window,
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) -> Box {
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let extents = half_extents * 2.0;
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#[cfg(feature = "dim2")]
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let node = window.add_rectangle(extents.x, extents.y);
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#[cfg(feature = "dim3")]
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let node = window.add_cube(extents.x, extents.y, extents.z);
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let mut res = Box {
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color,
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base_color: color,
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gfx: node,
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collider,
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delta,
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};
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res.gfx.set_color(color.x, color.y, color.z);
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res
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}
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pub fn select(&mut self) {
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self.color = Point3::new(1.0, 0.0, 0.0);
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}
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pub fn unselect(&mut self) {
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self.color = self.base_color;
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}
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pub fn set_color(&mut self, color: Point3<f32>) {
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self.gfx.set_color(color.x, color.y, color.z);
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self.color = color;
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self.base_color = color;
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}
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pub fn update(&mut self, colliders: &ColliderSet) {
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node::update_scene_node(
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&mut self.gfx,
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colliders,
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self.collider,
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&self.color,
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&self.delta,
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);
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}
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pub fn scene_node(&self) -> &GraphicsNode {
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&self.gfx
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}
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pub fn scene_node_mut(&mut self) -> &mut GraphicsNode {
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&mut self.gfx
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}
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pub fn object(&self) -> ColliderHandle {
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self.collider
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}
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}
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@@ -1,77 +0,0 @@
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use crate::objects::node::{self, GraphicsNode};
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use kiss3d::window;
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use na::Point3;
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use rapier::geometry::{self, ColliderHandle, ColliderSet};
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use rapier::math::Isometry;
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pub struct Capsule {
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color: Point3<f32>,
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base_color: Point3<f32>,
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gfx: GraphicsNode,
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collider: ColliderHandle,
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delta: Isometry<f32>,
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}
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impl Capsule {
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pub fn new(
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collider: ColliderHandle,
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delta: Isometry<f32>,
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capsule: &geometry::Capsule,
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color: Point3<f32>,
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window: &mut window::Window,
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) -> Capsule {
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let r = capsule.radius;
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let h = capsule.half_height() * 2.0;
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#[cfg(feature = "dim2")]
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let node = window.add_planar_capsule(r, h);
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#[cfg(feature = "dim3")]
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let node = window.add_capsule(r, h);
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let mut res = Capsule {
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color,
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base_color: color,
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gfx: node,
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collider,
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delta: delta * capsule.transform_wrt_y(),
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};
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res.gfx.set_color(color.x, color.y, color.z);
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res
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}
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pub fn select(&mut self) {
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self.color = Point3::new(1.0, 0.0, 0.0);
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}
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pub fn unselect(&mut self) {
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self.color = self.base_color;
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}
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pub fn update(&mut self, colliders: &ColliderSet) {
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node::update_scene_node(
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&mut self.gfx,
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colliders,
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self.collider,
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&self.color,
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&self.delta,
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);
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}
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pub fn set_color(&mut self, color: Point3<f32>) {
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self.gfx.set_color(color.x, color.y, color.z);
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self.color = color;
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self.base_color = color;
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}
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pub fn scene_node(&self) -> &GraphicsNode {
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&self.gfx
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}
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pub fn scene_node_mut(&mut self) -> &mut GraphicsNode {
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&mut self.gfx
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}
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pub fn object(&self) -> ColliderHandle {
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self.collider
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}
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}
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@@ -1,77 +0,0 @@
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use crate::objects::node::{self, GraphicsNode};
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use kiss3d::window::Window;
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use na::Point3;
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use rapier::geometry::{ColliderHandle, ColliderSet};
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use rapier::math::Isometry;
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pub struct Cone {
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color: Point3<f32>,
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base_color: Point3<f32>,
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gfx: GraphicsNode,
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collider: ColliderHandle,
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delta: Isometry<f32>,
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}
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impl Cone {
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pub fn new(
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collider: ColliderHandle,
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delta: Isometry<f32>,
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half_height: f32,
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radius: f32,
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color: Point3<f32>,
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window: &mut Window,
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) -> Cone {
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#[cfg(feature = "dim2")]
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let node = window.add_rectangle(radius, half_height);
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#[cfg(feature = "dim3")]
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let node = window.add_cone(radius, half_height * 2.0);
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let mut res = Cone {
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color,
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base_color: color,
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gfx: node,
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collider,
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delta,
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};
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// res.gfx.set_texture_from_file(&Path::new("media/kitten.png"), "kitten");
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res.gfx.set_color(color.x, color.y, color.z);
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res
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}
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pub fn select(&mut self) {
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self.color = Point3::new(1.0, 0.0, 0.0);
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}
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pub fn unselect(&mut self) {
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self.color = self.base_color;
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}
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pub fn set_color(&mut self, color: Point3<f32>) {
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self.gfx.set_color(color.x, color.y, color.z);
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self.color = color;
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self.base_color = color;
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}
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pub fn update(&mut self, colliders: &ColliderSet) {
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node::update_scene_node(
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&mut self.gfx,
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colliders,
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self.collider,
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&self.color,
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&self.delta,
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);
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}
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pub fn scene_node(&self) -> &GraphicsNode {
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&self.gfx
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}
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pub fn scene_node_mut(&mut self) -> &mut GraphicsNode {
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&mut self.gfx
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}
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pub fn object(&self) -> ColliderHandle {
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self.collider
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}
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}
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@@ -1,96 +0,0 @@
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#![allow(warnings)] // TODO: remove this.
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#[cfg(feature = "dim2")]
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use crate::math::Vector;
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use crate::math::{Isometry, Point};
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use crate::objects::node::{self, GraphicsNode};
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use kiss3d::window::Window;
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use na::Point3;
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use rapier::geometry::{ColliderHandle, ColliderSet};
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pub struct Convex {
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color: Point3<f32>,
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base_color: Point3<f32>,
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gfx: GraphicsNode,
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body: ColliderHandle,
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delta: Isometry<f32>,
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}
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impl Convex {
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pub fn new(
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body: ColliderHandle,
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delta: Isometry<f32>,
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vertices: Vec<Point<f32>>,
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#[cfg(feature = "dim3")] indices: Vec<[u32; 3]>,
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color: Point3<f32>,
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window: &mut Window,
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) -> Convex {
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#[cfg(feature = "dim2")]
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let node = window.add_convex_polygon(vertices, Vector::from_element(1.0));
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#[cfg(feature = "dim3")]
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let node = {
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use std::cell::RefCell;
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use std::rc::Rc;
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let mut mesh_vertices = Vec::new();
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let mut mesh_indices = Vec::new();
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for idx in indices {
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let i = mesh_vertices.len() as u16;
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mesh_vertices.push(vertices[idx[0] as usize]);
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mesh_vertices.push(vertices[idx[1] as usize]);
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mesh_vertices.push(vertices[idx[2] as usize]);
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mesh_indices.push(Point3::new(i, i + 1, i + 2));
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}
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let mesh = kiss3d::resource::Mesh::new(mesh_vertices, mesh_indices, None, None, false);
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window.add_mesh(Rc::new(RefCell::new(mesh)), na::Vector3::from_element(1.0))
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};
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let mut res = Convex {
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color,
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base_color: color,
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gfx: node,
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body,
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delta,
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};
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// res.gfx.set_texture_from_file(&Path::new("media/kitten.png"), "kitten");
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res.gfx.set_color(color.x, color.y, color.z);
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res
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}
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pub fn select(&mut self) {
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self.color = Point3::new(1.0, 0.0, 0.0);
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}
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pub fn unselect(&mut self) {
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self.color = self.base_color;
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}
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pub fn set_color(&mut self, color: Point3<f32>) {
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self.gfx.set_color(color.x, color.y, color.z);
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self.color = color;
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self.base_color = color;
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}
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pub fn update(&mut self, colliders: &ColliderSet) {
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node::update_scene_node(
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&mut self.gfx,
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colliders,
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self.body,
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&self.color,
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&self.delta,
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);
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}
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pub fn scene_node(&self) -> &GraphicsNode {
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&self.gfx
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}
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pub fn scene_node_mut(&mut self) -> &mut GraphicsNode {
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&mut self.gfx
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}
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pub fn object(&self) -> ColliderHandle {
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self.body
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}
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}
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@@ -1,77 +0,0 @@
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use crate::objects::node::{self, GraphicsNode};
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use kiss3d::window::Window;
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use na::Point3;
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use rapier::geometry::{ColliderHandle, ColliderSet};
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use rapier::math::Isometry;
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pub struct Cylinder {
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color: Point3<f32>,
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base_color: Point3<f32>,
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gfx: GraphicsNode,
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collider: ColliderHandle,
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delta: Isometry<f32>,
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}
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impl Cylinder {
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pub fn new(
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collider: ColliderHandle,
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delta: Isometry<f32>,
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half_height: f32,
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radius: f32,
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color: Point3<f32>,
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window: &mut Window,
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) -> Cylinder {
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#[cfg(feature = "dim2")]
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let node = window.add_rectangle(radius, half_height);
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#[cfg(feature = "dim3")]
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let node = window.add_cylinder(radius, half_height * 2.0);
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let mut res = Cylinder {
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color,
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base_color: color,
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gfx: node,
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collider,
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delta,
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};
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// res.gfx.set_texture_from_file(&Path::new("media/kitten.png"), "kitten");
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res.gfx.set_color(color.x, color.y, color.z);
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res
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}
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pub fn select(&mut self) {
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self.color = Point3::new(1.0, 0.0, 0.0);
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}
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pub fn unselect(&mut self) {
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self.color = self.base_color;
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}
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pub fn set_color(&mut self, color: Point3<f32>) {
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self.gfx.set_color(color.x, color.y, color.z);
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self.color = color;
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self.base_color = color;
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}
|
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|
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pub fn update(&mut self, colliders: &ColliderSet) {
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node::update_scene_node(
|
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&mut self.gfx,
|
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colliders,
|
||||
self.collider,
|
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&self.color,
|
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&self.delta,
|
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);
|
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}
|
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|
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pub fn scene_node(&self) -> &GraphicsNode {
|
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&self.gfx
|
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}
|
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|
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pub fn scene_node_mut(&mut self) -> &mut GraphicsNode {
|
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&mut self.gfx
|
||||
}
|
||||
|
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pub fn object(&self) -> ColliderHandle {
|
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self.collider
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||||
}
|
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}
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@@ -1,128 +0,0 @@
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use kiss3d::window::Window;
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use na::{self, Point3};
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use parry::shape;
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use rapier::geometry::{ColliderHandle, ColliderSet};
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#[cfg(feature = "dim2")]
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use rapier::math::Point;
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#[cfg(feature = "dim3")]
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use {
|
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crate::objects::node::{self, GraphicsNode},
|
||||
kiss3d::resource::Mesh,
|
||||
rapier::math::Vector,
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||||
std::cell::RefCell,
|
||||
};
|
||||
|
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pub struct HeightField {
|
||||
color: Point3<f32>,
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base_color: Point3<f32>,
|
||||
#[cfg(feature = "dim2")]
|
||||
vertices: Vec<Point<f32>>,
|
||||
#[cfg(feature = "dim3")]
|
||||
gfx: GraphicsNode,
|
||||
collider: ColliderHandle,
|
||||
}
|
||||
|
||||
impl HeightField {
|
||||
#[cfg(feature = "dim2")]
|
||||
pub fn new(
|
||||
collider: ColliderHandle,
|
||||
heightfield: &shape::HeightField,
|
||||
color: Point3<f32>,
|
||||
_: &mut Window,
|
||||
) -> HeightField {
|
||||
let mut vertices = Vec::new();
|
||||
|
||||
for seg in heightfield.segments() {
|
||||
vertices.push(seg.a);
|
||||
vertices.push(seg.b);
|
||||
}
|
||||
|
||||
HeightField {
|
||||
color,
|
||||
base_color: color,
|
||||
vertices,
|
||||
collider,
|
||||
}
|
||||
}
|
||||
|
||||
#[cfg(feature = "dim3")]
|
||||
pub fn new(
|
||||
collider: ColliderHandle,
|
||||
heightfield: &shape::HeightField,
|
||||
color: Point3<f32>,
|
||||
window: &mut Window,
|
||||
) -> HeightField {
|
||||
use std::rc::Rc;
|
||||
|
||||
let (vertices, indices) = heightfield.to_trimesh();
|
||||
let indices = indices
|
||||
.into_iter()
|
||||
.map(|idx| Point3::new(idx[0] as u16, idx[1] as u16, idx[2] as u16))
|
||||
.collect();
|
||||
let mesh = Mesh::new(vertices, indices, None, None, false);
|
||||
|
||||
let mut res = HeightField {
|
||||
color,
|
||||
base_color: color,
|
||||
gfx: window.add_mesh(Rc::new(RefCell::new(mesh)), Vector::repeat(1.0)),
|
||||
collider: collider,
|
||||
};
|
||||
|
||||
res.gfx.enable_backface_culling(false);
|
||||
res.gfx.set_color(color.x, color.y, color.z);
|
||||
|
||||
res
|
||||
}
|
||||
|
||||
pub fn select(&mut self) {
|
||||
self.color = Point3::new(1.0, 0.0, 0.0);
|
||||
}
|
||||
|
||||
pub fn unselect(&mut self) {
|
||||
self.color = self.base_color;
|
||||
}
|
||||
|
||||
pub fn set_color(&mut self, color: Point3<f32>) {
|
||||
#[cfg(feature = "dim3")]
|
||||
{
|
||||
self.gfx.set_color(color.x, color.y, color.z);
|
||||
}
|
||||
self.color = color;
|
||||
self.base_color = color;
|
||||
}
|
||||
|
||||
#[cfg(feature = "dim3")]
|
||||
pub fn update(&mut self, colliders: &ColliderSet) {
|
||||
node::update_scene_node(
|
||||
&mut self.gfx,
|
||||
colliders,
|
||||
self.collider,
|
||||
&self.color,
|
||||
&na::Isometry::identity(),
|
||||
);
|
||||
}
|
||||
|
||||
#[cfg(feature = "dim2")]
|
||||
pub fn update(&mut self, _colliders: &ColliderSet) {}
|
||||
|
||||
#[cfg(feature = "dim3")]
|
||||
pub fn scene_node(&self) -> &GraphicsNode {
|
||||
&self.gfx
|
||||
}
|
||||
|
||||
#[cfg(feature = "dim3")]
|
||||
pub fn scene_node_mut(&mut self) -> &mut GraphicsNode {
|
||||
&mut self.gfx
|
||||
}
|
||||
|
||||
pub fn object(&self) -> ColliderHandle {
|
||||
self.collider
|
||||
}
|
||||
|
||||
#[cfg(feature = "dim2")]
|
||||
pub fn draw(&mut self, window: &mut Window) {
|
||||
for vtx in self.vertices.chunks(2) {
|
||||
window.draw_planar_line(&vtx[0], &vtx[1], &self.color)
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,111 +0,0 @@
|
||||
use crate::objects::node::{self, GraphicsNode};
|
||||
use kiss3d::window;
|
||||
use na::Point3;
|
||||
use rapier::geometry::{ColliderHandle, ColliderSet};
|
||||
use rapier::math::{Isometry, Point};
|
||||
use std::cell::RefCell;
|
||||
use std::rc::Rc;
|
||||
|
||||
pub struct Mesh {
|
||||
color: Point3<f32>,
|
||||
base_color: Point3<f32>,
|
||||
gfx: GraphicsNode,
|
||||
collider: ColliderHandle,
|
||||
}
|
||||
|
||||
impl Mesh {
|
||||
pub fn new(
|
||||
collider: ColliderHandle,
|
||||
vertices: Vec<Point<f32>>,
|
||||
indices: Vec<[u32; 3]>,
|
||||
color: Point3<f32>,
|
||||
window: &mut window::Window,
|
||||
) -> Mesh {
|
||||
let vs = vertices;
|
||||
let is = indices
|
||||
.into_iter()
|
||||
.map(|idx| Point3::new(idx[0] as u16, idx[1] as u16, idx[2] as u16))
|
||||
.collect();
|
||||
|
||||
let mesh;
|
||||
let gfx;
|
||||
|
||||
#[cfg(feature = "dim2")]
|
||||
{
|
||||
mesh = kiss3d::resource::PlanarMesh::new(vs, is, None, false);
|
||||
gfx = window.add_planar_mesh(
|
||||
Rc::new(RefCell::new(mesh)),
|
||||
crate::math::Vector::from_element(1.0),
|
||||
);
|
||||
}
|
||||
|
||||
#[cfg(feature = "dim3")]
|
||||
{
|
||||
mesh = kiss3d::resource::Mesh::new(vs, is, None, None, false);
|
||||
gfx = window.add_mesh(Rc::new(RefCell::new(mesh)), na::Vector3::from_element(1.0));
|
||||
}
|
||||
|
||||
let mut res = Mesh {
|
||||
color,
|
||||
base_color: color,
|
||||
gfx,
|
||||
collider,
|
||||
};
|
||||
|
||||
res.gfx.enable_backface_culling(false);
|
||||
res.gfx.set_color(color.x, color.y, color.z);
|
||||
res
|
||||
}
|
||||
|
||||
pub fn select(&mut self) {
|
||||
self.color = Point3::new(1.0, 0.0, 0.0);
|
||||
}
|
||||
|
||||
pub fn unselect(&mut self) {
|
||||
self.color = self.base_color;
|
||||
}
|
||||
|
||||
pub fn set_color(&mut self, color: Point3<f32>) {
|
||||
self.gfx.set_color(color.x, color.y, color.z);
|
||||
self.color = color;
|
||||
self.base_color = color;
|
||||
}
|
||||
|
||||
pub fn update(&mut self, colliders: &ColliderSet) {
|
||||
node::update_scene_node(
|
||||
&mut self.gfx,
|
||||
colliders,
|
||||
self.collider,
|
||||
&self.color,
|
||||
&Isometry::identity(),
|
||||
);
|
||||
|
||||
// // Update if some deformation occurred.
|
||||
// // FIXME: don't update if it did not move.
|
||||
// if let Some(c) = colliders.get(self.collider) {
|
||||
// if let ColliderAnchor::OnDeformableBody { .. } = c.anchor() {
|
||||
// let shape = c.shape().as_shape::<TriMesh<f32>>().unwrap();
|
||||
// let vtx = shape.points();
|
||||
//
|
||||
// self.gfx.modify_vertices(&mut |vertices| {
|
||||
// for (v, new_v) in vertices.iter_mut().zip(vtx.iter()) {
|
||||
// *v = *new_v
|
||||
// }
|
||||
// });
|
||||
// self.gfx.recompute_normals();
|
||||
// }
|
||||
// }
|
||||
}
|
||||
|
||||
pub fn scene_node(&self) -> &GraphicsNode {
|
||||
&self.gfx
|
||||
}
|
||||
|
||||
pub fn scene_node_mut(&mut self) -> &mut GraphicsNode {
|
||||
&mut self.gfx
|
||||
}
|
||||
|
||||
pub fn object(&self) -> ColliderHandle {
|
||||
self.collider
|
||||
}
|
||||
}
|
||||
@@ -1,13 +1 @@
|
||||
pub mod ball;
|
||||
pub mod box_node;
|
||||
pub mod capsule;
|
||||
pub mod cone;
|
||||
pub mod convex;
|
||||
pub mod cylinder;
|
||||
pub mod heightfield;
|
||||
pub mod mesh;
|
||||
pub mod node;
|
||||
pub mod polyline;
|
||||
//pub mod plane;
|
||||
//#[cfg(feature = "dim2")]
|
||||
//pub mod polyline;
|
||||
|
||||
@@ -1,177 +1,432 @@
|
||||
use crate::objects::ball::Ball;
|
||||
use crate::objects::box_node::Box;
|
||||
use crate::objects::capsule::Capsule;
|
||||
use crate::objects::convex::Convex;
|
||||
use crate::objects::heightfield::HeightField;
|
||||
use crate::objects::mesh::Mesh;
|
||||
use bevy::prelude::*;
|
||||
use bevy::render::mesh::{Indices, VertexAttributeValues};
|
||||
|
||||
//use crate::objects::plane::Plane;
|
||||
use crate::objects::polyline::Polyline;
|
||||
use kiss3d::window::Window;
|
||||
use na::Point3;
|
||||
use na::{Point3, Vector3};
|
||||
use std::collections::HashMap;
|
||||
|
||||
use crate::objects::cone::Cone;
|
||||
use crate::objects::cylinder::Cylinder;
|
||||
use rapier::geometry::{ColliderHandle, ColliderSet};
|
||||
use rapier::math::Isometry;
|
||||
|
||||
#[cfg(feature = "dim2")]
|
||||
pub type GraphicsNode = kiss3d::scene::PlanarSceneNode;
|
||||
use bevy::render::pipeline::PrimitiveTopology;
|
||||
use bevy::render::wireframe::Wireframe;
|
||||
use rapier::geometry::{ColliderHandle, ColliderSet, Shape, ShapeType};
|
||||
#[cfg(feature = "dim3")]
|
||||
pub type GraphicsNode = kiss3d::scene::SceneNode;
|
||||
use rapier::geometry::{Cone, Cylinder};
|
||||
use rapier::math::Isometry;
|
||||
#[cfg(feature = "dim2")]
|
||||
use {
|
||||
na::{Point2, Vector2},
|
||||
rapier::geometry::{Ball, Cuboid},
|
||||
};
|
||||
|
||||
pub enum Node {
|
||||
// Plane(Plane),
|
||||
Ball(Ball),
|
||||
Box(Box),
|
||||
HeightField(HeightField),
|
||||
Capsule(Capsule),
|
||||
Polyline(Polyline),
|
||||
Mesh(Mesh),
|
||||
Convex(Convex),
|
||||
Cylinder(Cylinder),
|
||||
Cone(Cone),
|
||||
pub struct EntityWithGraphics {
|
||||
pub entity: Entity,
|
||||
pub color: Point3<f32>,
|
||||
pub base_color: Point3<f32>,
|
||||
pub collider: ColliderHandle,
|
||||
pub delta: Isometry<f32>,
|
||||
material: Handle<StandardMaterial>,
|
||||
}
|
||||
|
||||
impl Node {
|
||||
pub fn select(&mut self) {
|
||||
match *self {
|
||||
// Node::Plane(ref mut n) => n.select(),
|
||||
Node::Ball(ref mut n) => n.select(),
|
||||
Node::Box(ref mut n) => n.select(),
|
||||
Node::Capsule(ref mut n) => n.select(),
|
||||
Node::HeightField(ref mut n) => n.select(),
|
||||
Node::Polyline(ref mut n) => n.select(),
|
||||
Node::Mesh(ref mut n) => n.select(),
|
||||
Node::Convex(ref mut n) => n.select(),
|
||||
Node::Cylinder(ref mut n) => n.select(),
|
||||
Node::Cone(ref mut n) => n.select(),
|
||||
impl EntityWithGraphics {
|
||||
pub fn spawn(
|
||||
commands: &mut Commands,
|
||||
meshes: &mut Assets<Mesh>,
|
||||
materials: &mut Assets<StandardMaterial>,
|
||||
prefab_meshs: &HashMap<ShapeType, Handle<Mesh>>,
|
||||
shape: &dyn Shape,
|
||||
collider: ColliderHandle,
|
||||
collider_pos: Isometry<f32>,
|
||||
delta: Isometry<f32>,
|
||||
color: Point3<f32>,
|
||||
sensor: bool,
|
||||
) -> Self {
|
||||
let entity = commands.spawn().id();
|
||||
|
||||
let scale = collider_mesh_scale(shape);
|
||||
let mesh = prefab_meshs
|
||||
.get(&shape.shape_type())
|
||||
.cloned()
|
||||
.or_else(|| generate_collider_mesh(shape).map(|m| meshes.add(m)))
|
||||
.expect("Could not build the collider's render mesh");
|
||||
|
||||
let bevy_color = Color::rgb(color.x, color.y, color.z);
|
||||
let shape_pos = collider_pos * delta;
|
||||
let mut transform = Transform::from_scale(scale);
|
||||
transform.translation.x = shape_pos.translation.vector.x;
|
||||
transform.translation.y = shape_pos.translation.vector.y;
|
||||
#[cfg(feature = "dim3")]
|
||||
{
|
||||
transform.translation.z = shape_pos.translation.vector.z;
|
||||
transform.rotation = Quat::from_xyzw(
|
||||
shape_pos.rotation.i,
|
||||
shape_pos.rotation.j,
|
||||
shape_pos.rotation.k,
|
||||
shape_pos.rotation.w,
|
||||
);
|
||||
}
|
||||
#[cfg(feature = "dim2")]
|
||||
{
|
||||
if sensor {
|
||||
transform.translation.z = -10.0;
|
||||
}
|
||||
transform.rotation = Quat::from_rotation_z(shape_pos.rotation.angle());
|
||||
}
|
||||
|
||||
let material = StandardMaterial {
|
||||
metallic: 0.5,
|
||||
roughness: 0.5,
|
||||
double_sided: true, // TODO: this doesn't do anything?
|
||||
..StandardMaterial::from(bevy_color)
|
||||
};
|
||||
let material_handle = materials.add(material);
|
||||
let material_weak_handle = material_handle.clone_weak();
|
||||
let pbr = PbrBundle {
|
||||
mesh,
|
||||
material: material_handle,
|
||||
transform,
|
||||
..Default::default()
|
||||
};
|
||||
|
||||
let mut entity_commands = commands.entity(entity);
|
||||
entity_commands.insert_bundle(pbr);
|
||||
|
||||
if sensor {
|
||||
entity_commands.insert(Wireframe);
|
||||
}
|
||||
|
||||
EntityWithGraphics {
|
||||
entity,
|
||||
color,
|
||||
base_color: color,
|
||||
collider,
|
||||
delta,
|
||||
material: material_weak_handle,
|
||||
}
|
||||
}
|
||||
|
||||
pub fn unselect(&mut self) {
|
||||
match *self {
|
||||
// Node::Plane(ref mut n) => n.unselect(),
|
||||
Node::Ball(ref mut n) => n.unselect(),
|
||||
Node::Box(ref mut n) => n.unselect(),
|
||||
Node::Capsule(ref mut n) => n.unselect(),
|
||||
Node::HeightField(ref mut n) => n.unselect(),
|
||||
Node::Polyline(ref mut n) => n.unselect(),
|
||||
Node::Mesh(ref mut n) => n.unselect(),
|
||||
Node::Convex(ref mut n) => n.unselect(),
|
||||
Node::Cylinder(ref mut n) => n.unselect(),
|
||||
Node::Cone(ref mut n) => n.unselect(),
|
||||
pub fn select(&mut self, materials: &mut Assets<StandardMaterial>) {
|
||||
// NOTE: we don't just call `self.set_color` because that would
|
||||
// overwrite self.base_color too.
|
||||
self.color = Point3::new(1.0, 0.0, 0.0);
|
||||
if let Some(material) = materials.get_mut(&self.material) {
|
||||
material.base_color = Color::rgb(self.color.x, self.color.y, self.color.z);
|
||||
}
|
||||
}
|
||||
|
||||
pub fn update(&mut self, colliders: &ColliderSet) {
|
||||
match *self {
|
||||
// Node::Plane(ref mut n) => n.update(colliders),
|
||||
Node::Ball(ref mut n) => n.update(colliders),
|
||||
Node::Box(ref mut n) => n.update(colliders),
|
||||
Node::Capsule(ref mut n) => n.update(colliders),
|
||||
Node::HeightField(ref mut n) => n.update(colliders),
|
||||
Node::Polyline(ref mut n) => n.update(colliders),
|
||||
Node::Mesh(ref mut n) => n.update(colliders),
|
||||
Node::Convex(ref mut n) => n.update(colliders),
|
||||
Node::Cylinder(ref mut n) => n.update(colliders),
|
||||
Node::Cone(ref mut n) => n.update(colliders),
|
||||
pub fn unselect(&mut self, materials: &mut Assets<StandardMaterial>) {
|
||||
self.set_color(materials, self.base_color);
|
||||
}
|
||||
|
||||
pub fn set_color(&mut self, materials: &mut Assets<StandardMaterial>, color: Point3<f32>) {
|
||||
if let Some(material) = materials.get_mut(&self.material) {
|
||||
material.base_color = Color::rgb(color.x, color.y, color.z);
|
||||
}
|
||||
self.color = color;
|
||||
self.base_color = color;
|
||||
}
|
||||
|
||||
pub fn update(&mut self, colliders: &ColliderSet, components: &mut Query<(&mut Transform,)>) {
|
||||
if let Some(co) = colliders.get(self.collider) {
|
||||
if let Ok(mut pos) = components.get_component_mut::<Transform>(self.entity) {
|
||||
let co_pos = co.position() * self.delta;
|
||||
pos.translation.x = co_pos.translation.vector.x;
|
||||
pos.translation.y = co_pos.translation.vector.y;
|
||||
#[cfg(feature = "dim3")]
|
||||
{
|
||||
pos.translation.z = co_pos.translation.vector.z;
|
||||
pos.rotation = Quat::from_xyzw(
|
||||
co_pos.rotation.i,
|
||||
co_pos.rotation.j,
|
||||
co_pos.rotation.k,
|
||||
co_pos.rotation.w,
|
||||
);
|
||||
}
|
||||
#[cfg(feature = "dim2")]
|
||||
{
|
||||
pos.rotation = Quat::from_rotation_z(co_pos.rotation.angle());
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
pub fn object(&self) -> ColliderHandle {
|
||||
self.collider
|
||||
}
|
||||
|
||||
#[cfg(feature = "dim2")]
|
||||
pub fn draw(&mut self, window: &mut Window) {
|
||||
match *self {
|
||||
Node::Polyline(ref mut n) => n.draw(window),
|
||||
Node::HeightField(ref mut n) => n.draw(window),
|
||||
// Node::Plane(ref mut n) => n.draw(_window),
|
||||
_ => {}
|
||||
}
|
||||
pub fn gen_prefab_meshes(
|
||||
out: &mut HashMap<ShapeType, Handle<Mesh>>,
|
||||
meshes: &mut Assets<Mesh>,
|
||||
) {
|
||||
//
|
||||
// Cuboid mesh
|
||||
//
|
||||
let cuboid = bevy_mesh_from_polyline(Cuboid::new(Vector2::new(1.0, 1.0)).to_polyline());
|
||||
out.insert(ShapeType::Cuboid, meshes.add(cuboid));
|
||||
|
||||
//
|
||||
// Ball mesh
|
||||
//
|
||||
let ball = bevy_mesh_from_polyline(Ball::new(1.0).to_polyline(30));
|
||||
out.insert(ShapeType::Ball, meshes.add(ball));
|
||||
}
|
||||
|
||||
#[cfg(feature = "dim3")]
|
||||
pub fn draw(&mut self, _: &mut Window) {}
|
||||
pub fn gen_prefab_meshes(
|
||||
out: &mut HashMap<ShapeType, Handle<Mesh>>,
|
||||
meshes: &mut Assets<Mesh>,
|
||||
) {
|
||||
//
|
||||
// Cuboid mesh
|
||||
//
|
||||
let cuboid = Mesh::from(shape::Cube { size: 2.0 });
|
||||
out.insert(ShapeType::Cuboid, meshes.add(cuboid));
|
||||
|
||||
pub fn scene_node(&self) -> Option<&GraphicsNode> {
|
||||
match *self {
|
||||
// #[cfg(feature = "dim3")]
|
||||
// Node::Plane(ref n) => Some(n.scene_node()),
|
||||
Node::Ball(ref n) => Some(n.scene_node()),
|
||||
Node::Box(ref n) => Some(n.scene_node()),
|
||||
Node::Capsule(ref n) => Some(n.scene_node()),
|
||||
#[cfg(feature = "dim3")]
|
||||
Node::HeightField(ref n) => Some(n.scene_node()),
|
||||
Node::Mesh(ref n) => Some(n.scene_node()),
|
||||
Node::Convex(ref n) => Some(n.scene_node()),
|
||||
Node::Cylinder(ref n) => Some(n.scene_node()),
|
||||
Node::Cone(ref n) => Some(n.scene_node()),
|
||||
Node::Polyline(_) => None,
|
||||
#[cfg(feature = "dim2")]
|
||||
Node::HeightField(_) => None,
|
||||
}
|
||||
}
|
||||
//
|
||||
// Ball mesh
|
||||
//
|
||||
let ball = Mesh::from(shape::Icosphere {
|
||||
subdivisions: 2,
|
||||
radius: 1.0,
|
||||
});
|
||||
out.insert(ShapeType::Ball, meshes.add(ball));
|
||||
|
||||
pub fn scene_node_mut(&mut self) -> Option<&mut GraphicsNode> {
|
||||
match *self {
|
||||
// #[cfg(feature = "dim3")]
|
||||
// Node::Plane(ref mut n) => Some(n.scene_node_mut()),
|
||||
Node::Ball(ref mut n) => Some(n.scene_node_mut()),
|
||||
Node::Box(ref mut n) => Some(n.scene_node_mut()),
|
||||
Node::Capsule(ref mut n) => Some(n.scene_node_mut()),
|
||||
#[cfg(feature = "dim3")]
|
||||
Node::HeightField(ref mut n) => Some(n.scene_node_mut()),
|
||||
Node::Mesh(ref mut n) => Some(n.scene_node_mut()),
|
||||
Node::Convex(ref mut n) => Some(n.scene_node_mut()),
|
||||
Node::Cylinder(ref mut n) => Some(n.scene_node_mut()),
|
||||
Node::Cone(ref mut n) => Some(n.scene_node_mut()),
|
||||
Node::Polyline(_) => None,
|
||||
#[cfg(feature = "dim2")]
|
||||
Node::HeightField(_) => None,
|
||||
}
|
||||
}
|
||||
//
|
||||
// Cylinder mesh
|
||||
//
|
||||
let cylinder = Cylinder::new(1.0, 1.0);
|
||||
let mesh = bevy_mesh(cylinder.to_trimesh(20));
|
||||
out.insert(ShapeType::Cylinder, meshes.add(mesh.clone()));
|
||||
out.insert(ShapeType::RoundCylinder, meshes.add(mesh));
|
||||
|
||||
pub fn collider(&self) -> ColliderHandle {
|
||||
match *self {
|
||||
// Node::Plane(ref n) => n.object(),
|
||||
Node::Ball(ref n) => n.object(),
|
||||
Node::Box(ref n) => n.object(),
|
||||
Node::Capsule(ref n) => n.object(),
|
||||
Node::HeightField(ref n) => n.object(),
|
||||
Node::Polyline(ref n) => n.object(),
|
||||
Node::Mesh(ref n) => n.object(),
|
||||
Node::Convex(ref n) => n.object(),
|
||||
Node::Cylinder(ref n) => n.object(),
|
||||
Node::Cone(ref n) => n.object(),
|
||||
}
|
||||
}
|
||||
//
|
||||
// Cone mesh
|
||||
//
|
||||
let cone = Cone::new(1.0, 1.0);
|
||||
let mesh = bevy_mesh(cone.to_trimesh(10));
|
||||
out.insert(ShapeType::Cone, meshes.add(mesh.clone()));
|
||||
out.insert(ShapeType::RoundCone, meshes.add(mesh));
|
||||
|
||||
pub fn set_color(&mut self, color: Point3<f32>) {
|
||||
match *self {
|
||||
// Node::Plane(ref mut n) => n.set_color(color),
|
||||
Node::Ball(ref mut n) => n.set_color(color),
|
||||
Node::Box(ref mut n) => n.set_color(color),
|
||||
Node::Capsule(ref mut n) => n.set_color(color),
|
||||
Node::HeightField(ref mut n) => n.set_color(color),
|
||||
Node::Polyline(ref mut n) => n.set_color(color),
|
||||
Node::Mesh(ref mut n) => n.set_color(color),
|
||||
Node::Convex(ref mut n) => n.set_color(color),
|
||||
Node::Cylinder(ref mut n) => n.set_color(color),
|
||||
Node::Cone(ref mut n) => n.set_color(color),
|
||||
}
|
||||
//
|
||||
// Halfspace
|
||||
//
|
||||
let vertices = vec![
|
||||
Point3::new(-1000.0, 0.0, -1000.0),
|
||||
Point3::new(1000.0, 0.0, -1000.0),
|
||||
Point3::new(1000.0, 0.0, 1000.0),
|
||||
Point3::new(-1000.0, 0.0, 1000.0),
|
||||
];
|
||||
let indices = vec![[0, 1, 2], [0, 2, 3]];
|
||||
let mesh = bevy_mesh((vertices, indices));
|
||||
out.insert(ShapeType::HalfSpace, meshes.add(mesh));
|
||||
}
|
||||
}
|
||||
|
||||
pub fn update_scene_node(
|
||||
node: &mut GraphicsNode,
|
||||
colliders: &ColliderSet,
|
||||
handle: ColliderHandle,
|
||||
color: &Point3<f32>,
|
||||
delta: &Isometry<f32>,
|
||||
) {
|
||||
if let Some(co) = colliders.get(handle) {
|
||||
node.set_local_transformation(co.position() * delta);
|
||||
node.set_color(color.x, color.y, color.z);
|
||||
#[cfg(feature = "dim2")]
|
||||
fn bevy_mesh_from_polyline(vertices: Vec<Point2<f32>>) -> Mesh {
|
||||
let n = vertices.len();
|
||||
let idx = (1..n as u32 - 1).map(|i| [0, i, i + 1]).collect();
|
||||
let vtx = vertices
|
||||
.into_iter()
|
||||
.map(|v| Point3::new(v.x, v.y, 0.0))
|
||||
.collect();
|
||||
bevy_mesh((vtx, idx))
|
||||
}
|
||||
|
||||
#[cfg(feature = "dim2")]
|
||||
fn bevy_polyline(buffers: (Vec<Point2<f32>>, Option<Vec<[u32; 2]>>)) -> Mesh {
|
||||
let (vtx, idx) = buffers;
|
||||
// let mut normals: Vec<[f32; 3]> = vec![];
|
||||
let mut vertices: Vec<[f32; 3]> = vec![];
|
||||
|
||||
if let Some(idx) = idx {
|
||||
for idx in idx {
|
||||
let a = vtx[idx[0] as usize];
|
||||
let b = vtx[idx[1] as usize];
|
||||
|
||||
vertices.push([a.x, a.y, 0.0]);
|
||||
vertices.push([b.x, b.y, 0.0]);
|
||||
}
|
||||
} else {
|
||||
node.set_visible(false);
|
||||
node.unlink();
|
||||
vertices = vtx.iter().map(|v| [v.x, v.y, 0.0]).collect();
|
||||
}
|
||||
|
||||
let indices: Vec<_> = (0..vertices.len() as u32).collect();
|
||||
let uvs: Vec<_> = (0..vertices.len()).map(|_| [0.0, 0.0]).collect();
|
||||
let normals: Vec<_> = (0..vertices.len()).map(|_| [0.0, 0.0, 1.0]).collect();
|
||||
|
||||
// Generate the mesh
|
||||
let mut mesh = Mesh::new(PrimitiveTopology::LineStrip);
|
||||
mesh.set_attribute(
|
||||
Mesh::ATTRIBUTE_POSITION,
|
||||
VertexAttributeValues::from(vertices),
|
||||
);
|
||||
mesh.set_attribute(Mesh::ATTRIBUTE_NORMAL, VertexAttributeValues::from(normals));
|
||||
mesh.set_attribute(Mesh::ATTRIBUTE_UV_0, VertexAttributeValues::from(uvs));
|
||||
mesh.set_indices(Some(Indices::U32(indices)));
|
||||
mesh
|
||||
}
|
||||
|
||||
fn bevy_mesh(buffers: (Vec<Point3<f32>>, Vec<[u32; 3]>)) -> Mesh {
|
||||
let (vtx, idx) = buffers;
|
||||
let mut normals: Vec<[f32; 3]> = vec![];
|
||||
let mut vertices: Vec<[f32; 3]> = vec![];
|
||||
|
||||
for idx in idx {
|
||||
let a = vtx[idx[0] as usize];
|
||||
let b = vtx[idx[1] as usize];
|
||||
let c = vtx[idx[2] as usize];
|
||||
|
||||
vertices.push(a.into());
|
||||
vertices.push(b.into());
|
||||
vertices.push(c.into());
|
||||
}
|
||||
|
||||
for vtx in vertices.chunks(3) {
|
||||
let a = Point3::from(vtx[0]);
|
||||
let b = Point3::from(vtx[1]);
|
||||
let c = Point3::from(vtx[2]);
|
||||
let n = (b - a).cross(&(c - a)).normalize();
|
||||
normals.push(n.into());
|
||||
normals.push(n.into());
|
||||
normals.push(n.into());
|
||||
}
|
||||
|
||||
normals
|
||||
.iter_mut()
|
||||
.for_each(|n| *n = Vector3::from(*n).normalize().into());
|
||||
let indices: Vec<_> = (0..vertices.len() as u32).collect();
|
||||
let uvs: Vec<_> = (0..vertices.len()).map(|_| [0.0, 0.0]).collect();
|
||||
|
||||
// Generate the mesh
|
||||
let mut mesh = Mesh::new(PrimitiveTopology::TriangleList);
|
||||
mesh.set_attribute(
|
||||
Mesh::ATTRIBUTE_POSITION,
|
||||
VertexAttributeValues::from(vertices),
|
||||
);
|
||||
mesh.set_attribute(Mesh::ATTRIBUTE_NORMAL, VertexAttributeValues::from(normals));
|
||||
mesh.set_attribute(Mesh::ATTRIBUTE_UV_0, VertexAttributeValues::from(uvs));
|
||||
mesh.set_indices(Some(Indices::U32(indices)));
|
||||
mesh
|
||||
}
|
||||
|
||||
fn collider_mesh_scale(co_shape: &dyn Shape) -> Vec3 {
|
||||
match co_shape.shape_type() {
|
||||
#[cfg(feature = "dim2")]
|
||||
ShapeType::Cuboid => {
|
||||
let c = co_shape.as_cuboid().unwrap();
|
||||
Vec3::new(c.half_extents.x, c.half_extents.y, 1.0)
|
||||
}
|
||||
ShapeType::Ball => {
|
||||
let b = co_shape.as_ball().unwrap();
|
||||
Vec3::new(b.radius, b.radius, b.radius)
|
||||
}
|
||||
#[cfg(feature = "dim3")]
|
||||
ShapeType::Cuboid => {
|
||||
let c = co_shape.as_cuboid().unwrap();
|
||||
Vec3::from_slice_unaligned(c.half_extents.as_slice())
|
||||
}
|
||||
#[cfg(feature = "dim3")]
|
||||
ShapeType::Cylinder => {
|
||||
let c = co_shape.as_cylinder().unwrap();
|
||||
Vec3::new(c.radius, c.half_height, c.radius)
|
||||
}
|
||||
#[cfg(feature = "dim3")]
|
||||
ShapeType::RoundCylinder => {
|
||||
let c = &co_shape.as_round_cylinder().unwrap().base_shape;
|
||||
Vec3::new(c.radius, c.half_height, c.radius)
|
||||
}
|
||||
#[cfg(feature = "dim3")]
|
||||
ShapeType::Cone => {
|
||||
let c = co_shape.as_cone().unwrap();
|
||||
Vec3::new(c.radius, c.half_height, c.radius)
|
||||
}
|
||||
#[cfg(feature = "dim3")]
|
||||
ShapeType::RoundCone => {
|
||||
let c = &co_shape.as_round_cone().unwrap().base_shape;
|
||||
Vec3::new(c.radius, c.half_height, c.radius)
|
||||
}
|
||||
_ => Vec3::ONE,
|
||||
}
|
||||
}
|
||||
|
||||
#[cfg(feature = "dim2")]
|
||||
fn generate_collider_mesh(co_shape: &dyn Shape) -> Option<Mesh> {
|
||||
let mesh = match co_shape.shape_type() {
|
||||
ShapeType::Capsule => {
|
||||
let capsule = co_shape.as_capsule().unwrap();
|
||||
bevy_mesh_from_polyline(capsule.to_polyline(10))
|
||||
}
|
||||
ShapeType::Triangle => {
|
||||
let tri = co_shape.as_triangle().unwrap();
|
||||
bevy_mesh_from_polyline(vec![tri.a, tri.b, tri.c])
|
||||
}
|
||||
ShapeType::TriMesh => {
|
||||
let trimesh = co_shape.as_trimesh().unwrap();
|
||||
let vertices = trimesh
|
||||
.vertices()
|
||||
.iter()
|
||||
.map(|p| Point3::new(p.x, p.y, 0.0))
|
||||
.collect();
|
||||
bevy_mesh((vertices, trimesh.indices().to_vec()))
|
||||
}
|
||||
ShapeType::Polyline => {
|
||||
let polyline = co_shape.as_polyline().unwrap();
|
||||
bevy_polyline((
|
||||
polyline.vertices().to_vec(),
|
||||
Some(polyline.indices().to_vec()),
|
||||
))
|
||||
}
|
||||
ShapeType::HeightField => {
|
||||
let heightfield = co_shape.as_heightfield().unwrap();
|
||||
let vertices: Vec<_> = heightfield
|
||||
.segments()
|
||||
.flat_map(|s| vec![s.a, s.b])
|
||||
.collect();
|
||||
bevy_polyline((vertices, None))
|
||||
}
|
||||
ShapeType::ConvexPolygon => {
|
||||
let poly = co_shape.as_convex_polygon().unwrap();
|
||||
bevy_mesh_from_polyline(poly.points().to_vec())
|
||||
}
|
||||
ShapeType::RoundConvexPolygon => {
|
||||
let poly = co_shape.as_round_convex_polygon().unwrap();
|
||||
bevy_mesh_from_polyline(poly.base_shape.points().to_vec())
|
||||
}
|
||||
_ => return None,
|
||||
};
|
||||
|
||||
Some(mesh)
|
||||
}
|
||||
|
||||
#[cfg(feature = "dim3")]
|
||||
fn generate_collider_mesh(co_shape: &dyn Shape) -> Option<Mesh> {
|
||||
let mesh = match co_shape.shape_type() {
|
||||
ShapeType::Capsule => {
|
||||
let capsule = co_shape.as_capsule().unwrap();
|
||||
bevy_mesh(capsule.to_trimesh(20, 10))
|
||||
}
|
||||
ShapeType::Triangle => {
|
||||
let tri = co_shape.as_triangle().unwrap();
|
||||
bevy_mesh((vec![tri.a, tri.b, tri.c], vec![[0, 1, 2], [0, 2, 1]]))
|
||||
}
|
||||
ShapeType::TriMesh => {
|
||||
let trimesh = co_shape.as_trimesh().unwrap();
|
||||
bevy_mesh((trimesh.vertices().to_vec(), trimesh.indices().to_vec()))
|
||||
}
|
||||
ShapeType::HeightField => {
|
||||
let heightfield = co_shape.as_heightfield().unwrap();
|
||||
bevy_mesh(heightfield.to_trimesh())
|
||||
}
|
||||
ShapeType::ConvexPolyhedron => {
|
||||
let poly = co_shape.as_convex_polyhedron().unwrap();
|
||||
bevy_mesh(poly.to_trimesh())
|
||||
}
|
||||
ShapeType::RoundConvexPolyhedron => {
|
||||
let poly = co_shape.as_round_convex_polyhedron().unwrap();
|
||||
bevy_mesh(poly.base_shape.to_trimesh())
|
||||
}
|
||||
_ => return None,
|
||||
};
|
||||
|
||||
Some(mesh)
|
||||
}
|
||||
|
||||
@@ -1,132 +0,0 @@
|
||||
#[cfg(feature = "dim3")]
|
||||
use crate::objects::node::GraphicsNode;
|
||||
use kiss3d::window::Window;
|
||||
use na::Point3;
|
||||
#[cfg(feature = "dim3")]
|
||||
use na::Vector3;
|
||||
#[cfg(feature = "dim2")]
|
||||
use nphysics::math::{Point, Vector};
|
||||
use nphysics::object::{DefaultColliderHandle, DefaultColliderSet};
|
||||
#[cfg(feature = "dim3")]
|
||||
use num::Zero;
|
||||
|
||||
#[cfg(feature = "dim3")]
|
||||
pub struct Plane {
|
||||
gfx: GraphicsNode,
|
||||
collider: DefaultColliderHandle,
|
||||
}
|
||||
|
||||
#[cfg(feature = "dim2")]
|
||||
pub struct Plane {
|
||||
color: Point3<f32>,
|
||||
base_color: Point3<f32>,
|
||||
position: Point<f32>,
|
||||
normal: na::Unit<Vector<f32>>,
|
||||
collider: DefaultColliderHandle,
|
||||
}
|
||||
|
||||
impl Plane {
|
||||
#[cfg(feature = "dim2")]
|
||||
pub fn new(
|
||||
collider: DefaultColliderHandle,
|
||||
colliders: &DefaultColliderSet<f32>,
|
||||
position: &Point<f32>,
|
||||
normal: &Vector<f32>,
|
||||
color: Point3<f32>,
|
||||
_: &mut Window,
|
||||
) -> Plane {
|
||||
let mut res = Plane {
|
||||
color,
|
||||
base_color: color,
|
||||
position: *position,
|
||||
normal: na::Unit::new_normalize(*normal),
|
||||
collider,
|
||||
};
|
||||
|
||||
res.update(colliders);
|
||||
res
|
||||
}
|
||||
|
||||
#[cfg(feature = "dim3")]
|
||||
pub fn new(
|
||||
collider: DefaultColliderHandle,
|
||||
colliders: &DefaultColliderSet<f32>,
|
||||
world_pos: &Point3<f32>,
|
||||
world_normal: &Vector3<f32>,
|
||||
color: Point3<f32>,
|
||||
window: &mut Window,
|
||||
) -> Plane {
|
||||
let mut res = Plane {
|
||||
gfx: window.add_quad(100.0, 100.0, 10, 10),
|
||||
collider,
|
||||
};
|
||||
|
||||
if colliders
|
||||
.get(collider)
|
||||
.unwrap()
|
||||
.query_type()
|
||||
.is_proximity_query()
|
||||
{
|
||||
res.gfx.set_surface_rendering_activation(false);
|
||||
res.gfx.set_lines_width(1.0);
|
||||
}
|
||||
|
||||
res.gfx.set_color(color.x, color.y, color.z);
|
||||
|
||||
let up = if world_normal.z.is_zero() && world_normal.y.is_zero() {
|
||||
Vector3::z()
|
||||
} else {
|
||||
Vector3::x()
|
||||
};
|
||||
|
||||
res.gfx
|
||||
.reorient(world_pos, &(*world_pos + *world_normal), &up);
|
||||
|
||||
res.update(colliders);
|
||||
|
||||
res
|
||||
}
|
||||
|
||||
pub fn select(&mut self) {}
|
||||
|
||||
pub fn unselect(&mut self) {}
|
||||
|
||||
pub fn update(&mut self, _: &DefaultColliderSet<f32>) {
|
||||
// FIXME: atm we assume the plane does not move
|
||||
}
|
||||
|
||||
#[cfg(feature = "dim3")]
|
||||
pub fn set_color(&mut self, color: Point3<f32>) {
|
||||
self.gfx.set_color(color.x, color.y, color.z);
|
||||
}
|
||||
|
||||
#[cfg(feature = "dim2")]
|
||||
pub fn set_color(&mut self, color: Point3<f32>) {
|
||||
self.color = color;
|
||||
self.base_color = color;
|
||||
}
|
||||
|
||||
#[cfg(feature = "dim3")]
|
||||
pub fn scene_node(&self) -> &GraphicsNode {
|
||||
&self.gfx
|
||||
}
|
||||
|
||||
#[cfg(feature = "dim3")]
|
||||
pub fn scene_node_mut(&mut self) -> &mut GraphicsNode {
|
||||
&mut self.gfx
|
||||
}
|
||||
|
||||
pub fn object(&self) -> DefaultColliderHandle {
|
||||
self.collider
|
||||
}
|
||||
|
||||
#[cfg(feature = "dim2")]
|
||||
pub fn draw(&mut self, window: &mut Window) {
|
||||
let orth = Vector::new(-self.normal.y, self.normal.x);
|
||||
window.draw_planar_line(
|
||||
&(self.position - orth * 50.0),
|
||||
&(self.position + orth * 50.0),
|
||||
&self.color,
|
||||
);
|
||||
}
|
||||
}
|
||||
@@ -1,67 +0,0 @@
|
||||
use kiss3d::window::Window;
|
||||
use na::Point3;
|
||||
use rapier::geometry::{ColliderHandle, ColliderSet};
|
||||
use rapier::math::{Isometry, Point};
|
||||
|
||||
pub struct Polyline {
|
||||
color: Point3<f32>,
|
||||
base_color: Point3<f32>,
|
||||
vertices: Vec<Point<f32>>,
|
||||
indices: Vec<[u32; 2]>,
|
||||
collider: ColliderHandle,
|
||||
pos: Isometry<f32>,
|
||||
}
|
||||
|
||||
impl Polyline {
|
||||
pub fn new(
|
||||
collider: ColliderHandle,
|
||||
vertices: Vec<Point<f32>>,
|
||||
indices: Vec<[u32; 2]>,
|
||||
color: Point3<f32>,
|
||||
) -> Polyline {
|
||||
Polyline {
|
||||
color,
|
||||
pos: Isometry::identity(),
|
||||
base_color: color,
|
||||
vertices,
|
||||
indices,
|
||||
collider,
|
||||
}
|
||||
}
|
||||
|
||||
pub fn select(&mut self) {
|
||||
self.color = Point3::new(1.0, 0.0, 0.0);
|
||||
}
|
||||
|
||||
pub fn unselect(&mut self) {
|
||||
self.color = self.base_color;
|
||||
}
|
||||
|
||||
pub fn set_color(&mut self, color: Point3<f32>) {
|
||||
self.color = color;
|
||||
self.base_color = color;
|
||||
}
|
||||
|
||||
pub fn update(&mut self, colliders: &ColliderSet) {
|
||||
self.pos = colliders
|
||||
.get(self.collider)
|
||||
.map(|c| *c.position())
|
||||
.unwrap_or(Isometry::identity());
|
||||
}
|
||||
|
||||
pub fn object(&self) -> ColliderHandle {
|
||||
self.collider
|
||||
}
|
||||
|
||||
pub fn draw(&mut self, window: &mut Window) {
|
||||
for idx in &self.indices {
|
||||
let p1 = self.pos * self.vertices[idx[0] as usize];
|
||||
let p2 = self.pos * self.vertices[idx[1] as usize];
|
||||
|
||||
#[cfg(feature = "dim2")]
|
||||
window.draw_planar_line(&p1, &p2, &self.color);
|
||||
#[cfg(feature = "dim3")]
|
||||
window.draw_line(&p1, &p2, &self.color);
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user