First public release of Rapier.
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120
src_testbed/objects/heightfield.rs
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120
src_testbed/objects/heightfield.rs
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#[cfg(feature = "dim3")]
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use crate::objects::node::{self, GraphicsNode};
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use kiss3d::window::Window;
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use na::{self, Point3};
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use ncollide::shape;
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#[cfg(feature = "dim3")]
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use ncollide::transformation::ToTriMesh;
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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 rapier::math::Vector;
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pub struct HeightField {
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color: Point3<f32>,
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base_color: Point3<f32>,
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#[cfg(feature = "dim2")]
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vertices: Vec<Point<f32>>,
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#[cfg(feature = "dim3")]
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gfx: GraphicsNode,
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collider: ColliderHandle,
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}
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impl HeightField {
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#[cfg(feature = "dim2")]
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pub fn new(
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collider: ColliderHandle,
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heightfield: &shape::HeightField<f32>,
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color: Point3<f32>,
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_: &mut Window,
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) -> HeightField {
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let mut vertices = Vec::new();
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for seg in heightfield.segments() {
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vertices.push(seg.a);
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vertices.push(seg.b);
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}
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HeightField {
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color,
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base_color: color,
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vertices,
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collider,
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}
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}
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#[cfg(feature = "dim3")]
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pub fn new(
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collider: ColliderHandle,
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heightfield: &shape::HeightField<f32>,
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color: Point3<f32>,
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window: &mut Window,
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) -> HeightField {
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let mesh = heightfield.to_trimesh(());
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let mut res = HeightField {
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color,
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base_color: color,
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gfx: window.add_trimesh(mesh, Vector::repeat(1.0)),
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collider: collider,
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};
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res.gfx.enable_backface_culling(false);
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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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#[cfg(feature = "dim3")]
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{
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self.gfx.set_color(color.x, color.y, color.z);
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}
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self.color = color;
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self.base_color = color;
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}
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#[cfg(feature = "dim3")]
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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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&na::Isometry::identity(),
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);
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}
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#[cfg(feature = "dim2")]
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pub fn update(&mut self, _colliders: &ColliderSet) {}
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#[cfg(feature = "dim3")]
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pub fn scene_node(&self) -> &GraphicsNode {
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&self.gfx
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}
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#[cfg(feature = "dim3")]
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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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#[cfg(feature = "dim2")]
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pub fn draw(&mut self, window: &mut Window) {
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for vtx in self.vertices.chunks(2) {
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window.draw_planar_line(&vtx[0], &vtx[1], &self.color)
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}
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}
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}
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