First public release of Rapier.
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108
src_testbed/objects/mesh.rs
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108
src_testbed/objects/mesh.rs
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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, Point};
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use std::cell::RefCell;
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use std::rc::Rc;
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pub struct Mesh {
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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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}
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impl Mesh {
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pub fn new(
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collider: ColliderHandle,
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vertices: Vec<Point<f32>>,
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indices: Vec<Point3<u32>>,
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color: Point3<f32>,
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window: &mut window::Window,
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) -> Mesh {
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let vs = vertices;
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let is = indices.into_iter().map(na::convert).collect();
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let mesh;
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let gfx;
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#[cfg(feature = "dim2")]
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{
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mesh = kiss3d::resource::PlanarMesh::new(vs, is, None, false);
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gfx = window.add_planar_mesh(
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Rc::new(RefCell::new(mesh)),
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crate::math::Vector::from_element(1.0),
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);
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}
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#[cfg(feature = "dim3")]
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{
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mesh = kiss3d::resource::Mesh::new(vs, is, None, None, false);
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gfx = 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 = Mesh {
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color,
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base_color: color,
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gfx,
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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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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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&Isometry::identity(),
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);
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// // Update if some deformation occurred.
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// // FIXME: don't update if it did not move.
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// if let Some(c) = colliders.get(self.collider) {
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// if let ColliderAnchor::OnDeformableBody { .. } = c.anchor() {
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// let shape = c.shape().as_shape::<TriMesh<f32>>().unwrap();
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// let vtx = shape.points();
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//
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// self.gfx.modify_vertices(&mut |vertices| {
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// for (v, new_v) in vertices.iter_mut().zip(vtx.iter()) {
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// *v = *new_v
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// }
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// });
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// self.gfx.recompute_normals();
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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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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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