Add prelude + use vectors for setting linvel/translation in builders
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@@ -1,6 +1,6 @@
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use bevy::prelude::*;
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use na::Point3;
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use na::{point, Point3};
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use crate::math::Isometry;
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use crate::objects::node::EntityWithGraphics;
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@@ -34,7 +34,7 @@ impl GraphicsManager {
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b2sn: HashMap::new(),
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b2color: HashMap::new(),
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c2color: HashMap::new(),
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ground_color: Point3::new(0.5, 0.5, 0.5),
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ground_color: point![0.5, 0.5, 0.5],
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b2wireframe: HashMap::new(),
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prefab_meshes: HashMap::new(),
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}
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@@ -57,9 +57,10 @@ impl GraphicsManager {
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pub fn remove_collider_nodes(
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&mut self,
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commands: &mut Commands,
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body: RigidBodyHandle,
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body: Option<RigidBodyHandle>,
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collider: ColliderHandle,
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) {
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let body = body.unwrap_or(RigidBodyHandle::invalid());
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if let Some(sns) = self.b2sn.get_mut(&body) {
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for sn in sns.iter_mut() {
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if sn.collider == collider {
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@@ -83,23 +84,23 @@ impl GraphicsManager {
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&mut self,
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materials: &mut Assets<StandardMaterial>,
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b: RigidBodyHandle,
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color: Point3<f32>,
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color: [f32; 3],
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) {
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self.b2color.insert(b, color);
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self.b2color.insert(b, color.into());
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if let Some(ns) = self.b2sn.get_mut(&b) {
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for n in ns.iter_mut() {
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n.set_color(materials, color)
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n.set_color(materials, color.into())
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}
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}
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}
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pub fn set_initial_body_color(&mut self, b: RigidBodyHandle, color: Point3<f32>) {
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self.b2color.insert(b, color);
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pub fn set_initial_body_color(&mut self, b: RigidBodyHandle, color: [f32; 3]) {
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self.b2color.insert(b, color.into());
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}
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pub fn set_initial_collider_color(&mut self, c: ColliderHandle, color: Point3<f32>) {
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self.c2color.insert(c, color);
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pub fn set_initial_collider_color(&mut self, c: ColliderHandle, color: [f32; 3]) {
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self.c2color.insert(c, color.into());
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}
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pub fn set_body_wireframe(&mut self, b: RigidBodyHandle, enabled: bool) {
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@@ -118,18 +119,18 @@ impl GraphicsManager {
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}
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}
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pub fn toggle_wireframe_mode(&mut self, colliders: &ColliderSet, _enabled: bool) {
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for n in self.b2sn.values_mut().flat_map(|val| val.iter_mut()) {
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let _force_wireframe = if let Some(collider) = colliders.get(n.collider) {
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collider.is_sensor()
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|| self
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.b2wireframe
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.get(&collider.parent())
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.cloned()
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.unwrap_or(false)
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} else {
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false
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};
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pub fn toggle_wireframe_mode(&mut self, _colliders: &ColliderSet, _enabled: bool) {
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for _n in self.b2sn.values_mut().flat_map(|val| val.iter_mut()) {
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// let _force_wireframe = if let Some(collider) = colliders.get(n.collider) {
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// collider.is_sensor()
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// || self
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// .b2wireframe
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// .get(&collider.parent())
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// .cloned()
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// .unwrap_or(false)
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// } else {
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// false
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// };
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// if let Some(node) = n.scene_node_mut() {
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// if force_wireframe || enabled {
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@@ -171,7 +172,7 @@ impl GraphicsManager {
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}
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}
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self.set_body_color(materials, handle, color);
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self.set_body_color(materials, handle, color.into());
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color
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}
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@@ -257,10 +258,10 @@ impl GraphicsManager {
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colliders: &ColliderSet,
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) {
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let collider = &colliders[handle];
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let color = *self.b2color.get(&collider.parent()).unwrap();
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let collider_parent = collider.parent().unwrap_or(RigidBodyHandle::invalid());
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let color = *self.b2color.get(&collider_parent).unwrap();
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let color = self.c2color.get(&handle).copied().unwrap_or(color);
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let mut nodes =
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std::mem::replace(self.b2sn.get_mut(&collider.parent()).unwrap(), Vec::new());
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let mut nodes = std::mem::replace(self.b2sn.get_mut(&collider_parent).unwrap(), Vec::new());
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self.do_add_shape(
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commands,
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meshes,
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@@ -273,7 +274,7 @@ impl GraphicsManager {
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color,
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&mut nodes,
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);
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self.b2sn.insert(collider.parent(), nodes);
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self.b2sn.insert(collider_parent, nodes);
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}
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fn do_add_shape(
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@@ -338,9 +339,9 @@ impl GraphicsManager {
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//
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// if bo.is_dynamic() {
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// if bo.is_ccd_active() {
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// n.set_color(Point3::new(1.0, 0.0, 0.0));
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// n.set_color(point![1.0, 0.0, 0.0]);
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// } else {
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// n.set_color(Point3::new(0.0, 1.0, 0.0));
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// n.set_color(point![0.0, 1.0, 0.0]);
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// }
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// }
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// }
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@@ -365,9 +366,9 @@ impl GraphicsManager {
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// let y = rotmat.column(1) * 0.25f32;
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// let z = rotmat.column(2) * 0.25f32;
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// window.draw_line(center, &(*center + x), &Point3::new(1.0, 0.0, 0.0));
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// window.draw_line(center, &(*center + y), &Point3::new(0.0, 1.0, 0.0));
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// window.draw_line(center, &(*center + z), &Point3::new(0.0, 0.0, 1.0));
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// window.draw_line(center, &(*center + x), &point![1.0, 0.0, 0.0]);
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// window.draw_line(center, &(*center + y), &point![0.0, 1.0, 0.0]);
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// window.draw_line(center, &(*center + z), &point![0.0, 0.0, 1.0]);
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// // }
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// }
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// }
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