First public release of Rapier.
This commit is contained in:
73
src_testbed/objects/ball.rs
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73
src_testbed/objects/ball.rs
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@@ -0,0 +1,73 @@
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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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}
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impl Ball {
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pub fn new(
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collider: ColliderHandle,
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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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};
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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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&Isometry::identity(),
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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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73
src_testbed/objects/box_node.rs
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73
src_testbed/objects/box_node.rs
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@@ -0,0 +1,73 @@
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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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}
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impl Box {
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pub fn new(
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collider: ColliderHandle,
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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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};
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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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}
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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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74
src_testbed/objects/capsule.rs
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74
src_testbed/objects/capsule.rs
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@@ -0,0 +1,74 @@
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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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}
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impl Capsule {
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pub fn new(
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collider: ColliderHandle,
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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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};
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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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&Isometry::identity(),
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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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77
src_testbed/objects/convex.rs
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77
src_testbed/objects/convex.rs
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@@ -0,0 +1,77 @@
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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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}
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impl Convex {
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pub fn new(
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body: ColliderHandle,
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vertices: Vec<Point<f32>>,
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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 = unimplemented!();
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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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};
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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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&Isometry::identity(),
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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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120
src_testbed/objects/heightfield.rs
Normal file
120
src_testbed/objects/heightfield.rs
Normal file
@@ -0,0 +1,120 @@
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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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108
src_testbed/objects/mesh.rs
Normal file
108
src_testbed/objects/mesh.rs
Normal file
@@ -0,0 +1,108 @@
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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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|
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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>>,
|
||||
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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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)),
|
||||
crate::math::Vector::from_element(1.0),
|
||||
);
|
||||
}
|
||||
|
||||
#[cfg(feature = "dim3")]
|
||||
{
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||||
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 {
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||||
color,
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||||
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
|
||||
}
|
||||
}
|
||||
10
src_testbed/objects/mod.rs
Normal file
10
src_testbed/objects/mod.rs
Normal file
@@ -0,0 +1,10 @@
|
||||
pub mod ball;
|
||||
pub mod box_node;
|
||||
pub mod capsule;
|
||||
pub mod convex;
|
||||
pub mod heightfield;
|
||||
pub mod mesh;
|
||||
pub mod node;
|
||||
//pub mod plane;
|
||||
//#[cfg(feature = "dim2")]
|
||||
//pub mod polyline;
|
||||
164
src_testbed/objects/node.rs
Normal file
164
src_testbed/objects/node.rs
Normal file
@@ -0,0 +1,164 @@
|
||||
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 crate::objects::plane::Plane;
|
||||
//#[cfg(feature = "dim2")]
|
||||
//use crate::objects::polyline::Polyline;
|
||||
use kiss3d::window::Window;
|
||||
use na::Point3;
|
||||
|
||||
use rapier::geometry::{ColliderHandle, ColliderSet};
|
||||
use rapier::math::Isometry;
|
||||
|
||||
#[cfg(feature = "dim2")]
|
||||
pub type GraphicsNode = kiss3d::scene::PlanarSceneNode;
|
||||
#[cfg(feature = "dim3")]
|
||||
pub type GraphicsNode = kiss3d::scene::SceneNode;
|
||||
|
||||
pub enum Node {
|
||||
// Plane(Plane),
|
||||
Ball(Ball),
|
||||
Box(Box),
|
||||
HeightField(HeightField),
|
||||
Capsule(Capsule),
|
||||
// #[cfg(feature = "dim2")]
|
||||
// Polyline(Polyline),
|
||||
Mesh(Mesh),
|
||||
Convex(Convex),
|
||||
}
|
||||
|
||||
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(),
|
||||
// #[cfg(feature = "dim2")]
|
||||
// Node::Polyline(ref mut n) => n.select(),
|
||||
Node::Mesh(ref mut n) => n.select(),
|
||||
Node::Convex(ref mut n) => n.select(),
|
||||
}
|
||||
}
|
||||
|
||||
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(),
|
||||
// #[cfg(feature = "dim2")]
|
||||
// Node::Polyline(ref mut n) => n.unselect(),
|
||||
Node::Mesh(ref mut n) => n.unselect(),
|
||||
Node::Convex(ref mut n) => n.unselect(),
|
||||
}
|
||||
}
|
||||
|
||||
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),
|
||||
// #[cfg(feature = "dim2")]
|
||||
// Node::Polyline(ref mut n) => n.update(colliders),
|
||||
Node::Mesh(ref mut n) => n.update(colliders),
|
||||
Node::Convex(ref mut n) => n.update(colliders),
|
||||
}
|
||||
}
|
||||
|
||||
#[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),
|
||||
_ => {}
|
||||
}
|
||||
}
|
||||
|
||||
#[cfg(feature = "dim3")]
|
||||
pub fn draw(&mut self, _: &mut Window) {}
|
||||
|
||||
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()),
|
||||
#[cfg(feature = "dim2")]
|
||||
_ => None,
|
||||
}
|
||||
}
|
||||
|
||||
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()),
|
||||
#[cfg(feature = "dim2")]
|
||||
_ => None,
|
||||
}
|
||||
}
|
||||
|
||||
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(),
|
||||
// #[cfg(feature = "dim2")]
|
||||
// Node::Polyline(ref n) => n.object(),
|
||||
Node::Mesh(ref n) => n.object(),
|
||||
Node::Convex(ref n) => n.object(),
|
||||
}
|
||||
}
|
||||
|
||||
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),
|
||||
// #[cfg(feature = "dim2")]
|
||||
// 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),
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
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);
|
||||
} else {
|
||||
node.set_visible(false);
|
||||
node.unlink();
|
||||
}
|
||||
}
|
||||
132
src_testbed/objects/plane.rs
Normal file
132
src_testbed/objects/plane.rs
Normal file
@@ -0,0 +1,132 @@
|
||||
#[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,
|
||||
);
|
||||
}
|
||||
}
|
||||
79
src_testbed/objects/polyline.rs
Normal file
79
src_testbed/objects/polyline.rs
Normal file
@@ -0,0 +1,79 @@
|
||||
use kiss3d::window::Window;
|
||||
use na::{Isometry2, Point2, Point3};
|
||||
use ncollide2d::shape;
|
||||
use nphysics2d::object::{ColliderAnchor, DefaultColliderHandle, DefaultColliderSet};
|
||||
|
||||
pub struct Polyline {
|
||||
color: Point3<f32>,
|
||||
base_color: Point3<f32>,
|
||||
vertices: Vec<Point2<f32>>,
|
||||
indices: Vec<Point2<usize>>,
|
||||
collider: DefaultColliderHandle,
|
||||
pos: Isometry2<f32>,
|
||||
}
|
||||
|
||||
impl Polyline {
|
||||
pub fn new(
|
||||
collider: DefaultColliderHandle,
|
||||
colliders: &DefaultColliderSet<f32>,
|
||||
_: Isometry2<f32>,
|
||||
vertices: Vec<Point2<f32>>,
|
||||
indices: Vec<Point2<usize>>,
|
||||
color: Point3<f32>,
|
||||
_: &mut Window,
|
||||
) -> Polyline {
|
||||
let mut res = Polyline {
|
||||
color,
|
||||
pos: Isometry2::identity(),
|
||||
base_color: color,
|
||||
vertices,
|
||||
indices,
|
||||
collider,
|
||||
};
|
||||
|
||||
res.update(colliders);
|
||||
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.color = color;
|
||||
self.base_color = color;
|
||||
}
|
||||
|
||||
pub fn update(&mut self, colliders: &DefaultColliderSet<f32>) {
|
||||
// Update if some deformation occurred.
|
||||
// FIXME: don't update if it did not move.
|
||||
if let Some(c) = colliders.get(self.collider) {
|
||||
self.pos = *c.position();
|
||||
if let ColliderAnchor::OnDeformableBody { .. } = c.anchor() {
|
||||
let shape = c.shape().as_shape::<shape::Polyline<f32>>().unwrap();
|
||||
self.vertices = shape.points().to_vec();
|
||||
self.indices.clear();
|
||||
|
||||
for e in shape.edges() {
|
||||
self.indices.push(e.indices);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
pub fn object(&self) -> DefaultColliderHandle {
|
||||
self.collider
|
||||
}
|
||||
|
||||
pub fn draw(&mut self, window: &mut Window) {
|
||||
for idx in &self.indices {
|
||||
let p1 = self.pos * self.vertices[idx.x];
|
||||
let p2 = self.pos * self.vertices[idx.y];
|
||||
window.draw_planar_line(&p1, &p2, &self.color)
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user