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extern crate tobj;
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extern crate winit;
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use std::f32::consts::PI;
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use std::rc::Rc;
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use std::sync::Arc;
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#[cfg(not(target_arch = "wasm32"))]
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use std::time::{Duration, Instant};
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use bytemuck::__core::ops::Range;
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use cgmath::{Decomposed, Deg, Euler, InnerSpace, Quaternion, Rotation3, SquareMatrix, Point3, Rad};
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use futures::task::LocalSpawn;
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use legion::*;
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use rapier3d::dynamics::{
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IntegrationParameters, JointSet, RigidBody, RigidBodyBuilder, RigidBodyHandle, RigidBodySet,
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};
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use rapier3d::geometry::{BroadPhase, ColliderBuilder, ColliderHandle, ColliderSet, NarrowPhase};
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use rapier3d::math;
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use rapier3d::na::{Isometry, Isometry3, Vector, Vector3};
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use rapier3d::pipeline::PhysicsPipeline;
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use wgpu::{BindGroup, Buffer, TextureView};
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use wgpu_subscriber;
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use winit::event::DeviceEvent::MouseMotion;
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use winit::platform::unix::x11::ffi::Time;
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use winit::{
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event::{self, WindowEvent},
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event_loop::{ControlFlow, EventLoop},
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};
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use gilrs::Event as GilEvent;
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use crate::camera::{CameraController, Camera};
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use crate::components::{Collider, Color, Physics, Position};
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use crate::physics::PhysicsState;
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use crate::render::Renderer;
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use crate::owned_event::TrEventExtension;
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use gilrs::{Gamepad, Gilrs};
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use rapier3d::counters::Timer;
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mod camera;
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mod components;
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mod geometry;
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mod light;
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mod physics;
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mod render;
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mod owned_event;
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/*
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Collision detection
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https://nphysics.org/rigid_body_simulations_with_contacts/
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Obj file format
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http://paulbourke.net/dataformats/obj/
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tobj obj loader
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https://docs.rs/tobj/2.0.3/tobj/index.html
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mesh generator lib, might be useful
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https://docs.rs/genmesh/0.6.2/genmesh/
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legion ECS
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https://github.com/amethyst/legion
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mvp:
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ECS
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animation
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render 3d (good!)
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input/io
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collision / physics (yep!)
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entities & behaviours (got the entities!)
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*/
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//log::info!("");
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fn main() {
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let mut world = World::default();
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let (mut pool, spawner) = {
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let local_pool = futures::executor::LocalPool::new();
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let spawner = local_pool.spawner();
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(local_pool, spawner)
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};
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// Schedule for the render systen
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let mut render_schedule = Schedule::builder()
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.add_system(render::render_test_system())
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.build();
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// TODO schedule for the update system and others
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let mut update_schedule = Schedule::builder()
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.add_system(physics::update_camera_system())
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.add_system(physics::run_physics_system())
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.add_system(physics::update_models_system())
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// next system here, gamelogic update system?
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.build();
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let event_loop = EventLoop::<TrEventExtension>::with_user_event();
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let mut builder = winit::window::WindowBuilder::new();
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builder = builder.with_title("MVGE");
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// I don't know what they are doing here
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#[cfg(windows_OFF)] // TODO
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{
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use winit::platform::windows::WindowBuilderExtWindows;
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builder = builder.with_no_redirection_bitmap(true);
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}
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let window = builder.build(&event_loop).unwrap();
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// Load up the renderer (and the resources)
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let mut renderer = {
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let mut renderer = render::Renderer::init(&window);
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entity_loading(&mut world, &mut renderer);
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renderer
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};
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let mut resources = Resources::default();
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resources.insert(renderer);
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let (physics_state, physics_pipeline) =
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PhysicsState::build(rapier3d::math::Vector::new(0.0, 0.0, -9.81));
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resources.insert(physics_state);
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resources.insert(physics_pipeline);
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resources.insert(CameraController::new(1.0, 1.0));
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resources.insert(Instant::now());
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let event_loop_proxy = event_loop.create_proxy();
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std::thread::spawn(move || {
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let mut gilrs = Gilrs::new().unwrap();
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// Iterate over all connected gamepads
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let mut gamepad: Option<Gamepad> = None;
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for (_id, gamepad_) in gilrs.gamepads() {
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if gamepad_.name() == "PS4" {
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gamepad = Some(gamepad_);
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}
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println!("{} is {:?} {:?}", gamepad_.name(), gamepad_.power_info(), gamepad_.id());
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}
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let mut active_gamepad = None;
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loop {
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while let Some(GilEvent { id, event, time }) = gilrs.next_event() {
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println!("{:?} New event from {}: {:?}", time, id, event);
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active_gamepad = Some(id);
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event_loop_proxy.send_event(TrEventExtension::GamepadEvent {
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gil_event: GilEvent { id, event, time }
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}).ok();
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}
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// // You can also use cached gamepad state
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// if let Some(gamepad) = active_gamepad.map(|id| gilrs.gamepad(id)) {
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// if gamepad.is_pressed(Button::South) {
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// println!("Button South is pressed (XBox - A, PS - X)");
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// }
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// }
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std::thread::sleep(std::time::Duration::from_millis(50));
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}
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});
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let step_size: f32 = 0.005;
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let mut elapsed_time: f32 = { // deltatime since last frame
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let last_frame = resources.get::<Instant>().unwrap();
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last_frame.elapsed()
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}.as_secs_f32();
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let mut delta_time: f32 = 0.0;
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let mut accumulator_time: f32 = 0.0;
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let mut current_time: f32 = elapsed_time;
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event_loop.run(move |event, _, control_flow| {
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// Artificially slows the loop rate to 10 millis
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// This is called after redraw events cleared
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//*control_flow = ControlFlow::WaitUntil(Instant::now() + Duration::from_millis(10));
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*control_flow = ControlFlow::Poll;
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match event {
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event::Event::MainEventsCleared => {
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elapsed_time = { // deltatime since last frame
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let last_frame = resources.get::<Instant>().unwrap();
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last_frame.elapsed()
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}.as_secs_f32();
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delta_time = elapsed_time - current_time;
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current_time = elapsed_time;
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if delta_time > 0.02 {
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delta_time = 0.02;
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}
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accumulator_time += delta_time;
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let dt = { // deltatime since last frame
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let last_frame = resources.get::<Instant>().unwrap();
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last_frame.elapsed()
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};
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update_schedule.execute(&mut world, &mut resources);
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// ask for a redraw every 20 millis
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if dt > Duration::from_millis(20) {
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}
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// update the world time here for next update
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resources.insert(Instant::now());
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render_schedule.execute(&mut world, &mut resources);
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}
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event::Event::DeviceEvent {
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event: MouseMotion { delta },
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..
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} => {
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resources
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.get_mut::<Renderer>()
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.unwrap()
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.cam_look_delta((delta.0, delta.1));
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//swap_chain = device.create_swap_chain(&surface, &sc_desc);
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}
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// Resizing will queue a request_redraw
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event::Event::WindowEvent {
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event: WindowEvent::Resized(size),
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..
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} => {
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log::info!("Resizing to {:?}", size);
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let width = size.width;
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let height = size.height;
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resources
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.get_mut::<Renderer>()
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.unwrap()
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.resize(width, height);
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//swap_chain = device.create_swap_chain(&surface, &sc_desc);
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}
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event::Event::WindowEvent { event, .. } => match event {
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WindowEvent::KeyboardInput {
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input:
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event::KeyboardInput {
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virtual_keycode: Some(event::VirtualKeyCode::Escape),
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state: event::ElementState::Pressed,
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..
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},
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..
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}
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| WindowEvent::CloseRequested => {
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*control_flow = ControlFlow::Exit;
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}
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_ => {
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//renderer.update(event);
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}
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},
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event::Event::RedrawRequested(_) => {
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// Call the render system
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render_schedule.execute(&mut world, &mut resources);
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}
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_ => {}
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}
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});
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}
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pub fn entity_loading(world: &mut World, renderer: &mut Renderer) {
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let monkey_mesh = renderer.load_mesh_to_buffer("./resources/monkey.obj");
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// let camera_ent: Entity = world.push((
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// Camera {
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// position: Point3 {
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// x: 5.0,
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// y: 5.0,
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// z: 5.0
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// },
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// yaw: Rad(45.0),
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// pitch: Rad(45.0)
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// }
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// ));
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let light_entity: Entity = world.push((
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cgmath::Point3 {
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x: 7.0 as f32,
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y: -5.0 as f32,
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z: 10.0 as f32,
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},
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renderer.create_light(),
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));
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let light_entity: Entity = world.push((
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cgmath::Point3 {
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x: -5.0 as f32,
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y: 7.0 as f32,
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z: 10.0 as f32,
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},
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renderer.create_light(),
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));
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let offset = cgmath::vec3(2.0, 2.0, 2.0);
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let transform = Decomposed {
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disp: offset.clone(),
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rot: Quaternion::from_axis_angle(offset.normalize(), Deg(50.0)),
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scale: 1.0,
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};
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let monkey_entity: Entity = world.push((
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Position {
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x: 1.0,
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y: 2.0,
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z: 2.0,
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rot: Quaternion::from(Euler {
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x: Deg(90.0),
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y: Deg(45.0),
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z: Deg(15.0),
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}), //mx: cgmath::Matrix4::from(transform),
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},
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monkey_mesh,
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Color {
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r: 1.0,
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g: 0.5,
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b: 0.5,
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a: 1.0,
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},
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));
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let mut dynamic_ball_body = RigidBodyBuilder::new_dynamic()
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.position(Isometry3::new(
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Vector3::new(0.0, 0.0, 5.0),
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Vector::y() * PI,
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))
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.build();
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let mut static_floor_body = RigidBodyBuilder::new_static()
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.position(Isometry3::new(
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Vector3::new(0.0, 0.0, 0.0),
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Vector::y() * PI,
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))
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.build();
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let ball_collider = ColliderBuilder::ball(1.5).build();
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let floor_collider = ColliderBuilder::cuboid(0.5, 0.2, 0.1).build();
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//let mut dynamic_ball_body_handle = bodies.insert(dynamic_ball_body);
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//let mut static_floor_body_handle = bodies.insert(static_floor_body.clone());
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// let ball_collider_handle = colliders.insert(ball_collider, dynamic_ball_body_handle, &mut bodies);
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// let floor_collider_handle = colliders.insert(floor_collider, dynamic_ball_body_handle, &mut bodies);
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let plane_mesh = renderer.create_plane(7.0);
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let plane_entity: Entity = world.push((
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Position {
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x: 0.0,
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y: 0.0,
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z: 0.0,
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rot: Quaternion::from(Euler {
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x: Deg(0.0),
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y: Deg(0.0),
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z: Deg(0.0),
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}),
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},
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plane_mesh,
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Color {
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r: 1.0,
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g: 0.5,
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b: 0.5,
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a: 1.0,
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},
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Physics {
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rigid_body: static_floor_body,
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rigid_body_handle: None,
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},
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Collider {
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collider: floor_collider,
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collider_handle: None,
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},
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));
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let ball_mesh = renderer.load_mesh_to_buffer("./resources/ball.obj");
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let ball_mesh: Entity = world.push((
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Position {
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x: 2.0,
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y: 2.0,
|
|
|
|
z: 3.0,
|
|
|
|
rot: Quaternion::from(Euler {
|
|
|
|
x: Deg(25.0),
|
|
|
|
y: Deg(45.0),
|
|
|
|
z: Deg(15.0),
|
|
|
|
}),
|
|
|
|
},
|
|
|
|
ball_mesh,
|
|
|
|
Color {
|
|
|
|
r: 1.0,
|
|
|
|
g: 0.5,
|
|
|
|
b: 0.5,
|
|
|
|
a: 1.0,
|
|
|
|
},
|
|
|
|
Physics {
|
|
|
|
rigid_body: dynamic_ball_body,
|
|
|
|
rigid_body_handle: None,
|
|
|
|
},
|
|
|
|
Collider {
|
|
|
|
collider: ball_collider,
|
|
|
|
collider_handle: None,
|
|
|
|
},
|
|
|
|
));
|
|
|
|
}
|