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