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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};
use futures::task::LocalSpawn;
use legion::*;
use rapier3d::dynamics::{
IntegrationParameters, JointSet, RigidBody, RigidBodyBuilder, RigidBodyHandle, RigidBodySet,
};
use rapier3d::geometry::Collider as r3dCollider;
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 crate::physics::PhysicsState;
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use crate::render::Renderer;
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mod geometry;
mod light;
mod physics;
mod render;
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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
input/io
collision / physics
entities & behaviours
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*/
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#[cfg_attr(rustfmt, rustfmt_skip)]
#[allow(unused)]
pub const OPENGL_TO_WGPU_MATRIX: cgmath::Matrix4<f32> = cgmath::Matrix4::new(
1.0, 0.0, 0.0, 0.0,
0.0, 1.0, 0.0, 0.0,
0.0, 0.0, 0.5, 0.0,
0.0, 0.0, 0.5, 1.0,
);
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// a component is any type that is 'static, sized, send and sync
#[derive(Clone, Copy, Debug, PartialEq)]
pub struct Position {
x: f32,
y: f32,
z: f32,
rot: cgmath::Quaternion<f32>,
//mx: cgmath::Matrix4<f32>,
}
#[derive(Clone, Copy, Debug, PartialEq)]
pub struct Color {
r: f32,
g: f32,
b: f32,
a: f32,
}
#[derive(Clone, Copy, Debug, PartialEq)]
pub struct Velocity {
dx: f32,
dy: f32,
rs: f32,
}
#[derive(Clone, Default, PartialEq, Eq, Hash, Copy, Debug)]
pub struct RangeCopy<Idx> {
pub start: Idx,
pub end: Idx,
}
#[derive(Clone, Debug)]
pub struct DirectionalLight {
color: wgpu::Color,
fov: f32,
depth: RangeCopy<f32>,
target_view: Arc<TextureView>,
}
#[derive(Clone, Debug)]
pub struct Mesh {
index_buffer: Arc<Buffer>,
index_count: usize,
vertex_buffer: Arc<Buffer>,
uniform_buffer: Arc<Buffer>,
bind_group: Arc<BindGroup>,
}
#[derive(Clone, Debug)]
pub struct Physics {
rigid_body: RigidBody,
rigid_body_handle: Option<RigidBodyHandle>,
}
#[derive(Clone)]
pub struct Collider {
collider: r3dCollider,
collider_handle: Option<ColliderHandle>,
}
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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::run_physics_system())
.add_system(physics::update_models_system())
// next system here, gamelogic update system?
.build();
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let event_loop = EventLoop::new();
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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let mut last_update_inst = Instant::now();
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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);
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));
match event {
event::Event::MainEventsCleared => {
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// ask for a redraw every 20 millis
if last_update_inst.elapsed() > Duration::from_millis(20) {
window.request_redraw();
last_update_inst = Instant::now();
}
update_schedule.execute(&mut world, &mut resources);
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pool.run_until_stalled();
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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");
// This could be used for relationships between entities...???
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,
},
));
}