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trimesh_shapes_3d.rs
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trimesh_shapes_3d.rs
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//! This example is a version of Bevy's `3d_shapes` example that uses trimesh colliders for the shapes.
//!
//! You could also use convex decomposition to generate compound shapes from Bevy meshes.
//! The decomposition algorithm can be slow, but the generated colliders are often faster and more robust
//! than trimesh colliders.
use avian3d::prelude::*;
use bevy::{
color::palettes::css::SILVER,
prelude::*,
render::{
render_asset::RenderAssetUsages,
render_resource::{Extent3d, TextureDimension, TextureFormat},
},
};
use examples_common_3d::ExampleCommonPlugin;
fn main() {
App::new()
.add_plugins((
DefaultPlugins.set(ImagePlugin::default_nearest()),
ExampleCommonPlugin,
PhysicsPlugins::default(),
))
.add_systems(Startup, setup)
.run();
}
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut images: ResMut<Assets<Image>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
let debug_material = materials.add(StandardMaterial {
base_color_texture: Some(images.add(uv_debug_texture())),
..default()
});
let shapes: [Mesh; 5] = [
Cuboid::default().into(),
Capsule3d::default().into(),
Torus::default().into(),
Cylinder::default().into(),
Sphere::new(0.5).into(),
];
let num_shapes = shapes.len();
// Spawn shapes
for (i, shape) in shapes.into_iter().enumerate() {
commands.spawn((
RigidBody::Dynamic,
Collider::trimesh_from_mesh(&shape).unwrap(),
Mesh3d(meshes.add(shape)),
MeshMaterial3d(debug_material.clone()),
Transform::from_xyz(
-10.0 / 2.0 + i as f32 / (num_shapes - 1) as f32 * 10.0,
2.0,
0.0,
)
.with_rotation(Quat::from_rotation_x(0.4)),
));
}
// Ground plane
commands.spawn((
RigidBody::Static,
Collider::cuboid(50.0, 0.1, 50.0),
Mesh3d(meshes.add(Plane3d::default().mesh().size(50.0, 50.0))),
MeshMaterial3d(materials.add(Color::from(SILVER))),
Transform::from_xyz(0.0, -1.0, 0.0),
));
// Light
commands.spawn((
PointLight {
intensity: 8_000_000.0,
range: 100.,
shadows_enabled: true,
..default()
},
Transform::from_xyz(8.0, 16.0, 8.0),
));
// Camera
commands.spawn((
Camera3d::default(),
Transform::from_xyz(0.0, 6., 12.0).looking_at(Vec3::new(0., 1., 0.), Vec3::Y),
));
}
/// Creates a colorful test pattern
fn uv_debug_texture() -> Image {
const TEXTURE_SIZE: usize = 8;
let mut palette: [u8; 32] = [
255, 102, 159, 255, 255, 159, 102, 255, 236, 255, 102, 255, 121, 255, 102, 255, 102, 255,
198, 255, 102, 198, 255, 255, 121, 102, 255, 255, 236, 102, 255, 255,
];
let mut texture_data = [0; TEXTURE_SIZE * TEXTURE_SIZE * 4];
for y in 0..TEXTURE_SIZE {
let offset = TEXTURE_SIZE * y * 4;
texture_data[offset..(offset + TEXTURE_SIZE * 4)].copy_from_slice(&palette);
palette.rotate_right(4);
}
Image::new_fill(
Extent3d {
width: TEXTURE_SIZE as u32,
height: TEXTURE_SIZE as u32,
depth_or_array_layers: 1,
},
TextureDimension::D2,
&texture_data,
TextureFormat::Rgba8UnormSrgb,
RenderAssetUsages::default(),
)
}