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add an example for creating convex shapes
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mod common; | ||
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use bevy::prelude::*; | ||
use bevy::render::mesh::Indices; | ||
use bevy::render::render_resource::PrimitiveTopology; | ||
use bevy_mod_physx::assets::GeometryInner; | ||
use bevy_mod_physx::physx_extras::ConvexMeshExtras; | ||
use bevy_mod_physx::prelude::{self as bpx, *}; | ||
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fn main() { | ||
App::new() | ||
.add_plugins(DefaultPlugins) | ||
.add_plugins(PhysicsPlugins) | ||
.add_plugins(common::DemoUtils) // optional | ||
.add_systems(Startup, ( | ||
spawn_scene, | ||
spawn_camera_and_light, | ||
)) | ||
.run(); | ||
} | ||
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// generates bevy mesh from physx convex mesh | ||
fn create_bevy_mesh_from_geometry(geometry: &Geometry) -> Mesh { | ||
let mut positions = vec![]; | ||
let mut indices = vec![]; | ||
let mut normals = vec![]; | ||
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match &geometry.obj { | ||
GeometryInner::ConvexMesh { mesh, scale, .. } => { | ||
let mesh = mesh.lock().unwrap(); | ||
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let mut vertices = vec![]; | ||
// arbitrary axis rotation not implemented | ||
assert_eq!(scale.rotation.to_bevy(), Quat::IDENTITY); | ||
for vertex in mesh.get_vertices() { | ||
vertices.push(vertex.to_bevy() * scale.scale.to_bevy()); | ||
} | ||
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let index_buffer = mesh.get_index_buffer(); | ||
for idx in 0..mesh.get_nb_polygons() { | ||
let polygon = mesh.get_polygon_data(idx).unwrap(); | ||
for i in polygon.index_base+1..polygon.index_base+polygon.nb_verts-1 { | ||
let a = vertices[index_buffer[polygon.index_base as usize] as usize]; | ||
let b = vertices[index_buffer[i as usize] as usize]; | ||
let c = vertices[index_buffer[i as usize + 1] as usize]; | ||
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indices.push(indices.len() as u32); | ||
indices.push(indices.len() as u32); | ||
indices.push(indices.len() as u32); | ||
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positions.push(a); | ||
positions.push(b); | ||
positions.push(c); | ||
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let normal = (b - a).cross(c - a).normalize(); | ||
normals.push(normal); | ||
normals.push(normal); | ||
normals.push(normal); | ||
} | ||
} | ||
}, | ||
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// see https://github.com/rlidwka/bevy_mod_physx/blob/2cfc2e55db7509fa881c3687800472fa73310361/src/render.rs | ||
// for inspiration how to implement other shapes | ||
_ => unimplemented!() | ||
} | ||
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let mut mesh = Mesh::new(PrimitiveTopology::TriangleList); | ||
mesh.insert_attribute(Mesh::ATTRIBUTE_POSITION, positions); | ||
mesh.insert_attribute(Mesh::ATTRIBUTE_NORMAL, normals); | ||
mesh.set_indices(Some(Indices::U32(indices))); | ||
mesh | ||
} | ||
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pub fn spawn_scene( | ||
mut commands: Commands, | ||
mut meshes: ResMut<Assets<Mesh>>, | ||
mut materials: ResMut<Assets<StandardMaterial>>, | ||
mut physics: ResMut<Physics>, | ||
mut px_geometries: ResMut<Assets<bpx::Geometry>>, | ||
) { | ||
// plane | ||
commands.spawn(( | ||
RigidBody::Static, | ||
bpx::Shape { | ||
geometry: px_geometries.add(bpx::Geometry::halfspace(Vec3::Y)), | ||
..default() | ||
}, | ||
PbrBundle { | ||
mesh: meshes.add(shape::Plane::from_size(1000.0).into()), | ||
material: materials.add(Color::rgb(0.3, 0.5, 0.3).into()), | ||
..default() | ||
} | ||
)); | ||
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// cylinder (it's a helper for convex shape, physx doesn't have native cylinders) | ||
let geometry = bpx::Geometry::cylinder(&mut physics, 0.5, 0.5, 10).unwrap(); | ||
let mesh = create_bevy_mesh_from_geometry(&geometry); | ||
commands.spawn(( | ||
PbrBundle { | ||
mesh: meshes.add(mesh), | ||
material: materials.add(Color::rgb(0.8, 0.7, 0.6).into()), | ||
transform: Transform::from_xyz(-2.0, 7.0, 0.0).with_rotation(Quat::from_rotation_z(-1.)), | ||
..default() | ||
}, | ||
RigidBody::Dynamic, | ||
bpx::Shape { | ||
geometry: px_geometries.add(geometry), | ||
..default() | ||
}, | ||
)); | ||
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// arbitrary convex shape | ||
let vertices = vec![ | ||
Vec3::new(0., 1., 0.), | ||
Vec3::new(0., -1., 0.), | ||
Vec3::new(1., 0., 0.), | ||
Vec3::new(-1., 0., 0.), | ||
Vec3::new(0., 0., 1.), | ||
Vec3::new(0., 0., -1.), | ||
]; | ||
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let geometry = bpx::Geometry::convex_mesh(&mut physics, &vertices).unwrap() | ||
.with_scale(Vec3::splat(0.8), Quat::IDENTITY); | ||
let mesh = create_bevy_mesh_from_geometry(&geometry); | ||
commands.spawn(( | ||
PbrBundle { | ||
mesh: meshes.add(mesh), | ||
material: materials.add(Color::rgb(0.8, 0.7, 0.6).into()), | ||
transform: Transform::from_xyz(2.0, 7.0, 0.0).with_rotation(Quat::from_rotation_z(-1.)), | ||
..default() | ||
}, | ||
RigidBody::Dynamic, | ||
bpx::Shape { | ||
geometry: px_geometries.add(geometry), | ||
..default() | ||
}, | ||
)); | ||
} | ||
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fn spawn_camera_and_light(mut commands: Commands) { | ||
commands | ||
.spawn(SpatialBundle::from_transform(Transform::from_xyz(0., 2.5, 0.))) | ||
.with_children(|builder| { | ||
builder.spawn(Camera3dBundle { | ||
transform: Transform::from_xyz(0.0, 2.5, 10.0).looking_at(Vec3::ZERO, Vec3::Y), | ||
..default() | ||
}); | ||
}) | ||
.insert(Name::new("Camera")); | ||
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commands.spawn(DirectionalLightBundle { | ||
transform: Transform::from_rotation(Quat::from_rotation_x(-std::f32::consts::FRAC_PI_4)), | ||
..default() | ||
}).insert(Name::new("Light")); | ||
} |