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| 1 | +use bevy::prelude::*; |
| 2 | +use bevy_rapier2d::prelude::*; |
| 3 | +use nalgebra::{point, Vector2}; |
| 4 | +use rapier2d::prelude::{SharedShape, VoxelPrimitiveGeometry}; |
| 5 | + |
| 6 | +fn main() { |
| 7 | + App::new() |
| 8 | + .insert_resource(ClearColor(Color::srgb( |
| 9 | + 0xF9 as f32 / 255.0, |
| 10 | + 0xF9 as f32 / 255.0, |
| 11 | + 0xFF as f32 / 255.0, |
| 12 | + ))) |
| 13 | + .add_plugins(( |
| 14 | + DefaultPlugins, |
| 15 | + RapierPhysicsPlugin::<NoUserData>::pixels_per_meter(10.0), |
| 16 | + RapierDebugRenderPlugin::default(), |
| 17 | + )) |
| 18 | + .add_systems(Startup, (setup_graphics, setup_physics)) |
| 19 | + .run(); |
| 20 | +} |
| 21 | + |
| 22 | +pub fn setup_graphics(mut commands: Commands) { |
| 23 | + commands.spawn((Camera2d, Transform::from_xyz(0.0, 20.0, 0.0))); |
| 24 | +} |
| 25 | + |
| 26 | +pub fn setup_physics(mut commands: Commands) { |
| 27 | + let scale = 15f32; |
| 28 | + /* |
| 29 | + * Create dynamic objects to fall on voxels. |
| 30 | + */ |
| 31 | + let nx = 50; |
| 32 | + for i in 0..nx { |
| 33 | + for j in 0..10 { |
| 34 | + let falling_objects = (j + i) % 3; |
| 35 | + |
| 36 | + let ball_radius = 0.5 * scale; |
| 37 | + let co = match falling_objects { |
| 38 | + 0 => Collider::ball(ball_radius), |
| 39 | + 1 => Collider::cuboid(ball_radius, ball_radius), |
| 40 | + 2 => Collider::capsule_y(ball_radius, ball_radius), |
| 41 | + _ => unreachable!(), |
| 42 | + }; |
| 43 | + commands.spawn(( |
| 44 | + Transform::from_xyz( |
| 45 | + (i as f32 * 2.0 - nx as f32 / 2.0) * scale, |
| 46 | + (20.0 + j as f32 * 2.0) * scale, |
| 47 | + 0.0, |
| 48 | + ), |
| 49 | + RigidBody::Dynamic, |
| 50 | + co, |
| 51 | + )); |
| 52 | + } |
| 53 | + } |
| 54 | + |
| 55 | + /* |
| 56 | + * Voxelization. |
| 57 | + */ |
| 58 | + let polyline = [ |
| 59 | + point![0.0, 0.0], |
| 60 | + point![0.0, 10.0], |
| 61 | + point![7.0, 4.0], |
| 62 | + point![14.0, 10.0], |
| 63 | + point![14.0, 0.0], |
| 64 | + point![13.0, 7.0], |
| 65 | + point![7.0, 2.0], |
| 66 | + point![1.0, 7.0], |
| 67 | + ] |
| 68 | + .iter() |
| 69 | + .map(|p| p * scale) |
| 70 | + .collect::<Vec<_>>(); |
| 71 | + let indices: Vec<_> = (0..polyline.len() as u32) |
| 72 | + .map(|i| [i, (i + 1) % polyline.len() as u32]) |
| 73 | + .collect(); |
| 74 | + |
| 75 | + let shape = SharedShape::voxelized_mesh( |
| 76 | + VoxelPrimitiveGeometry::PseudoCube, |
| 77 | + &polyline, |
| 78 | + &indices, |
| 79 | + 0.2 * scale, |
| 80 | + FillMode::default(), |
| 81 | + ); |
| 82 | + commands.spawn(( |
| 83 | + Transform::from_xyz(-20.0 * scale, -10.0 * scale, 0.0), |
| 84 | + Collider::from(shape), |
| 85 | + )); |
| 86 | + |
| 87 | + /* |
| 88 | + * A voxel wavy floor. |
| 89 | + */ |
| 90 | + let voxel_size = Vector2::new(scale, scale); |
| 91 | + let voxels: Vec<_> = (0..300) |
| 92 | + .map(|i| { |
| 93 | + let y = (i as f32 / 20.0).sin().clamp(-0.5, 0.5) * 20.0; |
| 94 | + point![(i as f32 - 125.0) * voxel_size.x / 2.0, y * voxel_size.y] |
| 95 | + }) |
| 96 | + .collect(); |
| 97 | + commands.spawn(( |
| 98 | + Transform::from_xyz(0.0, 0.0, 0.0), |
| 99 | + Collider::from(rapier2d::prelude::SharedShape::voxels_from_points( |
| 100 | + VoxelPrimitiveGeometry::PseudoCube, |
| 101 | + voxel_size, |
| 102 | + &voxels, |
| 103 | + )), |
| 104 | + )); |
| 105 | +} |
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