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refactor(examples): Remove RigidBodyProxy (not necessary anymore) (#16)
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@ -17,7 +17,6 @@ impl Plugin for PhysicsPlugin {
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app
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.register_type::<AutoAABBCollider>()
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.register_type::<physics_replace_proxies::Collider>()
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.register_type::<physics_replace_proxies::RigidBodyProxy>()
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// find a way to make serde's stuff serializable
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// .register_type::<bevy_rapier3d::dynamics::CoefficientCombineRule>()
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@ -1,21 +1,10 @@
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use bevy::prelude::*;
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// use bevy::render::primitives::Aabb;
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use bevy_rapier3d::geometry::Collider as RapierCollider;
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use bevy_rapier3d::dynamics::RigidBody as RapierRigidBody;
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use bevy_rapier3d::prelude::{ComputedColliderShape, ActiveEvents, ActiveCollisionTypes};
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use super::utils::*;
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#[derive(Component, Reflect, Default, Debug, )]
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#[reflect(Component)]
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pub enum RigidBodyProxy{
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#[default]
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Dynamic,
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Fixed,
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Position,
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Velocity
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}
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#[derive(Component, Reflect, Default, Debug, )]
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#[reflect(Component)]
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pub enum Collider {
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@ -40,8 +29,6 @@ pub enum AutoAABBCollider {
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pub fn physics_replace_proxies (
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meshes: Res<Assets<Mesh>>,
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mesh_handles: Query<&Handle<Mesh>>,
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// rigidbodies
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proxy_rigidbodies: Query<(Entity, &RigidBodyProxy,), (Without<RapierRigidBody>, Added<RigidBodyProxy>)>,
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mut proxy_colliders: Query<(Entity, &Collider, &Name, &mut Visibility), (Without<RapierCollider>, Added<Collider>)>,
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// needed for tri meshes
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children: Query<&Children>,
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@ -96,26 +83,7 @@ pub fn physics_replace_proxies (
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// break;
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// RapierCollider::convex_hull(points)
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}
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}
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}
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}
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// rigidbodies
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for (entity, proxy_rigidbody) in proxy_rigidbodies.iter() {
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info!("Generation rigid body from Proxy rigid body !! {:?}", proxy_rigidbody );
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let rigid_body:RapierRigidBody = match proxy_rigidbody {
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RigidBodyProxy::Dynamic => RapierRigidBody::Dynamic,
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RigidBodyProxy::Fixed=> RapierRigidBody::Fixed,
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RigidBodyProxy::Position => RapierRigidBody::KinematicPositionBased,
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RigidBodyProxy::Velocity => RapierRigidBody::KinematicVelocityBased,
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};
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commands.entity(entity)
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.insert(rigid_body)
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// IMPORTANT ! this allows collisions between dynamic & static(fixed) entities
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// see https://rapier.rs/docs/user_guides/bevy_plugin/colliders#active-collision-types
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.insert(ActiveCollisionTypes::default() | ActiveCollisionTypes::KINEMATIC_STATIC | ActiveCollisionTypes::STATIC_STATIC | ActiveCollisionTypes::DYNAMIC_STATIC)
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.insert(ActiveEvents::COLLISION_EVENTS)
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;
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}
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}
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@ -7,7 +7,7 @@ use bevy_rapier3d::prelude::RigidBody;
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use std::io::Write;
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use std::fs::File;
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use crate::core::physics::{Collider, RigidBodyProxy};
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use crate::core::physics::Collider;
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use crate::game::{Pickable, Player};
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use super::Saveable;
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@ -63,7 +63,6 @@ pub fn save_game(
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.deny::<Collider>()
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.deny::<RigidBody>()
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.deny::<RigidBodyProxy>()
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.deny::<Saveable>()
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// camera stuff
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@ -14,7 +14,6 @@ impl Plugin for PhysicsPlugin {
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app
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.register_type::<AutoAABBCollider>()
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.register_type::<physics_replace_proxies::Collider>()
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.register_type::<physics_replace_proxies::RigidBodyProxy>()
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// find a way to make serde's stuff serializable
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// .register_type::<bevy_rapier3d::dynamics::CoefficientCombineRule>()
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@ -1,21 +1,10 @@
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use bevy::prelude::*;
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// use bevy::render::primitives::Aabb;
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use bevy_rapier3d::geometry::Collider as RapierCollider;
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use bevy_rapier3d::dynamics::RigidBody as RapierRigidBody;
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use bevy_rapier3d::prelude::{ComputedColliderShape, ActiveEvents, ActiveCollisionTypes};
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use super::utils::*;
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#[derive(Component, Reflect, Default, Debug, )]
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#[reflect(Component)]
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pub enum RigidBodyProxy{
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#[default]
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Dynamic,
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Fixed,
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Position,
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Velocity
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}
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#[derive(Component, Reflect, Default, Debug, )]
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#[reflect(Component)]
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pub enum Collider {
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@ -26,7 +15,6 @@ pub enum Collider {
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Mesh,
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}
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#[derive(Component, Reflect, Default, Debug, )]
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#[reflect(Component)]
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pub enum AutoAABBCollider {
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@ -40,8 +28,6 @@ pub enum AutoAABBCollider {
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pub fn physics_replace_proxies (
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meshes: Res<Assets<Mesh>>,
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mesh_handles: Query<&Handle<Mesh>>,
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// rigidbodies
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proxy_rigidbodies: Query<(Entity, &RigidBodyProxy,), (Without<RapierRigidBody>, Added<RigidBodyProxy>)>,
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mut proxy_colliders: Query<(Entity, &Collider, &Name, &mut Visibility), (Without<RapierCollider>, Added<Collider>)>,
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// needed for tri meshes
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children: Query<&Children>,
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@ -96,27 +82,7 @@ pub fn physics_replace_proxies (
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// break;
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// RapierCollider::convex_hull(points)
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}
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}
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}
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}
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// rigidbodies
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for (entity, proxy_rigidbody) in proxy_rigidbodies.iter() {
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info!("Proxy rigid body !! {:?}", proxy_rigidbody );
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let rigid_body:RapierRigidBody = match proxy_rigidbody {
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RigidBodyProxy::Dynamic => RapierRigidBody::Dynamic,
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RigidBodyProxy::Fixed=> RapierRigidBody::Fixed,
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RigidBodyProxy::Position => RapierRigidBody::KinematicPositionBased,
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RigidBodyProxy::Velocity => RapierRigidBody::KinematicVelocityBased,
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};
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println!("inserting rigidbody {:?}", rigid_body);
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commands.entity(entity)
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.insert(rigid_body)
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// IMPORTANT ! this allows collisions between dynamic & static(fixed) entities
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// see https://rapier.rs/docs/user_guides/bevy_plugin/colliders#active-collision-types
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.insert(ActiveCollisionTypes::default() | ActiveCollisionTypes::KINEMATIC_STATIC | ActiveCollisionTypes::STATIC_STATIC | ActiveCollisionTypes::DYNAMIC_STATIC)
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.insert(ActiveEvents::COLLISION_EVENTS)
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;
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}
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}
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