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use bevy::{ecs::component::ComponentDescriptor, prelude::*};
#[cfg(feature = "debug")]
use bevy_retrograde_core::prelude::AppBuilderRenderHookExt;
use bevy_retrograde_core::prelude::Image;
use density_mesh_core::prelude::GenerateDensityMeshSettings;
use density_mesh_core::prelude::PointsSeparation;
pub use heron;
pub use heron::prelude::*;
#[doc(hidden)]
pub mod prelude {
pub use crate::RetroPhysicsPlugin;
}
#[cfg(feature = "debug")]
mod render_hook;
#[cfg(feature = "debug")]
use render_hook::PhysicsDebugRenderHook;
pub struct RetroPhysicsPlugin;
#[cfg(feature = "debug")]
use bevy_retrograde_core::prelude::Color;
#[cfg(feature = "debug")]
#[derive(Clone, Debug)]
pub enum PhysicsDebugRendering {
Disabled,
Enabled { color: Color },
}
#[cfg(feature = "debug")]
impl Default for PhysicsDebugRendering {
fn default() -> Self {
Self::Disabled
}
}
impl Plugin for RetroPhysicsPlugin {
fn build(&self, app: &mut AppBuilder) {
app.add_plugin(PhysicsPlugin::default());
#[cfg(feature = "debug")]
app.add_render_hook::<PhysicsDebugRenderHook>()
.init_resource::<PhysicsDebugRendering>();
app.register_component(ComponentDescriptor::new::<TesselatedColliderHasLoaded>(
bevy::ecs::component::StorageType::SparseSet,
))
.add_system_to_stage(CoreStage::PostUpdate, generate_colliders.system());
}
}
pub fn create_convex_collider(
image: DynamicImage,
tesselator_config: &TesselatedColliderConfig,
) -> Option<CollisionShape> {
use density_mesh_core::prelude::DensityMeshGenerator;
use density_mesh_image::settings::GenerateDensityImageSettings;
let width = image.width();
let height = image.height();
let density_map = density_mesh_image::generate_densitymap_from_image(
image,
&GenerateDensityImageSettings {
density_source: density_mesh_image::settings::ImageDensitySource::Alpha,
scale: 1,
},
)
.ok()?;
let mut density_mesh_generator = DensityMeshGenerator::new(
vec![],
density_map,
GenerateDensityMeshSettings {
extrude_size: if tesselator_config.extrusion != 0.0 {
Some(tesselator_config.extrusion)
} else {
None
},
points_separation: PointsSeparation::Constant(tesselator_config.vertice_separation),
..Default::default()
},
);
density_mesh_generator.process_wait().ok()?;
let density_mesh = density_mesh_generator.into_mesh()?;
let points = density_mesh
.points
.iter()
.map(|point| {
Vec3::new(
(point.x - width as f32 / 2.0) + 0.5,
(point.y - height as f32 / 2.0) + 0.5,
0.,
)
})
.collect::<Vec<_>>();
Some(CollisionShape::ConvexHull {
points,
border_radius: if tesselator_config.vertice_radius != 0.0 {
Some(tesselator_config.vertice_radius)
} else {
None
},
})
}
struct TesselatedColliderHasLoaded;
use image::DynamicImage;
use image::GenericImageView;
#[derive(Debug, Clone)]
pub struct TesselatedColliderConfig {
pub vertice_separation: f32,
pub extrusion: f32,
pub vertice_radius: f32,
}
impl Default for TesselatedColliderConfig {
fn default() -> Self {
Self {
vertice_separation: 10.,
extrusion: 0.1,
vertice_radius: 0.4,
}
}
}
#[derive(Default)]
pub struct TesselatedCollider {
pub image: Handle<Image>,
pub tesselator_config: TesselatedColliderConfig,
}
fn generate_colliders(
mut commands: Commands,
pending_colliders: Query<(Entity, &TesselatedCollider), Without<TesselatedColliderHasLoaded>>,
image_assets: Res<Assets<Image>>,
) {
for (ent, tesselated_collider) in pending_colliders.iter() {
let image = if let Some(image) = image_assets.get(&tesselated_collider.image) {
image
} else {
continue;
};
let shape = create_convex_collider(
DynamicImage::ImageRgba8(image.0.clone()),
&tesselated_collider.tesselator_config,
)
.expect("Could not generate collision shape from image");
commands
.entity(ent)
.insert(shape)
.insert(TesselatedColliderHasLoaded);
}
}