use embedded_3dgfx::K3dengine;
use embedded_3dgfx::draw::draw;
use embedded_3dgfx::mesh::{Geometry, K3dMesh, RenderMode};
#[cfg(feature = "perfcounter")]
#[cfg(feature = "perfcounter")]
use embedded_3dgfx::perfcounter::PerformanceCounter;
use embedded_3dgfx::physics::{BodyId, Collider, PhysicsWorld, RigidBody, sync_body_to_mesh};
use embedded_graphics::mono_font::{MonoTextStyle, ascii::FONT_6X10};
use embedded_graphics::text::Text;
use embedded_graphics_core::pixelcolor::{Rgb565, RgbColor};
use embedded_graphics_core::prelude::*;
use embedded_graphics_simulator::{
OutputSettingsBuilder, SimulatorDisplay, SimulatorEvent, Window, sdl2::Keycode,
};
use nalgebra::{Point3, Vector3};
use std::thread;
use std::time::Duration;
fn make_sphere(segments: usize) -> (Vec<[f32; 3]>, Vec<[usize; 3]>, Vec<[f32; 3]>) {
let mut vertices = Vec::new();
let mut faces = Vec::new();
let mut normals = Vec::new();
let radius = 0.5;
vertices.push([0.0, radius, 0.0]);
vertices.push([0.0, -radius, 0.0]);
for i in 0..segments {
let theta = (i as f32 / segments as f32) * 2.0 * std::f32::consts::PI;
vertices.push([
radius * theta.cos(),
0.0,
radius * theta.sin(),
]);
}
for i in 0..segments {
let next = (i + 1) % segments;
faces.push([0, i + 2, next + 2]);
normals.push([0.0, 1.0, 0.0]);
}
for i in 0..segments {
let next = (i + 1) % segments;
faces.push([1, next + 2, i + 2]);
normals.push([0.0, -1.0, 0.0]);
}
(vertices, faces, normals)
}
const NUM_BALLS: usize = 5;
const BALL_RADIUS: f32 = 0.5;
fn main() {
let mut display = SimulatorDisplay::<Rgb565>::new(Size::new(640, 480));
let output_settings = OutputSettingsBuilder::new().scale(1).build();
let mut window = Window::new(
"Bouncing Balls - SPACE=drop R=reset ESC=exit",
&output_settings,
);
let mut engine = K3dengine::new(640, 480);
engine.camera.set_position(Point3::new(0.0, 3.0, 15.0));
engine.camera.set_target(Point3::new(0.0, 3.0, 0.0));
let (vertices, faces, normals) = make_sphere(16);
let mut physics = PhysicsWorld::<16, 8>::new();
physics.set_gravity(Vector3::new(0.0, -9.81, 0.0));
physics.solver_iterations = 8;
let restitutions = [0.95, 0.75, 0.50, 0.25, 0.05];
let colors = [
Rgb565::CSS_RED,
Rgb565::CSS_ORANGE,
Rgb565::CSS_YELLOW,
Rgb565::CSS_GREEN,
Rgb565::CSS_BLUE,
];
let labels = ["0.95", "0.75", "0.50", "0.25", "0.05"];
let mut ball_ids: Vec<BodyId> = Vec::new();
let mut meshes: Vec<K3dMesh> = Vec::new();
let mut initial_positions: Vec<Vector3<f32>> = Vec::new();
let spacing = 2.5;
let start_x = -(NUM_BALLS as f32 - 1.0) * spacing * 0.5;
for i in 0..NUM_BALLS {
let x = start_x + i as f32 * spacing;
let pos = Vector3::new(x, 8.0, 0.0);
initial_positions.push(pos);
let ball = RigidBody::new(1.0)
.with_position(pos)
.with_collider(Collider::Sphere { radius: BALL_RADIUS })
.with_restitution(restitutions[i])
.with_friction(0.3)
.with_damping(0.01)
.with_inertia_sphere(BALL_RADIUS)
.with_angular_damping(0.02);
let ball_id = physics.add_body(ball).unwrap();
ball_ids.push(ball_id);
let geometry = Geometry {
vertices: &vertices,
faces: &faces,
colors: &[],
lines: &[],
normals: &normals,
uvs: &[],
texture_id: None,
};
let mut mesh = K3dMesh::new(geometry);
mesh.set_render_mode(RenderMode::SolidLightDir(Vector3::new(0.5, 1.0, 0.3)));
mesh.set_color(colors[i]);
mesh.set_position(pos.x, pos.y, pos.z);
meshes.push(mesh);
}
let _floor_id = physics.add_body(
RigidBody::new_static()
.with_position(Vector3::new(0.0, -0.1, 0.0))
.with_collider(Collider::Aabb {
half_extents: Vector3::new(15.0, 0.1, 10.0),
})
.with_restitution(1.0) .with_friction(0.5)
).unwrap();
let floor_verts: Vec<[f32; 3]> = vec![
[-12.0, 0.0, 5.0], [12.0, 0.0, 5.0],
[12.0, 0.0, -5.0], [-12.0, 0.0, -5.0],
];
let floor_faces: Vec<[usize; 3]> = vec![[0, 1, 2], [0, 2, 3]];
let floor_normals: Vec<[f32; 3]> = vec![[0.0, 1.0, 0.0], [0.0, 1.0, 0.0]];
let floor_geometry = Geometry {
vertices: &floor_verts,
faces: &floor_faces,
colors: &[],
lines: &[],
normals: &floor_normals,
uvs: &[],
texture_id: None,
};
let mut floor_mesh = K3dMesh::new(floor_geometry);
floor_mesh.set_render_mode(RenderMode::SolidLightDir(Vector3::new(0.5, 1.0, 0.3)));
floor_mesh.set_color(Rgb565::new(8, 16, 8));
#[cfg(feature = "perfcounter")]
let mut perf = PerformanceCounter::new();
#[cfg(feature = "perfcounter")]
perf.only_fps(true);
let text_style = MonoTextStyle::new(&FONT_6X10, Rgb565::CSS_WHITE);
let dt = 1.0 / 60.0;
println!("Bouncing Balls Demo");
println!("Restitution values: {}", labels.join(", "));
println!("SPACE = drop balls");
println!("R = reset positions");
println!("ESC = exit");
display.clear(Rgb565::BLACK).unwrap();
window.update(&display);
'running: loop {
#[cfg(feature = "perfcounter")]
perf.start_of_frame();
for event in window.events() {
match event {
SimulatorEvent::KeyDown { keycode, .. } => match keycode {
Keycode::Escape => break 'running,
Keycode::Space => {
for (i, &id) in ball_ids.iter().enumerate() {
let body = physics.body_mut(id).unwrap();
body.position = initial_positions[i];
body.velocity = Vector3::zeros();
}
}
Keycode::R => {
for (i, &id) in ball_ids.iter().enumerate() {
let body = physics.body_mut(id).unwrap();
body.position = initial_positions[i];
body.velocity = Vector3::zeros();
body.angular_velocity = Vector3::zeros();
}
}
_ => {}
},
SimulatorEvent::Quit => break 'running,
_ => {}
}
}
physics.step_fixed::<16>(dt, 4);
for (i, &id) in ball_ids.iter().enumerate() {
let body = physics.body(id).unwrap();
sync_body_to_mesh(body, &mut meshes[i]);
}
display.clear(Rgb565::BLACK).unwrap();
let all_meshes: Vec<&K3dMesh> = meshes.iter().chain(std::iter::once(&floor_mesh)).collect();
engine.render(all_meshes.into_iter(), |prim| {
draw(prim, &mut display);
});
#[cfg(feature = "perfcounter")]
{
perf.print();
Text::new(perf.get_text(), Point::new(10, 15), text_style)
.draw(&mut display)
.unwrap();
}
Text::new("Restitution coefficients:", Point::new(10, 30), text_style)
.draw(&mut display)
.unwrap();
for i in 0..NUM_BALLS {
let label_text = format!("Ball {}: {}", i + 1, labels[i]);
Text::new(&label_text, Point::new(10, 45 + i as i32 * 12), text_style)
.draw(&mut display)
.unwrap();
}
Text::new("SPACE=drop R=reset", Point::new(10, 470), text_style)
.draw(&mut display)
.unwrap();
window.update(&display);
thread::sleep(Duration::from_millis(16));
}
}