use embedded_3dgfx::K3dengine;
use embedded_3dgfx::command_buffer::CommandBuffer;
use embedded_3dgfx::config::apply_default_caps;
use embedded_3dgfx::mesh::{Geometry, K3dMesh, RenderMode};
#[cfg(feature = "perfcounter")]
#[cfg(feature = "perfcounter")]
use embedded_3dgfx::perfcounter::PerformanceCounter;
use embedded_3dgfx::physics::{Collider, PhysicsWorld, RigidBody, sync_body_to_mesh};
use embedded_3dgfx::renderer::FrameCtx;
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, UnitQuaternion, 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 BALL_RADIUS: f32 = 0.5;
const RAMP_ANGLE: f32 = 0.3;
fn main() {
const WIDTH: usize = 640;
const HEIGHT: usize = 480;
let mut display = SimulatorDisplay::<Rgb565>::new(Size::new(640, 480));
let mut zbuffer = vec![u32::MAX; WIDTH * HEIGHT];
let mut commands = CommandBuffer::<8192>::new();
let output_settings = OutputSettingsBuilder::new().scale(1).build();
let mut window = Window::new(
"Rolling Ball - SPACE=reset 1-3=friction ESC=exit",
&output_settings,
);
let mut engine = K3dengine::new(640, 480);
apply_default_caps(&mut engine);
engine.camera.set_position(Point3::new(5.0, 5.0, 15.0));
engine.camera.set_target(Point3::new(0.0, 2.0, 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 initial_pos = Vector3::new(-6.0, 5.0, 0.0);
let mut current_friction = 0.5;
let ball = RigidBody::new(1.0)
.with_position(initial_pos)
.with_collider(Collider::Sphere {
radius: BALL_RADIUS,
})
.with_restitution(0.4)
.with_friction(current_friction)
.with_damping(0.01)
.with_inertia_sphere(BALL_RADIUS)
.with_angular_damping(0.01);
let ball_id = physics.add_body(ball).unwrap();
let ball_geometry = Geometry {
vertices: &vertices,
faces: &faces,
colors: &[],
lines: &[],
normals: &normals,
vertex_normals: &[],
uvs: &[],
texture_id: None,
};
let mut ball_mesh = K3dMesh::new(ball_geometry);
ball_mesh.set_render_mode(RenderMode::SolidLightDir(Vector3::new(0.5, 1.0, 0.3)));
ball_mesh.set_color(Rgb565::CSS_ORANGE);
ball_mesh.set_position(initial_pos.x, initial_pos.y, initial_pos.z);
let ramp_rotation = UnitQuaternion::from_axis_angle(
&nalgebra::Unit::new_normalize(Vector3::z_axis().into_inner()),
RAMP_ANGLE,
);
let ramp_pos = Vector3::new(0.0, 2.0, 0.0);
let ramp_half_extents = Vector3::new(8.0, 0.2, 3.0);
let mut ramp_body = RigidBody::new_static()
.with_position(ramp_pos)
.with_collider(Collider::Aabb {
half_extents: ramp_half_extents,
})
.with_restitution(0.3)
.with_friction(0.6);
ramp_body.orientation = ramp_rotation;
let _ramp_id = physics.add_body(ramp_body).unwrap();
let hw = ramp_half_extents.x;
let hh = ramp_half_extents.y;
let hd = ramp_half_extents.z;
let ramp_verts: Vec<[f32; 3]> = vec![
[-hw, -hh, hd],
[hw, -hh, hd],
[hw, hh, hd],
[-hw, hh, hd],
[-hw, -hh, -hd],
[hw, -hh, -hd],
[hw, hh, -hd],
[-hw, hh, -hd],
];
let ramp_faces: Vec<[usize; 3]> = vec![
[0, 1, 2],
[0, 2, 3], [5, 4, 7],
[5, 7, 6], [3, 2, 6],
[3, 6, 7], [4, 5, 1],
[4, 1, 0], [1, 5, 6],
[1, 6, 2], [4, 0, 3],
[4, 3, 7], ];
let ramp_normals: Vec<[f32; 3]> = vec![
[0.0, 0.0, 1.0],
[0.0, 0.0, 1.0],
[0.0, 0.0, -1.0],
[0.0, 0.0, -1.0],
[0.0, 1.0, 0.0],
[0.0, 1.0, 0.0],
[0.0, -1.0, 0.0],
[0.0, -1.0, 0.0],
[1.0, 0.0, 0.0],
[1.0, 0.0, 0.0],
[-1.0, 0.0, 0.0],
[-1.0, 0.0, 0.0],
];
let ramp_geometry = Geometry {
vertices: &ramp_verts,
faces: &ramp_faces,
colors: &[],
lines: &[],
normals: &ramp_normals,
vertex_normals: &[],
uvs: &[],
texture_id: None,
};
let mut ramp_mesh = K3dMesh::new(ramp_geometry);
ramp_mesh.set_render_mode(RenderMode::SolidLightDir(Vector3::new(0.5, 1.0, 0.3)));
ramp_mesh.set_color(Rgb565::CSS_GRAY);
ramp_mesh.set_position(ramp_pos.x, ramp_pos.y, ramp_pos.z);
ramp_mesh.set_rotation(ramp_rotation);
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(0.3)
.with_friction(0.6),
)
.unwrap();
let floor_verts: Vec<[f32; 3]> = vec![
[-12.0, 0.0, 8.0],
[12.0, 0.0, 8.0],
[12.0, 0.0, -8.0],
[-12.0, 0.0, -8.0],
];
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,
vertex_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!("Rolling Ball Demo");
println!("Watch the ball roll down the ramp with realistic friction!");
println!("SPACE = reset position");
println!("1 = low friction (0.2)");
println!("2 = medium friction (0.5)");
println!("3 = high friction (0.9)");
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 => {
let body = physics.body_mut(ball_id).unwrap();
body.position = initial_pos;
body.velocity = Vector3::zeros();
body.orientation = UnitQuaternion::identity();
body.angular_velocity = Vector3::zeros();
}
Keycode::Num1 | Keycode::Kp1 => {
current_friction = 0.2;
let body = physics.body_mut(ball_id).unwrap();
body.friction = current_friction;
println!("Friction set to LOW (0.2)");
}
Keycode::Num2 | Keycode::Kp2 => {
current_friction = 0.5;
let body = physics.body_mut(ball_id).unwrap();
body.friction = current_friction;
println!("Friction set to MEDIUM (0.5)");
}
Keycode::Num3 | Keycode::Kp3 => {
current_friction = 0.9;
let body = physics.body_mut(ball_id).unwrap();
body.friction = current_friction;
println!("Friction set to HIGH (0.9)");
}
_ => {}
},
SimulatorEvent::Quit => break 'running,
_ => {}
}
}
physics.step_fixed::<16>(dt, 4);
let ball_body = physics.body(ball_id).unwrap();
sync_body_to_mesh(ball_body, &mut ball_mesh);
display.clear(Rgb565::BLACK).unwrap();
zbuffer.fill(u32::MAX);
let all_meshes = vec![&ball_mesh, &ramp_mesh, &floor_mesh];
engine
.record(all_meshes.iter().copied(), &mut commands, None)
.unwrap();
let mut frame = FrameCtx {
zbuffer: &mut zbuffer,
width: WIDTH,
height: HEIGHT,
};
engine
.execute::<_, 8192>(&mut display, &mut frame, &commands, None)
.unwrap();
#[cfg(feature = "perfcounter")]
{
perf.print();
Text::new(perf.get_text(), Point::new(10, 15), text_style)
.draw(&mut display)
.unwrap();
}
let friction_text = format!("Friction: {:.1}", current_friction);
Text::new(&friction_text, Point::new(10, 30), text_style)
.draw(&mut display)
.unwrap();
Text::new("SPACE=reset 1-3=friction", Point::new(10, 470), text_style)
.draw(&mut display)
.unwrap();
window.update(&display);
thread::sleep(Duration::from_millis(16));
}
}