2025-11-23 18:40:48 +00:00
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use macroquad::prelude as mq;
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use rapier3d::prelude::*;
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mod engine;
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use engine::*;
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2025-11-23 23:43:48 +00:00
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mod camera;
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2025-11-28 20:39:09 +00:00
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mod rendering;
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2025-11-23 23:43:48 +00:00
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2025-11-23 18:40:48 +00:00
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mod graphics_util;
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use graphics_util::*;
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2025-11-28 20:39:09 +00:00
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use crate::rendering::Renderer;
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2025-11-23 18:40:48 +00:00
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#[macroquad::main("3D")]
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async fn main() {
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2025-11-28 20:39:09 +00:00
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let mut world = World::default();
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let mut renderer = Renderer::new();
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2025-11-23 18:40:48 +00:00
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// Physics Initialization
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world.register_free_collider(
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2025-11-28 20:39:09 +00:00
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ColliderBuilder::cuboid(50.0, 10.0, 50.0)
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.restitution(0.2)
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2025-11-23 18:40:48 +00:00
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.build(),
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None,
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);
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2025-11-28 20:39:09 +00:00
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add_objects(&mut world);
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loop {
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renderer.update_camera();
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if mq::is_key_pressed(mq::KeyCode::L) {
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renderer
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.light
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.set_location(renderer.camera.position, renderer.camera.front);
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renderer.update_light();
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println!(
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"Light Pos: {}, Light Front Vec{}",
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renderer.light.position, renderer.light.front
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);
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}
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2025-11-23 18:40:48 +00:00
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2025-11-28 20:39:09 +00:00
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if mq::is_key_pressed(mq::KeyCode::C) {
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add_objects(&mut world);
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}
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// Physics Simulation
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world.step();
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renderer.draw(&mut world);
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mq::next_frame().await
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}
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}
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fn add_objects(world: &mut World) {
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for i in 0..1 {
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2025-11-23 23:43:48 +00:00
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let body = world.register_body(
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RigidBodyBuilder::dynamic()
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2025-11-28 20:39:09 +00:00
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.translation(vector![0.0, 50.0 + i as f32, 0.0])
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2025-11-23 23:43:48 +00:00
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.rotation(vector![std::f32::consts::PI / 4.2, i as f32, i as f32])
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.build(),
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);
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world.register_collider(
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2025-11-28 20:39:09 +00:00
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ColliderBuilder::cuboid(3.0, 3.0, 3.0)
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.restitution(1.0)
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2025-11-23 23:43:48 +00:00
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.build(),
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body,
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None,
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);
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}
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2025-11-23 18:40:48 +00:00
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}
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