working on drone abstraction
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a8221eb90a
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29
src/main.rs
29
src/main.rs
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@ -5,6 +5,7 @@ mod engine;
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use engine::*;
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use engine::*;
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mod camera;
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mod camera;
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mod drone;
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mod rendering;
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mod rendering;
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mod graphics_util;
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mod graphics_util;
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@ -23,7 +24,7 @@ async fn main() {
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// Physics Initialization
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// Physics Initialization
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world.register_free_collider(
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world.register_free_collider(
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ColliderBuilder::cuboid(50.0, 5.0, 50.0)
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ColliderBuilder::cuboid(250.0, 5.0, 250.0)
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.restitution(0.5)
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.restitution(0.5)
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.build(),
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.build(),
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None,
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None,
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@ -35,7 +36,9 @@ async fn main() {
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let drone_rb_handle = world.register_body(
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let drone_rb_handle = world.register_body(
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RigidBodyBuilder::dynamic()
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RigidBodyBuilder::dynamic()
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.translation(vector![0.0, 10.0, 0.0])
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.translation(vector![0.0, 10.0, 0.0])
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.rotation(vector![0.1, 0.0, 0.0])
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.rotation(vector![0.6, 0.0, 0.0])
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.linear_damping(0.1)
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.angular_damping(0.1)
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.build(),
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.build(),
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);
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);
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world.register_collider(
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world.register_collider(
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@ -46,13 +49,14 @@ async fn main() {
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None,
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None,
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);
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);
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let motor_positions = [
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let motor_positions = [
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vector![5.0, 0.0, 5.0],
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point![5.0, 3.0, 5.0],
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vector![-5.0, 0.0, 5.0],
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point![-5.0, 3.0, 5.0],
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vector![-5.0, 0.0, -5.0],
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point![-5.0, 3.0, -5.0],
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vector![5.0, 0.0, -5.0],
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point![5.0, 3.0, -5.0],
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];
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];
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let mut tick = 0;
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let mut tick = 0;
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loop {
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loop {
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renderer.update_camera();
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renderer.update_camera();
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if mq::is_key_pressed(mq::KeyCode::L) {
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if mq::is_key_pressed(mq::KeyCode::L) {
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@ -74,23 +78,18 @@ async fn main() {
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}
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}
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// Physics Simulation
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// Physics Simulation
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world.step();
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{
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{
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let drone_rb = world.bodies.get_mut(drone_rb_handle).unwrap();
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let drone_rb = world.bodies.get_mut(drone_rb_handle).unwrap();
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drone_rb.reset_forces(true);
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drone_rb.reset_forces(true);
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drone_rb.reset_torques(true);
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drone_rb.reset_torques(true);
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for (i, pos) in motor_positions.iter().enumerate() {
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for (i, pos) in motor_positions.iter().enumerate() {
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// Thrust is applied upward at motor position
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// Thrust is applied upward at motor position
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let force = nalgebra::Vector3::new(0.0, drone_rb.mass() * 2.5, 0.0);
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let mut force = nalgebra::Vector3::new(0.0, drone_rb.mass() * 2.8, 0.0);
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// drone_rb.reset_forces(true);
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// drone_rb.reset_forces(true);
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drone_rb.add_force_at_point(
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force = drone_rb.rotation().transform_vector(&force);
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drone_rb.rotation().transform_vector(&force),
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drone_rb.add_force_at_point(force, drone_rb.position().transform_point(&pos), true);
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point![pos.x, pos.y, pos.z],
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true,
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);
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// drone_rb.apply_force_at_point(force, *pos, true);
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// drone_rb.apply_force_at_point(force, *pos, true);
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// let torque = if i % 2 == 0 {
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// let torque = if i % 2 == 0 {
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@ -103,6 +102,8 @@ async fn main() {
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}
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}
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}
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}
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world.step();
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renderer.draw(&mut world);
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renderer.draw(&mut world);
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if tick >= 30 {
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if tick >= 30 {
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