2024-04-22 17:42:51 +00:00
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// ▄████████▄ + ███ + ▄█████████ ███ +
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// ███▀ ▀███ + + ███ ███▀ + ███ + +
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// ███ + ███ ███ ███ █████████ ███ ███ ███ ███
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// ███ +███ ███ ███ ███ ███▐██████ ███ ███ ███
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// ███ + ███ ███+ ███ +███ ███ + ███ ███ + ███
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// ███▄ ▄███ ███▄ ███ ███ + ███ + ███ ███▄ ███
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// ▀████████▀ + ▀███████ ███▄ ███▄ ▀████ ▀███████
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// + + + ███
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// + ▀████████████████████████████████████████████████████▀
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2024-04-23 01:49:47 +00:00
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use crate::world;
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2024-04-22 19:01:27 +00:00
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use bevy::ecs::system::EntityCommands;
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2024-04-22 17:42:51 +00:00
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use bevy::prelude::*;
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2024-04-22 19:01:27 +00:00
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2024-04-22 21:09:50 +00:00
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pub struct SkeletonPlugin;
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impl Plugin for SkeletonPlugin {
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fn build(&self, app: &mut App) {
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app.add_systems(Update, animate_skeleton_parts);
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}
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}
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2024-04-22 19:01:27 +00:00
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pub fn asset_name_to_path(name: &str) -> &'static str {
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match name {
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"suit_ar_chefhat" => "models/suit_v1/ar_chefhat.glb#Scene0",
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2024-04-22 19:01:27 +00:00
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"asteroid1" => "models/asteroid.glb#Scene0",
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"asteroid2" => "models/asteroid2.glb#Scene0",
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"asteroid_lum" => "models/asteroid_lum.glb#Scene0",
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"moonlet" => "models/moonlet.glb#Scene0",
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"monolith" => "models/monolith_neon.glb#Scene0",
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"lightorb" => "models/lightorb.glb#Scene0",
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"orb_busstop" => "models/orb_busstop.glb#Scene0",
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"orb_busstop_dim" => "models/orb_busstop_dim.glb#Scene0",
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"MeteorAceGT" => "models/MeteorAceGT.glb#Scene0",
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"satellite" => "models/satellite.glb#Scene0",
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"pizzeria" => "models/pizzeria2.glb#Scene0",
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"pizzasign" => "models/pizzasign.glb#Scene0",
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"selectagon" => "models/selectagon.glb#Scene0",
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"orbitring" => "models/orbitring.glb#Scene0",
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2024-04-22 21:36:19 +00:00
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"clippy" => "models/clippy/clippy.glb#Scene0",
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"clippy_ar" => "models/clippy/ar_happy.glb#Scene0",
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2024-04-22 19:01:27 +00:00
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"whale" => "models/whale.glb#Scene0",
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"point_of_interest" => "models/point_of_interest.glb#Scene0",
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_ => "models/error.glb#Scene0",
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}
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}
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2024-04-22 19:09:05 +00:00
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pub fn skeleton_name_to_skeletondef(name: &str) -> Option<SkeletonDef> {
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2024-04-22 21:25:32 +00:00
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// x: positive: left, negative: right
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// y: positive: upward, negative: downward
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// z: positive: forward, negative: backward
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2024-04-22 19:09:05 +00:00
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match name {
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2024-04-22 20:21:18 +00:00
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"suitv1" => Some(SkeletonDef::Human(HumanDef {
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2024-04-22 21:36:19 +00:00
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collider: "models/suit_v1/collider.glb#Scene0".into(),
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base: "models/suit_v1/base.glb#Scene0".into(),
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2024-04-22 20:21:18 +00:00
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limbs: vec![
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LimbDef {
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class: Limb::Head,
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2024-04-22 21:36:19 +00:00
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path: "models/suit_v1/head.glb#Scene0".into(),
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2024-04-22 21:28:22 +00:00
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pos: Vec3::new(0.0, 0.46, 0.0),
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2024-04-22 20:21:18 +00:00
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..default()
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},
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LimbDef {
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class: Limb::UpperArmLeft,
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2024-04-22 21:36:19 +00:00
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path: "models/suit_v1/upper_arm.glb#Scene0".into(),
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2024-04-22 21:11:41 +00:00
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pos: Vec3::new(0.22, 0.3, 0.0),
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2024-04-22 20:21:18 +00:00
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mirror: true,
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children: vec![LimbDef {
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class: Limb::LowerArmLeft,
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2024-04-22 21:36:19 +00:00
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path: "models/suit_v1/lower_arm.glb#Scene0".into(),
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2024-04-22 20:21:18 +00:00
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pos: Vec3::new(-0.33, 0.0, 0.0),
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..default()
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}],
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..default()
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},
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LimbDef {
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class: Limb::UpperArmRight,
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2024-04-22 21:36:19 +00:00
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path: "models/suit_v1/upper_arm.glb#Scene0".into(),
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2024-04-22 21:11:41 +00:00
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pos: Vec3::new(-0.22, 0.3, 0.0),
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2024-04-22 20:21:18 +00:00
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children: vec![LimbDef {
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class: Limb::LowerArmRight,
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2024-04-22 21:36:19 +00:00
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path: "models/suit_v1/lower_arm.glb#Scene0".into(),
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2024-04-22 20:21:18 +00:00
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pos: Vec3::new(-0.33, 0.0, 0.0),
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..default()
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}],
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..default()
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},
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LimbDef {
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class: Limb::UpperLegLeft,
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2024-04-22 21:36:19 +00:00
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path: "models/suit_v1/upper_leg.glb#Scene0".into(),
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2024-04-22 21:25:32 +00:00
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pos: Vec3::new(0.15, -0.25, 0.1),
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2024-04-22 20:21:18 +00:00
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mirror: true,
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children: vec![LimbDef {
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class: Limb::LowerLegLeft,
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2024-04-22 21:36:19 +00:00
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path: "models/suit_v1/lower_leg.glb#Scene0".into(),
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2024-04-22 20:21:18 +00:00
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pos: Vec3::new(0.0, -0.3, 0.0),
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..default()
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}],
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..default()
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},
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LimbDef {
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class: Limb::UpperLegRight,
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2024-04-22 21:36:19 +00:00
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path: "models/suit_v1/upper_leg.glb#Scene0".into(),
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2024-04-22 21:25:32 +00:00
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pos: Vec3::new(-0.15, -0.25, 0.1),
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2024-04-22 20:21:18 +00:00
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children: vec![LimbDef {
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class: Limb::LowerLegRight,
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2024-04-22 21:36:19 +00:00
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path: "models/suit_v1/lower_leg.glb#Scene0".into(),
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2024-04-22 20:21:18 +00:00
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pos: Vec3::new(0.0, -0.3, 0.0),
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..default()
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}],
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..default()
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},
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],
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})),
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2024-04-22 19:09:05 +00:00
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_ => None,
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}
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2024-04-22 19:01:27 +00:00
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}
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2024-04-22 17:42:51 +00:00
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2024-04-22 19:01:27 +00:00
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#[derive(Component)] pub struct SkeletonLimb;
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2024-04-22 21:09:50 +00:00
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#[derive(Component)] pub struct MirroredLimb;
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2024-04-22 20:21:18 +00:00
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pub enum SkeletonDef {
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Human(HumanDef)
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2024-04-22 19:09:05 +00:00
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}
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2024-04-22 19:01:27 +00:00
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2024-04-22 20:21:18 +00:00
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pub struct HumanDef {
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collider: String,
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base: String,
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limbs: Vec<LimbDef>,
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}
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#[derive(Default)]
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pub struct LimbDef {
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path: String,
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pos: Vec3,
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class: Limb,
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mirror: bool,
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children: Vec<LimbDef>,
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}
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#[derive(Component, Default)]
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pub enum Limb {
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#[default]
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Base,
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Head,
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UpperArmRight,
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UpperArmLeft,
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LowerArmRight,
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LowerArmLeft,
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UpperLegRight,
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UpperLegLeft,
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LowerLegRight,
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LowerLegLeft,
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}
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2024-04-22 19:01:27 +00:00
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2024-04-22 21:19:42 +00:00
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#[derive(Component)]
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pub enum Animation {
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HumanFloat,
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}
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2024-04-22 19:01:27 +00:00
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pub fn load(
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name: &str,
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entity_commands: &mut EntityCommands,
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asset_server: &AssetServer,
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) {
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2024-04-22 19:09:05 +00:00
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if let Some(skel) = skeleton_name_to_skeletondef(name) {
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2024-04-22 20:21:18 +00:00
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match skel {
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SkeletonDef::Human(human) => {
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entity_commands.insert(load_scene_by_path(human.collider.as_str(), asset_server));
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entity_commands.with_children(|parent| {
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parent.spawn((
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Limb::Base,
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2024-04-22 21:19:42 +00:00
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Animation::HumanFloat,
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2024-04-23 01:49:47 +00:00
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world::DespawnOnPlayerDeath,
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2024-04-22 20:21:18 +00:00
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SceneBundle {
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scene: load_scene_by_path(human.base.as_str(), asset_server),
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..default()
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}
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));
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for limb in human.limbs {
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let rot = if limb.mirror {
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Quat::from_rotation_y(180.0f32.to_radians())
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} else {
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Quat::IDENTITY
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};
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let mut parent_limb = parent.spawn((
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limb.class,
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2024-04-22 21:19:42 +00:00
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Animation::HumanFloat,
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2024-04-23 01:49:47 +00:00
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world::DespawnOnPlayerDeath,
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2024-04-22 20:21:18 +00:00
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SceneBundle {
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scene: load_scene_by_path(limb.path.as_str(), asset_server),
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transform: Transform::from_translation(limb.pos).with_rotation(rot),
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..default()
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}
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));
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2024-04-22 21:09:50 +00:00
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if limb.mirror {
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parent_limb.insert(MirroredLimb);
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}
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2024-04-22 20:21:18 +00:00
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if !limb.children.is_empty() {
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parent_limb.with_children(|parent| {
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for child_limb in limb.children {
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let rot = if child_limb.mirror {
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Quat::from_rotation_y(180.0f32.to_radians())
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} else {
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Quat::IDENTITY
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};
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2024-04-22 21:09:50 +00:00
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let mut entity_commands = parent.spawn((
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2024-04-22 20:21:18 +00:00
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child_limb.class,
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2024-04-22 21:19:42 +00:00
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Animation::HumanFloat,
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2024-04-23 01:49:47 +00:00
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world::DespawnOnPlayerDeath,
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2024-04-22 20:21:18 +00:00
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SceneBundle {
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scene: load_scene_by_path(child_limb.path.as_str(), asset_server),
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transform: Transform::from_translation(child_limb.pos).with_rotation(rot),
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..default()
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}
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));
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2024-04-22 21:09:50 +00:00
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if child_limb.mirror {
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entity_commands.insert(MirroredLimb);
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}
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2024-04-22 20:21:18 +00:00
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}
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});
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}
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}
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});
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}
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}
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2024-04-22 19:09:05 +00:00
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} else {
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2024-04-22 19:01:27 +00:00
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entity_commands.insert(load_scene_by_path(asset_name_to_path(name), asset_server));
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2024-04-22 17:42:51 +00:00
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}
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2024-04-22 19:01:27 +00:00
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}
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//pub fn load_scene(
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// path: &str,
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// asset_server: &AssetServer
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//) -> Handle<Scene> {
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// load_scene_by_path(asset_name_to_path(path), asset_server)
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//}
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#[inline]
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pub fn load_scene_by_path(
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path: &str,
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asset_server: &AssetServer
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) -> Handle<Scene> {
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let path_string = path.to_string();
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if let Some(handle) = asset_server.get_handle(&path_string) {
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handle
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} else {
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asset_server.load(&path_string)
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}
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}
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pub fn _build_body(
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_name: String,
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mut _entity_commands: EntityCommands,
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) {
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}
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pub fn animate_skeleton_parts(
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2024-04-22 21:09:50 +00:00
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time: Res<Time>,
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2024-04-22 21:19:42 +00:00
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mut q_limb: Query<(&mut Transform, &Limb, &Animation, Option<&MirroredLimb>)>,
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2024-04-22 19:01:27 +00:00
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) {
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2024-04-22 21:09:50 +00:00
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let t = time.elapsed_seconds();
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2024-04-22 21:19:42 +00:00
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for (mut trans, limb, animation, mirror) in &mut q_limb {
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2024-04-22 21:09:50 +00:00
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let mirror = mirror.is_some();
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2024-04-22 21:19:42 +00:00
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match animation {
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Animation::HumanFloat =>
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animate_human_float(&mut trans, &limb, mirror, t),
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2024-04-22 21:09:50 +00:00
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}
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}
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2024-04-22 17:42:51 +00:00
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}
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2024-04-22 21:19:42 +00:00
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fn rot(trans: &mut Transform, x: f32, y: f32, z: f32) {
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trans.rotation = Quat::from_euler(
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EulerRot::XYZ,
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x.to_radians(),
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y.to_radians(),
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z.to_radians()
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);
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}
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pub fn animate_human_float(mut trans: &mut Transform, limb: &Limb, mirror: bool, t: f32) {
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// x: lean head forward/backward
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// y: close/open arms together in front of the torso
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// z: spread legs sidewards
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let m = {|angle| if mirror { 180f32 + angle } else { angle }};
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match limb {
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Limb::UpperArmRight => rot(&mut trans,
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0.0,
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m(40.0 + 5.0 * (t * 0.5).sin()),
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20.0 + 10.0 * (t * 0.5).sin(),
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),
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Limb::UpperArmLeft => rot(&mut trans,
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0.0,
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m(-(40.0 + 5.0 * (t * 0.5).sin())),
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20.0 + 10.0 * (t * 0.5).sin(),
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),
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Limb::LowerArmRight => rot(&mut trans,
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|
|
|
0.0,
|
|
|
|
m(20.0),
|
|
|
|
-20.0,
|
|
|
|
),
|
|
|
|
Limb::LowerArmLeft => rot(&mut trans,
|
|
|
|
0.0,
|
|
|
|
m(-20.0),
|
|
|
|
-20.0,
|
|
|
|
),
|
|
|
|
Limb::UpperLegRight => rot(&mut trans,
|
|
|
|
-30.0 + 10.0 * (t * 0.5).sin(),
|
|
|
|
0.0,
|
2024-04-22 21:25:32 +00:00
|
|
|
-20.0 + 2.5 * (t * 0.5).cos(),
|
2024-04-22 21:19:42 +00:00
|
|
|
),
|
|
|
|
Limb::UpperLegLeft => rot(&mut trans,
|
|
|
|
-30.0 + 10.0 * (t * 0.5).sin(),
|
|
|
|
0.0,
|
2024-04-22 21:25:32 +00:00
|
|
|
20.0 - 2.5 * (t * 0.5).cos(),
|
2024-04-22 21:19:42 +00:00
|
|
|
),
|
|
|
|
Limb::LowerLegRight => rot(&mut trans,
|
2024-04-22 21:25:32 +00:00
|
|
|
35.0 + 5.0 * (t * 0.5).sin(),
|
2024-04-22 21:19:42 +00:00
|
|
|
0.0,
|
|
|
|
0.0,
|
|
|
|
),
|
|
|
|
Limb::LowerLegLeft => rot(&mut trans,
|
2024-04-22 21:25:32 +00:00
|
|
|
35.0 + 5.0 * (t * 0.5).sin(),
|
2024-04-22 21:19:42 +00:00
|
|
|
0.0,
|
|
|
|
0.0,
|
|
|
|
),
|
|
|
|
_ => {},
|
|
|
|
}
|
|
|
|
}
|