outfly/src/world.rs

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//
// This module populates the world with stars and asteroids.
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use crate::prelude::*;
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use bevy::prelude::*;
use bevy::math::I64Vec3;
use bevy::scene::{InstanceId, SceneInstance};
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use bevy::render::mesh::Indices;
use bevy_xpbd_3d::prelude::*;
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use std::collections::HashMap;
use fastrand;
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const ASTEROID_UPDATE_INTERVAL: f32 = 0.1; // seconds
const ASTEROID_SIZE_FACTOR: f32 = 10.0;
const RING_THICKNESS: f64 = 8.0e6;
const STARS_MAX_MAGNITUDE: f32 = 5.5; // max 7.0, see generate_starchart.py
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const SKYBOX: bool = false;
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const ASTEROID_SPAWN_STEP: f64 = 1000.0;
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const ASTEROID_VIEW_RADIUS: f64 = 3000.0;
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const ASSET_NAME_ASTEROID1: &str = "asteroid1";
const ASSET_NAME_ASTEROID2: &str = "asteroid2";
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pub struct WorldPlugin;
impl Plugin for WorldPlugin {
fn build(&self, app: &mut App) {
app.add_systems(Startup, setup);
app.add_systems(PostUpdate, handle_despawn);
app.add_systems(Update, spawn_despawn_asteroids);
app.add_systems(Update, handle_respawn.run_if(on_event::<RespawnEvent>()));
app.add_plugins(PhysicsPlugins::default());
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//app.add_plugins(PhysicsDebugPlugin::default());
app.insert_resource(Gravity(DVec3::splat(0.0)));
app.insert_resource(AsteroidUpdateTimer(
Timer::from_seconds(ASTEROID_UPDATE_INTERVAL, TimerMode::Repeating)));
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app.insert_resource(ActiveAsteroids(HashMap::new()));
app.add_event::<DespawnEvent>();
app.add_event::<RespawnEvent>();
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}
}
#[derive(Resource)] struct AsteroidUpdateTimer(Timer);
#[derive(Resource)] pub struct ActiveAsteroids(pub HashMap<I64Vec3, AsteroidData>);
#[derive(Component)] struct Asteroid;
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#[derive(Component)] pub struct DespawnOnPlayerDeath;
#[derive(Event)] pub struct RespawnEvent;
pub struct AsteroidData {
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entity: Entity,
//viewdistance: f64,
}
#[derive(Event)]
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pub struct DespawnEvent {
entity: Entity,
sceneinstance: InstanceId,
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origin: I64Vec3,
}
#[derive(Component)]
pub struct Star;
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pub fn setup(
mut commands: Commands,
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mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
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mut materials_skybox: ResMut<Assets<load::SkyBox>>,
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) {
// Generate starmap
let sphere_handle = meshes.add(Sphere::new(1.0).mesh().uv(16, 16));
let mut starcount = 0;
for (index, star) in nature::STARS.iter().enumerate() {
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let (x, y, z, mag, _absmag, color_index, name) = *star;
if mag > STARS_MAX_MAGNITUDE {
continue;
}
let (r, g, b) = nature::star_color_index_to_rgb(color_index);
let mut pos = DVec3::new(x as f64, z as f64, -y as f64) * nature::PARSEC2METER;
if pos.length() > 1e21 {
pos *= 0.002;
}
let pos_render = pos * 1.0;
let scale_factor = 1e-4 * pos_render.length() as f32; // from experimentation
let mag = mag.min(6.0);
let scale_size = {|mag: f32|
scale_factor * (0.230299 * mag * mag - 3.09013 * mag + 15.1782)
};
let scale = scale_size(mag);
let scale_color = {|color: f32|
1.2 * color * (0.0659663 * mag * mag - 1.09862 * mag + 4.3)
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};
//let scale = translation.length().powf(0.84);
//pos_render.length().powf(0.64)
//(radius as f64 * nature::SOL_RADIUS).powf(0.02) as f32 *
let star_color_handle = materials.add(StandardMaterial {
base_color: Color::rgb(scale_color(r), scale_color(g), scale_color(b)),
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unlit: true,
..default()
});
let name = if name.is_empty() {
format!("Uncharted Star #{index}")
} else {
name.to_string()
};
let distance = if pos.length() > 1e21 {
None
} else {
Some(pos.length())
};
commands.spawn((
Star,
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hud::IsClickable {
name: Some(name),
distance,
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..default()
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},
PbrBundle {
mesh: sphere_handle.clone(),
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material: star_color_handle,
transform: Transform {
translation: pos_render.as_vec3(),
scale: Vec3::splat(scale as f32),
..default()
},
..default()
},
Position::from(pos_render),
Rotation::from(Quat::IDENTITY),
));
starcount += 1;
}
info!("Generated {starcount} stars");
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// Add shaded skybox
if SKYBOX {
let mut mesh = Mesh::from(Sphere::new(1e10).mesh().uv(5, 5));
//let mut mesh = Mesh::from(Cuboid::from_size(Vec3::splat(2e10)));
if let Some(Indices::U32(indices)) = mesh.indices_mut() {
// Reverse the order of each triangle to avoid backface culling
for slice in indices.chunks_mut(3) {
slice.reverse();
}
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}
commands.spawn(MaterialMeshBundle {
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mesh: meshes.add(mesh),
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material: materials_skybox.add(load::SkyBox {}),
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transform: Transform::from_translation(Vec3::new(0.0, 0.0, 0.0)),
..default()
});
}
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}
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fn spawn_despawn_asteroids(
time: Res<Time>,
mut timer: ResMut<AsteroidUpdateTimer>,
mut commands: Commands,
q_player: Query<&Position, With<actor::PlayerCamera>>,
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mut ew_despawn: EventWriter<DespawnEvent>,
mut db: ResMut<ActiveAsteroids>,
q_asteroid: Query<(&Position, &SceneInstance), With<Asteroid>>,
mut last_player_cell: Local<I64Vec3>,
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id2pos: Res<game::Id2Pos>,
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asset_server: Res<AssetServer>,
) {
if !timer.0.tick(time.delta()).just_finished() || q_player.is_empty() {
//if q_player.is_empty() {
return;
}
let jupiter_pos = if let Some(jupiter_pos) = id2pos.0.get(&"jupiter".to_string()) {
*jupiter_pos
} else {
error!("Can't spawn asteroids because Jupiter's position can not be determined");
return;
};
let player = q_player.get_single().unwrap();
let fromjupiter = player.0 - jupiter_pos;
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let player_cell = I64Vec3::new(
(fromjupiter.x / ASTEROID_SPAWN_STEP).round() as i64,
(fromjupiter.y / ASTEROID_SPAWN_STEP).round() as i64,
(fromjupiter.z / ASTEROID_SPAWN_STEP).round() as i64,
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);
if *last_player_cell == player_cell {
return;
}
*last_player_cell = player_cell;
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// Parameters
let view_radius: f64 = ASTEROID_VIEW_RADIUS;
let step: f64 = ASTEROID_SPAWN_STEP;
let stepmax: i64 = (view_radius / step) as i64;
// Despawn far asteroids
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let x_min = player_cell.x - stepmax;
let x_max = player_cell.x + stepmax;
let y_min = player_cell.y - stepmax;
let y_max = player_cell.y + stepmax;
let z_min = player_cell.z - stepmax;
let z_max = player_cell.z + stepmax;
for (origin, asteroid) in db.0.iter() {
if origin.x < x_min || origin.x > x_max
|| origin.y < y_min || origin.y > y_max
|| origin.z < z_min || origin.z > z_max
{
if let Ok((pos, sceneinstance)) = q_asteroid.get(asteroid.entity) {
if pos.0.distance(player.0) > 1000.0 {
ew_despawn.send(DespawnEvent {
entity: asteroid.entity,
sceneinstance: **sceneinstance,
origin: origin.clone(),
});
}
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} else {
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error!("Couldn't despawn asteroid:");
dbg!(origin);
}
}
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}
// Density based on the radius alone
let radius_plane = (fromjupiter.x * fromjupiter.x + fromjupiter.z * fromjupiter.z).sqrt();
let density_r = nature::ring_density((radius_plane / 1e6) as f32);
if density_r < 0.001 {
return;
}
// Density based on radius and the vertical distance to the ring
let normalized_distance = fromjupiter.y / (RING_THICKNESS / 2.0);
let density = density_r * (-4.0 * normalized_distance.powf(2.0)).exp() as f32;
if density < 0.001 {
return;
}
let mut rng = fastrand::Rng::new();
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for x in -stepmax..=stepmax {
for y in -stepmax..=stepmax {
for z in -stepmax..=stepmax {
let origin = I64Vec3::new(
player_cell.x + x as i64,
player_cell.y + y as i64,
player_cell.z + z as i64,
);
if db.0.contains_key(&origin) {
// already in db, nothing to do
continue;
}
// Get a seed based on all of the origin axes
// Probably there's a faster way
rng.seed(origin.x as u64);
let seed = rng.u64(0..u64::MAX).wrapping_add(origin.y as u64);
rng.seed(seed);
let seed = rng.u64(0..u64::MAX).wrapping_add(origin.z as u64);
rng.seed(seed);
let rand_s = rng.f32();
let size_raw: f32 = (rand_s + 1e-4).powf(-0.5) as f32; // -> between ~1 and 100
let size_density = size_raw * density;
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if size_density < 0.3 {
continue;
}
if size_raw < 20.0 {
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let dist = player_cell.as_dvec3().distance(origin.as_dvec3());
if dist > 6.0 {
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continue;
}
}
let size: f32 = ASTEROID_SIZE_FACTOR * size_density;
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let rand_x = rng.f64();
let rand_y = rng.f64();
let rand_z = rng.f64();
let rand_c = rng.bool();
let class = if rand_c { 0 } else { 1 };
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//let max_viewdist = ASTEROID_VIEW_RADIUS / ASTEROID_SPAWN_STEP;
let wobble = ASTEROID_SPAWN_STEP * 0.5;
let pos = jupiter_pos + DVec3::new(
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origin.x as f64 * ASTEROID_SPAWN_STEP + wobble * rand_x * 2.0 - 1.0,
origin.y as f64 * ASTEROID_SPAWN_STEP + wobble * rand_y * 2.0 - 1.0,
origin.z as f64 * ASTEROID_SPAWN_STEP + wobble * rand_z * 2.0 - 1.0,
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);
// Spawn
let mut entity_commands = commands.spawn((
actor::Actor::default(),
RigidBody::Dynamic,
AngularVelocity(DVec3::new(0.1, 0.1, 0.03)),
LinearVelocity(DVec3::new(0.0, 0.0, 0.35)),
Collider::sphere(1.0),
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Rotation::from(Quat::from_rotation_y(-PI32 / 3.)),
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Position::new(pos),
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hud::IsClickable {
name: Some("Uncharted Rock".to_string()),
..default()
},
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Asteroid,
DespawnOnPlayerDeath,
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));
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let model = match class {
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0 => ASSET_NAME_ASTEROID1,
_ => ASSET_NAME_ASTEROID2,
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};
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entity_commands.insert(SpatialBundle {
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transform: Transform {
scale: Vec3::splat(size),
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..default()
},
..default()
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});
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load_asset(model, &mut entity_commands, &*asset_server);
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db.0.insert(origin, AsteroidData {
entity: entity_commands.id(),
//viewdistance: 99999999.0,
});
}
}
}
}
fn handle_despawn(
mut commands: Commands,
mut er_despawn: EventReader<DespawnEvent>,
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mut db: ResMut<ActiveAsteroids>,
mut scene_spawner: ResMut<SceneSpawner>,
) {
for despawn in er_despawn.read() {
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commands.entity(despawn.entity).despawn();
scene_spawner.despawn_instance(despawn.sceneinstance);
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db.0.remove(&despawn.origin);
}
}
fn handle_respawn(
ew_spawn: EventWriter<cmd::SpawnEvent>,
) {
cmd::load_defs(ew_spawn);
}