outfly/src/world.rs

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Rust
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extern crate regex;
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use crate::{actor, camera, nature};
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use regex::Regex;
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use bevy::prelude::*;
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//use bevy::core_pipeline::Skybox;
//use bevy::asset::LoadState;
//use bevy::render::render_resource::{TextureViewDescriptor, TextureViewDimension};
use bevy::pbr::CascadeShadowConfigBuilder;
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use bevy::core_pipeline::bloom::{BloomCompositeMode, BloomSettings};
use std::f32::consts::PI;
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const ASTEROID_SIZE: f32 = 100.0;
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//const SKYBOX_BRIGHTNESS: f32 = 300.0;
//const SKYBOX_BRIGHTNESS_AR: f32 = 100.0;
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//const ASSET_CUBEMAP: &str = "textures/cubemap-fs8.png";
//const ASSET_CUBEMAP_AR: &str = "textures/out.png";
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const ASSET_ASTEROID1: &str = "models/asteroid.glb#Scene0";
const ASSET_ASTEROID2: &str = "models/asteroid2.glb#Scene0";
fn asset_name_to_path(name: &str) -> &'static str {
match name {
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"suit" => "external/alien.glb#Scene0",
"jupiter" => "models/jupiter.glb#Scene0",
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"asteroid1" => ASSET_ASTEROID1,
"asteroid2" => ASSET_ASTEROID2,
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"pizzeria" => "models/pizzeria.glb#Scene0",
_ => "models/error.glb#Scene0",
}
}
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pub struct WorldPlugin;
impl Plugin for WorldPlugin {
fn build(&self, app: &mut App) {
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app.add_systems(Startup, (setup, load_defs));
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//app.add_systems(Update, asset_loaded.after(load_cubemap_asset));
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//app.add_systems(Update, swap_world_on_ar_toggle);
app.insert_resource(ClearColor(Color::rgb(0.0, 0.0, 0.0)));
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}
}
#[derive(Component)]
pub struct Star;
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//#[derive(Resource)]
//pub struct WorldState {
// is_loaded: bool,
// entities_viewn_through_ar: bool,
// cubemap_handle: Handle<Image>,
// cubemap_ar_handle: Handle<Image>,
//}
//impl WorldState {
// pub fn get_cubemap_handle(&self) -> Handle<Image> {
// if self.entities_viewn_through_ar {
// self.cubemap_ar_handle.clone()
// } else {
// self.cubemap_handle.clone()
// }
// }
//}
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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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asset_server: Res<AssetServer>,
) {
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// let cubemap_handle = asset_server.load(ASSET_CUBEMAP);
// commands.insert_resource(WorldState {
// is_loaded: false,
// entities_viewn_through_ar: settings.hud_active,
// cubemap_handle: asset_server.load(ASSET_CUBEMAP),
// cubemap_ar_handle: asset_server.load(ASSET_CUBEMAP_AR),
// });
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// Add player
commands.spawn((
actor::Player,
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actor::Actor {
angular_momentum: Quat::IDENTITY,
..default()
},
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actor::LifeForm::default(),
actor::Suit {
oxygen: nature::OXY_H,
integrity: 0.3,
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..default()
},
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Camera3dBundle {
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camera: Camera {
hdr: true, // HDR is required for bloom
..default()
},
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transform: Transform::from_xyz(0.0, 0.0, 8.0).looking_at(Vec3::ZERO, Vec3::Y),
..default()
},
camera::CameraController::default(),
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// Skybox {
// image: cubemap_handle,
// brightness: SKYBOX_BRIGHTNESS,
// },
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BloomSettings {
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composite_mode: BloomCompositeMode::EnergyConserving,
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..default()
},
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));
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// Generate a bunch of asteriods
let maxdist = 10;
for i in -maxdist..maxdist {
for j in -maxdist..maxdist {
for k in -maxdist..maxdist {
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let offset = 500.0;
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let dist = 8e3;
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let wobble = dist/2.0;
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let (i, j, k) = (i as f32, j as f32, k as f32);
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let asset = match ((i+j+k) as i32) % 2 {
0 => ASSET_ASTEROID1,
_ => ASSET_ASTEROID2,
};
commands.spawn((
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actor::Actor {
v: Vec3::new(-0.00, 0.0, 0.35),
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angular_momentum: Quat::from_euler(EulerRot::XYZ, 0.001, 0.001, 0.0003),
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..default()
},
SceneBundle {
transform: Transform {
translation: Vec3::new(
offset + dist * i + wobble * (j+k/PI).sin() * (k+j/PI).cos(),
offset + dist * j + wobble * (k+i/PI).sin() * (i+k/PI).cos(),
offset + dist * k + wobble * (i+j/PI).sin() * (j+i/PI).cos(),
),
rotation: Quat::from_rotation_y(-PI / 3.),
scale: Vec3::splat(ASTEROID_SIZE),
},
scene: asset_server.load(asset),
..default()
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},
));
}
}
}
// Generate starmap
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let sphere_handle = meshes.add(Sphere::new(1.0));
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for star in nature::STARS {
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let mag = star[3];
let scale_color = {|color: f32|
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if mag < -20.0 {
color * 13.0f32 // Sun
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} else {
color * (0.0659663 * mag * mag - 1.09862 * mag + 4.3)
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}
};
let scale_size = {|mag: f32|
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if mag < -20.0 {
40000.0f32 // Sun
} else {
1000.0 * (0.230299 * mag * mag - 3.09013 * mag + 15.1782)
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}
};
let (r, g, b) = nature::star_color_index_to_rgb(star[4]);
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()
});
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let dist = 1e7;
commands.spawn((
Star,
PbrBundle {
mesh: sphere_handle.clone(),
material: star_color_handle.clone(),
transform: Transform::from_xyz(
dist * star[0],
dist * star[1],
dist * star[2],
)
.with_scale(Vec3::splat(scale_size(mag))),
..default()
}
));
}
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// Add Light from the Sun
commands.spawn(DirectionalLightBundle {
directional_light: DirectionalLight {
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illuminance: 1000.0,
shadows_enabled: false,
..default()
},
transform: Transform::from_rotation(Quat::from_rotation_y(PI/2.0)),
cascade_shadow_config: CascadeShadowConfigBuilder {
first_cascade_far_bound: 7.0,
maximum_distance: 25.0,
..default()
}
.into(),
..default()
});
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}
#[derive(Debug)]
enum DefClass {
Actor,
Chat,
None,
}
#[derive(Debug)]
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struct ParserState {
class: DefClass,
// Generic fields
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name: String,
chat: String,
// Actor fields
pos: Vec3,
model: String,
model_scale: f32,
rotation: Quat,
angular_momentum: Quat,
pronoun: String,
is_lifeform: bool,
is_alive: bool,
is_suited: bool,
// Chat fields
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delay: f64,
text: String,
level: String,
label: String,
goto: String,
is_choice: bool,
stores_item: bool,
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}
impl Default for ParserState {
fn default() -> Self {
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let default_actor = actor::Actor::default();
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Self {
class: DefClass::None,
name: "NONAME".to_string(),
chat: "".to_string(),
pos: Vec3::new(0.0, 0.0, 0.0),
model: "".to_string(),
model_scale: 1.0,
rotation: Quat::IDENTITY,
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angular_momentum: default_actor.angular_momentum,
pronoun: "they/them".to_string(),
is_lifeform: false,
is_alive: false,
is_suited: false,
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delay: 0.0,
text: "".to_string(),
level: "chat".to_string(),
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label: "".to_string(),
goto: "".to_string(),
is_choice: false,
stores_item: false,
}
}
}
impl ParserState {
fn reset_message(&mut self) {
let default = ParserState::default();
self.label = default.label;
self.delay = default.delay;
self.goto = default.goto;
self.level = default.level;
self.text = default.text;
self.is_choice = default.is_choice;
}
fn reset_chat(&mut self) {
let default = ParserState::default();
self.reset_message();
self.stores_item = default.stores_item;
}
fn reset(&mut self) {
*self = Self::default();
}
fn as_chatbranch(&self) -> actor::ChatBranch {
return actor::ChatBranch {
id: self.chat.clone(),
name: self.name.clone(),
label: self.label.clone(),
delay: self.delay.clone(),
sound: if self.is_choice { "".to_string() } else { "chat".to_string() },
level: self.level.clone(),
reply: if self.is_choice { "".to_string() } else { self.text.clone() },
choice: if self.is_choice { self.text.clone() } else { "".to_string() },
goto: self.goto.clone(),
}
}
fn spawn_chat(&mut self, commands: &mut Commands) {
if self.stores_item {
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debug!("{:#?}", self.as_chatbranch());
commands.spawn(self.as_chatbranch());
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}
self.reset_message();
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}
fn spawn_actor(&mut self, commands: &mut Commands, asset_server: &Res<AssetServer>) {
let component_actor = actor::Actor {
angular_momentum: self.angular_momentum,
..default()
};
let component_lifeform = actor::LifeForm::default();
let component_talker = actor::Talker {
conv_id: self.chat.clone(),
..default()
};
let component_suit = actor::Suit::default();
let component_model = SceneBundle {
transform: Transform {
translation: self.pos,
scale: Vec3::splat(self.model_scale),
rotation: self.rotation,
},
scene: asset_server.load(asset_name_to_path(self.model.as_str())),
..default()
};
// TODO: is there a more dynamic way to construct this...?
info!("Spawning actor {} with model {} at {}/{}/{}",
self.name, self.model, self.pos.x, self.pos.y, self.pos.z);
if self.is_alive {
if !self.chat.is_empty() {
commands.spawn((
component_actor,
component_lifeform,
component_suit,
component_talker,
component_model,
));
}
else {
commands.spawn((
component_actor,
component_lifeform,
component_suit,
component_model,
));
}
}
else {
if !self.chat.is_empty() {
commands.spawn((
component_actor,
component_talker,
component_model,
));
}
else {
commands.spawn((
component_actor,
component_model,
));
}
}
self.reset();
}
fn spawn_entities(&mut self, commands: &mut Commands, asset_server: &Res<AssetServer>) {
match self.class {
DefClass::Actor => { self.spawn_actor(commands, asset_server); }
DefClass::Chat => { self.spawn_chat(commands); }
DefClass::None => {}
}
}
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}
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pub fn load_defs(
mut commands: Commands,
asset_server: Res<AssetServer>,
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) {
let re1 = Regex::new(r"^\s*([a-z_-]+)\s+(.*)$").unwrap();
let re2 = Regex::new("\"([^\"]*)\"|(-?[0-9]+(?:\\.[0-9]+)?)|([a-zA-Z_-][a-zA-Z0-9_-]*)").unwrap();
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let defs_string = include_str!("defs.txt");
let mut lines = defs_string.lines();
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let mut state = ParserState::default();
let mut command;
let mut parameters;
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let mut line_nr = -1;
while let Some(line) = lines.next() {
line_nr += 1;
let caps = re1.captures(line);
if caps.is_none() {
if line.trim() != "" {
error!("Syntax Error in definitions line {}: `{}`", line_nr, line);
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}
continue;
}
if let Some(caps) = caps {
command = caps.get(1).unwrap().as_str();
parameters = caps.get(2).unwrap().as_str();
}
else {
error!("Failed to read regex captures in line {}: `{}`", line_nr, line);
continue;
}
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let mut parts: Vec<&str> = Vec::new();
parts.push(command);
for caps in re2.captures_iter(parameters) {
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if let Some(part) = caps.get(1) {
parts.push(&part.as_str());
}
if let Some(part) = caps.get(2) {
parts.push(&part.as_str());
}
if let Some(part) = caps.get(3) {
parts.push(&part.as_str());
}
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}
match parts.as_slice() {
// Parsing actors
["actor", x, y, z, model] => {
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state.spawn_entities(&mut commands, &asset_server);
state.reset();
state.class = DefClass::Actor;
state.model = model.to_string();
if let (Ok(x_float), Ok(y_float), Ok(z_float)) =
(x.parse::<f32>(), y.parse::<f32>(), z.parse::<f32>()) {
state.pos = Vec3::new(x_float, y_float, z_float);
}
else {
error!("Can't parse coordinates as floats in def: {line}");
state.reset();
continue;
}
}
["alive", "yes"] => {
state.is_alive = true;
state.is_lifeform = true;
state.is_suited = true;
}
["pronoun", pronoun] => {
state.pronoun = pronoun.to_string();
}
["chatid", chat] => {
state.chat = chat.to_string();
}
["scale", scale] => {
if let Ok(scale_float) = scale.parse::<f32>() {
state.model_scale = scale_float;
}
else {
error!("Can't parse float: {line}");
continue;
}
}
["rotationy", rotation_y] => {
if let Ok(rotation_y_float) = rotation_y.parse::<f32>() {
state.rotation = Quat::from_rotation_y(PI * rotation_y_float);
}
else {
error!("Can't parse float: {line}");
continue;
}
}
["angularmomentum", x, y, z] => {
if let (Ok(x_float), Ok(y_float), Ok(z_float)) =
(x.parse::<f32>(), y.parse::<f32>(), z.parse::<f32>()) {
state.angular_momentum = Quat::from_euler(EulerRot::XYZ, x_float, y_float, z_float);
}
else {
error!("Can't parse float: {line}");
continue;
}
}
// Parsing chats
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["chat", chat_name] => {
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debug!("Registering chat: {}", chat_name);
state.spawn_entities(&mut commands, &asset_server);
state.reset_chat();
state.class = DefClass::Chat;
state.chat = chat_name.to_string();
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}
["name", name] => {
debug!("Registering name: {}", name);
state.name = name.to_string();
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}
["msg", sleep, text] => {
debug!("Registering message (sleep={}): {}", sleep, text);
state.spawn_entities(&mut commands, &asset_server);
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if let Ok(sleep_float) = sleep.parse::<f64>() {
state.delay = sleep_float;
state.text = text.to_string();
state.stores_item = true;
state.is_choice = false;
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} else {
error!("The 'sleep' value for this message is not a float: {}", line);
continue;
}
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}
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["msg", sleep, label, goto, text] => {
debug!("Registering message (sleep={}): {}", sleep, text);
state.spawn_entities(&mut commands, &asset_server);
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if let Ok(sleep_float) = sleep.parse::<f64>() {
state.delay = sleep_float;
state.text = text.to_string();
state.stores_item = true;
state.is_choice = false;
state.goto = goto.to_string();
state.label = label.to_string();
} else {
error!("The 'sleep' value for this message is not a float: {}", line);
continue;
}
}
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["choice", sleep, text] => {
debug!("Registering choice (sleep={}): {}", sleep, text);
state.spawn_entities(&mut commands, &asset_server);
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if let Ok(sleep_float) = sleep.parse::<f64>() {
state.delay = sleep_float;
state.text = text.to_string();
state.stores_item = true;
state.is_choice = true;
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} else {
error!("The 'sleep' value for this message is not a float: {}", line);
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continue;
}
}
["choice", sleep, label, goto, text] => {
debug!("Registering choice (sleep={}): {}", sleep, text);
state.spawn_entities(&mut commands, &asset_server);
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if let Ok(sleep_float) = sleep.parse::<f64>() {
state.delay = sleep_float;
state.text = text.to_string();
state.stores_item = true;
state.is_choice = true;
state.goto = goto.to_string();
state.label = label.to_string();
} else {
error!("The 'sleep' value for this message is not a float: {}", line);
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continue;
}
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}
["goto", label] => {
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debug!("Registering goto: {}", label);
state.goto = label.to_string();
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}
["label", label] => {
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debug!("Registering label: {}", label);
state.label = label.to_string();
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}
["lvl", level] => {
debug!("Registering level: {}", level);
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state.level = level.to_string();
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}
_ => {
error!("No match for [{}]", parts.join(","));
}
}
}
state.spawn_entities(&mut commands, &asset_server);
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}
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//pub fn swap_world_on_ar_toggle(
// asset_server: Res<AssetServer>,
// mut images: ResMut<Assets<Image>>,
// mut worldstate: ResMut<WorldState>,
// mut skyboxes: Query<&mut Skybox>,
// settings: Res<settings::Settings>,
//) {
// if settings.hud_active != worldstate.entities_viewn_through_ar {
// worldstate.is_loaded = false;
// worldstate.entities_viewn_through_ar = settings.hud_active;
// }
// if !worldstate.is_loaded && asset_server.load_state(&worldstate.get_cubemap_handle()) == LoadState::Loaded {
// let cubemap_handle = &worldstate.get_cubemap_handle();
// let image = images.get_mut(cubemap_handle).unwrap();
// if image.texture_descriptor.array_layer_count() == 1 {
// image.reinterpret_stacked_2d_as_array(image.height() / image.width());
// image.texture_view_descriptor = Some(TextureViewDescriptor {
// dimension: Some(TextureViewDimension::Cube),
// ..default()
// });
// }
//
// for mut skybox in &mut skyboxes {
// skybox.image = cubemap_handle.clone();
// skybox.brightness = if settings.hud_active {
// SKYBOX_BRIGHTNESS_AR
// } else {
// SKYBOX_BRIGHTNESS
// }
// }
//
// worldstate.is_loaded = true;
// }
//}