outfly/src/cmd.rs

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// ▄████████▄ + ███ + ▄█████████ ███ +
// ███▀ ▀███ + + ███ ███▀ + ███ + +
// ███ + ███ ███ ███ █████████ ███ ███ ███ ███
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// ███ +███ ███ ███ ███ ███▐██████ ███ ███ ███
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// ███ + ███ ███+ ███ +███ ███ + ███ ███ + ███
// ███▄ ▄███ ███▄ ███ ███ + ███ + ███ ███▄ ███
// ▀████████▀ + ▀███████ ███▄ ███▄ ▀████ ▀███████
// + + + ███
// + ▀████████████████████████████████████████████████████▀
//
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// This module populates the world with actors as defined in "defs.txt"
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extern crate regex;
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use crate::prelude::*;
use bevy::pbr::{NotShadowCaster, NotShadowReceiver};
use bevy::prelude::*;
use bevy_xpbd_3d::prelude::*;
use regex::Regex;
pub const ID_SPECIAL_PLAYERCAM: &str = "PLAYERCAMERA";
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pub const ID_EARTH: &str = "earth";
pub const ID_SOL: &str = "sol";
pub const ID_JUPITER: &str = "jupiter";
pub struct CmdPlugin;
impl Plugin for CmdPlugin {
fn build(&self, app: &mut App) {
app.add_systems(Startup, load_defs);
app.add_systems(
Update,
handle_spawn_events
.before(spawn_entities)
.before(spawn_scenes),
);
app.add_systems(Update, spawn_entities);
app.add_systems(Update, spawn_scenes.after(spawn_entities));
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app.add_systems(Update, process_mesh);
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app.add_systems(
PreUpdate,
hide_colliders.run_if(any_with_component::<NeedsSceneColliderRemoved>),
);
app.add_event::<SpawnEvent>();
app.add_event::<SpawnActorEvent>();
app.add_event::<SpawnSceneEvent>();
}
}
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#[derive(Component)]
pub struct NeedsSceneColliderRemoved;
#[derive(Event)]
pub struct SpawnEvent(ParserState);
#[derive(Event)]
pub struct SpawnActorEvent(ParserState);
#[derive(Event)]
pub struct SpawnSceneEvent(ParserState);
#[derive(PartialEq, Clone)]
enum DefClass {
Actor,
Scene,
None,
}
#[derive(Clone)]
struct ParserState {
class: DefClass,
// Generic fields
name: Option<String>,
chat: String,
// Actor fields
id: String,
pos: DVec3,
relative_to: Option<String>,
model: Option<String>,
model_scale: f32,
rotation: Quat,
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axialtilt: f32,
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velocity: DVec3,
angular_momentum: DVec3,
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pronoun: Option<String>,
is_sphere: bool,
is_player: bool,
is_lifeform: bool,
is_alive: bool,
is_suited: bool,
is_vehicle: bool,
is_clickable: bool,
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is_targeted_on_startup: bool,
is_sun: bool,
is_moon: bool,
is_planet: bool,
is_point_of_interest: bool,
orbit_distance: Option<f64>,
orbit_object_id: Option<String>,
orbit_phase: Option<f64>,
has_physics: bool,
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has_ring: bool,
wants_maxrotation: Option<f64>,
wants_maxvelocity: Option<f64>,
wants_tolookat_id: Option<String>,
wants_matchvelocity_id: Option<String>,
collider_is_mesh: bool,
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collider_is_one_mesh_of_scene: bool,
thrust_forward: f32,
thrust_sideways: f32,
thrust_back: f32,
reaction_wheels: f32,
warmup_seconds: f32,
engine_type: actor::EngineType,
oxygen: f32,
density: f64,
collider: Collider,
camdistance: f32,
suit_integrity: f32,
light_brightness: f32,
light_color: Option<Color>,
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ar_model: Option<String>,
show_only_in_map_at_distance: Option<(f64, String)>,
}
impl Default for ParserState {
fn default() -> Self {
let default_actor = actor::Actor::default();
let default_engine = actor::Engine::default();
Self {
class: DefClass::None,
name: None,
chat: "".to_string(),
id: "".to_string(),
pos: DVec3::new(0.0, 0.0, 0.0),
relative_to: None,
model: None,
model_scale: 1.0,
rotation: Quat::IDENTITY,
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axialtilt: 0.0,
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velocity: DVec3::splat(0.0),
angular_momentum: DVec3::new(0.03, 0.3, 0.09),
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pronoun: None,
is_sphere: false,
is_player: false,
is_lifeform: false,
is_alive: false,
is_suited: false,
is_vehicle: false,
is_clickable: true,
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is_targeted_on_startup: false,
is_sun: false,
is_moon: false,
is_planet: false,
is_point_of_interest: false,
orbit_distance: None,
orbit_object_id: None,
orbit_phase: None,
has_physics: true,
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has_ring: false,
wants_maxrotation: None,
wants_maxvelocity: None,
wants_tolookat_id: None,
wants_matchvelocity_id: None,
collider_is_mesh: false,
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collider_is_one_mesh_of_scene: false,
thrust_forward: default_engine.thrust_forward,
thrust_sideways: default_engine.thrust_forward,
thrust_back: default_engine.thrust_back,
reaction_wheels: default_engine.reaction_wheels,
warmup_seconds: default_engine.warmup_seconds,
engine_type: default_engine.engine_type,
oxygen: nature::OXY_D,
density: 100.0,
collider: Collider::sphere(1.0),
camdistance: default_actor.camdistance,
suit_integrity: 1.0,
light_brightness: 0.0,
light_color: None,
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ar_model: None,
show_only_in_map_at_distance: None,
}
}
}
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pub fn load_defs(mut ew_spawn: EventWriter<SpawnEvent>) {
let re1 = Regex::new(r"^\s*([a-z_-]+)\s+(.*)$").unwrap();
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let re2 =
Regex::new("\"([^\"]*)\"|(-?[0-9]+[0-9e-]*(?:\\.[0-9e-]+)?)|([a-zA-Z_-][a-zA-Z0-9_-]*)")
.unwrap();
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let defs_string = include_str!("data/defs.txt");
let mut lines = defs_string.lines();
let mut state = ParserState::default();
let mut command;
let mut parameters;
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);
}
continue;
}
if let Some(caps) = caps {
command = caps.get(1).unwrap().as_str();
parameters = caps.get(2).unwrap().as_str();
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} else {
error!(
"Failed to read regex captures in line {}: `{}`",
line_nr, line
);
continue;
}
let mut parts: Vec<&str> = Vec::new();
parts.push(command);
for caps in re2.captures_iter(parameters) {
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());
}
}
match parts.as_slice() {
["name", name] => {
debug!("Registering name: {}", name);
state.name = Some(name.to_string());
}
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["template", "person"] => {
// command: collider handcrafted
state.collider_is_one_mesh_of_scene = true;
// command: alive yes
state.is_alive = true;
state.is_lifeform = true;
state.is_suited = true;
// command: oxygen 0.864
state.is_lifeform = true;
state.is_suited = true;
state.oxygen = nature::OXY_D;
// command: engine monopropellant
state.engine_type = actor::EngineType::Monopropellant;
// command: thrust 1.2 1 1 14 1.5
state.thrust_forward = 1.2;
state.thrust_back = 1.0;
state.thrust_sideways = 1.0;
state.reaction_wheels = 14.0;
state.warmup_seconds = 1.5;
// command: wants maxrotation 0
state.wants_maxrotation = Some(0.0);
// command: wants maxvelocity 0
state.wants_maxvelocity = Some(0.0);
// command: pointofinterest yes
state.is_point_of_interest = true;
// command: density 200
state.density = 200.0;
// command: angularmomentum 0 0 0
state.angular_momentum = DVec3::ZERO;
}
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["template", "clippy"] => {
// command: angularmomentum 0 0 0
state.angular_momentum = DVec3::ZERO;
// command: wants maxrotation 0
state.wants_maxrotation = Some(0.0);
// command: wants maxvelocity 0
state.wants_maxvelocity = Some(0.0);
// command: thrust 15 6 3 400 0.5
state.thrust_forward = 15.0;
state.thrust_back = 6.0;
state.thrust_sideways = 3.0;
state.reaction_wheels = 400.0;
state.warmup_seconds = 0.5;
// command: scale 3
state.model_scale = 3.0;
// command: pronoun it
state.pronoun = Some("it".to_string());
// command: pointofinterest yes
state.is_point_of_interest = true;
}
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["template", "cruiser"] => {
// command: actor ? ? ? cruiser
state.class = DefClass::Actor;
state.model = Some("cruiser".to_string());
// command: scale 5
state.model_scale = 5.0;
// command: vehicle yes
state.is_vehicle = true;
// command: angularmomentum 0 0 0
state.angular_momentum = DVec3::ZERO;
// command: collider handcrafted
state.collider_is_one_mesh_of_scene = true;
// command: thrust 16 16 8 100000 3
state.thrust_forward = 16.0;
state.thrust_back = 16.0;
state.thrust_sideways = 8.0;
state.reaction_wheels = 100000.0;
state.warmup_seconds = 3.0;
// command: engine ion
state.engine_type = actor::EngineType::Ion;
// command: camdistance 50
state.camdistance = 50.0;
// command: density 500
state.density = 500.0;
// command: pointofinterest yes
state.is_point_of_interest = true;
}
// Parsing actors
["actor", x, y, z, model] => {
ew_spawn.send(SpawnEvent(state));
state = ParserState::default();
state.class = DefClass::Actor;
state.model = Some(model.to_string());
if let (Ok(x_float), Ok(y_float), Ok(z_float)) =
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(x.parse::<f64>(), y.parse::<f64>(), z.parse::<f64>())
{
state.pos = DVec3::new(x_float, y_float, z_float);
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} else {
error!("Can't parse coordinates as floats in def: {line}");
state = ParserState::default();
continue;
}
}
["actor", x, y, z] => {
ew_spawn.send(SpawnEvent(state));
state = ParserState::default();
state.class = DefClass::Actor;
if let (Ok(x_float), Ok(y_float), Ok(z_float)) =
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(x.parse::<f64>(), y.parse::<f64>(), z.parse::<f64>())
{
state.pos = DVec3::new(x_float, y_float, z_float);
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} else {
error!("Can't parse coordinates as floats in def: {line}");
state = ParserState::default();
continue;
}
}
["scene", x, y, z, name] => {
ew_spawn.send(SpawnEvent(state));
state = ParserState::default();
state.class = DefClass::Scene;
state.name = Some(name.to_string());
if let (Ok(x_float), Ok(y_float), Ok(z_float)) =
(x.parse::<f64>(), y.parse::<f64>(), z.parse::<f64>())
{
state.pos = DVec3::new(x_float, y_float, z_float);
} else {
error!("Can't parse coordinates as floats in def: {line}");
state = ParserState::default();
continue;
}
}
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["relativeto", id] => {
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// Offsets this actor's position by the pos. of the actor with the given id.
state.relative_to = Some(id.to_string());
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}
["orbitaround", object_id, radius_str] => {
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// Places the actor into an orbit around the object_id so that it's position
// will be offset by the orbital distance (radius_str) and the phase will
// be set dynamically based on the current day+time.
// Unlike the "orbit" command, this position is not static, and there is no
// parameter for a phase offset, though you can set that with the
// "orbit_phase_offset" command.
// Make sure to use this with "relativeto" with the object that's being orbited.
if let Ok(r) = radius_str.parse::<f64>() {
state.orbit_distance = Some(r);
state.orbit_object_id = Some(object_id.to_string());
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} else {
error!("Can't parse float: {line}");
continue;
}
}
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["orbit", radius_str, phase_str] => {
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// Offsets the actor's position by the given distance (radius_str)
// in the direction as defined by the angle in phase_str.
// Unlike "orbitaround", the position is static though and will not
// change over time.
// Make sure to use this with "relativeto" with the object that's being orbited.
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if let (Ok(r), Ok(phase)) = (radius_str.parse::<f64>(), phase_str.parse::<f64>()) {
state.orbit_distance = Some(r);
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state.orbit_phase = Some(phase * PI * 2.0);
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} else {
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error!("Can't parse float: {line}");
continue;
}
}
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["orbit_phase_offset", value] => {
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// When used in combination with "orbitaround", this command allows
// you to move the actor ahead (or behind) in its orbit by the given offset.
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if let Ok(value_float) = value.parse::<f64>() {
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let offset_radians = 2.0 * PI * value_float;
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if let Some(phase_radians) = state.orbit_phase {
state.orbit_phase = Some(phase_radians + offset_radians);
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} else {
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state.orbit_phase = Some(offset_radians);
}
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} else {
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error!("Can't parse float: {line}");
continue;
}
}
["sphere", "yes"] => {
state.is_sphere = true;
}
["id", id] => {
state.id = id.to_string();
}
["alive", "yes"] => {
state.is_alive = true;
state.is_lifeform = true;
state.is_suited = true;
}
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["alive", "no"] => {
state.is_alive = false;
}
["vehicle", "yes"] => {
state.is_vehicle = true;
}
["clickable", "no"] => {
state.is_clickable = false;
}
["moon", "yes"] => {
state.is_moon = true;
}
["planet", "yes"] => {
state.is_planet = true;
}
["sun", "yes"] => {
state.is_sun = true;
}
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["ring", "yes"] => {
state.has_ring = true;
}
["pointofinterest", "yes"] => {
state.is_point_of_interest = true;
}
["oxygen", amount] => {
if let Ok(amount) = amount.parse::<f32>() {
state.is_lifeform = true;
state.is_suited = true;
state.oxygen = amount;
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} else {
error!("Can't parse float: {line}");
continue;
}
}
["pronoun", pronoun] => {
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state.pronoun = Some(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;
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} else {
error!("Can't parse float: {line}");
continue;
}
}
["rotationx", rotation_x] => {
if let Ok(rotation_x_float) = rotation_x.parse::<f32>() {
state.rotation *= Quat::from_rotation_x(rotation_x_float.to_radians());
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} 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(rotation_y_float.to_radians());
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} else {
error!("Can't parse float: {line}");
continue;
}
}
["rotationz", rotation_z] => {
if let Ok(rotation_z_float) = rotation_z.parse::<f32>() {
state.rotation *= Quat::from_rotation_z(rotation_z_float.to_radians());
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} else {
error!("Can't parse float: {line}");
continue;
}
}
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["axialtilt", rotation_y] => {
if let Ok(rotation_y_float) = rotation_y.parse::<f32>() {
state.rotation *= Quat::from_rotation_y(rotation_y_float.to_radians());
state.axialtilt = rotation_y_float;
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} else {
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error!("Can't parse float: {line}");
continue;
}
}
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["velocity", x, y, z] => {
if let (Ok(x_float), Ok(y_float), Ok(z_float)) =
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(x.parse::<f64>(), y.parse::<f64>(), z.parse::<f64>())
{
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state.velocity = DVec3::new(x_float, y_float, z_float);
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} else {
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error!("Can't parse float: {line}");
continue;
}
}
["angularmomentum", x, y, z] => {
if let (Ok(x_float), Ok(y_float), Ok(z_float)) =
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(x.parse::<f64>(), y.parse::<f64>(), z.parse::<f64>())
{
state.angular_momentum = DVec3::new(x_float, y_float, z_float);
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} else {
error!("Can't parse float: {line}");
continue;
}
}
["thrust", forward, back, sideways, reaction_wheels, warmup_time] => {
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if let (
Ok(forward_float),
Ok(back_float),
Ok(sideways_float),
Ok(reaction_wheels_float),
Ok(warmup_time_float),
) = (
forward.parse::<f32>(),
back.parse::<f32>(),
sideways.parse::<f32>(),
reaction_wheels.parse::<f32>(),
warmup_time.parse::<f32>(),
) {
state.thrust_forward = forward_float;
state.thrust_back = back_float;
state.thrust_sideways = sideways_float;
state.reaction_wheels = reaction_wheels_float;
state.warmup_seconds = warmup_time_float;
}
}
["engine", "rocket"] => {
state.engine_type = actor::EngineType::Rocket;
}
["engine", "ion"] => {
state.engine_type = actor::EngineType::Ion;
}
["engine", "monopropellant"] => {
state.engine_type = actor::EngineType::Monopropellant;
}
["health", value] => {
if let Ok(value_float) = value.parse::<f32>() {
state.suit_integrity = value_float;
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} else {
error!("Can't parse float: {line}");
continue;
}
}
["density", value] => {
if let Ok(value_float) = value.parse::<f64>() {
state.density = value_float;
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} else {
error!("Can't parse float: {line}");
continue;
}
}
["physics", "off"] => {
state.has_physics = false;
}
["collider", "sphere", radius] => {
if let Ok(radius_float) = radius.parse::<f64>() {
state.collider = Collider::sphere(radius_float);
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} else {
error!("Can't parse float: {line}");
continue;
}
}
["collider", "capsule", height, radius] => {
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if let (Ok(height_float), Ok(radius_float)) =
(height.parse::<f64>(), radius.parse::<f64>())
{
state.collider = Collider::capsule(height_float, radius_float);
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} else {
error!("Can't parse float: {line}");
continue;
}
}
["collider", "mesh"] => {
state.collider_is_mesh = true;
}
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["collider", "handcrafted"] => {
state.collider_is_one_mesh_of_scene = true;
}
["player", "yes"] => {
state.is_player = true;
state.is_alive = true;
}
["camdistance", value] => {
if let Ok(value_float) = value.parse::<f32>() {
state.camdistance = value_float;
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} else {
error!("Can't parse float: {line}");
continue;
}
}
["light", color_hex, brightness] => {
if let Ok(brightness_float) = brightness.parse::<f32>() {
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if let Ok(color) = Srgba::hex(color_hex) {
state.light_color = Some(Color::Srgba(color));
state.light_brightness = brightness_float;
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} else {
error!("Can't parse hexadecimal color code: {line}");
continue;
}
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} else {
error!("Can't parse float: {line}");
continue;
}
}
["wants", "maxrotation", "none"] => {
state.wants_maxrotation = None;
}
["wants", "maxrotation", value] => {
// NOTE: requires an engine to slow down velocity
if let Ok(value_float) = value.parse::<f64>() {
state.wants_maxrotation = Some(value_float);
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} else {
error!("Can't parse float: {line}");
continue;
}
}
["wants", "maxvelocity", "none"] => {
state.wants_maxvelocity = None;
}
["wants", "maxvelocity", value] => {
// NOTE: requires an engine to slow down velocity
if let Ok(value_float) = value.parse::<f64>() {
state.wants_maxvelocity = Some(value_float);
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} else {
error!("Can't parse float: {line}");
continue;
}
}
["wants", "lookat", id] => {
// NOTE: Will not work if the actor has no engine
state.wants_tolookat_id = Some(id.to_string());
}
["wants", "matchvelocitywith", id] => {
// NOTE: Will not work if the actor has no engine
state.wants_matchvelocity_id = Some(id.to_string());
}
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["armodel", asset_name] => {
state.ar_model = Some(asset_name.to_string());
}
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["targeted", "yes"] => {
state.is_targeted_on_startup = true;
}
["only_in_map_at_dist", value, id] => {
if let Ok(value_float) = value.parse::<f64>() {
state.show_only_in_map_at_distance = Some((value_float, id.to_string()));
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} else {
error!("Can't parse float: {line}");
continue;
}
}
_ => {
error!("No match for [{}]", parts.join(","));
}
}
}
ew_spawn.send(SpawnEvent(state));
}
fn handle_spawn_events(
mut er_spawn: EventReader<SpawnEvent>,
mut ew_spawnscene: EventWriter<SpawnSceneEvent>,
mut ew_spawnactor: EventWriter<SpawnActorEvent>,
) {
for state in er_spawn.read() {
match state.0.class {
DefClass::Actor => {
ew_spawnactor.send(SpawnActorEvent(state.0.clone()));
}
DefClass::Scene => {
ew_spawnscene.send(SpawnSceneEvent(state.0.clone()));
}
DefClass::None => {}
}
}
}
fn spawn_scenes(
mut er_spawnscene: EventReader<SpawnSceneEvent>,
mut ew_spawn: EventWriter<SpawnEvent>,
) {
for state_wrapper in er_spawnscene.read() {
let root_state = &state_wrapper.0;
let scene_defs = include!("data/scenes.in");
for (name, template, pos, rot) in scene_defs {
if Some(name.to_string()) == root_state.name {
match template {
"cruiser" => {
let mut state = ParserState::default();
state.class = DefClass::Actor;
state.pos = DVec3::new(
root_state.pos[0] + pos[0],
root_state.pos[1] - pos[2],
root_state.pos[2] + pos[1],
);
state.model = Some("cruiser".to_string());
state.rotation = Quat::from_euler(EulerRot::XYZ, rot[0], rot[1], rot[2]);
// command: relativeto ?
state.relative_to = root_state.relative_to.clone();
// command: name Cruiser
state.name = Some("Cruiser".to_string());
// command: scale 5
state.model_scale = 5.0;
// command: vehicle yes
state.is_vehicle = true;
// command: angularmomentum 0 0 0
state.angular_momentum = DVec3::ZERO;
// command: collider handcrafted
state.collider_is_one_mesh_of_scene = true;
// command: thrust 16 16 8 100000 3
state.thrust_forward = 16.0;
state.thrust_back = 16.0;
state.thrust_sideways = 8.0;
state.reaction_wheels = 100000.0;
state.warmup_seconds = 3.0;
// command: engine ion
state.engine_type = actor::EngineType::Ion;
// command: camdistance 50
state.camdistance = 50.0;
// command: density 500
state.density = 500.0;
// command: pointofinterest yes
state.is_point_of_interest = true;
ew_spawn.send(SpawnEvent(state));
}
_ => {}
}
}
}
}
}
fn spawn_entities(
mut er_spawn: EventReader<SpawnActorEvent>,
mut commands: Commands,
asset_server: Res<AssetServer>,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
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mut materials_jupiter: ResMut<Assets<load::JupitersRing>>,
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mut id2pos: ResMut<game::Id2Pos>,
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mut achievement_tracker: ResMut<var::AchievementTracker>,
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mut ew_updateavatar: EventWriter<hud::UpdateAvatarEvent>,
settings: Res<var::Settings>,
) {
for state_wrapper in er_spawn.read() {
let jupiter_pos: DVec3 = if let Some(jupiter_pos) = id2pos.0.get(ID_JUPITER) {
*jupiter_pos
} else {
warn!("Could not determine Jupiter's position");
DVec3::ZERO
};
let state = &state_wrapper.0;
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let mut rotation = state.rotation;
// Preprocessing
let mut absolute_pos = if let Some(id) = &state.relative_to {
match id2pos.0.get(&id.to_string()) {
Some(pos) => state.pos + *pos,
None => {
error!("Specified `relativeto` command but could not find id `{id}`");
continue;
}
}
} else {
state.pos
};
if let Some(r) = state.orbit_distance {
let mass: Option<f64> = if let Some(id) = &state.orbit_object_id {
match id.as_str() {
"jupiter" => Some(nature::JUPITER_MASS),
"sol" => Some(nature::JUPITER_MASS),
_ => {
error!("Found no mass for object `{id}`");
continue;
}
}
} else {
None
};
absolute_pos += nature::pos_offset_for_orbiting_body(r, mass, state.orbit_phase);
}
let scale = Vec3::splat(
if state.is_sun {
5.0
} else if state.is_moon && settings.large_moons {
3.0
} else {
1.0
} * state.model_scale,
);
let orbits_jupiter = state.id != ID_JUPITER;
let velocity = if orbits_jupiter {
let coords = absolute_pos - jupiter_pos;
state.velocity + nature::orbital_velocity(coords, nature::JUPITER_MASS)
} else {
state.velocity
};
// Spawn the actor
let actor_entity;
let mut actor = commands.spawn_empty();
actor.insert(actor::Actor {
id: state.id.clone(),
name: state.name.clone(),
camdistance: state.camdistance,
..default()
});
actor.insert(SleepingDisabled);
if orbits_jupiter {
actor.insert(actor::OrbitsJupiter);
}
actor.insert(world::DespawnOnPlayerDeath);
actor.insert(actor::HitPoints::default());
actor.insert(Position::from(absolute_pos));
if state.is_sphere {
let sphere_texture_handle = if let Some(model) = &state.model {
Some(asset_server.load(format!("textures/{}.jpg", model)))
} else {
None
};
rotation = Quat::from_rotation_x(-90f32.to_radians()) * rotation;
let sphere_handle = meshes.add(Sphere::new(1.0).mesh().uv(128, 128));
let sphere_material_handle = materials.add(StandardMaterial {
base_color_texture: sphere_texture_handle,
perceptual_roughness: 1.0,
metallic: 0.0,
..default()
});
actor.insert(PbrBundle {
mesh: sphere_handle,
material: sphere_material_handle,
transform: Transform::from_scale(scale),
..default()
});
} else if let Some(model) = &state.model {
actor.insert(SpatialBundle {
transform: Transform::from_scale(scale),
..default()
});
load_asset(model.as_str(), &mut actor, &*asset_server);
}
actor.insert(Rotation::from(rotation));
// Physics Parameters
if state.has_physics {
actor.insert(RigidBody::Dynamic);
actor.insert(LinearVelocity(velocity));
actor.insert(AngularVelocity(state.angular_momentum));
actor.insert(ColliderDensity(state.density));
if state.collider_is_mesh {
actor.insert(MassPropertiesBundle::new_computed(
&Collider::sphere(0.5 * state.model_scale as f64),
state.density,
));
actor.insert(AsyncSceneCollider::new(Some(
ComputedCollider::TriMesh, //ComputedCollider::ConvexDecomposition(VHACDParameters::default())
)));
} else if state.collider_is_one_mesh_of_scene {
actor.insert(MassPropertiesBundle::new_computed(
&Collider::sphere(0.5 * state.model_scale as f64),
state.density,
));
actor.insert(
AsyncSceneCollider::new(None)
.with_shape_for_name("Collider", ComputedCollider::TriMesh)
.with_layers_for_name("Collider", CollisionLayers::ALL), //.with_density_for_name("Collider", state.density)
);
actor.insert(NeedsSceneColliderRemoved);
} else {
actor.insert(state.collider.clone());
}
}
// TODO: angular velocity for objects without collisions, static objects
// Optional Components
if state.is_player {
actor.insert(actor::Player);
actor.insert(actor::PlayerCamera);
actor.insert(hud::AugmentedRealityOverlayBroadcaster);
ew_updateavatar.send(hud::UpdateAvatarEvent);
}
if state.is_sun {
let (r, g, b) = nature::star_color_index_to_rgb(0.656);
actor.insert(materials.add(StandardMaterial {
base_color: Color::srgb(r * 13.0, g * 13.0, b * 13.0),
unlit: true,
..default()
}));
actor.insert((NotShadowCaster, NotShadowReceiver));
}
if state.is_targeted_on_startup {
actor.insert(hud::IsTargeted);
}
if let Some((mindist, id)) = &state.show_only_in_map_at_distance {
actor.insert(camera::ShowOnlyInMap {
min_distance: *mindist,
distance_to_id: id.clone(),
});
}
if state.is_player || state.is_vehicle {
// used to apply mouse movement to actor rotation
actor.insert(ExternalTorque::ZERO.with_persistence(false));
}
if state.is_lifeform {
actor.insert(actor::LifeForm::default());
actor.insert(actor::ExperiencesGForce::default());
actor.insert(actor::Suit {
oxygen: state.oxygen,
oxygen_max: nature::OXY_D,
integrity: state.suit_integrity,
..default()
});
actor.insert(actor::Battery::default());
}
if state.is_clickable {
actor.insert(hud::IsClickable {
name: state.name.clone(),
pronoun: state.pronoun.clone(),
..default()
});
}
if let Some(value) = state.wants_maxrotation {
actor.insert(actor::WantsMaxRotation(value));
}
if let Some(value) = state.wants_maxvelocity {
actor.insert(actor::WantsMaxVelocity(value));
}
if let Some(value) = &state.wants_tolookat_id {
actor.insert(actor::WantsToLookAt(value.clone()));
}
if let Some(value) = &state.wants_matchvelocity_id {
actor.insert(actor::WantsMatchVelocityWith(value.clone()));
}
if let Some(color) = state.light_color {
actor.insert((
PointLight {
intensity: state.light_brightness,
color,
range: 2000.0,
shadows_enabled: settings.shadows_pointlights,
..default()
},
bevy::pbr::CubemapVisibleEntities::default(),
bevy::render::primitives::CubemapFrusta::default(),
));
}
if !state.id.is_empty() {
actor.insert(actor::Identifier(state.id.clone()));
id2pos.0.insert(state.id.clone(), absolute_pos);
}
if !state.chat.is_empty() {
actor.insert(chat::Talker {
actor_id: state.id.clone(),
chat_name: state.chat.clone(),
name: state.name.clone(),
pronoun: state.pronoun.clone(),
talking_speed: 1.0,
});
if let Some(name) = &state.name {
achievement_tracker.all_people.insert(name.clone());
}
}
if state.is_vehicle {
actor.insert(actor::Vehicle::default());
if let Some(name) = &state.name {
achievement_tracker.all_vehicles.insert(name.clone());
}
}
if state.is_vehicle
|| state.is_suited
|| state.thrust_forward > 0.0
|| state.thrust_sideways > 0.0
|| state.thrust_back > 0.0
|| state.reaction_wheels > 0.0
{
actor.insert(actor::Engine {
thrust_forward: state.thrust_forward,
thrust_back: state.thrust_back,
thrust_sideways: state.thrust_sideways,
reaction_wheels: state.reaction_wheels,
warmup_seconds: state.warmup_seconds,
engine_type: state.engine_type,
..default()
});
}
if let Some(_) = state.ar_model {
actor.insert(hud::AugmentedRealityOverlayBroadcaster);
}
if state.is_player {
actor.with_children(|builder| {
builder.spawn((
world::DespawnOnPlayerDeath,
actor::PlayersFlashLight,
SpotLightBundle {
transform: Transform {
translation: Vec3::new(0.0, 0.0, 1.0),
rotation: Quat::from_rotation_y(180f32.to_radians()),
..default()
},
spot_light: SpotLight {
intensity: 40_000_000.0, // lumens
color: Color::WHITE,
shadows_enabled: true,
inner_angle: PI32 / 8.0 * 0.85,
outer_angle: PI32 / 4.0,
range: 2000.0,
..default()
},
visibility: Visibility::Hidden,
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..default()
},
));
});
}
actor_entity = actor.id();
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if let Some(ar_asset_name) = &state.ar_model {
let mut entitycmd = commands.spawn((
hud::AugmentedRealityOverlay {
owner: actor_entity,
scale: 1.0,
},
world::DespawnOnPlayerDeath,
SpatialBundle {
visibility: Visibility::Hidden,
..default()
},
NotShadowCaster,
NotShadowReceiver,
));
load_asset(ar_asset_name, &mut entitycmd, &*asset_server);
}
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if state.is_point_of_interest || state.is_moon || state.is_planet {
let mut entitycmd = commands.spawn((
hud::PointOfInterestMarker(actor_entity),
world::DespawnOnPlayerDeath,
hud::ToggleableHudElement,
SpatialBundle {
visibility: Visibility::Hidden,
..default()
},
NotShadowCaster,
NotShadowReceiver,
));
let model = if state.is_point_of_interest {
"point_of_interest"
} else if state.is_planet {
"marker_planets"
} else {
"marker_satellites"
};
load_asset(model, &mut entitycmd, &*asset_server);
}
if state.has_ring {
let ring_radius =
state.model_scale * (nature::JUPITER_RING_RADIUS / nature::JUPITER_RADIUS) as f32;
commands.spawn((
world::DespawnOnPlayerDeath,
MaterialMeshBundle {
mesh: meshes.add(Mesh::from(Cylinder::new(ring_radius, 1.0))),
material: materials_jupiter.add(load::JupitersRing {
alpha_mode: AlphaMode::Blend,
ring_radius: nature::JUPITER_RING_RADIUS as f32,
jupiter_radius: nature::JUPITER_RADIUS as f32,
}),
transform: Transform::from_translation(absolute_pos.as_vec3()),
..default()
},
Position::new(absolute_pos),
Rotation::from(Quat::from_rotation_z(-state.axialtilt.to_radians())),
NotShadowCaster,
NotShadowReceiver,
));
}
}
}
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pub fn hide_colliders(
mut q_mesh: Query<(&mut Visibility, &Name), (Added<Visibility>, With<Handle<Mesh>>)>,
) {
for (mut visibility, name) in &mut q_mesh {
if name.as_str() == "Collider" {
*visibility = Visibility::Hidden;
}
}
}
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pub fn process_mesh(
mut commands: Commands,
mut q_mesh: Query<(Entity, &Name, &Parent), Added<Handle<Mesh>>>,
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q_parents: Query<(
Option<&Parent>,
Option<&actor::Player>,
Option<&NotShadowCaster>,
Option<&NotShadowReceiver>,
)>,
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) {
// Add "PlayerCollider" component to the player's collider mesh entity
for (child_entity, child_name, child_parent) in &mut q_mesh {
// get the root parent
let mut get_parent = q_parents.get(child_parent.get());
while let Ok((parent_maybe, _, _, _)) = get_parent {
if let Some(parent) = parent_maybe {
get_parent = q_parents.get(parent.get());
} else {
break;
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}
}
if let Ok((_, player, noshadowcast, noshadowrecv)) = get_parent {
let childcmd = &mut commands.entity(child_entity);
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// If the root parent is the player, add PlayerCollider to the collider mesh
if player.is_some() && child_name.as_str() == "Collider" {
childcmd.insert(actor::PlayerCollider);
}
if noshadowcast.is_some() {
childcmd.insert(NotShadowCaster);
}
if noshadowrecv.is_some() {
childcmd.insert(NotShadowReceiver);
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}
}
}
}