outfly/src/world.rs

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Rust
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use crate::{actor, nature, settings};
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use bevy::prelude::*;
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use bevy::render::render_resource::{AsBindGroup, ShaderRef};
use bevy::math::DVec3;
use bevy_xpbd_3d::prelude::*;
use bevy_xpbd_3d::plugins::sync::SyncConfig;
use std::f32::consts::PI;
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const ASTEROID_UPDATE_INTERVAL: f32 = 1.0; // seconds
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const ASTEROID_SIZE: f32 = 100.0;
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const STARS_MAX_MAGNITUDE: f32 = 5.5;
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const CENTER_WORLD_ON_PLAYER: bool = true;
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const ASSET_ASTEROID1: &str = "models/asteroid.glb#Scene0";
const ASSET_ASTEROID2: &str = "models/asteroid2.glb#Scene0";
pub fn asset_name_to_path(name: &str) -> &'static str {
match name {
"suit" => "models/suit.glb#Scene0",
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"asteroid1" => ASSET_ASTEROID1,
"asteroid2" => ASSET_ASTEROID2,
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"moonlet" => "models/moonlet.glb#Scene0",
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"monolith" => "models/monolith_neon.glb#Scene0",
"lightorb" => "models/lightorb.glb#Scene0",
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"MeteorAceGT" => "models/MeteorAceGT.glb#Scene0",
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"pizzeria" => "models/pizzeria2.glb#Scene0",
"pizzasign" => "models/pizzasign.glb#Scene0",
_ => "models/error.glb#Scene0",
}
}
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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(Startup, generate_asteroids);
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app.add_systems(Update, handle_cheats);
app.add_systems(Update, spawn_despawn_asteroids);
app.add_plugins(PhysicsPlugins::default());
app.add_plugins(MaterialPlugin::<RingMaterial>::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)));
app.insert_resource(AsteroidDatabase(Vec::new()));
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if CENTER_WORLD_ON_PLAYER {
// Disable bevy_xpbd's position->transform sync function
app.insert_resource(SyncConfig {
position_to_transform: false,
transform_to_position: false,
});
// Add own position->transform sync function
app.add_systems(PreUpdate, position_to_transform);
}
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}
}
#[derive(Resource)] struct AsteroidUpdateTimer(Timer);
#[derive(Resource)] struct AsteroidDatabase(Vec<AsteroidData>);
struct AsteroidData {
is_spawned: bool,
class: u8,
size: f32,
x: f64,
y: f64,
z: f64,
}
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#[derive(Asset, TypePath, AsBindGroup, Debug, Clone)]
pub struct RingMaterial {
alpha_mode: AlphaMode,
#[uniform(0)]
ring_radius: f32,
#[uniform(1)]
jupiter_radius: f32,
}
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impl Material for RingMaterial {
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fn fragment_shader() -> ShaderRef {
"shaders/jupiters_rings.wgsl".into()
}
fn alpha_mode(&self) -> AlphaMode {
self.alpha_mode
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}
}
#[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>>,
mut materials_custom: ResMut<Assets<RingMaterial>>,
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asset_server: Res<AssetServer>,
) {
// Generate starmap
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let sphere_handle = meshes.add(Sphere::new(1.0));
let mut starcount = 0;
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for star in nature::STARS {
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let mag = star[3];
if mag > STARS_MAX_MAGNITUDE {
continue;
}
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()
}
));
starcount += 1;
}
info!("Generated {starcount} stars");
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// Add shaded ring
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let ring_radius = 640000.0;
let jupiter_radius = 200000.0;
commands.spawn((
MaterialMeshBundle {
mesh: meshes.add(Mesh::from(Cylinder::new(ring_radius, 1.0))),
material: materials_custom.add(RingMaterial {
alpha_mode: AlphaMode::Blend,
ring_radius: ring_radius,
jupiter_radius: jupiter_radius,
}),
..default()
},
Position::from_xyz(0.0, 0.0, 0.0),
Rotation::from(Quat::from_rotation_z(1f32.to_radians())),
));
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}
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fn generate_asteroids(
mut db: ResMut<AsteroidDatabase>,
) {
let maxdist = 4;
let pi = PI as f64;
let player_x: f64 = -300000.0;
let player_y: f64 = 0.0;
let player_z: f64 = -500000.0;
for i in -maxdist..maxdist {
for j in -maxdist..maxdist {
for k in -maxdist..maxdist {
let offset: f64 = 500.0;
let dist: f64 = 8e3;
let wobble: f64 = dist/2.0;
let (i, j, k) = (i as f64, j as f64, k as f64);
db.0.push(AsteroidData {
is_spawned: false,
x: player_x + offset + dist * i + wobble * (j+k/pi).sin() * (k+j/pi).cos(),
y: player_y + offset + dist * j + wobble * (k+i/pi).sin() * (i+k/pi).cos(),
z: player_z + offset + dist * k + wobble * (i+j/pi).sin() * (j+i/pi).cos(),
size: ASTEROID_SIZE,
class: (((i+j+k) as i32) % 2) as u8,
});
}
}
}
}
fn spawn_despawn_asteroids(
time: Res<Time>,
mut timer: ResMut<AsteroidUpdateTimer>,
mut db: ResMut<AsteroidDatabase>,
mut commands: Commands,
asset_server: Res<AssetServer>,
) {
if !timer.0.tick(time.delta()).just_finished() {
return;
}
for asteroid in &mut db.0 {
if asteroid.is_spawned {
continue;
}
asteroid.is_spawned = true;
let asset = match asteroid.class {
0 => ASSET_ASTEROID1,
_ => ASSET_ASTEROID2,
};
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),
SceneBundle {
transform: Transform {
scale: Vec3::splat(asteroid.size),
..default()
},
scene: asset_server.load(asset),
..default()
},
Rotation::from(Quat::from_rotation_y(-PI / 3.)),
Position::from_xyz(asteroid.x, asteroid.y, asteroid.z),
));
}
}
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fn handle_cheats(
key_input: Res<ButtonInput<KeyCode>>,
mut q_player: Query<(&Transform, &mut Position, &mut LinearVelocity), With<actor::PlayerCamera>>,
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mut q_life: Query<(&mut actor::LifeForm, ), With<actor::Player>>,
settings: ResMut<settings::Settings>,
) {
if !settings.dev_mode || q_player.is_empty() || q_life.is_empty() {
return;
}
let (trans, mut pos, mut v) = q_player.get_single_mut().unwrap();
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let (mut lifeform, ) = q_life.get_single_mut().unwrap();
if key_input.just_pressed(settings.key_cheat_pizza) {
pos.0 = DVec3::new(-3370.0, 0.0, 0.0);
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}
if key_input.just_pressed(settings.key_cheat_farview1) {
pos.0 = DVec3::new(-800000.0, 800000.0, 0.0);
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}
if key_input.just_pressed(settings.key_cheat_farview2) {
pos.0 = DVec3::new(800000.0, 400000.0, 0.0);
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}
if key_input.just_pressed(settings.key_cheat_stop) {
v.0 = DVec3::ZERO;
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}
if key_input.pressed(settings.key_cheat_speed) {
v.0 += DVec3::from(trans.rotation * Vec3::new(0.0, 0.0, 1000.0));
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}
if key_input.pressed(settings.key_cheat_adrenaline_zero) {
lifeform.adrenaline = 0.0;
}
if key_input.pressed(settings.key_cheat_adrenaline_mid) {
lifeform.adrenaline = 0.5;
}
if key_input.pressed(settings.key_cheat_adrenaline_max) {
lifeform.adrenaline = 1.0;
}
}
// A variant of bevy_xpbd_3d::plugins::position_to_transform that adjusts
// the rendering position to center entities at the player camera.
// This avoids rendering glitches when very far away from the origin.
//
// NOTE: This currently does not support parent objects.
pub fn position_to_transform(
q_player: Query<&Position, With<actor::PlayerCamera>>,
mut q_trans: Query<(&mut Transform, &Position, &Rotation)>,
) {
if let Ok(player_pos) = q_player.get_single() {
for (mut transform, pos, rot) in &mut q_trans {
transform.translation = Vec3::new(
(pos.x - player_pos.x) as f32,
(pos.y - player_pos.y) as f32,
(pos.z - player_pos.z) as f32,
);
transform.rotation = rot.as_quat();
}
}
}