outfly/src/world.rs

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Rust
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use crate::{actor, camera};
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use bevy::prelude::*;
use bevy::core_pipeline::Skybox;
use bevy::asset::LoadState;
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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;
const MOON_SIZE: f32 = 50.0;
const MARS_SIZE: f32 = 10.0;
const SUN_SIZE: f32 = 5000.0;
const ASTRONAUT_SIZE: f32 = 5.0;
const SUN_BRIGHTNESS: f32 = 1e5;
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const SKYBOX_BRIGHTNESS: f32 = 300.0;
const ASSET_CUBEMAP: &str = "textures/stars_cubemap.png";
const ASSET_ASTRONAUT: &str = "tmp/alien.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(Update, asset_loaded.after(load_cubemap_asset));
}
}
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#[derive(Resource)]
pub struct Cubemap {
is_loaded: bool,
image_handle: Handle<Image>,
}
pub fn setup(
mut commands: Commands,
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mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
mut ambient_light: ResMut<AmbientLight>,
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asset_server: Res<AssetServer>,
) {
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// Add player
commands.spawn((
actor::Player,
actor::Actor::default(),
actor::LifeForm::default(),
actor::Suit {
oxygen: actor::OXY_M,
..default()
}
));
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// Add skybox
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let skybox_handle = asset_server.load(ASSET_CUBEMAP);
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commands.spawn((
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(),
Skybox {
image: skybox_handle.clone(),
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brightness: SKYBOX_BRIGHTNESS,
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},
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BloomSettings {
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composite_mode: BloomCompositeMode::EnergyConserving,
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..default()
},
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));
commands.insert_resource(Cubemap {
is_loaded: false,
image_handle: skybox_handle,
});
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// Add some hand-placed asteroids
let sphere_handle = meshes.add(Sphere::new(1.0));
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let gray_handle = materials.add(StandardMaterial {
base_color: Color::GRAY,
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perceptual_roughness: 1.0,
..default()
});
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let brown_handle = materials.add(StandardMaterial {
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base_color: Color::Rgba { alpha: 1.0, red: 0.8, green: 0.5, blue: 0.1 },
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perceptual_roughness: 1.0,
..default()
});
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commands.spawn((
actor::Actor::default(),
PbrBundle {
mesh: sphere_handle.clone(),
material: gray_handle.clone(),
transform: Transform::from_xyz(
0.0,
0.0,
-500.0,
).with_scale(Vec3::splat(MOON_SIZE)),
..default()
},
));
commands.spawn((
actor::Actor::default(),
PbrBundle {
mesh: sphere_handle.clone(),
material: brown_handle.clone(),
transform: Transform::from_xyz(
300.0,
40.0,
250.0,
).with_scale(Vec3::splat(MARS_SIZE)),
..default()
},
));
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// Generate a bunch of asteriods
let asteroid_color_handle = materials.add(StandardMaterial {
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base_color: Color::rgb(0.25, 0.2, 0.2),
perceptual_roughness: 1.0,
..default()
});
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for i in -12..12 {
for j in -13..13 {
for k in -14..14 {
let offset = 500.0;
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let dist = 18000.0;
let wobble = dist/2.0;
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let (i, j, k) = (i as f32, j as f32, k as f32);
commands.spawn((
actor::Actor::default(),
PbrBundle {
mesh: sphere_handle.clone(),
material: asteroid_color_handle.clone(),
transform: Transform::from_xyz(
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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(),
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).with_scale(Vec3::splat(ASTEROID_SIZE)),
..default()
}
));
}
}
}
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// Add THE SUN
let hydrogenfusion_handle = materials.add(StandardMaterial {
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emissive: Color::rgb_linear(SUN_BRIGHTNESS, 0.9 * SUN_BRIGHTNESS, SUN_BRIGHTNESS),
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..default()
});
commands.spawn(PbrBundle {
mesh: sphere_handle.clone(),
material: hydrogenfusion_handle.clone(),
transform: Transform::from_xyz(
0.0,
30000.0,
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-500000.0,
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).with_scale(Vec3::splat(SUN_SIZE)),
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..default()
});
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// Add alien
commands.spawn(SceneBundle {
transform: Transform {
translation: Vec3::new(
0.0,
0.0,
100.0,
),
rotation: Quat::from_rotation_y(-PI / 3.),
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scale: Vec3::splat(ASTRONAUT_SIZE),
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},
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scene: asset_server.load(ASSET_ASTRONAUT),
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..default()
});
// Space is DARK
ambient_light.brightness = 0.0;
// Add Light
commands.spawn(DirectionalLightBundle {
directional_light: DirectionalLight {
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illuminance: 1000.0,
shadows_enabled: false,
..default()
},
transform: Transform::from_rotation(Quat::from_euler(
EulerRot::ZYX,
0.0,
PI / 1.0,
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-PI / 7.0,
)),
cascade_shadow_config: CascadeShadowConfigBuilder {
first_cascade_far_bound: 7.0,
maximum_distance: 25.0,
..default()
}
.into(),
..default()
});
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}
pub fn load_cubemap_asset(
mut cubemap: ResMut<Cubemap>,
asset_server: Res<AssetServer>,
) {
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cubemap.image_handle = asset_server.load(ASSET_CUBEMAP);
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cubemap.is_loaded = false;
}
pub fn asset_loaded(
asset_server: Res<AssetServer>,
mut images: ResMut<Assets<Image>>,
mut cubemap: ResMut<Cubemap>,
mut skyboxes: Query<&mut Skybox>,
) {
if !cubemap.is_loaded && asset_server.load_state(&cubemap.image_handle) == LoadState::Loaded {
let image = images.get_mut(&cubemap.image_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.image_handle.clone();
}
cubemap.is_loaded = true;
}
}