outfly/src/world.rs

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Rust
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use crate::{actor, camera, nature};
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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;
const MOON_SIZE: f32 = 200.0;
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const MARS_SIZE: f32 = 10.0;
const ASTRONAUT_SIZE: f32 = 5.0;
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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_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);
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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>>,
mut ambient_light: ResMut<AmbientLight>,
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// settings: Res<settings::Settings>,
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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 {
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oxygen: nature::OXY_M,
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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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// 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(
2000.0,
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0.0,
0.0,
).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()
});
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;
let dist = 3e4;
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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);
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()
}
));
}
}
}
// Generate starmap
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for star in nature::STARS {
let brightness = star[3] * 2000.0;
let (r, g, b) = nature::star_color_index_to_rgb(star[4]);
let star_color_handle = materials.add(StandardMaterial {
base_color: Color::rgb(r, g, b),
emissive: Color::rgb_linear(r*brightness, g*brightness, b*brightness),
..default()
});
let dist = 1e6;
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((1000.0*star[3]).clamp(500.0, 2000.0))),
..default()
}
));
}
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// Add alien
commands.spawn((
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actor::Actor {
v: Vec3::new(-0.005, 0.01, 0.015),
..default()
},
actor::Talker { conv: "Hello World!".to_string() },
SceneBundle {
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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()
},
));
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// 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_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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}
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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;
// }
//}