outfly/src/world.rs

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use crate::{actor, nature};
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use bevy::prelude::*;
use bevy::pbr::CascadeShadowConfigBuilder;
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use bevy::render::render_resource::{AsBindGroup, ShaderRef};
use bevy_xpbd_3d::prelude::*;
use std::f32::consts::PI;
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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 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_plugins(PhysicsPlugins::default());
app.add_plugins(MaterialPlugin::<RingMaterial>::default());
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//app.add_plugins(PhysicsDebugPlugin::default());
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app.insert_resource(Gravity(Vec3::splat(0.0)));
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}
}
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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>,
) {
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// Generate a bunch of asteriods
let maxdist = 4;
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((
actor::Actor::default(),
RigidBody::Dynamic,
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AngularVelocity(Vec3::new(0.1, 0.1, 0.03)),
LinearVelocity(Vec3::new(0.0, 0.0, 0.35)),
Collider::sphere(1.0),
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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));
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))),
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transform: Transform::from_xyz(300000.0, -1000.0, 500000.0)
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.with_rotation(Quat::from_rotation_z(1f32.to_radians())),
material: materials_custom.add(RingMaterial {
alpha_mode: AlphaMode::Blend,
ring_radius: ring_radius,
jupiter_radius: jupiter_radius,
}),
..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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}