outfly/src/world.rs

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Rust
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extern crate regex;
use crate::{actor, nature};
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use regex::Regex;
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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;
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 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_ASTEROID1: &str = "models/asteroid.glb#Scene0";
const ASSET_ASTEROID2: &str = "models/asteroid2.glb#Scene0";
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) {
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app.add_systems(Startup, (setup, load_defs));
app.add_systems(Update, spawn_entities);
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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.add_plugins(PhysicsPlugins::default());
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//app.add_plugins(PhysicsDebugPlugin::default());
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app.insert_resource(ClearColor(Color::rgb(0.0, 0.0, 0.0)));
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app.insert_resource(Gravity(Vec3::splat(0.0)));
app.add_event::<SpawnEvent>();
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}
}
#[derive(Event)] pub struct SpawnEvent(ParserState);
#[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>>,
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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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// 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 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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}
#[derive(PartialEq, Clone)]
enum DefClass {
Actor,
Chat,
None,
}
#[derive(Clone)]
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struct ParserState {
class: DefClass,
// Generic fields
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name: String,
chat: String,
// Actor fields
id: String,
pos: Vec3,
model: String,
model_scale: f32,
rotation: Quat,
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angular_momentum: Vec3,
pronoun: String,
is_sphere: bool,
is_player: bool,
is_lifeform: bool,
is_alive: bool,
is_suited: bool,
is_vehicle: bool,
has_physics: bool,
collider_is_mesh: bool,
thrust_forward: f32,
thrust_sideways: f32,
thrust_back: f32,
reaction_wheels: f32,
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warmup_seconds: f32,
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engine_type: actor::EngineType,
oxygen: f32,
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mass: f32,
collider: Collider,
camdistance: f32,
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suit_integrity: f32,
light_brightness: f32,
light_color: Option<Color>,
// Chat fields
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delay: f64,
text: String,
level: String,
label: String,
goto: String,
is_choice: bool,
stores_item: bool,
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script: String,
script_parameter: String,
script_parameter2: String,
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}
impl Default for ParserState {
fn default() -> Self {
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let default_actor = actor::Actor::default();
let default_engine = actor::Engine::default();
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Self {
class: DefClass::None,
name: "NONAME".to_string(),
chat: "".to_string(),
id: "".to_string(),
pos: Vec3::new(0.0, 0.0, 0.0),
model: "".to_string(),
model_scale: 1.0,
rotation: Quat::IDENTITY,
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angular_momentum: Vec3::new(0.03, 0.3, 0.09),
pronoun: "they/them".to_string(),
is_sphere: false,
is_player: false,
is_lifeform: false,
is_alive: false,
is_suited: false,
is_vehicle: false,
has_physics: true,
collider_is_mesh: 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,
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warmup_seconds: default_engine.warmup_seconds,
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engine_type: default_engine.engine_type,
oxygen: nature::OXY_D,
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mass: 1.0,
collider: Collider::sphere(1.0),
camdistance: default_actor.camdistance,
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suit_integrity: 1.0,
light_brightness: 0.0,
light_color: None,
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delay: 0.0,
text: "".to_string(),
level: "chat".to_string(),
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label: "".to_string(),
goto: "".to_string(),
is_choice: false,
stores_item: false,
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script: "".to_string(),
script_parameter: "".to_string(),
script_parameter2: "".to_string(),
}
}
}
impl ParserState {
fn reset_message(&mut self) {
let default = ParserState::default();
self.label = default.label;
self.delay = default.delay;
self.goto = default.goto;
self.level = default.level;
self.text = default.text;
self.is_choice = default.is_choice;
}
fn as_chatbranch(&self) -> actor::ChatBranch {
return actor::ChatBranch {
id: self.chat.clone(),
name: self.name.clone(),
label: self.label.clone(),
delay: self.delay.clone(),
sound: if self.is_choice { "".to_string() } else { "chat".to_string() },
level: self.level.clone(),
reply: if self.is_choice { "".to_string() } else { self.text.clone() },
choice: if self.is_choice { self.text.clone() } else { "".to_string() },
goto: self.goto.clone(),
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script: self.script.clone(),
script_parameter: self.script_parameter.clone(),
script_parameter2: self.script_parameter2.clone(),
}
}
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}
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pub fn load_defs(
mut ew_spawn: EventWriter<SpawnEvent>,
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) {
let re1 = Regex::new(r"^\s*([a-z_-]+)\s+(.*)$").unwrap();
let re2 = Regex::new("\"([^\"]*)\"|(-?[0-9]+(?:\\.[0-9]+)?)|([a-zA-Z_-][a-zA-Z0-9_-]*)").unwrap();
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let defs_string = include_str!("defs.txt");
let mut lines = defs_string.lines();
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let mut state = ParserState::default();
let mut command;
let mut parameters;
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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);
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}
continue;
}
if let Some(caps) = caps {
command = caps.get(1).unwrap().as_str();
parameters = caps.get(2).unwrap().as_str();
}
else {
error!("Failed to read regex captures in line {}: `{}`", line_nr, line);
continue;
}
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let mut parts: Vec<&str> = Vec::new();
parts.push(command);
for caps in re2.captures_iter(parameters) {
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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());
}
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}
match parts.as_slice() {
// Parsing actors
["actor", x, y, z, model] => {
ew_spawn.send(SpawnEvent(state));
state = ParserState::default();
state.class = DefClass::Actor;
state.model = model.to_string();
if let (Ok(x_float), Ok(y_float), Ok(z_float)) =
(x.parse::<f32>(), y.parse::<f32>(), z.parse::<f32>()) {
state.pos = Vec3::new(x_float, y_float, z_float);
}
else {
error!("Can't parse coordinates as floats in def: {line}");
state = ParserState::default();
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;
}
["vehicle", "yes"] => {
state.is_vehicle = true;
}
["oxygen", amount] => {
if let Ok(amount) = amount.parse::<f32>() {
state.is_lifeform = true;
state.is_suited = true;
state.oxygen = amount;
}
else {
error!("Can't parse float: {line}");
continue;
}
}
["pronoun", pronoun] => {
state.pronoun = 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;
}
else {
error!("Can't parse float: {line}");
continue;
}
}
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["rotationx", rotation_x] => {
if let Ok(rotation_x_float) = rotation_x.parse::<f32>() {
state.rotation *= Quat::from_rotation_x(PI * rotation_x_float);
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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(PI * rotation_y_float);
}
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(PI * rotation_z_float);
}
else {
error!("Can't parse float: {line}");
continue;
}
}
["angularmomentum", x, y, z] => {
if let (Ok(x_float), Ok(y_float), Ok(z_float)) =
(x.parse::<f32>(), y.parse::<f32>(), z.parse::<f32>()) {
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state.angular_momentum = Vec3::new(x_float, y_float, z_float);
}
else {
error!("Can't parse float: {line}");
continue;
}
}
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["thrust", forward, back, sideways, reaction_wheels, warmup_time] => {
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;
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state.warmup_seconds = warmup_time_float;
}
}
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["engine", "rocket"] => {
state.engine_type = actor::EngineType::Rocket;
}
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["engine", "ion"] => {
state.engine_type = actor::EngineType::Ion;
}
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["engine", "monopropellant"] => {
state.engine_type = actor::EngineType::Monopropellant;
}
["health", value] => {
if let Ok(value_float) = value.parse::<f32>() {
state.suit_integrity = value_float;
}
else {
error!("Can't parse float: {line}");
continue;
}
}
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["mass", value] => {
if let Ok(value_float) = value.parse::<f32>() {
state.mass = value_float;
}
else {
error!("Can't parse float: {line}");
continue;
}
}
["physics", "off"] => {
state.has_physics = false;
}
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["collider", "sphere", radius] => {
if let Ok(radius_float) = radius.parse::<f32>() {
state.collider = Collider::sphere(radius_float);
}
else {
error!("Can't parse float: {line}");
continue;
}
}
["collider", "capsule", height, radius] => {
if let (Ok(height_float), Ok(radius_float)) = (height.parse::<f32>(), radius.parse::<f32>()) {
state.collider = Collider::capsule(height_float, radius_float);
}
else {
error!("Can't parse float: {line}");
continue;
}
}
["collider", "mesh"] => {
state.collider_is_mesh = 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;
}
else {
error!("Can't parse float: {line}");
continue;
}
}
["light", color_hex, brightness] => {
if let Ok(brightness_float) = brightness.parse::<f32>() {
if let Ok(color) = Color::hex(color_hex) {
state.light_color = Some(color);
state.light_brightness = brightness_float;
}
else {
error!("Can't parse hexadecimal color code: {line}");
continue;
}
}
else {
error!("Can't parse float: {line}");
continue;
}
}
// Parsing chats
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["chat", chat_name] => {
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debug!("Registering chat: {}", chat_name);
ew_spawn.send(SpawnEvent(state));
state = ParserState::default();
state.class = DefClass::Chat;
state.chat = chat_name.to_string();
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}
["name", name] => {
debug!("Registering name: {}", name);
state.name = name.to_string();
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}
["msg", sleep, text] => {
debug!("Registering message (sleep={}): {}", sleep, text);
ew_spawn.send(SpawnEvent(state.clone()));
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if let Ok(sleep_float) = sleep.parse::<f64>() {
state.delay = sleep_float;
state.text = text.to_string();
state.stores_item = true;
state.is_choice = false;
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} else {
error!("The 'sleep' value for this message is not a float: {}", line);
continue;
}
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}
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["msg", sleep, label, goto, text] => {
debug!("Registering message (sleep={}): {}", sleep, text);
ew_spawn.send(SpawnEvent(state.clone()));
state.reset_message();
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if let Ok(sleep_float) = sleep.parse::<f64>() {
state.delay = sleep_float;
state.text = text.to_string();
state.stores_item = true;
state.is_choice = false;
state.goto = goto.to_string();
state.label = label.to_string();
} else {
error!("The 'sleep' value for this message is not a float: {}", line);
continue;
}
}
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["choice", sleep, text] => {
debug!("Registering choice (sleep={}): {}", sleep, text);
ew_spawn.send(SpawnEvent(state.clone()));
state.reset_message();
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if let Ok(sleep_float) = sleep.parse::<f64>() {
state.delay = sleep_float;
state.text = text.to_string();
state.stores_item = true;
state.is_choice = true;
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} else {
error!("The 'sleep' value for this message is not a float: {}", line);
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continue;
}
}
["choice", sleep, label, goto, text] => {
debug!("Registering choice (sleep={}): {}", sleep, text);
ew_spawn.send(SpawnEvent(state.clone()));
state.reset_message();
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if let Ok(sleep_float) = sleep.parse::<f64>() {
state.delay = sleep_float;
state.text = text.to_string();
state.stores_item = true;
state.is_choice = true;
state.goto = goto.to_string();
state.label = label.to_string();
} else {
error!("The 'sleep' value for this message is not a float: {}", line);
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continue;
}
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}
["goto", label] => {
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debug!("Registering goto: {}", label);
state.goto = label.to_string();
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}
["label", label] => {
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debug!("Registering label: {}", label);
state.label = label.to_string();
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}
["lvl", level] => {
debug!("Registering level: {}", level);
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state.level = level.to_string();
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}
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["script", scriptname, parameter] => {
state.script = scriptname.to_string();
state.script_parameter = parameter.to_string();
state.script_parameter2 = "".to_string();
}
["script", scriptname, parameter, parameter2] => {
state.script = scriptname.to_string();
state.script_parameter = parameter.to_string();
state.script_parameter2 = parameter2.to_string();
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}
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_ => {
error!("No match for [{}]", parts.join(","));
}
}
}
ew_spawn.send(SpawnEvent(state));
}
fn spawn_entities(
mut er_spawn: EventReader<SpawnEvent>,
mut commands: Commands,
asset_server: Res<AssetServer>,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
for state_wrapper in er_spawn.read() {
let state = &state_wrapper.0;
if state.class == DefClass::Chat {
if state.stores_item {
commands.spawn(state.as_chatbranch());
}
}
else if state.class == DefClass::Actor {
let mut actor = commands.spawn_empty();
actor.insert(actor::Actor {
id: state.id.clone(),
camdistance: state.camdistance,
..default()
});
if state.is_sphere {
let sphere_texture_handle: Handle<Image> = asset_server.load(format!("textures/{}.jpg", state.model));
let sphere_handle = meshes.add(Sphere::default().mesh().uv(128, 128));
let sphere_material_handle = materials.add(StandardMaterial {
base_color_texture: Some(sphere_texture_handle.clone()),
perceptual_roughness: 1.0,
metallic: 0.0,
..default()
});
actor.insert(PbrBundle {
mesh: sphere_handle,
material: sphere_material_handle,
transform: Transform {
translation: state.pos,
scale: Vec3::splat(state.model_scale),
rotation: state.rotation,
},
..default()
});
} else {
actor.insert(SceneBundle {
transform: Transform {
translation: state.pos,
scale: Vec3::splat(state.model_scale),
rotation: state.rotation,
},
scene: asset_server.load(asset_name_to_path(state.model.as_str())),
..default()
});
}
// Physics Parameters
if state.has_physics {
let fix_scale = 1.0 / state.model_scale.powf(3.0);
actor.insert(RigidBody::Dynamic);
actor.insert(AngularVelocity(state.angular_momentum));
actor.insert(ColliderDensity(state.mass * fix_scale));
if state.collider_is_mesh {
actor.insert(AsyncSceneCollider::new(Some(
ComputedCollider::TriMesh
//ComputedCollider::ConvexDecomposition(VHACDParameters::default())
)));
}
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);
}
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::Suit {
oxygen: state.oxygen,
oxygen_max: nature::OXY_D,
integrity: state.suit_integrity,
..default()
});
}
if let Some(color) = state.light_color {
actor.insert(PointLightBundle {
point_light: PointLight {
intensity: state.light_brightness,
color: color,
range: 100.0,
radius: 100.0,
..default()
},
transform: Transform {
translation: state.pos,
scale: Vec3::splat(state.model_scale),
rotation: state.rotation,
},
..default()
});
}
if !state.chat.is_empty() {
actor.insert(actor::Talker {
conv_id: state.chat.clone(),
..default()
});
}
if state.is_vehicle {
actor.insert(actor::Vehicle::default());
}
if state.is_vehicle || state.is_suited {
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()
});
}
}
}
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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;
// }
//}