split off asteroid generation and spawning
This commit is contained in:
parent
5c50ac33e3
commit
68cc65a2eb
128
src/world.rs
128
src/world.rs
|
@ -6,6 +6,7 @@ use bevy_xpbd_3d::prelude::*;
|
||||||
use bevy_xpbd_3d::plugins::sync::SyncConfig;
|
use bevy_xpbd_3d::plugins::sync::SyncConfig;
|
||||||
use std::f32::consts::PI;
|
use std::f32::consts::PI;
|
||||||
|
|
||||||
|
const ASTEROID_UPDATE_INTERVAL: f32 = 1.0; // seconds
|
||||||
const ASTEROID_SIZE: f32 = 100.0;
|
const ASTEROID_SIZE: f32 = 100.0;
|
||||||
const STARS_MAX_MAGNITUDE: f32 = 5.5;
|
const STARS_MAX_MAGNITUDE: f32 = 5.5;
|
||||||
|
|
||||||
|
@ -30,11 +31,16 @@ pub struct WorldPlugin;
|
||||||
impl Plugin for WorldPlugin {
|
impl Plugin for WorldPlugin {
|
||||||
fn build(&self, app: &mut App) {
|
fn build(&self, app: &mut App) {
|
||||||
app.add_systems(Startup, setup);
|
app.add_systems(Startup, setup);
|
||||||
|
app.add_systems(Startup, generate_asteroids);
|
||||||
app.add_systems(Update, handle_cheats);
|
app.add_systems(Update, handle_cheats);
|
||||||
|
app.add_systems(Update, spawn_despawn_asteroids);
|
||||||
app.add_plugins(PhysicsPlugins::default());
|
app.add_plugins(PhysicsPlugins::default());
|
||||||
app.add_plugins(MaterialPlugin::<RingMaterial>::default());
|
app.add_plugins(MaterialPlugin::<RingMaterial>::default());
|
||||||
//app.add_plugins(PhysicsDebugPlugin::default());
|
//app.add_plugins(PhysicsDebugPlugin::default());
|
||||||
app.insert_resource(Gravity(DVec3::splat(0.0)));
|
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()));
|
||||||
|
|
||||||
// Disable bevy_xpbd's position->transform sync because we have a
|
// Disable bevy_xpbd's position->transform sync because we have a
|
||||||
// custom syncing function.
|
// custom syncing function.
|
||||||
|
@ -46,6 +52,18 @@ impl Plugin for WorldPlugin {
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
#[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,
|
||||||
|
}
|
||||||
|
|
||||||
#[derive(Asset, TypePath, AsBindGroup, Debug, Clone)]
|
#[derive(Asset, TypePath, AsBindGroup, Debug, Clone)]
|
||||||
pub struct RingMaterial {
|
pub struct RingMaterial {
|
||||||
alpha_mode: AlphaMode,
|
alpha_mode: AlphaMode,
|
||||||
|
@ -74,48 +92,6 @@ pub fn setup(
|
||||||
mut materials_custom: ResMut<Assets<RingMaterial>>,
|
mut materials_custom: ResMut<Assets<RingMaterial>>,
|
||||||
asset_server: Res<AssetServer>,
|
asset_server: Res<AssetServer>,
|
||||||
) {
|
) {
|
||||||
// Generate a bunch of asteriods
|
|
||||||
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);
|
|
||||||
let asset = match ((i+j+k) as i32) % 2 {
|
|
||||||
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(
|
|
||||||
player_x + offset + dist * i + wobble * (j+k/pi).sin() * (k+j/pi).cos(),
|
|
||||||
player_y + offset + dist * j + wobble * (k+i/pi).sin() * (i+k/pi).cos(),
|
|
||||||
player_z + offset + dist * k + wobble * (i+j/pi).sin() * (j+i/pi).cos(),
|
|
||||||
),
|
|
||||||
));
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// Generate starmap
|
// Generate starmap
|
||||||
let sphere_handle = meshes.add(Sphere::new(1.0));
|
let sphere_handle = meshes.add(Sphere::new(1.0));
|
||||||
let mut starcount = 0;
|
let mut starcount = 0;
|
||||||
|
@ -181,6 +157,74 @@ pub fn setup(
|
||||||
));
|
));
|
||||||
}
|
}
|
||||||
|
|
||||||
|
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),
|
||||||
|
));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
fn handle_cheats(
|
fn handle_cheats(
|
||||||
key_input: Res<ButtonInput<KeyCode>>,
|
key_input: Res<ButtonInput<KeyCode>>,
|
||||||
mut q_player: Query<(&Transform, &mut Position, &mut LinearVelocity), With<actor::PlayerCamera>>,
|
mut q_player: Query<(&Transform, &mut Position, &mut LinearVelocity), With<actor::PlayerCamera>>,
|
||||||
|
|
Loading…
Reference in a new issue