split off asteroid generation and spawning

This commit is contained in:
yuni 2024-04-01 18:33:31 +02:00
parent 5c50ac33e3
commit 68cc65a2eb

View file

@ -6,6 +6,7 @@ use bevy_xpbd_3d::prelude::*;
use bevy_xpbd_3d::plugins::sync::SyncConfig;
use std::f32::consts::PI;
const ASTEROID_UPDATE_INTERVAL: f32 = 1.0; // seconds
const ASTEROID_SIZE: f32 = 100.0;
const STARS_MAX_MAGNITUDE: f32 = 5.5;
@ -30,11 +31,16 @@ pub struct WorldPlugin;
impl Plugin for WorldPlugin {
fn build(&self, app: &mut App) {
app.add_systems(Startup, setup);
app.add_systems(Startup, generate_asteroids);
app.add_systems(Update, handle_cheats);
app.add_systems(Update, spawn_despawn_asteroids);
app.add_plugins(PhysicsPlugins::default());
app.add_plugins(MaterialPlugin::<RingMaterial>::default());
//app.add_plugins(PhysicsDebugPlugin::default());
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
// 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)]
pub struct RingMaterial {
alpha_mode: AlphaMode,
@ -74,48 +92,6 @@ pub fn setup(
mut materials_custom: ResMut<Assets<RingMaterial>>,
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
let sphere_handle = meshes.add(Sphere::new(1.0));
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(
key_input: Res<ButtonInput<KeyCode>>,
mut q_player: Query<(&Transform, &mut Position, &mut LinearVelocity), With<actor::PlayerCamera>>,