Merge branch 'despawn_asteroids'
This commit is contained in:
commit
ab14610ea4
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@ -12,7 +12,7 @@ rust-version = "1.76.0"
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[dependencies]
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regex = "1"
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bevy = { version = "0.13.1", default-features = false, features = ["jpeg", "bevy_asset", "bevy_audio", "bevy_scene", "bevy_winit", "bevy_core_pipeline", "bevy_pbr", "bevy_gltf", "bevy_render", "bevy_text", "bevy_ui", "file_watcher", "multi-threaded", "png", "vorbis", "x11", "tonemapping_luts"]}
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bevy_xpbd_3d = { version = "0.4", default-features = false, features = ["3d", "f64", "parry-f64", "parallel", "async-collider"] }
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bevy_xpbd_3d = { version = "0.4.2", default-features = false, features = ["3d", "f64", "parry-f64", "parallel", "async-collider"] }
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bevy_embedded_assets = "0.10.2"
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[features]
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133
src/world.rs
133
src/world.rs
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@ -1,4 +1,4 @@
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use crate::{actor, nature, settings};
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use crate::{actor, nature, settings, hud};
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use bevy::prelude::*;
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use bevy::render::render_resource::{AsBindGroup, ShaderRef};
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use bevy::math::DVec3;
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@ -6,11 +6,12 @@ use bevy_xpbd_3d::prelude::*;
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use bevy_xpbd_3d::plugins::sync::SyncConfig;
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use std::f32::consts::PI;
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const ASTEROID_UPDATE_INTERVAL: f32 = 1.0; // seconds
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const ASTEROID_UPDATE_INTERVAL: f32 = 0.1; // seconds
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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 CENTER_WORLD_ON_PLAYER: bool = true;
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const ASTEROIDS_ARE_SPHERES: bool = false;
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const ASSET_ASTEROID1: &str = "models/asteroid.glb#Scene0";
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const ASSET_ASTEROID2: &str = "models/asteroid2.glb#Scene0";
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@ -35,6 +36,7 @@ impl Plugin for WorldPlugin {
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app.add_systems(Startup, setup);
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app.add_systems(Startup, generate_asteroids);
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app.add_systems(Update, handle_cheats);
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app.add_systems(PostUpdate, handle_despawn);
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app.add_systems(Update, spawn_despawn_asteroids);
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app.add_plugins(PhysicsPlugins::default());
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app.add_plugins(MaterialPlugin::<RingMaterial>::default());
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@ -43,6 +45,7 @@ impl Plugin for WorldPlugin {
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app.insert_resource(AsteroidUpdateTimer(
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Timer::from_seconds(ASTEROID_UPDATE_INTERVAL, TimerMode::Repeating)));
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app.insert_resource(AsteroidDatabase(Vec::new()));
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app.add_event::<DespawnEvent>();
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if CENTER_WORLD_ON_PLAYER {
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// Disable bevy_xpbd's position->transform sync function
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@ -59,15 +62,20 @@ impl Plugin for WorldPlugin {
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#[derive(Resource)] struct AsteroidUpdateTimer(Timer);
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#[derive(Resource)] struct AsteroidDatabase(Vec<AsteroidData>);
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#[derive(Component)] struct Asteroid;
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struct AsteroidData {
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entity: Option<Entity>,
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is_spawned: bool,
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spawned_once: bool,
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class: u8,
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size: f32,
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x: f64,
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y: f64,
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z: f64,
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pos: DVec3,
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}
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#[derive(Event)]
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pub struct DespawnEvent(Entity);
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#[derive(Asset, TypePath, AsBindGroup, Debug, Clone)]
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pub struct RingMaterial {
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alpha_mode: AlphaMode,
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@ -94,7 +102,6 @@ pub fn setup(
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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mut materials_custom: ResMut<Assets<RingMaterial>>,
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asset_server: Res<AssetServer>,
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) {
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// Generate starmap
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let sphere_handle = meshes.add(Sphere::new(1.0));
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@ -164,23 +171,28 @@ pub fn setup(
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fn generate_asteroids(
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mut db: ResMut<AsteroidDatabase>,
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) {
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let maxdist = 4;
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let maxdist = 30;
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let maxdist_orthogonal = maxdist / 4;
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let pi = PI as f64;
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let player_x: f64 = -300000.0;
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let player_y: f64 = 0.0;
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let player_z: f64 = -500000.0;
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for i in -maxdist..maxdist {
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for j in -maxdist..maxdist {
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for k in -maxdist..maxdist {
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let offset: f64 = 500.0;
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let dist: f64 = 8e3;
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for i in -maxdist..maxdist {
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for j in -maxdist_orthogonal..maxdist_orthogonal {
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for k in -maxdist..maxdist {
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let wobble: f64 = dist/2.0;
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let (i, j, k) = (i as f64, j as f64, k as f64);
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db.0.push(AsteroidData {
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entity: None,
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is_spawned: false,
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x: player_x + offset + dist * i + wobble * (j+k/pi).sin() * (k+j/pi).cos(),
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y: player_y + offset + dist * j + wobble * (k+i/pi).sin() * (i+k/pi).cos(),
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z: player_z + offset + dist * k + wobble * (i+j/pi).sin() * (j+i/pi).cos(),
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spawned_once: false,
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pos: DVec3::new(
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player_x + offset + dist * i + wobble * (j+k/pi).sin() * (k+j/pi).cos(),
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player_y + offset + dist * j + wobble * (k+i/pi).sin() * (i+k/pi).cos(),
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player_z + offset + dist * k + wobble * (i+j/pi).sin() * (j+i/pi).cos(),
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),
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size: ASTEROID_SIZE,
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class: (((i+j+k) as i32) % 2) as u8,
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});
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@ -194,45 +206,112 @@ fn spawn_despawn_asteroids(
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mut timer: ResMut<AsteroidUpdateTimer>,
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mut db: ResMut<AsteroidDatabase>,
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mut commands: Commands,
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q_player: Query<&Position, With<actor::PlayerCamera>>,
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mut meshes: ResMut<Assets<Mesh>>,
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mut q_asteroid: Query<(Entity, &mut Visibility), With<Asteroid>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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asset_server: Res<AssetServer>,
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mut log: ResMut<hud::Log>,
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mut ew_despawn: EventWriter<DespawnEvent>,
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) {
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if !timer.0.tick(time.delta()).just_finished() {
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if !timer.0.tick(time.delta()).just_finished() || q_player.is_empty() {
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return;
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}
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let player = q_player.get_single().unwrap();
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let mut spawned = 0;
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let mut despawned = 0;
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for asteroid in &mut db.0 {
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if asteroid.is_spawned {
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let dist = player.distance(asteroid.pos);
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let should_spawn = dist < 50000.0;
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if should_spawn == asteroid.is_spawned {
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continue; // Nothing to do
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}
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if !should_spawn {
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// Despawn
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if let Some(entity) = asteroid.entity {
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for (ent, mut vis) in &mut q_asteroid {
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if ent == entity {
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*vis = Visibility::Hidden;
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asteroid.entity = None;
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asteroid.is_spawned = false;
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despawned += 1;
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ew_despawn.send(DespawnEvent(entity));
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break;
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}
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}
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}
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continue;
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}
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asteroid.is_spawned = true;
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let asset = match asteroid.class {
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0 => ASSET_ASTEROID1,
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_ => ASSET_ASTEROID2,
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};
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commands.spawn((
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// Spawn
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let mut entity_commands = commands.spawn((
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actor::Actor::default(),
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RigidBody::Dynamic,
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AngularVelocity(DVec3::new(0.1, 0.1, 0.03)),
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LinearVelocity(DVec3::new(0.0, 0.0, 0.35)),
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Collider::sphere(1.0),
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SceneBundle {
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Rotation::from(Quat::from_rotation_y(-PI / 3.)),
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Position::new(asteroid.pos),
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Asteroid,
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));
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if ASTEROIDS_ARE_SPHERES {
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let sphere_handle = meshes.add(Sphere::default());
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let sphere_material_handle = materials.add(StandardMaterial {
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base_color: Color::rgb(0.4, 0.4, 0.4),
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perceptual_roughness: 1.0,
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metallic: 0.0,
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..default()
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});
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entity_commands.insert(PbrBundle {
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mesh: sphere_handle,
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material: sphere_material_handle,
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transform: Transform {
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scale: Vec3::splat(asteroid.size),
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..default()
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},
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..default()
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});
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}
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else {
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let asset = match asteroid.class {
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0 => ASSET_ASTEROID1,
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_ => ASSET_ASTEROID2,
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};
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entity_commands.insert(SceneBundle {
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scene: asset_server.load(asset),
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transform: Transform {
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scale: Vec3::splat(asteroid.size),
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..default()
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},
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Rotation::from(Quat::from_rotation_y(-PI / 3.)),
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Position::from_xyz(asteroid.x, asteroid.y, asteroid.z),
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));
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..default()
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});
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}
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asteroid.entity = Some(entity_commands.id());
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spawned += 1;
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asteroid.spawned_once = true;
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asteroid.is_spawned = true;
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}
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if spawned != 0 || despawned != 0 {
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log.notice(format!("spawned: {spawned}, despawned: {despawned}"));
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}
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}
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fn handle_despawn(
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mut commands: Commands,
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mut er_despawn: EventReader<DespawnEvent>,
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) {
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for despawn in er_despawn.read() {
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commands.entity(despawn.0).despawn();
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}
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}
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fn handle_cheats(
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mut commands: Commands,
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key_input: Res<ButtonInput<KeyCode>>,
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mut q_player: Query<(&Transform, &mut Position, &mut LinearVelocity), With<actor::PlayerCamera>>,
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mut q_life: Query<(&mut actor::LifeForm, ), With<actor::Player>>,
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q_entities: Query<Entity, (With<actor::Actor>, Without<actor::Player>)>,
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settings: ResMut<settings::Settings>,
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) {
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if !settings.dev_mode || q_player.is_empty() || q_life.is_empty() {
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@ -259,6 +338,10 @@ fn handle_cheats(
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v.0 += DVec3::from(trans.rotation * Vec3::new(0.0, 0.0, -1000.0));
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}
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if key_input.pressed(settings.key_cheat_adrenaline_zero) {
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// NOTE: temporarily added despawn all in here
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for entity in &q_entities {
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commands.entity(entity).despawn();
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}
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lifeform.adrenaline = 0.0;
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}
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if key_input.pressed(settings.key_cheat_adrenaline_mid) {
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