added asteroid generation function that generates across the rings
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8e26208559
commit
adb9f4b971
62
src/world.rs
62
src/world.rs
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@ -7,8 +7,8 @@ use bevy_xpbd_3d::plugins::sync::SyncConfig;
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use std::f32::consts::PI;
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use std::f64::consts::PI as PI64;
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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 ASTEROID_UPDATE_INTERVAL: f32 = 1.0; // seconds
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const ASTEROID_SIZE: f32 = 5000.0;
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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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@ -68,7 +68,6 @@ impl Plugin for WorldPlugin {
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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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pos: DVec3,
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@ -173,35 +172,47 @@ 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 = 30;
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let maxdist_orthogonal = maxdist / 4;
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let player_r: f64 = 220000e3; // sync this with defs.txt parameters
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let player_phase: f64 = 0.66; // sync this with defs.txt parameters
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let player_x: f64 = player_r * (player_phase * PI64 * 2.0).cos();
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let player_y: f64 = 0.0;
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let player_z: f64 = player_r * (player_phase * PI64 * 2.0).sin();
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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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let phase_steps: i16 = 600;
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let radius_steps: i16 = 1000;
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let max_height_step: i16 = 6; // this one is inclusive for symmetry
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let min_height_step: i16 = -max_height_step;
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let min_radius: f64 = 92e6;
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let max_radius: f64 = 229e6;
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let ring_thickness: f64 = 2.0e6;
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let height_step_factor: f64 = ring_thickness / 2.0 / (max_height_step as f64);
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let max_phase_step_factor: f64 = 2.0 * PI64 / (phase_steps as f64);
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let max_radius_factor: f64 = (max_radius - min_radius) / (radius_steps as f64);
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let wobble: f64 = (ASTEROID_SIZE * 50.0).into();
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let mut count = 0;
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for phase_step in 0..phase_steps {
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let phase = max_phase_step_factor * phase_step as f64;
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for radius_step in 0..radius_steps {
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let radius = max_radius_factor * radius_step as f64 + min_radius;
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for height_step in min_height_step..=max_height_step {
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let height = height_step_factor * height_step as f64;
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let rand1 = (phase+radius).sin() + (height+radius).cos();
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let rand2 = (phase+height).sin() + (phase+radius).cos();
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let rand3 = (radius+height).sin() + (phase+height).cos();
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let x = phase.sin() * radius + wobble * rand1;
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let y = height + wobble * rand2;
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let z = phase.cos() * radius + wobble * rand3;
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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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spawned_once: false,
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pos: DVec3::new(
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player_x + offset + dist * i + wobble * (j+k/PI64).sin() * (k+j/PI64).cos(),
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player_y + offset + dist * j + wobble * (k+i/PI64).sin() * (i+k/PI64).cos(),
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player_z + offset + dist * k + wobble * (i+j/PI64).sin() * (j+i/PI64).cos(),
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),
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pos: DVec3::new(x, y, z),
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size: ASTEROID_SIZE,
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class: (((i+j+k) as i32) % 2) as u8,
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class: ((phase_step+radius_step+height_step) % 2) as u8,
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});
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count += 1;
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}
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}
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}
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info!("Generated {count} asteroids");
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}
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fn spawn_despawn_asteroids(
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@ -226,7 +237,7 @@ fn spawn_despawn_asteroids(
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let mut despawned = 0;
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for asteroid in &mut db.0 {
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let dist = player.distance(asteroid.pos);
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let should_spawn = dist < 50000.0;
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let should_spawn = dist < 2000.0e3;
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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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@ -292,7 +303,6 @@ fn spawn_despawn_asteroids(
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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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