load jupiter from a texture rather than scene

This commit is contained in:
yuni 2024-03-31 00:18:49 +01:00
parent 1f046fe8c3
commit ccd993a4fe
3 changed files with 141 additions and 106 deletions

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@ -11,10 +11,12 @@ actor 0 0 0 suit
engine monopropellant
actor 300000 0 500000 jupiter
scale 200000
scale 400000
sphere yes
physics off
rotationy -1.40
angularmomentum 0 0.0001 0
rotationx -0.50
rotationz -0.28
angularmomentum 30 30 30
actor 3000 0 0 moonlet
scale 500

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@ -22,7 +22,6 @@ const ASSET_ASTEROID2: &str = "models/asteroid2.glb#Scene0";
fn asset_name_to_path(name: &str) -> &'static str {
match name {
"suit" => "models/suit.glb#Scene0",
"jupiter" => "models/jupiter.glb#Scene0",
"asteroid1" => ASSET_ASTEROID1,
"asteroid2" => ASSET_ASTEROID2,
"moonlet" => "models/moonlet.glb#Scene0",
@ -38,15 +37,19 @@ pub struct WorldPlugin;
impl Plugin for WorldPlugin {
fn build(&self, app: &mut App) {
app.add_systems(Startup, (setup, load_defs));
app.add_systems(Update, spawn_entities);
//app.add_systems(Update, asset_loaded.after(load_cubemap_asset));
//app.add_systems(Update, swap_world_on_ar_toggle);
app.add_plugins(PhysicsPlugins::default());
//app.add_plugins(PhysicsDebugPlugin::default());
app.insert_resource(ClearColor(Color::rgb(0.0, 0.0, 0.0)));
app.insert_resource(Gravity(Vec3::splat(0.0)));
app.add_event::<SpawnEvent>();
}
}
#[derive(Event)] pub struct SpawnEvent(ParserState);
#[derive(Component)]
pub struct Star;
@ -183,12 +186,14 @@ pub fn setup(
});
}
#[derive(PartialEq, Clone)]
enum DefClass {
Actor,
Chat,
None,
}
#[derive(Clone)]
struct ParserState {
class: DefClass,
@ -204,6 +209,7 @@ struct ParserState {
rotation: Quat,
angular_momentum: Vec3,
pronoun: String,
is_sphere: bool,
is_player: bool,
is_lifeform: bool,
is_alive: bool,
@ -250,6 +256,7 @@ impl Default for ParserState {
rotation: Quat::IDENTITY,
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,
@ -291,14 +298,6 @@ impl ParserState {
self.text = default.text;
self.is_choice = default.is_choice;
}
fn reset_chat(&mut self) {
let default = ParserState::default();
self.reset_message();
self.stores_item = default.stores_item;
}
fn reset(&mut self) {
*self = Self::default();
}
fn as_chatbranch(&self) -> actor::ChatBranch {
return actor::ChatBranch {
id: self.chat.clone(),
@ -315,91 +314,10 @@ impl ParserState {
script_parameter2: self.script_parameter2.clone(),
}
}
fn spawn_chat(&mut self, commands: &mut Commands) {
if self.stores_item {
debug!("{:#?}", self.as_chatbranch());
commands.spawn(self.as_chatbranch());
}
self.reset_message();
}
fn spawn_actor(&mut self, commands: &mut Commands, asset_server: &Res<AssetServer>) {
let mut actor = commands.spawn_empty();
actor.insert(actor::Actor {
id: self.id.clone(),
camdistance: self.camdistance,
..default()
});
actor.insert(SceneBundle {
transform: Transform {
translation: self.pos,
scale: Vec3::splat(self.model_scale),
rotation: self.rotation,
},
scene: asset_server.load(asset_name_to_path(self.model.as_str())),
..default()
});
// Physics Parameters
if self.has_physics {
let fix_scale = 1.0 / self.model_scale.powf(3.0);
actor.insert(RigidBody::Dynamic);
actor.insert(AngularVelocity(self.angular_momentum));
actor.insert(self.collider.clone());
actor.insert(ColliderDensity(self.mass * fix_scale));
}
// TODO: angular velocity for objects without collisions, static objects
// Optional Components
if self.is_player {
actor.insert(actor::Player);
actor.insert(actor::PlayerCamera);
}
if self.is_lifeform {
actor.insert(actor::LifeForm::default());
actor.insert(actor::Suit {
oxygen: self.oxygen,
oxygen_max: nature::OXY_D,
integrity: self.suit_integrity,
..default()
});
}
if !self.chat.is_empty() {
actor.insert(actor::Talker {
conv_id: self.chat.clone(),
..default()
});
}
if self.is_vehicle {
actor.insert(actor::Vehicle::default());
}
if self.is_vehicle || self.is_suited {
actor.insert(actor::Engine {
thrust_forward: self.thrust_forward,
thrust_back: self.thrust_back,
thrust_sideways: self.thrust_sideways,
reaction_wheels: self.reaction_wheels,
warmup_seconds: self.warmup_seconds,
engine_type: self.engine_type,
..default()
});
}
//info!("Spawning actor {} with model {} at {}/{}/{}",
// self.name, self.model, self.pos.x, self.pos.y, self.pos.z);
self.reset();
}
fn spawn_entities(&mut self, commands: &mut Commands, asset_server: &Res<AssetServer>) {
match self.class {
DefClass::Actor => { self.spawn_actor(commands, asset_server); }
DefClass::Chat => { self.spawn_chat(commands); }
DefClass::None => {}
}
}
}
pub fn load_defs(
mut commands: Commands,
asset_server: Res<AssetServer>,
mut ew_spawn: EventWriter<SpawnEvent>,
) {
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();
@ -445,8 +363,8 @@ pub fn load_defs(
match parts.as_slice() {
// Parsing actors
["actor", x, y, z, model] => {
state.spawn_entities(&mut commands, &asset_server);
state.reset();
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)) =
@ -455,10 +373,13 @@ pub fn load_defs(
}
else {
error!("Can't parse coordinates as floats in def: {line}");
state.reset();
state = ParserState::default();
continue;
}
}
["sphere", "yes"] => {
state.is_sphere = true;
}
["id", id] => {
state.id = id.to_string();
}
@ -498,7 +419,7 @@ pub fn load_defs(
}
["rotationx", rotation_x] => {
if let Ok(rotation_x_float) = rotation_x.parse::<f32>() {
state.rotation = Quat::from_rotation_x(PI * rotation_x_float);
state.rotation *= Quat::from_rotation_x(PI * rotation_x_float);
}
else {
error!("Can't parse float: {line}");
@ -507,7 +428,16 @@ pub fn load_defs(
}
["rotationy", rotation_y] => {
if let Ok(rotation_y_float) = rotation_y.parse::<f32>() {
state.rotation = Quat::from_rotation_y(PI * rotation_y_float);
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}");
@ -598,8 +528,8 @@ pub fn load_defs(
// Parsing chats
["chat", chat_name] => {
debug!("Registering chat: {}", chat_name);
state.spawn_entities(&mut commands, &asset_server);
state.reset_chat();
ew_spawn.send(SpawnEvent(state));
state = ParserState::default();
state.class = DefClass::Chat;
state.chat = chat_name.to_string();
}
@ -609,7 +539,7 @@ pub fn load_defs(
}
["msg", sleep, text] => {
debug!("Registering message (sleep={}): {}", sleep, text);
state.spawn_entities(&mut commands, &asset_server);
ew_spawn.send(SpawnEvent(state.clone()));
if let Ok(sleep_float) = sleep.parse::<f64>() {
state.delay = sleep_float;
state.text = text.to_string();
@ -622,7 +552,8 @@ pub fn load_defs(
}
["msg", sleep, label, goto, text] => {
debug!("Registering message (sleep={}): {}", sleep, text);
state.spawn_entities(&mut commands, &asset_server);
ew_spawn.send(SpawnEvent(state.clone()));
state.reset_message();
if let Ok(sleep_float) = sleep.parse::<f64>() {
state.delay = sleep_float;
state.text = text.to_string();
@ -637,7 +568,8 @@ pub fn load_defs(
}
["choice", sleep, text] => {
debug!("Registering choice (sleep={}): {}", sleep, text);
state.spawn_entities(&mut commands, &asset_server);
ew_spawn.send(SpawnEvent(state.clone()));
state.reset_message();
if let Ok(sleep_float) = sleep.parse::<f64>() {
state.delay = sleep_float;
state.text = text.to_string();
@ -650,7 +582,8 @@ pub fn load_defs(
}
["choice", sleep, label, goto, text] => {
debug!("Registering choice (sleep={}): {}", sleep, text);
state.spawn_entities(&mut commands, &asset_server);
ew_spawn.send(SpawnEvent(state.clone()));
state.reset_message();
if let Ok(sleep_float) = sleep.parse::<f64>() {
state.delay = sleep_float;
state.text = text.to_string();
@ -690,7 +623,107 @@ pub fn load_defs(
}
}
}
state.spawn_entities(&mut commands, &asset_server);
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(state.collider.clone());
actor.insert(ColliderDensity(state.mass * fix_scale));
}
// 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_lifeform {
actor.insert(actor::LifeForm::default());
actor.insert(actor::Suit {
oxygen: state.oxygen,
oxygen_max: nature::OXY_D,
integrity: state.suit_integrity,
..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()
});
}
}
}
}
//pub fn swap_world_on_ar_toggle(