split off command parser into commands.rs
This commit is contained in:
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fe3b10216a
commit
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@ -22,6 +22,7 @@ impl Plugin for CameraControllerPlugin {
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app.add_systems(PostUpdate, apply_input_to_player
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.after(PhysicsSet::Sync)
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.before(TransformSystem::TransformPropagate));
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app.insert_resource(ClearColor(Color::rgb(0.0, 0.0, 0.0)));
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}
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}
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611
src/commands.rs
Normal file
611
src/commands.rs
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@ -0,0 +1,611 @@
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// This plugin loads "defs.txt" and applies the therein contained commands
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extern crate regex;
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use bevy::prelude::*;
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use bevy_xpbd_3d::prelude::*;
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use crate::{actor, nature, world};
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use regex::Regex;
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use std::f32::consts::PI;
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pub struct CommandsPlugin;
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impl Plugin for CommandsPlugin {
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fn build(&self, app: &mut App) {
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app.add_systems(Startup, load_defs);
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app.add_systems(Update, spawn_entities);
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app.add_event::<SpawnEvent>();
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}
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}
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#[derive(Event)] pub struct SpawnEvent(ParserState);
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#[derive(PartialEq, Clone)]
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enum DefClass {
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Actor,
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Chat,
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None,
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}
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#[derive(Clone)]
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struct ParserState {
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class: DefClass,
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// Generic fields
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name: String,
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chat: String,
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// Actor fields
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id: String,
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pos: Vec3,
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model: String,
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model_scale: f32,
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rotation: Quat,
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angular_momentum: Vec3,
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pronoun: String,
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is_sphere: bool,
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is_player: bool,
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is_lifeform: bool,
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is_alive: bool,
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is_suited: bool,
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is_vehicle: bool,
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has_physics: bool,
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collider_is_mesh: bool,
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thrust_forward: f32,
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thrust_sideways: f32,
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thrust_back: f32,
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reaction_wheels: f32,
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warmup_seconds: f32,
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engine_type: actor::EngineType,
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oxygen: f32,
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mass: f32,
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collider: Collider,
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camdistance: f32,
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suit_integrity: f32,
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light_brightness: f32,
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light_color: Option<Color>,
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// Chat fields
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delay: f64,
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text: String,
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level: String,
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label: String,
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goto: String,
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is_choice: bool,
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stores_item: bool,
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script: String,
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script_parameter: String,
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script_parameter2: String,
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}
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impl Default for ParserState {
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fn default() -> Self {
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let default_actor = actor::Actor::default();
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let default_engine = actor::Engine::default();
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Self {
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class: DefClass::None,
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name: "NONAME".to_string(),
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chat: "".to_string(),
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id: "".to_string(),
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pos: Vec3::new(0.0, 0.0, 0.0),
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model: "".to_string(),
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model_scale: 1.0,
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rotation: Quat::IDENTITY,
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angular_momentum: Vec3::new(0.03, 0.3, 0.09),
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pronoun: "they/them".to_string(),
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is_sphere: false,
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is_player: false,
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is_lifeform: false,
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is_alive: false,
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is_suited: false,
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is_vehicle: false,
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has_physics: true,
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collider_is_mesh: false,
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thrust_forward: default_engine.thrust_forward,
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thrust_sideways: default_engine.thrust_forward,
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thrust_back: default_engine.thrust_back,
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reaction_wheels: default_engine.reaction_wheels,
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warmup_seconds: default_engine.warmup_seconds,
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engine_type: default_engine.engine_type,
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oxygen: nature::OXY_D,
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mass: 1.0,
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collider: Collider::sphere(1.0),
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camdistance: default_actor.camdistance,
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suit_integrity: 1.0,
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light_brightness: 0.0,
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light_color: None,
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delay: 0.0,
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text: "".to_string(),
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level: "chat".to_string(),
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label: "".to_string(),
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goto: "".to_string(),
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is_choice: false,
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stores_item: false,
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script: "".to_string(),
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script_parameter: "".to_string(),
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script_parameter2: "".to_string(),
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}
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}
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}
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impl ParserState {
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fn reset_message(&mut self) {
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let default = ParserState::default();
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self.label = default.label;
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self.delay = default.delay;
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self.goto = default.goto;
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self.level = default.level;
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self.text = default.text;
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self.is_choice = default.is_choice;
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}
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fn as_chatbranch(&self) -> actor::ChatBranch {
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return actor::ChatBranch {
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id: self.chat.clone(),
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name: self.name.clone(),
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label: self.label.clone(),
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delay: self.delay.clone(),
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sound: if self.is_choice { "".to_string() } else { "chat".to_string() },
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level: self.level.clone(),
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reply: if self.is_choice { "".to_string() } else { self.text.clone() },
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choice: if self.is_choice { self.text.clone() } else { "".to_string() },
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goto: self.goto.clone(),
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script: self.script.clone(),
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script_parameter: self.script_parameter.clone(),
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script_parameter2: self.script_parameter2.clone(),
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}
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}
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}
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pub fn load_defs(
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mut ew_spawn: EventWriter<SpawnEvent>,
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) {
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let re1 = Regex::new(r"^\s*([a-z_-]+)\s+(.*)$").unwrap();
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let re2 = Regex::new("\"([^\"]*)\"|(-?[0-9]+(?:\\.[0-9]+)?)|([a-zA-Z_-][a-zA-Z0-9_-]*)").unwrap();
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let defs_string = include_str!("defs.txt");
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let mut lines = defs_string.lines();
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let mut state = ParserState::default();
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let mut command;
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let mut parameters;
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let mut line_nr = -1;
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while let Some(line) = lines.next() {
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line_nr += 1;
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let caps = re1.captures(line);
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if caps.is_none() {
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if line.trim() != "" {
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error!("Syntax Error in definitions line {}: `{}`", line_nr, line);
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}
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continue;
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}
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if let Some(caps) = caps {
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command = caps.get(1).unwrap().as_str();
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parameters = caps.get(2).unwrap().as_str();
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}
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else {
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error!("Failed to read regex captures in line {}: `{}`", line_nr, line);
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continue;
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}
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let mut parts: Vec<&str> = Vec::new();
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parts.push(command);
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for caps in re2.captures_iter(parameters) {
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if let Some(part) = caps.get(1) {
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parts.push(&part.as_str());
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}
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if let Some(part) = caps.get(2) {
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parts.push(&part.as_str());
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}
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if let Some(part) = caps.get(3) {
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parts.push(&part.as_str());
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}
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}
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match parts.as_slice() {
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// Parsing actors
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["actor", x, y, z, model] => {
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ew_spawn.send(SpawnEvent(state));
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state = ParserState::default();
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state.class = DefClass::Actor;
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state.model = model.to_string();
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if let (Ok(x_float), Ok(y_float), Ok(z_float)) =
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(x.parse::<f32>(), y.parse::<f32>(), z.parse::<f32>()) {
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state.pos = Vec3::new(x_float, y_float, z_float);
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}
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else {
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error!("Can't parse coordinates as floats in def: {line}");
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state = ParserState::default();
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continue;
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}
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}
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["sphere", "yes"] => {
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state.is_sphere = true;
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}
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["id", id] => {
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state.id = id.to_string();
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}
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["alive", "yes"] => {
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state.is_alive = true;
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state.is_lifeform = true;
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state.is_suited = true;
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}
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["vehicle", "yes"] => {
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state.is_vehicle = true;
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}
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["oxygen", amount] => {
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if let Ok(amount) = amount.parse::<f32>() {
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state.is_lifeform = true;
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state.is_suited = true;
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state.oxygen = amount;
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}
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else {
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error!("Can't parse float: {line}");
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continue;
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}
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}
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["pronoun", pronoun] => {
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state.pronoun = pronoun.to_string();
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}
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["chatid", chat] => {
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state.chat = chat.to_string();
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}
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["scale", scale] => {
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if let Ok(scale_float) = scale.parse::<f32>() {
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state.model_scale = scale_float;
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}
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else {
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error!("Can't parse float: {line}");
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continue;
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}
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}
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["rotationx", rotation_x] => {
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if let Ok(rotation_x_float) = rotation_x.parse::<f32>() {
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state.rotation *= Quat::from_rotation_x(PI * rotation_x_float);
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}
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else {
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error!("Can't parse float: {line}");
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continue;
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}
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}
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["rotationy", rotation_y] => {
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if let Ok(rotation_y_float) = rotation_y.parse::<f32>() {
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state.rotation *= Quat::from_rotation_y(PI * rotation_y_float);
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}
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else {
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error!("Can't parse float: {line}");
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continue;
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}
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}
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["rotationz", rotation_z] => {
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if let Ok(rotation_z_float) = rotation_z.parse::<f32>() {
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state.rotation *= Quat::from_rotation_z(PI * rotation_z_float);
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}
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else {
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error!("Can't parse float: {line}");
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continue;
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}
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}
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["angularmomentum", x, y, z] => {
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if let (Ok(x_float), Ok(y_float), Ok(z_float)) =
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(x.parse::<f32>(), y.parse::<f32>(), z.parse::<f32>()) {
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state.angular_momentum = Vec3::new(x_float, y_float, z_float);
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}
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else {
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error!("Can't parse float: {line}");
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continue;
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}
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}
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["thrust", forward, back, sideways, reaction_wheels, warmup_time] => {
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if let (Ok(forward_float), Ok(back_float), Ok(sideways_float), Ok(reaction_wheels_float), Ok(warmup_time_float)) = (forward.parse::<f32>(), back.parse::<f32>(), sideways.parse::<f32>(), reaction_wheels.parse::<f32>(), warmup_time.parse::<f32>()) {
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state.thrust_forward = forward_float;
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state.thrust_back = back_float;
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state.thrust_sideways = sideways_float;
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state.reaction_wheels = reaction_wheels_float;
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state.warmup_seconds = warmup_time_float;
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}
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}
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["engine", "rocket"] => {
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state.engine_type = actor::EngineType::Rocket;
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}
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["engine", "ion"] => {
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state.engine_type = actor::EngineType::Ion;
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}
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["engine", "monopropellant"] => {
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state.engine_type = actor::EngineType::Monopropellant;
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}
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["health", value] => {
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if let Ok(value_float) = value.parse::<f32>() {
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state.suit_integrity = value_float;
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}
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else {
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error!("Can't parse float: {line}");
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continue;
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}
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}
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["mass", value] => {
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if let Ok(value_float) = value.parse::<f32>() {
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state.mass = value_float;
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}
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else {
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error!("Can't parse float: {line}");
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continue;
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}
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}
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["physics", "off"] => {
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state.has_physics = false;
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}
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["collider", "sphere", radius] => {
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if let Ok(radius_float) = radius.parse::<f32>() {
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state.collider = Collider::sphere(radius_float);
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}
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else {
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error!("Can't parse float: {line}");
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continue;
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}
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}
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["collider", "capsule", height, radius] => {
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if let (Ok(height_float), Ok(radius_float)) = (height.parse::<f32>(), radius.parse::<f32>()) {
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state.collider = Collider::capsule(height_float, radius_float);
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}
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else {
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error!("Can't parse float: {line}");
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continue;
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}
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}
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["collider", "mesh"] => {
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state.collider_is_mesh = true;
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}
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["player", "yes"] => {
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state.is_player = true;
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state.is_alive = true;
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}
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["camdistance", value] => {
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if let Ok(value_float) = value.parse::<f32>() {
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state.camdistance = value_float;
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}
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else {
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error!("Can't parse float: {line}");
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continue;
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}
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}
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["light", color_hex, brightness] => {
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if let Ok(brightness_float) = brightness.parse::<f32>() {
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if let Ok(color) = Color::hex(color_hex) {
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state.light_color = Some(color);
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state.light_brightness = brightness_float;
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}
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else {
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error!("Can't parse hexadecimal color code: {line}");
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continue;
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}
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}
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else {
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error!("Can't parse float: {line}");
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continue;
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}
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}
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// Parsing chats
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["chat", chat_name] => {
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debug!("Registering chat: {}", chat_name);
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ew_spawn.send(SpawnEvent(state));
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state = ParserState::default();
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state.class = DefClass::Chat;
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state.chat = chat_name.to_string();
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}
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["name", name] => {
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debug!("Registering name: {}", name);
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state.name = name.to_string();
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}
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["msg", sleep, text] => {
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debug!("Registering message (sleep={}): {}", sleep, text);
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ew_spawn.send(SpawnEvent(state.clone()));
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if let Ok(sleep_float) = sleep.parse::<f64>() {
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state.delay = sleep_float;
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state.text = text.to_string();
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state.stores_item = true;
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state.is_choice = false;
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} else {
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error!("The 'sleep' value for this message is not a float: {}", line);
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continue;
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}
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}
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["msg", sleep, label, goto, text] => {
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debug!("Registering message (sleep={}): {}", sleep, text);
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ew_spawn.send(SpawnEvent(state.clone()));
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state.reset_message();
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if let Ok(sleep_float) = sleep.parse::<f64>() {
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state.delay = sleep_float;
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state.text = text.to_string();
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state.stores_item = true;
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state.is_choice = false;
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state.goto = goto.to_string();
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state.label = label.to_string();
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} else {
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error!("The 'sleep' value for this message is not a float: {}", line);
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continue;
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}
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}
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["choice", sleep, text] => {
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debug!("Registering choice (sleep={}): {}", sleep, text);
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ew_spawn.send(SpawnEvent(state.clone()));
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state.reset_message();
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if let Ok(sleep_float) = sleep.parse::<f64>() {
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state.delay = sleep_float;
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state.text = text.to_string();
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state.stores_item = true;
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state.is_choice = true;
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} else {
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error!("The 'sleep' value for this message is not a float: {}", line);
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continue;
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}
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}
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["choice", sleep, label, goto, text] => {
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debug!("Registering choice (sleep={}): {}", sleep, text);
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ew_spawn.send(SpawnEvent(state.clone()));
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state.reset_message();
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if let Ok(sleep_float) = sleep.parse::<f64>() {
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state.delay = sleep_float;
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state.text = text.to_string();
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state.stores_item = true;
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state.is_choice = true;
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state.goto = goto.to_string();
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state.label = label.to_string();
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} else {
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error!("The 'sleep' value for this message is not a float: {}", line);
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continue;
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}
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}
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["goto", label] => {
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debug!("Registering goto: {}", label);
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state.goto = label.to_string();
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}
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["label", label] => {
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debug!("Registering label: {}", label);
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state.label = label.to_string();
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}
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["lvl", level] => {
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debug!("Registering level: {}", level);
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state.level = level.to_string();
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}
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||||
["script", scriptname, parameter] => {
|
||||
state.script = scriptname.to_string();
|
||||
state.script_parameter = parameter.to_string();
|
||||
state.script_parameter2 = "".to_string();
|
||||
}
|
||||
["script", scriptname, parameter, parameter2] => {
|
||||
state.script = scriptname.to_string();
|
||||
state.script_parameter = parameter.to_string();
|
||||
state.script_parameter2 = parameter2.to_string();
|
||||
}
|
||||
_ => {
|
||||
error!("No match for [{}]", parts.join(","));
|
||||
}
|
||||
}
|
||||
}
|
||||
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(world::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(ColliderDensity(state.mass * fix_scale));
|
||||
if state.collider_is_mesh {
|
||||
actor.insert(AsyncSceneCollider::new(Some(
|
||||
ComputedCollider::TriMesh
|
||||
//ComputedCollider::ConvexDecomposition(VHACDParameters::default())
|
||||
)));
|
||||
}
|
||||
else {
|
||||
actor.insert(state.collider.clone());
|
||||
}
|
||||
}
|
||||
// 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_player || state.is_vehicle {
|
||||
// used to apply mouse movement to actor rotation
|
||||
actor.insert(ExternalTorque::ZERO.with_persistence(false));
|
||||
}
|
||||
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 let Some(color) = state.light_color {
|
||||
actor.insert(PointLightBundle {
|
||||
point_light: PointLight {
|
||||
intensity: state.light_brightness,
|
||||
color: color,
|
||||
range: 100.0,
|
||||
radius: 100.0,
|
||||
..default()
|
||||
},
|
||||
transform: Transform {
|
||||
translation: state.pos,
|
||||
scale: Vec3::splat(state.model_scale),
|
||||
rotation: state.rotation,
|
||||
},
|
||||
..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()
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,5 +1,6 @@
|
|||
mod audio;
|
||||
mod camera;
|
||||
mod commands;
|
||||
mod world;
|
||||
mod settings;
|
||||
mod hud;
|
||||
|
@ -51,6 +52,7 @@ impl Plugin for OutFlyPlugin {
|
|||
|
||||
world::WorldPlugin,
|
||||
camera::CameraControllerPlugin,
|
||||
commands::CommandsPlugin,
|
||||
hud::HudPlugin,
|
||||
actor::ActorPlugin,
|
||||
audio::AudioPlugin,
|
||||
|
|
605
src/world.rs
605
src/world.rs
|
@ -1,6 +1,4 @@
|
|||
extern crate regex;
|
||||
use crate::{actor, nature};
|
||||
use regex::Regex;
|
||||
use bevy::prelude::*;
|
||||
//use bevy::core_pipeline::Skybox;
|
||||
//use bevy::asset::LoadState;
|
||||
|
@ -19,7 +17,7 @@ const STARS_MAX_MAGNITUDE: f32 = 5.5;
|
|||
//const ASSET_CUBEMAP_AR: &str = "textures/out.png";
|
||||
const ASSET_ASTEROID1: &str = "models/asteroid.glb#Scene0";
|
||||
const ASSET_ASTEROID2: &str = "models/asteroid2.glb#Scene0";
|
||||
fn asset_name_to_path(name: &str) -> &'static str {
|
||||
pub fn asset_name_to_path(name: &str) -> &'static str {
|
||||
match name {
|
||||
"suit" => "models/suit.glb#Scene0",
|
||||
"asteroid1" => ASSET_ASTEROID1,
|
||||
|
@ -37,20 +35,15 @@ fn asset_name_to_path(name: &str) -> &'static str {
|
|||
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(Startup, setup);
|
||||
//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;
|
||||
|
||||
|
@ -187,600 +180,6 @@ pub fn setup(
|
|||
});
|
||||
}
|
||||
|
||||
#[derive(PartialEq, Clone)]
|
||||
enum DefClass {
|
||||
Actor,
|
||||
Chat,
|
||||
None,
|
||||
}
|
||||
|
||||
#[derive(Clone)]
|
||||
struct ParserState {
|
||||
class: DefClass,
|
||||
|
||||
// Generic fields
|
||||
name: String,
|
||||
chat: String,
|
||||
|
||||
// Actor fields
|
||||
id: String,
|
||||
pos: Vec3,
|
||||
model: String,
|
||||
model_scale: f32,
|
||||
rotation: Quat,
|
||||
angular_momentum: Vec3,
|
||||
pronoun: String,
|
||||
is_sphere: bool,
|
||||
is_player: bool,
|
||||
is_lifeform: bool,
|
||||
is_alive: bool,
|
||||
is_suited: bool,
|
||||
is_vehicle: bool,
|
||||
has_physics: bool,
|
||||
collider_is_mesh: bool,
|
||||
thrust_forward: f32,
|
||||
thrust_sideways: f32,
|
||||
thrust_back: f32,
|
||||
reaction_wheels: f32,
|
||||
warmup_seconds: f32,
|
||||
engine_type: actor::EngineType,
|
||||
oxygen: f32,
|
||||
mass: f32,
|
||||
collider: Collider,
|
||||
camdistance: f32,
|
||||
suit_integrity: f32,
|
||||
light_brightness: f32,
|
||||
light_color: Option<Color>,
|
||||
|
||||
// Chat fields
|
||||
delay: f64,
|
||||
text: String,
|
||||
level: String,
|
||||
label: String,
|
||||
goto: String,
|
||||
is_choice: bool,
|
||||
stores_item: bool,
|
||||
script: String,
|
||||
script_parameter: String,
|
||||
script_parameter2: String,
|
||||
}
|
||||
impl Default for ParserState {
|
||||
fn default() -> Self {
|
||||
let default_actor = actor::Actor::default();
|
||||
let default_engine = actor::Engine::default();
|
||||
Self {
|
||||
class: DefClass::None,
|
||||
name: "NONAME".to_string(),
|
||||
chat: "".to_string(),
|
||||
|
||||
id: "".to_string(),
|
||||
pos: Vec3::new(0.0, 0.0, 0.0),
|
||||
model: "".to_string(),
|
||||
model_scale: 1.0,
|
||||
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,
|
||||
is_suited: false,
|
||||
is_vehicle: false,
|
||||
has_physics: true,
|
||||
collider_is_mesh: false,
|
||||
thrust_forward: default_engine.thrust_forward,
|
||||
thrust_sideways: default_engine.thrust_forward,
|
||||
thrust_back: default_engine.thrust_back,
|
||||
reaction_wheels: default_engine.reaction_wheels,
|
||||
warmup_seconds: default_engine.warmup_seconds,
|
||||
engine_type: default_engine.engine_type,
|
||||
oxygen: nature::OXY_D,
|
||||
mass: 1.0,
|
||||
collider: Collider::sphere(1.0),
|
||||
camdistance: default_actor.camdistance,
|
||||
suit_integrity: 1.0,
|
||||
light_brightness: 0.0,
|
||||
light_color: None,
|
||||
|
||||
delay: 0.0,
|
||||
text: "".to_string(),
|
||||
level: "chat".to_string(),
|
||||
label: "".to_string(),
|
||||
goto: "".to_string(),
|
||||
is_choice: false,
|
||||
stores_item: false,
|
||||
script: "".to_string(),
|
||||
script_parameter: "".to_string(),
|
||||
script_parameter2: "".to_string(),
|
||||
}
|
||||
}
|
||||
}
|
||||
impl ParserState {
|
||||
fn reset_message(&mut self) {
|
||||
let default = ParserState::default();
|
||||
self.label = default.label;
|
||||
self.delay = default.delay;
|
||||
self.goto = default.goto;
|
||||
self.level = default.level;
|
||||
self.text = default.text;
|
||||
self.is_choice = default.is_choice;
|
||||
}
|
||||
fn as_chatbranch(&self) -> actor::ChatBranch {
|
||||
return actor::ChatBranch {
|
||||
id: self.chat.clone(),
|
||||
name: self.name.clone(),
|
||||
label: self.label.clone(),
|
||||
delay: self.delay.clone(),
|
||||
sound: if self.is_choice { "".to_string() } else { "chat".to_string() },
|
||||
level: self.level.clone(),
|
||||
reply: if self.is_choice { "".to_string() } else { self.text.clone() },
|
||||
choice: if self.is_choice { self.text.clone() } else { "".to_string() },
|
||||
goto: self.goto.clone(),
|
||||
script: self.script.clone(),
|
||||
script_parameter: self.script_parameter.clone(),
|
||||
script_parameter2: self.script_parameter2.clone(),
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
pub fn load_defs(
|
||||
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();
|
||||
let defs_string = include_str!("defs.txt");
|
||||
let mut lines = defs_string.lines();
|
||||
let mut state = ParserState::default();
|
||||
let mut command;
|
||||
let mut parameters;
|
||||
|
||||
let mut line_nr = -1;
|
||||
while let Some(line) = lines.next() {
|
||||
line_nr += 1;
|
||||
let caps = re1.captures(line);
|
||||
if caps.is_none() {
|
||||
if line.trim() != "" {
|
||||
error!("Syntax Error in definitions line {}: `{}`", line_nr, line);
|
||||
}
|
||||
continue;
|
||||
}
|
||||
if let Some(caps) = caps {
|
||||
command = caps.get(1).unwrap().as_str();
|
||||
parameters = caps.get(2).unwrap().as_str();
|
||||
}
|
||||
else {
|
||||
error!("Failed to read regex captures in line {}: `{}`", line_nr, line);
|
||||
continue;
|
||||
}
|
||||
|
||||
let mut parts: Vec<&str> = Vec::new();
|
||||
parts.push(command);
|
||||
for caps in re2.captures_iter(parameters) {
|
||||
if let Some(part) = caps.get(1) {
|
||||
parts.push(&part.as_str());
|
||||
}
|
||||
if let Some(part) = caps.get(2) {
|
||||
parts.push(&part.as_str());
|
||||
}
|
||||
if let Some(part) = caps.get(3) {
|
||||
parts.push(&part.as_str());
|
||||
}
|
||||
}
|
||||
|
||||
match parts.as_slice() {
|
||||
// Parsing actors
|
||||
["actor", x, y, z, model] => {
|
||||
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)) =
|
||||
(x.parse::<f32>(), y.parse::<f32>(), z.parse::<f32>()) {
|
||||
state.pos = Vec3::new(x_float, y_float, z_float);
|
||||
}
|
||||
else {
|
||||
error!("Can't parse coordinates as floats in def: {line}");
|
||||
state = ParserState::default();
|
||||
continue;
|
||||
}
|
||||
}
|
||||
["sphere", "yes"] => {
|
||||
state.is_sphere = true;
|
||||
}
|
||||
["id", id] => {
|
||||
state.id = id.to_string();
|
||||
}
|
||||
["alive", "yes"] => {
|
||||
state.is_alive = true;
|
||||
state.is_lifeform = true;
|
||||
state.is_suited = true;
|
||||
}
|
||||
["vehicle", "yes"] => {
|
||||
state.is_vehicle = true;
|
||||
}
|
||||
["oxygen", amount] => {
|
||||
if let Ok(amount) = amount.parse::<f32>() {
|
||||
state.is_lifeform = true;
|
||||
state.is_suited = true;
|
||||
state.oxygen = amount;
|
||||
}
|
||||
else {
|
||||
error!("Can't parse float: {line}");
|
||||
continue;
|
||||
}
|
||||
}
|
||||
["pronoun", pronoun] => {
|
||||
state.pronoun = pronoun.to_string();
|
||||
}
|
||||
["chatid", chat] => {
|
||||
state.chat = chat.to_string();
|
||||
}
|
||||
["scale", scale] => {
|
||||
if let Ok(scale_float) = scale.parse::<f32>() {
|
||||
state.model_scale = scale_float;
|
||||
}
|
||||
else {
|
||||
error!("Can't parse float: {line}");
|
||||
continue;
|
||||
}
|
||||
}
|
||||
["rotationx", rotation_x] => {
|
||||
if let Ok(rotation_x_float) = rotation_x.parse::<f32>() {
|
||||
state.rotation *= Quat::from_rotation_x(PI * rotation_x_float);
|
||||
}
|
||||
else {
|
||||
error!("Can't parse float: {line}");
|
||||
continue;
|
||||
}
|
||||
}
|
||||
["rotationy", rotation_y] => {
|
||||
if let Ok(rotation_y_float) = rotation_y.parse::<f32>() {
|
||||
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}");
|
||||
continue;
|
||||
}
|
||||
}
|
||||
["angularmomentum", x, y, z] => {
|
||||
if let (Ok(x_float), Ok(y_float), Ok(z_float)) =
|
||||
(x.parse::<f32>(), y.parse::<f32>(), z.parse::<f32>()) {
|
||||
state.angular_momentum = Vec3::new(x_float, y_float, z_float);
|
||||
}
|
||||
else {
|
||||
error!("Can't parse float: {line}");
|
||||
continue;
|
||||
}
|
||||
}
|
||||
["thrust", forward, back, sideways, reaction_wheels, warmup_time] => {
|
||||
if let (Ok(forward_float), Ok(back_float), Ok(sideways_float), Ok(reaction_wheels_float), Ok(warmup_time_float)) = (forward.parse::<f32>(), back.parse::<f32>(), sideways.parse::<f32>(), reaction_wheels.parse::<f32>(), warmup_time.parse::<f32>()) {
|
||||
state.thrust_forward = forward_float;
|
||||
state.thrust_back = back_float;
|
||||
state.thrust_sideways = sideways_float;
|
||||
state.reaction_wheels = reaction_wheels_float;
|
||||
state.warmup_seconds = warmup_time_float;
|
||||
}
|
||||
}
|
||||
["engine", "rocket"] => {
|
||||
state.engine_type = actor::EngineType::Rocket;
|
||||
}
|
||||
["engine", "ion"] => {
|
||||
state.engine_type = actor::EngineType::Ion;
|
||||
}
|
||||
["engine", "monopropellant"] => {
|
||||
state.engine_type = actor::EngineType::Monopropellant;
|
||||
}
|
||||
["health", value] => {
|
||||
if let Ok(value_float) = value.parse::<f32>() {
|
||||
state.suit_integrity = value_float;
|
||||
}
|
||||
else {
|
||||
error!("Can't parse float: {line}");
|
||||
continue;
|
||||
}
|
||||
}
|
||||
["mass", value] => {
|
||||
if let Ok(value_float) = value.parse::<f32>() {
|
||||
state.mass = value_float;
|
||||
}
|
||||
else {
|
||||
error!("Can't parse float: {line}");
|
||||
continue;
|
||||
}
|
||||
}
|
||||
["physics", "off"] => {
|
||||
state.has_physics = false;
|
||||
}
|
||||
["collider", "sphere", radius] => {
|
||||
if let Ok(radius_float) = radius.parse::<f32>() {
|
||||
state.collider = Collider::sphere(radius_float);
|
||||
}
|
||||
else {
|
||||
error!("Can't parse float: {line}");
|
||||
continue;
|
||||
}
|
||||
}
|
||||
["collider", "capsule", height, radius] => {
|
||||
if let (Ok(height_float), Ok(radius_float)) = (height.parse::<f32>(), radius.parse::<f32>()) {
|
||||
state.collider = Collider::capsule(height_float, radius_float);
|
||||
}
|
||||
else {
|
||||
error!("Can't parse float: {line}");
|
||||
continue;
|
||||
}
|
||||
}
|
||||
["collider", "mesh"] => {
|
||||
state.collider_is_mesh = true;
|
||||
}
|
||||
["player", "yes"] => {
|
||||
state.is_player = true;
|
||||
state.is_alive = true;
|
||||
}
|
||||
["camdistance", value] => {
|
||||
if let Ok(value_float) = value.parse::<f32>() {
|
||||
state.camdistance = value_float;
|
||||
}
|
||||
else {
|
||||
error!("Can't parse float: {line}");
|
||||
continue;
|
||||
}
|
||||
}
|
||||
["light", color_hex, brightness] => {
|
||||
if let Ok(brightness_float) = brightness.parse::<f32>() {
|
||||
if let Ok(color) = Color::hex(color_hex) {
|
||||
state.light_color = Some(color);
|
||||
state.light_brightness = brightness_float;
|
||||
}
|
||||
else {
|
||||
error!("Can't parse hexadecimal color code: {line}");
|
||||
continue;
|
||||
}
|
||||
}
|
||||
else {
|
||||
error!("Can't parse float: {line}");
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
// Parsing chats
|
||||
["chat", chat_name] => {
|
||||
debug!("Registering chat: {}", chat_name);
|
||||
ew_spawn.send(SpawnEvent(state));
|
||||
state = ParserState::default();
|
||||
state.class = DefClass::Chat;
|
||||
state.chat = chat_name.to_string();
|
||||
}
|
||||
["name", name] => {
|
||||
debug!("Registering name: {}", name);
|
||||
state.name = name.to_string();
|
||||
}
|
||||
["msg", sleep, text] => {
|
||||
debug!("Registering message (sleep={}): {}", sleep, text);
|
||||
ew_spawn.send(SpawnEvent(state.clone()));
|
||||
if let Ok(sleep_float) = sleep.parse::<f64>() {
|
||||
state.delay = sleep_float;
|
||||
state.text = text.to_string();
|
||||
state.stores_item = true;
|
||||
state.is_choice = false;
|
||||
} else {
|
||||
error!("The 'sleep' value for this message is not a float: {}", line);
|
||||
continue;
|
||||
}
|
||||
}
|
||||
["msg", sleep, label, goto, text] => {
|
||||
debug!("Registering message (sleep={}): {}", sleep, text);
|
||||
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();
|
||||
state.stores_item = true;
|
||||
state.is_choice = false;
|
||||
state.goto = goto.to_string();
|
||||
state.label = label.to_string();
|
||||
} else {
|
||||
error!("The 'sleep' value for this message is not a float: {}", line);
|
||||
continue;
|
||||
}
|
||||
}
|
||||
["choice", sleep, text] => {
|
||||
debug!("Registering choice (sleep={}): {}", sleep, text);
|
||||
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();
|
||||
state.stores_item = true;
|
||||
state.is_choice = true;
|
||||
} else {
|
||||
error!("The 'sleep' value for this message is not a float: {}", line);
|
||||
continue;
|
||||
}
|
||||
}
|
||||
["choice", sleep, label, goto, text] => {
|
||||
debug!("Registering choice (sleep={}): {}", sleep, text);
|
||||
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();
|
||||
state.stores_item = true;
|
||||
state.is_choice = true;
|
||||
state.goto = goto.to_string();
|
||||
state.label = label.to_string();
|
||||
} else {
|
||||
error!("The 'sleep' value for this message is not a float: {}", line);
|
||||
continue;
|
||||
}
|
||||
}
|
||||
["goto", label] => {
|
||||
debug!("Registering goto: {}", label);
|
||||
state.goto = label.to_string();
|
||||
}
|
||||
["label", label] => {
|
||||
debug!("Registering label: {}", label);
|
||||
state.label = label.to_string();
|
||||
}
|
||||
["lvl", level] => {
|
||||
debug!("Registering level: {}", level);
|
||||
state.level = level.to_string();
|
||||
}
|
||||
["script", scriptname, parameter] => {
|
||||
state.script = scriptname.to_string();
|
||||
state.script_parameter = parameter.to_string();
|
||||
state.script_parameter2 = "".to_string();
|
||||
}
|
||||
["script", scriptname, parameter, parameter2] => {
|
||||
state.script = scriptname.to_string();
|
||||
state.script_parameter = parameter.to_string();
|
||||
state.script_parameter2 = parameter2.to_string();
|
||||
}
|
||||
_ => {
|
||||
error!("No match for [{}]", parts.join(","));
|
||||
}
|
||||
}
|
||||
}
|
||||
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(ColliderDensity(state.mass * fix_scale));
|
||||
if state.collider_is_mesh {
|
||||
actor.insert(AsyncSceneCollider::new(Some(
|
||||
ComputedCollider::TriMesh
|
||||
//ComputedCollider::ConvexDecomposition(VHACDParameters::default())
|
||||
)));
|
||||
}
|
||||
else {
|
||||
actor.insert(state.collider.clone());
|
||||
}
|
||||
}
|
||||
// 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_player || state.is_vehicle {
|
||||
// used to apply mouse movement to actor rotation
|
||||
actor.insert(ExternalTorque::ZERO.with_persistence(false));
|
||||
}
|
||||
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 let Some(color) = state.light_color {
|
||||
actor.insert(PointLightBundle {
|
||||
point_light: PointLight {
|
||||
intensity: state.light_brightness,
|
||||
color: color,
|
||||
range: 100.0,
|
||||
radius: 100.0,
|
||||
..default()
|
||||
},
|
||||
transform: Transform {
|
||||
translation: state.pos,
|
||||
scale: Vec3::splat(state.model_scale),
|
||||
rotation: state.rotation,
|
||||
},
|
||||
..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(
|
||||
// asset_server: Res<AssetServer>,
|
||||
// mut images: ResMut<Assets<Image>>,
|
||||
|
|
Loading…
Reference in a new issue