apply gravity towards Jupiter for objects orbiting Jupiter
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parent
7be6b0746f
commit
e16a650b22
34
src/actor.rs
34
src/actor.rs
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@ -44,6 +44,7 @@ impl Plugin for ActorPlugin {
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app.add_systems(
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Update,
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(
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handle_gravity,
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handle_input.run_if(in_control),
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handle_collisions,
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handle_damage,
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@ -51,9 +52,16 @@ impl Plugin for ActorPlugin {
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);
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app.add_systems(PostUpdate, (handle_vehicle_enter_exit,));
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app.add_event::<VehicleEnterExitEvent>();
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app.insert_resource(GravityUpdateTimer(Timer::from_seconds(
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1.0,
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TimerMode::Repeating,
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)));
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}
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}
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#[derive(Resource)]
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pub struct GravityUpdateTimer(Timer);
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#[derive(Copy, Clone)]
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pub enum DamageType {
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Unknown,
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@ -157,6 +165,8 @@ pub struct WantsMaxVelocity(pub f64);
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pub struct WantsToLookAt(pub String);
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#[derive(Component)]
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pub struct Identifier(pub String);
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#[derive(Component)]
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pub struct OrbitsJupiter;
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#[derive(Component)]
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pub struct LifeForm {
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@ -632,3 +642,27 @@ fn handle_gforce(
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}
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}
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}
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fn handle_gravity(
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time: Res<Time>,
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mut timer: ResMut<GravityUpdateTimer>,
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mut q_pos: Query<(&Position, &mut LinearVelocity), With<OrbitsJupiter>>,
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id2pos: Res<game::Id2Pos>,
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) {
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if !timer.0.tick(time.delta()).just_finished() {
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return;
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}
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let pos_jupiter: DVec3 = if let Some(pos_jupiter) = id2pos.0.get(cmd::ID_JUPITER) {
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*pos_jupiter
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} else {
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return;
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};
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// this assumes prograde orbits for every object
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for (pos, mut v) in &mut q_pos {
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let relative_pos = pos.0 - pos_jupiter;
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let accel = nature::gravitational_acceleration(relative_pos, nature::JUPITER_MASS);
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v.0 += accel;
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}
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}
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@ -668,6 +668,7 @@ fn spawn_entities(
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1.0
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} * state.model_scale,
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);
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let orbits_jupiter = state.id != ID_JUPITER;
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// Spawn the actor
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let actor_entity;
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@ -680,6 +681,9 @@ fn spawn_entities(
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..default()
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});
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actor.insert(SleepingDisabled);
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if orbits_jupiter {
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actor.insert(actor::OrbitsJupiter);
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}
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actor.insert(world::DespawnOnPlayerDeath);
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actor.insert(actor::HitPoints::default());
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actor.insert(Position::from(absolute_pos));
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