on-the-fly asteroid generation
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parent
adb9f4b971
commit
e3e67b0c6f
253
src/world.rs
253
src/world.rs
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@ -1,18 +1,20 @@
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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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use bevy::math::{DVec3, I64Vec3};
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use bevy_xpbd_3d::prelude::*;
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use bevy_xpbd_3d::plugins::sync::SyncConfig;
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use std::collections::HashMap;
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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 = 1.0; // seconds
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const ASTEROID_SIZE: f32 = 5000.0;
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const ASTEROID_SIZE_FACTOR: f32 = 5.0;
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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 ASTEROID_SPAWN_STEP: f64 = 500.0;
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const ASTEROID_VIEW_RADIUS: f64 = 1000.0;
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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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@ -35,7 +37,6 @@ pub struct WorldPlugin;
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impl Plugin for WorldPlugin {
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fn build(&self, app: &mut App) {
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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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@ -46,6 +47,7 @@ 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.insert_resource(ActiveAsteroids(HashMap::new()));
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app.add_event::<DespawnEvent>();
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if CENTER_WORLD_ON_PLAYER {
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@ -62,19 +64,20 @@ 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(Resource)] struct ActiveAsteroids(HashMap<I64Vec3, 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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class: u8,
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size: f32,
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pos: DVec3,
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entity: Entity,
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//viewdistance: f64,
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}
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#[derive(Event)]
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pub struct DespawnEvent(Entity);
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pub struct DespawnEvent {
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entity: Entity,
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origin: I64Vec3,
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}
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#[derive(Asset, TypePath, AsBindGroup, Debug, Clone)]
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pub struct RingMaterial {
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@ -169,141 +172,133 @@ pub fn setup(
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));
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}
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fn generate_asteroids(
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mut db: ResMut<AsteroidDatabase>,
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) {
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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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pos: DVec3::new(x, y, z),
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size: ASTEROID_SIZE,
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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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time: Res<Time>,
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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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mut db: ResMut<ActiveAsteroids>,
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asset_server: Res<AssetServer>,
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mut q_asteroid: Query<(Entity, &mut Visibility), With<Asteroid>>,
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mut log: ResMut<hud::Log>,
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) {
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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 player_cell = I64Vec3::new(
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(player.x / ASTEROID_SPAWN_STEP).round() as i64,
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(player.y / ASTEROID_SPAWN_STEP).round() as i64,
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(player.z / ASTEROID_SPAWN_STEP).round() as i64,
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);
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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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let dist = player.distance(asteroid.pos);
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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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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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// Parameters
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let view_radius: f64 = ASTEROID_VIEW_RADIUS;
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let step: f64 = ASTEROID_SPAWN_STEP;
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let stepmax: i64 = (view_radius / step) as i64;
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let x_min = player_cell.x - stepmax;
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let x_max = player_cell.x + stepmax;
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let y_min = player_cell.y - stepmax;
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let y_max = player_cell.y + stepmax;
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let z_min = player_cell.z - stepmax;
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let z_max = player_cell.z + stepmax;
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for (origin, asteroid) in db.0.iter() {
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if origin.x < x_min || origin.x > x_max
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|| origin.y < y_min || origin.y > y_max
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|| origin.z < z_min || origin.z > z_max
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{
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let mut despawning_worked = false;
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for (ent, mut vis) in &mut q_asteroid {
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if ent == asteroid.entity {
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*vis = Visibility::Hidden;
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ew_despawn.send(DespawnEvent {
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entity: asteroid.entity,
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origin: origin.clone(),
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});
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despawned += 1;
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despawning_worked = true;
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break;
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}
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}
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continue;
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if !despawning_worked {
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error!("Couldn't despawn asteroid:");
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dbg!(origin);
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}
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}
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}
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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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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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for x in -stepmax..=stepmax {
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for y in -stepmax..=stepmax {
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for z in -stepmax..=stepmax {
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let origin = I64Vec3::new(
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player_cell.x + x as i64,
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player_cell.y + y as i64,
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player_cell.z + z as i64,
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);
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if db.0.contains_key(&origin) {
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// already in db, nothing to do
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continue;
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}
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// generate some deterministic pseudorandom numbers seeded with the origin coordinates
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let rand_x = (4.0*((origin.x+origin.y) as f64).sin()
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+ 3.0*((origin.y+origin.z) as f64).cos()) % 1.0;
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let rand_y = (4.0*((origin.y+origin.z) as f64).sin()
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+ 3.0*((origin.z+origin.x) as f64).cos()) % 1.0;
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let rand_z = (4.0*((origin.z+origin.x) as f64).sin()
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+ 3.0*((origin.x+origin.y) as f64).cos()) % 1.0;
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let rand_s = (4.0*((origin.x+origin.y+origin.z) as f64).sin()
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+ 3.0*((origin.x+origin.y+origin.z) as f64).cos()).abs() % 1.0;
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let rand_c = (8.0*((origin.x+origin.z) as f64).sin()
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+ 4.0*((origin.x+origin.z) as f64).cos()).abs() % 1.0;
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let class = if rand_c < 0.5 { 0 } else { 1 };
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//if player_cell.as_dvec3().distance(origin.as_dvec3()) > asteroid.viewdistance
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//let max_viewdist = ASTEROID_VIEW_RADIUS / ASTEROID_SPAWN_STEP;
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let size: f32 = (rand_s + 1e-6).powf(-0.5) as f32; // -> between ~1 and 1000
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let wobble = ASTEROID_SPAWN_STEP * 0.3;
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let pos = DVec3::new(
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origin.x as f64 * ASTEROID_SPAWN_STEP + wobble * rand_x,
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origin.y as f64 * ASTEROID_SPAWN_STEP + wobble * rand_y,
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origin.z as f64 * ASTEROID_SPAWN_STEP + wobble * rand_z,
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);
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dbg!(pos);
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// Spawn
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dbg!(pos, origin, size);
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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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Rotation::from(Quat::from_rotation_y(-PI / 3.)),
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Position::new(pos),
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Asteroid,
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));
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let asset = match 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_FACTOR * size),
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..default()
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},
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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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db.0.insert(origin, AsteroidData {
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entity: entity_commands.id(),
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//viewdistance: 99999999.0,
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});
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spawned += 1;
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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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..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.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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@ -313,9 +308,11 @@ fn spawn_despawn_asteroids(
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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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mut db: ResMut<ActiveAsteroids>,
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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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commands.entity(despawn.entity).despawn();
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db.0.remove(&despawn.origin);
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}
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}
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