implement scene loader (transformations are still a bit wonky)
This commit is contained in:
parent
a3661cc43f
commit
f2246a247f
125
src/cmd.rs
125
src/cmd.rs
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@ -27,13 +27,22 @@ pub struct CmdPlugin;
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impl Plugin for CmdPlugin {
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impl Plugin for CmdPlugin {
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fn build(&self, app: &mut App) {
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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(Startup, load_defs);
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app.add_systems(
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Update,
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handle_spawn_events
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.before(spawn_entities)
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.before(spawn_scenes),
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);
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app.add_systems(Update, spawn_entities);
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app.add_systems(Update, spawn_entities);
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app.add_systems(Update, spawn_scenes.after(spawn_entities));
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app.add_systems(Update, process_mesh);
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app.add_systems(Update, process_mesh);
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app.add_systems(
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app.add_systems(
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PreUpdate,
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PreUpdate,
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hide_colliders.run_if(any_with_component::<NeedsSceneColliderRemoved>),
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hide_colliders.run_if(any_with_component::<NeedsSceneColliderRemoved>),
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);
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);
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app.add_event::<SpawnEvent>();
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app.add_event::<SpawnEvent>();
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app.add_event::<SpawnActorEvent>();
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app.add_event::<SpawnSceneEvent>();
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}
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}
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}
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}
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@ -41,9 +50,14 @@ impl Plugin for CmdPlugin {
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pub struct NeedsSceneColliderRemoved;
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pub struct NeedsSceneColliderRemoved;
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#[derive(Event)]
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#[derive(Event)]
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pub struct SpawnEvent(ParserState);
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pub struct SpawnEvent(ParserState);
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#[derive(Event)]
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pub struct SpawnActorEvent(ParserState);
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#[derive(Event)]
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pub struct SpawnSceneEvent(ParserState);
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#[derive(PartialEq, Clone)]
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#[derive(PartialEq, Clone)]
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enum DefClass {
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enum DefClass {
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Actor,
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Actor,
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Scene,
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None,
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None,
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}
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}
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@ -347,6 +361,21 @@ pub fn load_defs(mut ew_spawn: EventWriter<SpawnEvent>) {
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continue;
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continue;
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}
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}
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}
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}
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["scene", x, y, z, name] => {
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ew_spawn.send(SpawnEvent(state));
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state = ParserState::default();
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state.class = DefClass::Scene;
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state.name = Some(name.to_string());
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if let (Ok(x_float), Ok(y_float), Ok(z_float)) =
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(x.parse::<f64>(), y.parse::<f64>(), z.parse::<f64>())
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{
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state.pos = DVec3::new(x_float, y_float, z_float);
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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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["relativeto", id] => {
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["relativeto", id] => {
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state.relative_to = Some(id.to_string());
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state.relative_to = Some(id.to_string());
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}
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}
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@ -646,8 +675,90 @@ pub fn load_defs(mut ew_spawn: EventWriter<SpawnEvent>) {
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ew_spawn.send(SpawnEvent(state));
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ew_spawn.send(SpawnEvent(state));
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}
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}
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fn spawn_entities(
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fn handle_spawn_events(
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mut er_spawn: EventReader<SpawnEvent>,
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mut er_spawn: EventReader<SpawnEvent>,
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mut ew_spawnscene: EventWriter<SpawnSceneEvent>,
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mut ew_spawnactor: EventWriter<SpawnActorEvent>,
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) {
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for state in er_spawn.read() {
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match state.0.class {
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DefClass::Actor => {
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ew_spawnactor.send(SpawnActorEvent(state.0.clone()));
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}
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DefClass::Scene => {
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ew_spawnscene.send(SpawnSceneEvent(state.0.clone()));
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}
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DefClass::None => {}
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}
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}
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}
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fn spawn_scenes(
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mut er_spawnscene: EventReader<SpawnSceneEvent>,
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mut ew_spawn: EventWriter<SpawnEvent>,
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) {
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for state_wrapper in er_spawnscene.read() {
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let root_state = &state_wrapper.0;
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let scene_defs = include!("data/scenes.in");
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for (name, template, pos, rot) in scene_defs {
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if Some(name.to_string()) == root_state.name {
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match template {
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"cruiser" => {
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let mut state = ParserState::default();
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state.class = DefClass::Actor;
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state.pos = DVec3::new(pos[0], -pos[2], pos[1]);
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state.model = Some("cruiser".to_string());
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state.rotation = Quat::from_euler(EulerRot::XYZ, rot[0], rot[1], rot[2]);
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// command: relativeto ?
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state.relative_to = root_state.relative_to.clone();
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// command: name Cruiser
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state.name = Some("Cruiser".to_string());
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// command: scale 5
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state.model_scale = 5.0;
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// command: vehicle yes
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state.is_vehicle = true;
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// command: angularmomentum 0 0 0
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state.angular_momentum = DVec3::ZERO;
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// command: collider handcrafted
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state.collider_is_one_mesh_of_scene = true;
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// command: thrust 16 16 8 100000 3
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state.thrust_forward = 16.0;
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state.thrust_back = 16.0;
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state.thrust_sideways = 8.0;
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state.reaction_wheels = 100000.0;
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state.warmup_seconds = 3.0;
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// command: engine ion
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state.engine_type = actor::EngineType::Ion;
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// command: camdistance 50
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state.camdistance = 50.0;
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// command: density 500
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state.density = 500.0;
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// command: pointofinterest yes
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state.is_point_of_interest = true;
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ew_spawn.send(SpawnEvent(state));
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}
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_ => {}
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}
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}
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}
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}
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}
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fn spawn_entities(
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mut er_spawn: EventReader<SpawnActorEvent>,
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mut commands: Commands,
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mut commands: Commands,
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asset_server: Res<AssetServer>,
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asset_server: Res<AssetServer>,
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mut meshes: ResMut<Assets<Mesh>>,
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mut meshes: ResMut<Assets<Mesh>>,
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@ -667,7 +778,7 @@ fn spawn_entities(
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};
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};
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let state = &state_wrapper.0;
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let state = &state_wrapper.0;
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let mut rotation = state.rotation;
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let mut rotation = state.rotation;
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if state.class == DefClass::Actor {
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// Preprocessing
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// Preprocessing
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let mut absolute_pos = if let Some(id) = &state.relative_to {
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let mut absolute_pos = if let Some(id) = &state.relative_to {
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match id2pos.0.get(&id.to_string()) {
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match id2pos.0.get(&id.to_string()) {
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@ -695,9 +806,8 @@ fn spawn_entities(
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}
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}
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};
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};
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let orbital_period = nature::simple_orbital_period(mass, r);
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let orbital_period = nature::simple_orbital_period(mass, r);
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phase_radians += if let Ok(epoch) =
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phase_radians +=
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SystemTime::now().duration_since(SystemTime::UNIX_EPOCH)
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if let Ok(epoch) = SystemTime::now().duration_since(SystemTime::UNIX_EPOCH) {
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{
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let now = epoch.as_secs_f64() + 614533234154.0; // random
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let now = epoch.as_secs_f64() + 614533234154.0; // random
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PI * 2.0 * (now % orbital_period) / orbital_period
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PI * 2.0 * (now % orbital_period) / orbital_period
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} else {
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} else {
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@ -984,8 +1094,8 @@ fn spawn_entities(
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}
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}
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if state.has_ring {
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if state.has_ring {
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let ring_radius = state.model_scale
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let ring_radius =
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* (nature::JUPITER_RING_RADIUS / nature::JUPITER_RADIUS) as f32;
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state.model_scale * (nature::JUPITER_RING_RADIUS / nature::JUPITER_RADIUS) as f32;
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commands.spawn((
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commands.spawn((
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world::DespawnOnPlayerDeath,
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world::DespawnOnPlayerDeath,
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MaterialMeshBundle {
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MaterialMeshBundle {
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@ -1005,7 +1115,6 @@ fn spawn_entities(
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));
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));
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}
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}
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}
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}
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}
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}
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}
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pub fn hide_colliders(
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pub fn hide_colliders(
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@ -268,18 +268,8 @@ actor 0 59305 0 suitv2
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health 0.3
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health 0.3
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rotationy 135
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rotationy 135
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actor 10 -30 20 cruiser
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scene 10 -30 20 test
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name "Cruiser"
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relativeto player
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relativeto player
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scale 5
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vehicle yes
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collider handcrafted
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thrust 16 16 8 100000 3
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engine ion
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camdistance 50
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density 500
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angularmomentum 0.1 0.1 0.3
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pointofinterest yes
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actor -55e3 44e3 0 suitv2
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actor -55e3 44e3 0 suitv2
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template person
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template person
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