moria/src/light_balls.rs

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use bevy::prelude::*;
use crate::player::Player;
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const RANGE: f32 = 25.0;
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pub struct LightBall;
pub fn light_up_ball_when_close_to_player(
mut commands: Commands,
player: Query<(&Transform, &Player), Without<LightBall>>,
mut thingies: Query<(
Entity,
&Transform,
&LightBall,
&mut Handle<StandardMaterial>,
Option<&mut Light>,
)>,
materials: Res<LightBallMaterials>,
) {
let player_pos = if let Some(player) = player.iter().next() {
player.0.translation
} else {
return;
};
for (entity, trans, _, mut material, light) in thingies.iter_mut() {
let dis = trans.translation.distance(player_pos);
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if dis < RANGE {
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*material = materials.lit.clone();
// change intensity,
// add light if there isn't one
if let Some(mut l) = light {
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l.intensity = 300.0 * (RANGE - dis) / RANGE;
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} else {
commands.entity(entity).insert(Light {
color: Color::rgb(15.0, 15.0, 15.0),
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intensity: 300.0 * (RANGE - dis) / RANGE,
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..Default::default()
});
}
} else {
*material = materials.unlit.clone();
// remove light if there is one
if light.is_some() {
commands.entity(entity).remove::<Light>();
}
}
}
}
pub fn spawn_light_ball(
commands: &mut Commands,
materials: &LightBallMaterials,
translation: Vec3,
) {
commands
.spawn_bundle(PbrBundle {
mesh: materials.mesh.clone(),
material: materials.unlit.clone(),
transform: Transform::from_translation(translation),
..Default::default()
})
.insert(LightBall);
}
pub struct LightBallMaterials {
unlit: Handle<StandardMaterial>,
lit: Handle<StandardMaterial>,
mesh: Handle<Mesh>,
}
impl FromWorld for LightBallMaterials {
fn from_world(world: &mut World) -> Self {
let world = world.cell();
let mut materials = world
.get_resource_mut::<Assets<StandardMaterial>>()
.unwrap();
let mut meshes = world.get_resource_mut::<Assets<Mesh>>().unwrap();
let mut unlit: StandardMaterial = Color::rgb(0.9, 0.9, 0.9).into();
unlit.metallic = 0.0;
unlit.reflectance = 0.0;
let unlit = materials.add(unlit);
let mut lit: StandardMaterial = Color::rgb(15.0, 15.0, 15.0).into();
lit.metallic = 0.5;
lit.reflectance = 0.5;
lit.emissive = Color::rgb(15.0, 15.0, 15.0);
let lit = materials.add(lit);
let mesh = meshes.add(Mesh::from(shape::Icosphere {
radius: 2.0,
subdivisions: 5,
}));
Self { lit, unlit, mesh }
}
}