light friends :)

main
annieversary 2021-10-02 23:48:07 +02:00
parent 9a0c360172
commit 03ebb738f3
5 changed files with 154 additions and 33 deletions

10
Cargo.lock generated
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@ -457,6 +457,15 @@ dependencies = [
"glam 0.13.1", "glam 0.13.1",
] ]
[[package]]
name = "bevy_mod_raycast"
version = "0.2.2"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "2b699d78034aaf5730a4c10a09fd5a2e6886964a42fa7453b9e5f8b926cd846e"
dependencies = [
"bevy",
]
[[package]] [[package]]
name = "bevy_pbr" name = "bevy_pbr"
version = "0.5.0" version = "0.5.0"
@ -2124,6 +2133,7 @@ name = "moria"
version = "0.1.0" version = "0.1.0"
dependencies = [ dependencies = [
"bevy", "bevy",
"bevy_mod_raycast",
] ]
[[package]] [[package]]

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@ -7,3 +7,4 @@ edition = "2018"
[dependencies] [dependencies]
bevy = "0.5.0" bevy = "0.5.0"
bevy_mod_raycast = "0.2.2"

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@ -1,8 +1,18 @@
use bevy::prelude::*; use bevy::prelude::*;
use bevy_mod_raycast::{RayCastMethod, RayCastSource};
use crate::player::*; use crate::player::*;
pub struct MyRaycastSet;
pub struct Camera; pub struct Camera;
pub fn spawn_camera(commands: &mut Commands) {
commands
.spawn_bundle(PerspectiveCameraBundle::default())
.insert(Camera)
.insert(RayCastSource::<MyRaycastSet>::new());
}
pub fn camera_follow_player( pub fn camera_follow_player(
player: Query<(&Transform, &Player), Without<Camera>>, player: Query<(&Transform, &Player), Without<Camera>>,
mut camera: Query<(&mut Transform, &Camera), Without<Player>>, mut camera: Query<(&mut Transform, &Camera), Without<Player>>,
@ -18,3 +28,31 @@ pub fn camera_follow_player(
trans.look_at(player_pos, Vec3::Y); trans.look_at(player_pos, Vec3::Y);
} }
} }
// update our `RayCastSource` with the current cursor position every frame.
pub fn update_raycast_with_cursor(
mut cursor: EventReader<CursorMoved>,
mut query: Query<&mut RayCastSource<MyRaycastSet>>,
) {
for mut pick_source in query.iter_mut() {
// Grab the most recent cursor event if it exists:
if let Some(cursor_latest) = cursor.iter().last() {
pick_source.cast_method = RayCastMethod::Screenspace(cursor_latest.position);
}
}
}
#[derive(Default)]
pub struct MouseCoords(pub Vec3);
// Update our `RayCastSource` with the current cursor position every frame.
pub fn update_mouse_coords(
query: Query<&RayCastSource<MyRaycastSet>>,
mut coords: ResMut<MouseCoords>,
) {
for pick_source in query.iter() {
if let Some((_, intersection)) = pick_source.intersect_top() {
coords.0 = intersection.position();
}
}
}

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@ -1,16 +1,16 @@
use bevy::{input::system::exit_on_esc_system, pbr::AmbientLight, prelude::*}; use bevy::{input::system::exit_on_esc_system, pbr::AmbientLight, prelude::*};
use bevy_mod_raycast::{build_rays, update_raycast, PluginState, RayCastMesh, RaycastSystem};
mod camera;
mod columns;
mod light_balls;
mod loading;
mod player;
mod rendering; mod rendering;
mod light_balls;
use light_balls::*;
mod player;
use player::*;
mod camera;
use camera::*; use camera::*;
mod columns; use light_balls::*;
use player::*;
mod loading;
#[derive(Clone, PartialEq, Eq, Hash, Debug)] #[derive(Clone, PartialEq, Eq, Hash, Debug)]
pub enum AppState { pub enum AppState {
@ -24,8 +24,31 @@ fn main() {
.insert_resource(ClearColor(Color::rgb(0.0, 0.0, 0.0))) .insert_resource(ClearColor(Color::rgb(0.0, 0.0, 0.0)))
.add_plugins(rendering::CustomPlugins) .add_plugins(rendering::CustomPlugins)
.init_resource::<LightBallMaterials>() .init_resource::<LightBallMaterials>()
.init_resource::<MouseCoords>()
.init_resource::<FloatingOrbsInterpolationState>()
.init_resource::<loading::LoadedAssets>() .init_resource::<loading::LoadedAssets>()
.add_state(AppState::Loading) .add_state(AppState::Loading)
// raycasting
.init_resource::<PluginState<MyRaycastSet>>()
.add_system_to_stage(
CoreStage::PostUpdate,
build_rays::<MyRaycastSet>
.system()
.label(RaycastSystem::BuildRays),
)
.add_system_to_stage(
CoreStage::PostUpdate,
update_raycast::<MyRaycastSet>
.system()
.label(RaycastSystem::UpdateRaycast)
.after(RaycastSystem::BuildRays),
)
.add_system_to_stage(
CoreStage::PreUpdate,
update_raycast_with_cursor
.system()
.before(RaycastSystem::BuildRays),
)
// loading // loading
.add_system_set( .add_system_set(
SystemSet::on_update(AppState::Loading).with_system(loading::loading.system()), SystemSet::on_update(AppState::Loading).with_system(loading::loading.system()),
@ -34,8 +57,11 @@ fn main() {
.add_system_set(SystemSet::on_enter(AppState::Game).with_system(setup.system())) .add_system_set(SystemSet::on_enter(AppState::Game).with_system(setup.system()))
.add_system_set( .add_system_set(
SystemSet::on_update(AppState::Game) SystemSet::on_update(AppState::Game)
.with_system(update_mouse_coords.system())
.with_system(exit_on_esc_system.system()) .with_system(exit_on_esc_system.system())
.with_system(light_movement.system()) .with_system(light_movement.system())
.with_system(move_light_friends.system())
.with_system(update_floating_orbs_interpolation.system())
.with_system(move_player.system()) .with_system(move_player.system())
.with_system(camera_follow_player.system()) .with_system(camera_follow_player.system())
.with_system(light_up_ball_when_close_to_player.system()), .with_system(light_up_ball_when_close_to_player.system()),
@ -66,12 +92,14 @@ fn setup(
let floor_material = materials.add(floor_material); let floor_material = materials.add(floor_material);
for i in -10..10 { for i in -10..10 {
for j in -10..10 { for j in -10..10 {
commands.spawn_bundle(PbrBundle { commands
mesh: meshes.add(Mesh::from(shape::Plane { size: 100.0 })), .spawn_bundle(PbrBundle {
material: floor_material.clone(), mesh: meshes.add(Mesh::from(shape::Plane { size: 100.0 })),
transform: Transform::from_xyz(100.0 * i as f32, 0.0, 100.0 * j as f32), material: floor_material.clone(),
..Default::default() transform: Transform::from_xyz(100.0 * i as f32, 0.0, 100.0 * j as f32),
}); ..Default::default()
})
.insert(RayCastMesh::<camera::MyRaycastSet>::default());
} }
} }
@ -96,7 +124,5 @@ fn setup(
} }
// camera // camera
commands spawn_camera(&mut commands);
.spawn_bundle(PerspectiveCameraBundle::default())
.insert(Camera);
} }

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@ -1,5 +1,7 @@
use bevy::prelude::*; use bevy::prelude::*;
use crate::camera::MouseCoords;
pub struct Player; pub struct Player;
pub struct PlayerLight { pub struct PlayerLight {
i: u8, i: u8,
@ -20,18 +22,23 @@ pub fn spawn_player(
transform: Transform::from_xyz(0.0, 1.0, 0.0), transform: Transform::from_xyz(0.0, 1.0, 0.0),
..Default::default() ..Default::default()
}) })
.insert(Player) .insert(Player);
.with_children(|parent| {
// light
let mut light_material: StandardMaterial =
Color::rgb(0.737255, 0.560784, 0.560784).into();
light_material.metallic = 0.5;
light_material.reflectance = 0.5;
light_material.emissive = Color::rgb(7.52, 5.72, 5.72);
let light_material = materials.add(light_material);
// light
let mut light_material: StandardMaterial = Color::rgb(0.737255, 0.560784, 0.560784).into();
light_material.metallic = 0.5;
light_material.reflectance = 0.5;
light_material.emissive = Color::rgb(7.52, 5.72, 5.72);
let light_material = materials.add(light_material);
commands
.spawn()
.insert(LightFriends)
.insert(Transform::default())
.insert(GlobalTransform::default())
.with_children(|children| {
for i in 0..6 { for i in 0..6 {
parent children
.spawn_bundle(PbrBundle { .spawn_bundle(PbrBundle {
mesh: meshes.add(Mesh::from(shape::Icosphere { mesh: meshes.add(Mesh::from(shape::Icosphere {
radius: 0.2, radius: 0.2,
@ -54,14 +61,56 @@ pub fn spawn_player(
}); });
} }
pub struct LightFriends;
pub fn move_light_friends(
mut query: Query<(&mut Transform, &LightFriends)>,
player: Query<(&Transform, &Player), Without<LightFriends>>,
coords: Res<MouseCoords>,
interpolation: Res<FloatingOrbsInterpolationState>,
time: Res<Time>,
) {
let player_pos = if let Some(player) = player.iter().next() {
player.0.translation
} else {
return;
};
for (mut trans, _light) in query.iter_mut() {
// interpolate between player pos and mouse click pos
let i = interpolation.0;
let center = i * coords.0 + (1.0 - i) * player_pos;
let mut d = trans.translation - center;
d.y = 0.0;
trans.translation -= d * time.delta_seconds();
}
}
pub fn light_movement(mut query: Query<(&mut Transform, &PlayerLight)>, time: Res<Time>) { pub fn light_movement(mut query: Query<(&mut Transform, &PlayerLight)>, time: Res<Time>) {
let t = time.seconds_since_startup(); let t = time.seconds_since_startup();
for (mut trans, light) in query.iter_mut() { for (mut trans, light) in query.iter_mut() {
let i = light.i as f64; let i = light.i as f64;
let i2 = i / 2.0; let i2 = i / 2.0;
trans.translation.y = 3.0 * (t * 1.1 * i2 + i).sin() as f32 + 4.0; trans.translation = Vec3::new(
trans.translation.x = 5.0 * i2 as f32 * (t * 0.4 * i2 + i).cos() as f32; 5.0 * i2 as f32 * (t * 0.4 * i2 + i).cos() as f32,
trans.translation.z = 5.0 * (t * 0.4 * i + i).sin() as f32; 3.0 * (t * 1.1 * i2 + i).sin() as f32 + 4.0,
5.0 * (t * 0.4 * i + i).sin() as f32,
);
}
}
#[derive(Default)]
pub struct FloatingOrbsInterpolationState(f32);
pub fn update_floating_orbs_interpolation(
mut state: ResMut<FloatingOrbsInterpolationState>,
input: Res<Input<MouseButton>>,
time: Res<Time>,
) {
let ds = time.delta_seconds();
if input.pressed(MouseButton::Left) {
state.0 = (state.0 + 0.5 * ds).clamp(0.0, 1.0);
} else {
state.0 = (state.0 - ds).clamp(0.0, 1.0);
} }
} }
@ -72,9 +121,6 @@ pub fn move_player(
) { ) {
let ds = time.delta_seconds() * 5.0; let ds = time.delta_seconds() * 5.0;
// TODO rotate according to camera position
// but make it snap to coord system
for (mut transform, _) in query.iter_mut() { for (mut transform, _) in query.iter_mut() {
if input.pressed(KeyCode::W) { if input.pressed(KeyCode::W) {
transform.translation += Vec3::X * ds; transform.translation += Vec3::X * ds;