annieversary 2021-09-30 22:31:47 +02:00
commit a208e39535
7 changed files with 3809 additions and 0 deletions

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.gitignore vendored Normal file
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/target
.DS_Store

3477
Cargo.lock generated Normal file

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9
Cargo.toml Normal file
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[package]
name = "moria"
version = "0.1.0"
edition = "2018"
# See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html
[dependencies]
bevy = "0.5.0"

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src/columns.rs Normal file
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use bevy::prelude::*;
const DIS: f32 = 300.0;
const SIZE: f32 = 20.0;
const HEIGHT: f32 = 400.0;
pub fn spawn_columns(
commands: &mut Commands,
meshes: &mut Assets<Mesh>,
materials: &mut Assets<StandardMaterial>,
) {
let mut column_material: StandardMaterial = Color::rgb(0.7, 0.7, 0.7).into();
column_material.metallic = 0.0;
column_material.reflectance = 0.0;
let column_material = materials.add(column_material);
let col_mesh = meshes.add(Mesh::from(shape::Box::new(SIZE, HEIGHT, SIZE)));
for i in -8..8 {
for j in -8..8 {
commands.spawn_bundle(PbrBundle {
mesh: col_mesh.clone(),
material: column_material.clone(),
transform: Transform::from_xyz(i as f32 * DIS, HEIGHT / 2.0, j as f32 * DIS),
..Default::default()
});
}
}
}

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src/light_balls.rs Normal file
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use bevy::prelude::*;
use crate::player::Player;
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);
if dis < 20.0 {
*material = materials.lit.clone();
// change intensity,
// add light if there isn't one
if let Some(mut l) = light {
l.intensity = 300.0 * (20.0 - dis) / 20.0;
} else {
commands.entity(entity).insert(Light {
color: Color::rgb(15.0, 15.0, 15.0),
intensity: 300.0 * (20.0 - dis) / 20.0,
..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 }
}
}

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src/main.rs Normal file
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use bevy::{input::system::exit_on_esc_system, pbr::AmbientLight, prelude::*};
mod light_balls;
use light_balls::*;
mod player;
use player::*;
mod columns;
use columns::*;
fn main() {
App::build()
.insert_resource(Msaa { samples: 4 })
.add_plugins(DefaultPlugins)
.init_resource::<LightBallMaterials>()
.add_startup_system(setup.system())
.add_system(exit_on_esc_system.system())
.add_system(light_movement.system())
.add_system(move_player.system())
.add_system(camera_follow_player.system())
.add_system(light_up_ball_when_close_to_player.system())
.run();
}
pub struct Camera;
/// set up a simple 3D scene
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
mut ambient: ResMut<AmbientLight>,
light_ball_materials: Res<LightBallMaterials>,
) {
// set ambient light to 0
ambient.color = Color::rgb(0.3, 0.3, 0.3);
ambient.brightness = 0.02;
// floor
let mut floor_material: StandardMaterial = Color::rgb(0.1, 0.1, 0.1).into();
floor_material.metallic = 0.0;
floor_material.reflectance = 0.0;
let floor_material = materials.add(floor_material);
commands.spawn_bundle(PbrBundle {
mesh: meshes.add(Mesh::from(shape::Plane { size: 10000.0 })),
material: floor_material,
..Default::default()
});
// columns
spawn_columns(&mut commands, &mut meshes, &mut materials);
// player
spawn_player(&mut commands, &mut meshes, &mut materials);
// light balls
for i in 1..10 {
spawn_light_ball(
&mut commands,
&light_ball_materials,
Vec3::new(i as f32 * 30.0, 2.0, 6.0),
);
spawn_light_ball(
&mut commands,
&light_ball_materials,
Vec3::new(i as f32 * 30.0, 2.0, -6.0),
);
}
// camera
commands
.spawn_bundle(PerspectiveCameraBundle {
transform: Transform::from_xyz(-20.0, 100.0, 50.0).looking_at(Vec3::ZERO, Vec3::Y),
..Default::default()
})
.insert(Camera);
}

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src/player.rs Normal file
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use bevy::prelude::*;
use crate::Camera;
pub struct Player;
pub struct PlayerLight {
i: u8,
}
pub fn spawn_player(
commands: &mut Commands,
meshes: &mut Assets<Mesh>,
materials: &mut Assets<StandardMaterial>,
) {
commands
.spawn_bundle(PbrBundle {
mesh: meshes.add(Mesh::from(shape::Capsule {
radius: 0.5,
..Default::default()
})),
material: materials.add(Color::rgb(1.0, 1.0, 1.0).into()),
transform: Transform::from_xyz(33.0, 1.0, 0.0),
..Default::default()
})
.insert(Player)
.with_children(|parent| {
// light
let mut light_material: StandardMaterial = Color::rgb(0.3, 0.5, 0.3).into();
light_material.metallic = 0.5;
light_material.reflectance = 0.5;
light_material.emissive = Color::rgb(15.0, 15.0, 15.0);
let light_material = materials.add(light_material);
for i in 0..5 {
parent
.spawn_bundle(PbrBundle {
mesh: meshes.add(Mesh::from(shape::Icosphere {
radius: 0.2,
subdivisions: 5,
})),
material: light_material.clone(),
transform: Transform::from_xyz(0.0, 0.5, 0.0),
..Default::default()
})
.insert_bundle(LightBundle {
transform: Transform::from_xyz(0.0, 0.0, 0.0),
light: Light {
..Default::default()
},
..Default::default()
})
.insert(PlayerLight { i: i as u8 + 1 });
}
});
}
pub fn light_movement(mut query: Query<(&mut Transform, &PlayerLight)>, time: Res<Time>) {
let t = time.seconds_since_startup();
for (mut trans, light) in query.iter_mut() {
let i = light.i as f64;
let i2 = i / 2.0;
trans.translation.y = 6.0 * (t * 1.1 * i2 + i).sin() as f32 + 7.0;
trans.translation.x = 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;
}
}
pub fn move_player(
mut query: Query<(&mut Transform, &Player)>,
input: Res<Input<KeyCode>>,
time: Res<Time>,
) {
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() {
if input.pressed(KeyCode::W) {
transform.translation += Vec3::X * ds;
}
if input.pressed(KeyCode::S) {
transform.translation -= Vec3::X * ds;
}
if input.pressed(KeyCode::A) {
transform.translation -= Vec3::Z * ds;
}
if input.pressed(KeyCode::D) {
transform.translation += Vec3::Z * ds;
}
}
}
pub fn camera_follow_player(
player: Query<(&Transform, &Player), Without<Camera>>,
mut camera: Query<(&mut Transform, &Camera), Without<Player>>,
time: Res<Time>,
) {
let player_pos = if let Some(player) = player.iter().next() {
player.0.translation
} else {
return;
};
let ds = time.delta_seconds() * 5.0;
for (mut trans, _) in camera.iter_mut() {
trans.look_at(player_pos, Vec3::Y);
// keep a distance to the player
if trans.translation.distance(player_pos) > 170.0 {
let mut d = trans.rotation * Vec3::Z * ds;
d.y = 0.0;
trans.translation -= d;
}
if trans.translation.distance(player_pos) < 100.0 {
let mut d = trans.rotation * Vec3::Z * ds;
d.y = 0.0;
trans.translation += d;
}
}
}