simplify meshing

generate collision mesh
add physics
This commit is contained in:
2024-04-29 21:20:15 -04:00
parent c434b2eab0
commit 771c212798
6 changed files with 324 additions and 214 deletions

View File

@@ -1,10 +1,15 @@
use crate::prelude::*;
use crate::shader_extensions::chunk_material::ChunkMaterial;
use bevy::asset::LoadState;
use bevy::pbr::ExtendedMaterial;
use bevy::{pbr::CascadeShadowConfig, prelude::*};
use bevy::pbr::{ExtendedMaterial, PbrPlugin};
use bevy::{
pbr::{wireframe::WireframeConfig, CascadeShadowConfig},
prelude::*,
};
use bevy_rapier3d::dynamics::{RigidBody, Velocity};
use bevy_rapier3d::geometry::{Collider, Restitution};
use bevy_rapier3d::plugin::{NoUserData, RapierPhysicsPlugin};
use bevy_rapier3d::render::RapierDebugRenderPlugin;
use camera_system::prelude::PhosCamera;
use camera_system::PhosCameraPlugin;
use iyes_perf_ui::prelude::*;
use rayon::iter::{IntoParallelRefIterator, ParallelIterator};
@@ -12,6 +17,7 @@ use world_generation::biome_painter::{
BiomePainterAsset, BiomePainterLoadState, BiomePainterPlugin,
};
use world_generation::hex_utils::offset_to_world;
use world_generation::mesh_generator::generate_chunk_collider;
use world_generation::tile_manager::{TileAsset, TileAssetLoadState, TileAssetPlugin, TileManager};
use world_generation::tile_mapper::{TileMapperAsset, TileMapperAssetPlugin, TileMapperLoadState};
use world_generation::{
@@ -32,7 +38,7 @@ impl Plugin for PhosGamePlugin {
.add_systems(Startup, (load_textures, load_tiles, create_map).chain());
//Systems - Update
app.add_systems(Update, (finalize_texture, spawn_map));
app.add_systems(Update, (finalize_texture, spawn_map, spawn_sphere));
//Perf UI
app.add_plugins(bevy::diagnostic::FrameTimeDiagnosticsPlugin)
@@ -45,12 +51,17 @@ impl Plugin for PhosGamePlugin {
app.add_plugins(TileMapperAssetPlugin);
app.add_plugins(BiomePainterPlugin);
//Physics
app.add_plugins(RapierPhysicsPlugin::<NoUserData>::default())
.add_plugins(RapierDebugRenderPlugin::default());
app.add_plugins(RapierPhysicsPlugin::<NoUserData>::default());
// .add_plugins(RapierDebugRenderPlugin::default());
app.insert_resource(WireframeConfig {
global: false,
default_color: Color::hex("FF0064").unwrap(),
});
}
}
fn init_game(mut commands: Commands) {
fn init_game(mut commands: Commands, mut materials: ResMut<Assets<StandardMaterial>>) {
commands.spawn((
PerfUiRoot::default(),
PerfUiEntryFPS::default(),
@@ -65,7 +76,7 @@ fn init_game(mut commands: Commands) {
..default()
},
cascade_shadow_config: CascadeShadowConfig {
bounds: vec![500., 1000., 2000., 5000.],
bounds: vec![500., 1000., 1500., 2000.],
..default()
},
transform: Transform::from_xyz(500., 260.0, 500.).looking_at(Vec3::ZERO, Vec3::Y),
@@ -74,6 +85,13 @@ fn init_game(mut commands: Commands) {
commands.insert_resource(PhosMap::default());
commands.insert_resource(TileManager::default());
let sphere_mat = StandardMaterial {
base_color: Color::CYAN,
..default()
};
let handle = materials.add(sphere_mat);
commands.insert_resource(SphereMat(handle));
}
fn load_textures(mut commands: Commands, asset_server: Res<AssetServer>) {
@@ -221,14 +239,16 @@ fn spawn_map(
.map(|chunk: &Chunk| {
let mesh =
generate_chunk_mesh(chunk, &heightmap, cur_painter, &tile_assets, &tile_mappers);
let collision = generate_chunk_collider(chunk, &heightmap);
return (
mesh,
collision,
offset_to_world(chunk.chunk_offset * Chunk::SIZE as i32, 0.),
);
})
.collect();
for (mesh, pos) in chunk_meshes {
for (mesh, (col_verts, col_indicies), pos) in chunk_meshes {
commands.spawn((
MaterialMeshBundle {
mesh: meshes.add(mesh),
@@ -237,30 +257,36 @@ fn spawn_map(
..default()
},
PhosChunk,
Collider::trimesh(col_verts, col_indicies),
));
}
// for chunk in &heightmap.chunks {
// let mesh = generate_chunk_mesh(
// &chunk,
// &heightmap,
// b_painter.unwrap(),
// &tile_assets,
// &tile_mappers,
// );
// let pos = offset_to_world(chunk.chunk_offset * Chunk::SIZE as i32, 0.);
// commands.spawn((
// MaterialMeshBundle {
// mesh: meshes.add(mesh),
// material: chunk_material.clone(),
// transform: Transform::from_translation(pos),
// ..default()
// },
// PhosChunk::from_translation(pos),
// ));
// }
}
#[derive(Resource)]
struct SphereMat(Handle<StandardMaterial>);
fn spawn_sphere(
mut commands: Commands,
cam: Query<&Transform, With<PhosCamera>>,
keyboard_input: Res<ButtonInput<KeyCode>>,
mut meshes: ResMut<Assets<Mesh>>,
mat: Res<SphereMat>,
) {
if keyboard_input.just_pressed(KeyCode::KeyF) {
let cam_transform = cam.single();
commands.spawn((
MaterialMeshBundle {
mesh: meshes.add(Sphere::new(0.5)),
material: mat.0.clone(),
transform: Transform::from_translation(cam_transform.translation),
..default()
},
Collider::ball(0.5),
RigidBody::Dynamic,
Velocity::linear(cam_transform.forward() * 100.),
));
}
}
// fn render_distance_system(
// mut chunks: Query<(&PhosChunk, &mut Visibility)>,
// camera: Query<&Transform, With<PhosCamera>>,