everything is broken
This commit is contained in:
12
Cargo.toml
12
Cargo.toml
@@ -1,14 +1,14 @@
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[workspace]
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members = [
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"game/main",
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"engine/world_generation"
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, "game/camera_system"]
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members = [
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"game/main",
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"engine/world_generation"
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, "game/camera_system"]
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resolver = "2"
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# Enable a small amount of optimization in debug mode
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[profile.dev]
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opt-level = 1
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#[profile.dev]
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#opt-level = 1
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# Enable high optimizations for dependencies (incl. Bevy), but not for our code:
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[profile.dev.package."*"]
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@@ -5,151 +5,173 @@ pub const OUTER_RADIUS: f32 = 1.;
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pub const INNER_RADIUS: f32 = OUTER_RADIUS * 0.866025404;
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pub fn offset3d_to_world(offset: Vec3) -> Vec3 {
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let x = (offset.x + offset.z * 0.5 - (offset.z / 2.).floor()) * (INNER_RADIUS * 2.);
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return Vec3::new(x, offset.y, offset.z * OUTER_RADIUS * 1.5);
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let x = (offset.x + (offset.z * 0.5) - (offset.z / 2.).floor()) * (INNER_RADIUS * 2.);
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return Vec3::new(x, offset.y, offset.z * OUTER_RADIUS * 1.5);
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}
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pub fn offset_to_world(offset: IVec2) -> Vec3 {
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let x = (offset.x as f32 + offset.y as f32 * 0.5 - (offset.y as f32 / 2.).floor())
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* (INNER_RADIUS * 2.);
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return Vec3::new(x, 0., offset.y as f32 * OUTER_RADIUS * 1.5);
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pub fn offset_to_world(offset: IVec2, height: f32) -> Vec3 {
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let off = offset.as_vec2();
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let x = (off.x + (off.y * 0.5) - (off.y / 2.).floor()) * (INNER_RADIUS * 2.);
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return Vec3::new(x, height, off.y * OUTER_RADIUS * 1.5);
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}
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pub fn offset_to_hex(offset: IVec2) -> IVec3 {
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return IVec3 {
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x: offset.x,
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y: offset.y,
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z: -offset.x - offset.y,
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};
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return IVec3 {
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x: offset.x,
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y: offset.y,
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z: -offset.x - offset.y,
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};
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}
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pub fn snap_to_hex_grid(world_pos: Vec3) -> Vec3 {
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return offset_to_world(world_to_offset_pos(world_pos));
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return offset_to_world(world_to_offset_pos(world_pos), world_pos.y);
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}
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pub fn world_to_offset_pos(world_pos: Vec3) -> IVec2 {
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let offset = world_pos.z / (OUTER_RADIUS * 3.);
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let x = (world_pos.x / (INNER_RADIUS * 2.)) - offset;
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let z = -world_pos.x - offset;
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let offset = world_pos.z / (OUTER_RADIUS * 3.);
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let x = (world_pos.x / (INNER_RADIUS * 2.)) - offset;
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let z = -world_pos.x - offset;
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let ix = x.round() as i32;
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let iz = z.round() as i32;
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let ox = ix + iz / 2;
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let oz = iz;
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return IVec2::new(ox, oz);
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let ix = x.round() as i32;
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let iz = z.round() as i32;
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let ox = ix + iz / 2;
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let oz = iz;
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return IVec2::new(ox, oz);
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}
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pub fn tile_to_world_distance(dist: i32) -> f32 {
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return dist as f32 * (2. * INNER_RADIUS);
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return dist as f32 * (2. * INNER_RADIUS);
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}
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pub fn get_tile_count(radius: i32)->i32{
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pub fn get_tile_count(radius: i32) -> i32 {
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return 1 + 3 * (radius + 1) * radius;
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}
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#[derive(Default, Clone, Copy)]
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#[derive(Default, Debug, Clone, Copy, Eq, PartialEq)]
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pub struct HexCoord {
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pub hex: IVec3,
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pub offset: IVec2,
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pub world: Vec3,
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pub hex: IVec3,
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}
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impl PartialEq<Self> for HexCoord {
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fn eq(&self, other: &Self) -> bool {
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return self.offset == other.offset;
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}
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}
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impl Eq for HexCoord {}
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impl HexCoord {
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pub const DIRECTIONS: [IVec3; 6] = [
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IVec3::new(1, -1, 0),
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IVec3::new(1, 0, -1),
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IVec3::new(0, 1, -1),
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IVec3::new(-1, 1, 0),
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IVec3::new(-1, 0, 1),
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IVec3::new(0, -1, 1),
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];
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pub const DIRECTIONS: [IVec3; 6] = [
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IVec3::new(1, 1, 0),
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IVec3::new(1, 0, -1),
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IVec3::new(1, -1, 0),
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IVec3::new(0, -1, 1),
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IVec3::new(-1, 0, 1),
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IVec3::new(0, 1, -1),
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];
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pub const ZERO: HexCoord = HexCoord {
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offset: IVec2::ZERO,
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hex: IVec3::ZERO,
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world: Vec3::ZERO,
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};
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pub const ZERO: HexCoord = HexCoord { hex: IVec3::ZERO };
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pub fn new(x: i32, z: i32) -> Self {
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return Self::from_offset(IVec2::new(x, z));
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}
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pub fn from_grid_pos(x: usize, z: usize) -> Self {
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return HexCoord::new(x as i32, z as i32);
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}
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pub fn from_offset(offset_pos: IVec2) -> Self {
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return HexCoord {
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offset: offset_pos,
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hex: offset_to_hex(offset_pos),
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world: offset3d_to_world(offset_pos.extend(0).xzy().as_vec3()),
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};
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}
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pub fn new(x: i32, z: i32) -> Self {
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return Self::from_offset(IVec2::new(x, z));
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}
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pub fn from_grid_pos(x: usize, z: usize) -> Self {
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return HexCoord::new(x as i32, z as i32);
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}
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pub fn from_offset(offset_pos: IVec2) -> Self {
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return HexCoord {
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hex: offset_to_hex(offset_pos),
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};
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}
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pub fn to_chunk_pos(&self) -> IVec2 {
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return IVec2 {
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x: (self.offset.x as f32 / Chunk::SIZE as f32).floor() as i32,
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y: (self.offset.y as f32 / Chunk::SIZE as f32).floor() as i32,
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};
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}
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pub fn is_in_bounds(&self, map_height: usize, map_width: usize) -> bool {
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if self.hex.x < 0 || self.hex.y < 0 {
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return false;
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}
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pub fn to_chunk_index(&self, width: usize) -> usize {
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let pos = self.to_chunk_pos();
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return pos.x as usize + pos.y as usize * width;
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}
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if self.hex.x >= map_width as i32 || self.hex.y >= map_height as i32 {
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return false;
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}
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pub fn distance(&self, other: &HexCoord) -> i32 {
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return (self.hex.x - other.hex.x).abs()
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+ (self.hex.y - other.hex.y).abs()
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+ (self.hex.z - other.hex.z).abs();
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}
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return true;
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}
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pub fn rotate_around(&self, center: &HexCoord, angle: i32) -> HexCoord {
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if self == center || angle == 0 {
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return self.clone();
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}
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pub fn to_chunk_pos(&self) -> IVec2 {
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return IVec2 {
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x: (self.hex.x as f32 / Chunk::SIZE as f32).floor() as i32,
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y: (self.hex.y as f32 / Chunk::SIZE as f32).floor() as i32,
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};
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}
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let mut a = angle % 6;
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let mut pc = self.hex - center.hex;
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pub fn to_chunk(&self) -> HexCoord {
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let c_pos = self.to_chunk_pos();
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return HexCoord::from_offset(
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(
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self.hex.x - (c_pos.x * Chunk::SIZE as i32),
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self.hex.y - (c_pos.y * Chunk::SIZE as i32),
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)
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.into(),
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);
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}
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if a > 0 {
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for _ in 0..a {
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pc = Self::slide_right(pc);
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}
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} else {
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a = a.abs();
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for _ in 0..a {
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pc = Self::slide_left(pc);
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}
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}
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return HexCoord::from_offset(pc.xy() + center.hex.xy());
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}
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pub fn to_world(&self, height: f32) -> Vec3 {
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return offset_to_world(self.hex.xy(), height);
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}
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fn slide_left(hex: IVec3) -> IVec3 {
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return (hex * -1).yzx();
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}
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pub fn to_offset(&self) -> IVec2 {
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return self.hex.xy();
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}
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fn slide_right(hex: IVec3) -> IVec3 {
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return (hex * -1).zxy();
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}
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pub fn to_index(&self, width: usize) -> i32 {
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return self.hex.x + self.hex.y * width as i32 + self.hex.y / 2;
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}
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pub fn to_chunk_index(&self, width: usize) -> i32 {
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let pos = self.to_chunk_pos();
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return pos.x + pos.y * width as i32;
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}
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pub fn scale(&self, dir: i32, radius: usize)-> HexCoord{
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pub fn to_chunk_local_index(&self) -> i32 {
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return self.to_chunk().to_index(Chunk::SIZE);
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}
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pub fn distance(&self, other: &HexCoord) -> i32 {
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return (self.hex.x - other.hex.x).abs()
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+ (self.hex.y - other.hex.y).abs()
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+ (self.hex.z - other.hex.z).abs();
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}
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pub fn rotate_around(&self, center: &HexCoord, angle: i32) -> HexCoord {
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if self == center || angle == 0 {
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return self.clone();
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}
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let mut a = angle % 6;
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let mut pc = self.hex - center.hex;
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if a > 0 {
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for _ in 0..a {
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pc = Self::slide_right(pc);
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}
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} else {
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a = a.abs();
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for _ in 0..a {
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pc = Self::slide_left(pc);
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}
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}
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return HexCoord::from_offset(pc.xy() + center.hex.xy());
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}
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fn slide_left(hex: IVec3) -> IVec3 {
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return (hex * -1).yzx();
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}
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fn slide_right(hex: IVec3) -> IVec3 {
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return (hex * -1).zxy();
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}
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pub fn scale(&self, dir: i32, radius: usize) -> HexCoord {
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let s = Self::DIRECTIONS[(dir % 6) as usize] * radius as i32;
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return Self::from_offset(self.hex.xy() + s.xy());
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}
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pub fn get_neighbor(&self, dir: usize)-> HexCoord{
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pub fn get_neighbor(&self, dir: usize) -> HexCoord {
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let d = Self::DIRECTIONS[dir % 6];
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return Self::from_offset(self.hex.xy() + d.xy());
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}
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pub fn get_neighbors(&self) -> [HexCoord; 6]{
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pub fn get_neighbors(&self) -> [HexCoord; 6] {
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return [
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self.get_neighbor(0),
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self.get_neighbor(1),
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@@ -157,6 +179,6 @@ impl HexCoord {
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self.get_neighbor(3),
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self.get_neighbor(4),
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self.get_neighbor(5),
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]
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];
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}
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}
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@@ -1,5 +1,7 @@
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pub mod prelude {
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use crate::hex_utils::HexCoord;
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use bevy::math::IVec2;
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use bevy::prelude::Resource;
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pub struct GenerationConfig {
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pub noise_scale: f64,
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@@ -26,24 +28,33 @@ pub mod prelude {
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impl Chunk {
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pub const SIZE: usize = 32;
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}
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#[derive(Resource)]
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pub struct Map {
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pub chunks: Vec<Chunk>,
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pub height: usize,
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pub width: usize,
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}
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impl Map {
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pub fn get_neighbors(&self, pos: &HexCoord) -> [Option<f32>; 6] {
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let mut results: [Option<f32>; 6] = [None; 6];
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let n_tiles = pos.get_neighbors();
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for i in 0..6 {
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let n_tile = n_tiles[i];
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if !n_tile.is_in_bounds(self.height, self.width) {
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continue;
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}
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let c_idx = n_tile.to_chunk_index(self.width);
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let chunk = &self.chunks[c_idx as usize];
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let local = n_tile.to_chunk_local_index();
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results[i] = (Some(chunk.points[local as usize]));
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}
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return results;
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}
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}
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}
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pub mod heightmap;
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pub mod hex_utils;
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pub mod mesh_generator;
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#[cfg(test)]
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mod tests {
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use super::*;
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// #[test]
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// fn it_works() {
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// let result = add(2, 2);
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// assert_eq!(result, 4);
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// }
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}
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@@ -1,3 +1,4 @@
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use crate::hex_utils::HexCoord;
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use crate::{
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hex_utils::{offset3d_to_world, INNER_RADIUS, OUTER_RADIUS},
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prelude::*,
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@@ -19,7 +20,7 @@ const HEX_CORNERS: [Vec3; 6] = [
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Vec3::new(-INNER_RADIUS, 0., 0.5 * OUTER_RADIUS),
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];
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pub fn generate_chunk_mesh(chunk: &Chunk) -> Mesh {
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pub fn generate_chunk_mesh(chunk: &Chunk, map: &Map) -> Mesh {
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let vertex_count: usize = Chunk::SIZE * Chunk::SIZE;
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let mut verts = Vec::with_capacity(vertex_count);
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let mut uvs = Vec::with_capacity(vertex_count);
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@@ -28,10 +29,22 @@ pub fn generate_chunk_mesh(chunk: &Chunk) -> Mesh {
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for z in 0..Chunk::SIZE {
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for x in 0..Chunk::SIZE {
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let height = chunk.points[x + z * Chunk::SIZE];
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let coord = HexCoord::from_grid_pos(x, z);
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let height = chunk.points[coord.to_index(Chunk::SIZE) as usize];
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let off_pos = Vec3::new(x as f32, height, z as f32);
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let grid_pos = offset3d_to_world(off_pos);
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create_tile(grid_pos, &mut verts, &mut uvs, &mut normals, &mut indices);
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let n = map.get_neighbors(&HexCoord::from_offset(
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coord.to_offset() + chunk.chunk_offset,
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));
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create_tile(
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grid_pos,
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&n,
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&mut verts,
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&mut uvs,
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&mut normals,
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&mut indices,
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0,
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);
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}
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}
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@@ -51,10 +64,12 @@ pub fn generate_chunk_mesh(chunk: &Chunk) -> Mesh {
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//TODO: figure out texture index
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fn create_tile(
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pos: Vec3,
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neighbors: &[Option<f32>; 6],
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verts: &mut Vec<Vec3>,
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uvs: &mut Vec<Vec2>,
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normals: &mut Vec<Vec3>,
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indices: &mut Vec<u32>,
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texture_index: u32,
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) {
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let idx = verts.len() as u32;
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let center = Vec3::new(pos.x, 0., pos.z);
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@@ -70,4 +85,69 @@ fn create_tile(
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indices.push(idx + 1 + i as u32);
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indices.push(idx + 1 + ((i as u32 + 1) % 6));
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}
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for i in 0..neighbors.len() {
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let cur_n = neighbors[i];
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match cur_n {
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Some(n_height) => {
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if true {
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create_tile_wall(
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pos,
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i,
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pos.y + 1.,
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verts,
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uvs,
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normals,
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indices,
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texture_index,
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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 create_tile_wall(
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pos: Vec3,
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dir: usize,
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height: f32,
|
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verts: &mut Vec<Vec3>,
|
||||
uvs: &mut Vec<Vec2>,
|
||||
normals: &mut Vec<Vec3>,
|
||||
indices: &mut Vec<u32>,
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_texture_index: u32,
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) {
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println!("{dir}");
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let p1 = HEX_CORNERS[(dir + 1) % 6] + pos;
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let p2 = HEX_CORNERS[(dir + 2) % 6] + pos;
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||||
let p3 = Vec3::new(p1.x, height, p1.z);
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||||
let p4 = Vec3::new(p2.x, height, p2.z);
|
||||
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||||
let normal = Vec3::Y;
|
||||
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||||
let idx = verts.len() as u32;
|
||||
|
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verts.push(p1);
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verts.push(p2);
|
||||
verts.push(p3);
|
||||
verts.push(p4);
|
||||
|
||||
normals.push(normal);
|
||||
normals.push(normal);
|
||||
normals.push(normal);
|
||||
normals.push(normal);
|
||||
|
||||
indices.push(idx);
|
||||
indices.push(idx + 2);
|
||||
indices.push(idx + 1);
|
||||
|
||||
indices.push(idx + 1);
|
||||
indices.push(idx + 2);
|
||||
indices.push(idx + 3);
|
||||
|
||||
uvs.push(Vec2::new(0., 0.));
|
||||
uvs.push(Vec2::new(1., 0.));
|
||||
uvs.push(Vec2::new(0., 1.));
|
||||
uvs.push(Vec2::new(1., 1.));
|
||||
}
|
||||
|
||||
@@ -18,20 +18,22 @@ pub struct PhosCameraPlugin;
|
||||
|
||||
impl Plugin for PhosCameraPlugin {
|
||||
fn build(&self, app: &mut App) {
|
||||
app.add_systems(Startup, setup)
|
||||
.add_systems(Update, (update_camera, grab_mouse, update_camera_mouse));
|
||||
app.add_systems(Startup, setup).add_systems(
|
||||
Update,
|
||||
(grab_mouse, (update_camera, update_camera_mouse).chain()),
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
fn setup(mut commands: Commands) {
|
||||
commands.spawn((
|
||||
Camera3dBundle {
|
||||
transform: Transform::from_xyz(-200., 300., -200.)
|
||||
transform: Transform::from_xyz(0., 30., 0.)
|
||||
.looking_at(Vec3::new(1000., 0., 1000.), Vec3::Y),
|
||||
..default()
|
||||
},
|
||||
PhosCamera {
|
||||
speed: 100.,
|
||||
speed: 50.,
|
||||
..default()
|
||||
},
|
||||
));
|
||||
@@ -56,17 +58,18 @@ fn update_camera(
|
||||
if keyboard_input.pressed(KeyCode::KeyS) {
|
||||
move_vec += Vec3::Z;
|
||||
}
|
||||
|
||||
let rot = transform.rotation;
|
||||
move_vec = (rot * move_vec.normalize_or_zero()) * cam.speed * time.delta_seconds();
|
||||
|
||||
if keyboard_input.pressed(KeyCode::ShiftLeft) {
|
||||
move_vec += Vec3::NEG_Y;
|
||||
move_vec += Vec3::from(transform.down());
|
||||
}
|
||||
if keyboard_input.pressed(KeyCode::Space) {
|
||||
move_vec += Vec3::Y;
|
||||
move_vec += Vec3::from(transform.up());
|
||||
}
|
||||
if move_vec.length_squared() == 0. {
|
||||
return;
|
||||
}
|
||||
let rot = transform.rotation;
|
||||
transform.translation += (rot * move_vec.normalize()) * cam.speed * time.delta_seconds();
|
||||
|
||||
transform.translation += move_vec.normalize_or_zero() * cam.speed * time.delta_seconds();
|
||||
}
|
||||
|
||||
fn update_camera_mouse(
|
||||
@@ -80,19 +83,25 @@ fn update_camera_mouse(
|
||||
return;
|
||||
}
|
||||
let mut transform = cam_query.single_mut();
|
||||
let cam_rot = mouse_move.read().map(|event| event.delta).sum::<Vec2>() * time.delta_seconds();
|
||||
let window_scale = window.height().min(window.width());
|
||||
|
||||
let (mut pitch, mut yaw, _) = transform.rotation.to_euler(EulerRot::XYZ);
|
||||
for ev in mouse_move.read() {
|
||||
let (mut yaw, mut pitch, _) = transform.rotation.to_euler(EulerRot::YXZ);
|
||||
match window.cursor.grab_mode {
|
||||
CursorGrabMode::None => (),
|
||||
_ => {
|
||||
// Using smallest of height or width ensures equal vertical and horizontal sensitivity
|
||||
pitch -= (ev.delta.y * time.delta_seconds() * 5.).to_radians();
|
||||
yaw -= (ev.delta.x * time.delta_seconds() * 5.).to_radians();
|
||||
}
|
||||
}
|
||||
|
||||
pitch -= cam_rot.y.to_radians();
|
||||
yaw -= cam_rot.x.to_radians();
|
||||
pitch = pitch.clamp(-1.54, 1.54);
|
||||
// if rot_x > PI && cam_rot.x < 2. * PI {
|
||||
// rot_x = PI;
|
||||
// }
|
||||
pitch = pitch.clamp(-1.54, 1.54);
|
||||
|
||||
transform.rotation =
|
||||
Quat::from_axis_angle(Vec3::Y, yaw) * Quat::from_axis_angle(Vec3::X, pitch);
|
||||
// Order is important to prevent unintended roll
|
||||
transform.rotation =
|
||||
Quat::from_axis_angle(Vec3::Y, yaw) * Quat::from_axis_angle(Vec3::X, pitch);
|
||||
}
|
||||
}
|
||||
|
||||
fn grab_mouse(
|
||||
|
||||
@@ -20,7 +20,6 @@ fn main() {
|
||||
}),
|
||||
..default()
|
||||
}),
|
||||
WireframePlugin,
|
||||
WorldInspectorPlugin::new(),
|
||||
PhosGamePlugin,
|
||||
))
|
||||
|
||||
@@ -1,7 +1,9 @@
|
||||
use bevy::asset::io::memory::Value::Vec;
|
||||
use bevy::pbr::wireframe::{WireframeConfig, WireframePlugin};
|
||||
use bevy::{pbr::CascadeShadowConfig, prelude::*};
|
||||
use camera_system::PhosCameraPlugin;
|
||||
use iyes_perf_ui::prelude::*;
|
||||
use world_generation::hex_utils::offset_to_world;
|
||||
use world_generation::hex_utils::{offset_to_world, HexCoord};
|
||||
use world_generation::{
|
||||
heightmap::generate_heightmap, hex_utils::offset3d_to_world,
|
||||
mesh_generator::generate_chunk_mesh, prelude::*,
|
||||
@@ -13,11 +15,17 @@ impl Plugin for PhosGamePlugin {
|
||||
fn build(&self, app: &mut App) {
|
||||
app.add_plugins(PhosCameraPlugin);
|
||||
app.add_systems(Startup, init_game)
|
||||
.add_systems(Startup, create_map);
|
||||
.add_systems(Startup, create_map)
|
||||
.add_systems(Update, draw_gizmos);
|
||||
app.add_plugins(bevy::diagnostic::FrameTimeDiagnosticsPlugin)
|
||||
.add_plugins(bevy::diagnostic::EntityCountDiagnosticsPlugin)
|
||||
.add_plugins(bevy::diagnostic::SystemInformationDiagnosticsPlugin)
|
||||
.add_plugins(PerfUiPlugin);
|
||||
app.add_plugins(WireframePlugin);
|
||||
// app.insert_resource(WireframeConfig {
|
||||
// global: true,
|
||||
// default_color: Color::CYAN,
|
||||
// });
|
||||
}
|
||||
}
|
||||
|
||||
@@ -30,76 +38,103 @@ fn init_game(mut commands: Commands) {
|
||||
|
||||
commands.spawn(DirectionalLightBundle {
|
||||
directional_light: DirectionalLight {
|
||||
shadows_enabled: false,
|
||||
shadows_enabled: true,
|
||||
..default()
|
||||
},
|
||||
cascade_shadow_config: CascadeShadowConfig {
|
||||
bounds: vec![20., 40., 80., 1000., 5000., 19000., 20000.],
|
||||
bounds: vec![500., 1000., 5000., 10000.],
|
||||
..default()
|
||||
},
|
||||
transform: Transform::from_xyz(0.0, 16.0, 5.).looking_at(Vec3::ZERO, Vec3::Y),
|
||||
transform: Transform::from_xyz(500., 160.0, 500.).looking_at(Vec3::ZERO, Vec3::Y),
|
||||
..default()
|
||||
});
|
||||
}
|
||||
|
||||
fn draw_gizmos(mut gizmos: Gizmos, hm: Res<Map>) {
|
||||
gizmos.arrow(Vec3::ZERO, Vec3::Y * 1.5, Color::GREEN);
|
||||
gizmos.arrow(Vec3::ZERO, Vec3::Z * 1.5, Color::BLUE);
|
||||
gizmos.arrow(Vec3::ZERO, Vec3::X * 1.5, Color::RED);
|
||||
|
||||
let ch = &hm.chunks[0];
|
||||
let coord = HexCoord::new(16, 16);
|
||||
let h = ch.points[coord.to_chunk_local_index() as usize];
|
||||
gizmos.ray(coord.to_world(h), Vec3::Y, Color::RED);
|
||||
gizmos.ray(coord.to_world(h), Vec3::Z * 1.5, Color::BLUE);
|
||||
|
||||
// let t = coord.get_neighbor(5);
|
||||
// let h = ch.points[t.to_chunk_local_index() as usize];
|
||||
// gizmos.ray(t.to_world(h), Vec3::Y * 1., Color::PINK);
|
||||
let n = coord.get_neighbors();
|
||||
for i in 0..6 {
|
||||
let t = n[i];
|
||||
let h = ch.points[t.to_chunk_local_index() as usize];
|
||||
gizmos.ray(t.to_world(h), Vec3::Y * (i + 1) as f32, Color::CYAN);
|
||||
}
|
||||
}
|
||||
|
||||
fn create_map(
|
||||
mut commands: Commands,
|
||||
mut materials: ResMut<Assets<StandardMaterial>>,
|
||||
mut meshes: ResMut<Assets<Mesh>>,
|
||||
) {
|
||||
let heightmap = generate_heightmap(
|
||||
32,
|
||||
32,
|
||||
1,
|
||||
1,
|
||||
&GenerationConfig {
|
||||
layers: vec![GeneratorLayer {
|
||||
base_roughness: 2.14,
|
||||
roughness: 0.87,
|
||||
strength: 2.93,
|
||||
min_value: -0.2,
|
||||
persistence: 0.77,
|
||||
is_rigid: false,
|
||||
weight: 0.,
|
||||
weight_multi: 0.,
|
||||
layers: 4,
|
||||
first_layer_mask: false,
|
||||
},GeneratorLayer {
|
||||
base_roughness: 2.85,
|
||||
roughness: 2.,
|
||||
strength: -0.23,
|
||||
min_value: -0.,
|
||||
persistence: 1.,
|
||||
is_rigid: false,
|
||||
weight: 0.,
|
||||
weight_multi: 0.,
|
||||
layers: 4,
|
||||
first_layer_mask: false,
|
||||
},GeneratorLayer {
|
||||
base_roughness: 2.6,
|
||||
roughness: 4.,
|
||||
strength: 10.44,
|
||||
min_value: 0.,
|
||||
persistence: 1.57,
|
||||
is_rigid: true,
|
||||
weight: 1.,
|
||||
weight_multi: 0.35,
|
||||
layers: 4,
|
||||
first_layer_mask: true,
|
||||
},GeneratorLayer {
|
||||
base_roughness: 3.87,
|
||||
roughness: 5.8,
|
||||
strength: -1.,
|
||||
min_value: 0.,
|
||||
persistence: 0.,
|
||||
is_rigid: true,
|
||||
weight: 1.,
|
||||
weight_multi: 4.57,
|
||||
layers: 3,
|
||||
first_layer_mask: true,
|
||||
}],
|
||||
layers: vec![
|
||||
GeneratorLayer {
|
||||
base_roughness: 2.14,
|
||||
roughness: 0.87,
|
||||
strength: 2.93,
|
||||
min_value: -0.2,
|
||||
persistence: 0.77,
|
||||
is_rigid: false,
|
||||
weight: 0.,
|
||||
weight_multi: 0.,
|
||||
layers: 4,
|
||||
first_layer_mask: false,
|
||||
},
|
||||
GeneratorLayer {
|
||||
base_roughness: 2.85,
|
||||
roughness: 2.,
|
||||
strength: -0.23,
|
||||
min_value: -0.,
|
||||
persistence: 1.,
|
||||
is_rigid: false,
|
||||
weight: 0.,
|
||||
weight_multi: 0.,
|
||||
layers: 4,
|
||||
first_layer_mask: false,
|
||||
},
|
||||
GeneratorLayer {
|
||||
base_roughness: 2.6,
|
||||
roughness: 4.,
|
||||
strength: 10.44,
|
||||
min_value: 0.,
|
||||
persistence: 1.57,
|
||||
is_rigid: true,
|
||||
weight: 1.,
|
||||
weight_multi: 0.35,
|
||||
layers: 4,
|
||||
first_layer_mask: true,
|
||||
},
|
||||
GeneratorLayer {
|
||||
base_roughness: 3.87,
|
||||
roughness: 5.8,
|
||||
strength: -1.,
|
||||
min_value: 0.,
|
||||
persistence: 0.,
|
||||
is_rigid: true,
|
||||
weight: 1.,
|
||||
weight_multi: 4.57,
|
||||
layers: 3,
|
||||
first_layer_mask: true,
|
||||
},
|
||||
],
|
||||
noise_scale: 350.,
|
||||
sea_level: 4.,
|
||||
},
|
||||
1,
|
||||
2,
|
||||
);
|
||||
|
||||
let debug_material = materials.add(StandardMaterial {
|
||||
@@ -107,9 +142,9 @@ fn create_map(
|
||||
..default()
|
||||
});
|
||||
|
||||
for chunk in heightmap.chunks {
|
||||
let mesh = generate_chunk_mesh(&chunk);
|
||||
let pos = offset_to_world(chunk.chunk_offset * Chunk::SIZE as i32);
|
||||
for chunk in &heightmap.chunks {
|
||||
let mesh = generate_chunk_mesh(&chunk, &heightmap);
|
||||
let pos = offset_to_world(chunk.chunk_offset * Chunk::SIZE as i32, 0.);
|
||||
commands.spawn(PbrBundle {
|
||||
mesh: meshes.add(mesh),
|
||||
material: debug_material.clone(),
|
||||
@@ -117,4 +152,6 @@ fn create_map(
|
||||
..default()
|
||||
});
|
||||
}
|
||||
|
||||
commands.insert_resource(heightmap);
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user