avian testing

is slow
This commit is contained in:
2024-08-03 11:11:27 -04:00
parent d007aeab7d
commit eb00383d96
6 changed files with 186 additions and 40 deletions

View File

@@ -12,7 +12,6 @@ bevy-inspector-egui = "0.25.0"
iyes_perf_ui = "0.3.0"
noise = "0.8.2"
world_generation = { path = "../../engine/world_generation" }
bevy_rapier3d = { version = "0.27.0", features = ["simd-stable", "parallel"] }
rayon = "1.10.0"
buildings = { path = "../buildings" }
shared = { path = "../shared" }
@@ -21,6 +20,7 @@ bevy_asset_loader = { version = "0.21.0", features = [
"3d",
] }
ron = "0.8.1"
avian3d = { version = "0.1.1" }
[features]
tracing = ["bevy/trace_tracy", "world_generation/tracing", "buildings/tracing"]

View File

@@ -1,9 +1,8 @@
use avian3d::prelude::*;
use bevy::ecs::world::CommandQueue;
use bevy::prelude::*;
use bevy::tasks::*;
use bevy::utils::futures;
use bevy_rapier3d::geometry::Collider;
use bevy_rapier3d::geometry::TriMeshFlags;
use world_generation::prelude::Map;
use world_generation::states::GeneratorState;
@@ -17,18 +16,12 @@ pub struct ChunkRebuildPlugin;
impl Plugin for ChunkRebuildPlugin {
fn build(&self, app: &mut App) {
app.insert_resource(ChunkRebuildQueue::default());
app.init_resource::<PhosChunkRegistry>();
app.add_systems(PreUpdate, chunk_rebuilder.run_if(in_state(GeneratorState::SpawnMap)));
app.add_systems(PostUpdate, collider_task_resolver);
}
}
#[derive(Resource, Default)]
pub struct ChunkRebuildQueue {
pub queue: Vec<usize>,
}
fn chunk_rebuilder(
mut commands: Commands,
chunk_query: Query<(Entity, &PhosChunk), (With<RebuildChunk>, Without<ChunkRebuildTask>)>,
@@ -51,11 +44,7 @@ fn chunk_rebuilder(
let (mesh, collider_data, _, _) = prepare_chunk_mesh(&chunk_data, chunk_offset, chunk_index);
#[cfg(feature = "tracing")]
let trimesh_span = info_span!("Chunk Trimesh").entered();
let c = Collider::trimesh_with_flags(
collider_data.0,
collider_data.1,
TriMeshFlags::DELETE_DUPLICATE_TRIANGLES,
);
let c = Collider::trimesh(collider_data.0, collider_data.1);
#[cfg(feature = "tracing")]
drop(trimesh_span);
queue.push(move |world: &mut World| {

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@@ -1,5 +1,5 @@
use avian3d::prelude::*;
use bevy::{prelude::*, window::PrimaryWindow};
use bevy_rapier3d::{pipeline::QueryFilter, plugin::RapierContext};
use world_generation::{hex_utils::HexCoord, prelude::Map, states::GeneratorState};
use crate::{
@@ -20,7 +20,7 @@ fn deform(
mut commands: Commands,
window: Query<&Window, With<PrimaryWindow>>,
mouse: Res<ButtonInput<MouseButton>>,
rapier_context: Res<RapierContext>,
spatial_query: SpatialQuery,
mut heightmap: ResMut<Map>,
chunks: Res<PhosChunkRegistry>,
) {
@@ -45,17 +45,20 @@ fn deform(
return;
};
let collision = rapier_context.cast_ray(
let collision = spatial_query.cast_ray(
cam_ray.origin,
cam_ray.direction.into(),
500.,
true,
QueryFilter::only_fixed(),
SpatialQueryFilter::default(),
);
if let Some((e, dist)) = collision {
if let Some(hit) = collision {
#[cfg(feature = "tracing")]
let span = info_span!("Deform Mesh").entered();
let e = hit.entity;
let dist = hit.time_of_impact;
let contact_point = cam_ray.get_point(dist);
let contact_coord = HexCoord::from_world_pos(contact_point);
let modified_chunks = heightmap.create_crater(&contact_coord, 5, 5. * multi);

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@@ -2,14 +2,13 @@ use crate::camera_system::camera_plugin::PhosCameraPlugin;
use crate::camera_system::components::PhosCamera;
use crate::map_rendering::map_init::MapInitPlugin;
use crate::utlis::render_distance_system::RenderDistancePlugin;
use avian3d::prelude::*;
use avian3d::PhysicsPlugins;
use bevy::{
pbr::{wireframe::WireframeConfig, CascadeShadowConfig},
prelude::*,
};
use bevy_asset_loader::prelude::*;
use bevy_rapier3d::dynamics::{Ccd, RigidBody, Velocity};
use bevy_rapier3d::geometry::Collider;
use bevy_rapier3d::plugin::{NoUserData, RapierPhysicsPlugin};
use buildings::BuildingPugin;
use iyes_perf_ui::prelude::*;
use shared::states::{GameplayState, MenuState};
@@ -31,7 +30,7 @@ impl Plugin for PhosGamePlugin {
PhosCameraPlugin,
MapInitPlugin,
RenderDistancePlugin,
// BuildingPugin,
//BuildingPugin,
DespawnPuglin,
));
@@ -48,7 +47,7 @@ impl Plugin for PhosGamePlugin {
.add_plugins(PerfUiPlugin);
//Physics
app.add_plugins(RapierPhysicsPlugin::<NoUserData>::default());
app.add_plugins(PhysicsPlugins::default());
// app.add_plugins(RapierDebugRenderPlugin::default());
app.insert_resource(WireframeConfig {
@@ -107,10 +106,9 @@ fn spawn_sphere(
transform: Transform::from_translation(cam_transform.translation),
..default()
},
Collider::ball(0.3),
Collider::sphere(0.3),
RigidBody::Dynamic,
Ccd::enabled(),
Velocity::linear(cam_transform.forward() * 50.),
LinearVelocity(cam_transform.forward() * 50.),
));
}
}

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@@ -1,3 +1,4 @@
use avian3d::prelude::*;
#[cfg(feature = "tracing")]
use bevy::log::*;
use bevy::{
@@ -6,7 +7,6 @@ use bevy::{
math::{IVec2, Vec3},
render::mesh::Mesh,
};
use bevy_rapier3d::geometry::{Collider, TriMeshFlags};
use rayon::iter::{IntoParallelRefMutIterator, ParallelIterator};
use world_generation::{
biome_painter::BiomePainter,
@@ -76,7 +76,7 @@ pub fn prepare_chunk_mesh_with_collider(
{
#[cfg(feature = "tracing")]
let _collider_span = info_span!("Create Collider Trimesh").entered();
collider = Collider::trimesh_with_flags(col_verts, col_indicies, TriMeshFlags::DELETE_DUPLICATE_TRIANGLES);
collider = Collider::trimesh(col_verts, col_indicies);
}
return (mesh, collider, pos, index);
}