57 Commits

Author SHA1 Message Date
3f174d4e2f fully implement bevy asset loader 2024-07-31 22:54:55 -04:00
601ede338f Update assets 2024-07-29 20:54:22 -04:00
ad39a93028 asset loading 2024-07-29 20:53:41 -04:00
2e9f327c57 Update assets 2024-07-25 00:10:03 -04:00
f6e24f437a migration to dynamic asset loading 2024-07-25 00:09:27 -04:00
deb778d6af messing arround with asset loader
Need to figure out dynamic assets
Need to switch to ron files
2024-07-23 21:04:47 -04:00
370dc552b3 add bevy asset loader 2024-07-23 20:26:06 -04:00
f52b44d0dd buildings wip 2024-07-15 21:30:07 -04:00
898acc2822 remove .idea 2024-07-15 20:06:26 -04:00
0294ce6d24 Mirgrate to bevy 0.14.0 2024-07-09 01:14:45 -04:00
ba2dcf7129 Biome blending
Dithering to biome edges
2024-07-07 10:51:02 -04:00
8e92df8008 fixed blending
Implementing noise blending
2024-07-07 00:00:34 -04:00
97f2497940 New modular biomes system and updated world generator 2024-07-06 20:41:50 -04:00
e6e969f053 biome sampling 2024-07-04 13:11:54 -04:00
9a960bbec9 fixes to biome blending 2024-07-03 22:37:29 -04:00
fa0ae8509f preparation for improved biome generation 2024-07-02 22:56:11 -04:00
b175a2f1fd Improved biomes 2024-06-30 16:09:56 -04:00
942f199f69 Update building_database.rs 2024-06-29 19:36:25 -04:00
668bd13d1e buildings db 2024-06-29 19:34:50 -04:00
7ff3638eff buildings 2024-06-29 19:00:29 -04:00
805f50e40f building queue 2024-06-28 20:28:57 -04:00
daa2f0bcc9 Update buildings_database.rs 2024-06-25 09:30:24 -04:00
af65c0ba05 misc 2024-06-22 22:46:43 -04:00
75da43c8f0 water shader 2024-06-16 16:30:58 -04:00
8cecad83c2 misc 2024-06-10 21:28:04 -04:00
05f9fa3143 use bevy states
despawn plugin
buiding plugin
2024-06-05 22:00:00 -04:00
c31c2fb908 organization and buidings db 2024-06-04 09:18:31 -04:00
ee0b17f4b6 fixes for hex select 2024-05-31 19:36:30 -04:00
f491739ee8 terrain modification
improved responsiveness of terrain edits
added hexselect methods
add create crater function
2024-05-30 22:28:22 -04:00
d25d0de02d misc 2024-05-29 21:58:23 -04:00
164283e152 optimize chunk meshing data 2024-05-29 21:29:56 -04:00
70614be759 Update chunk_rebuild.rs 2024-05-28 09:14:23 -04:00
1a861f1a9a misc 2024-05-27 14:30:00 -04:00
dcf6fc5972 save tile texture id into map 2024-05-27 13:05:38 -04:00
710eb80bf0 fixed background collider generation 2024-05-25 00:30:47 -04:00
bafdf016b9 attempt to generate collider on background thread 2024-05-18 22:46:58 -04:00
7ca1fd33c5 Update Cargo.toml 2024-05-09 20:16:18 -04:00
d9b50538d9 Update Cargo.toml 2024-05-09 19:03:05 -04:00
f060c67b74 fix chunk rebuilding 2024-05-09 18:19:45 -04:00
4e9a35adc6 Tracing and Performance improvements
tracing
chunk rebuild testing
speed up world gen by moving collider creation to thread pool
2024-05-07 23:26:13 -04:00
58a9f62dca chunk rebuilder system
refactoring
2024-05-06 22:26:30 -04:00
cd4c9f2acf various fixes to map size calculations 2024-05-05 11:18:44 -04:00
7b6cae39b7 rts camera 2024-05-05 00:39:27 -04:00
ed94f77323 rts camera
center camera
spawn basic water
fix generator config
set camera bounds
2024-05-02 22:11:40 -04:00
b2622f2126 wip rts camera 2024-05-02 18:25:33 -04:00
7732d5ebda update inspector
added general render distance system
2024-05-01 20:48:44 -04:00
1e8aaa502d turned on CCD 2024-04-30 23:44:16 -04:00
d742ad8a28 Update map_init.rs 2024-04-30 22:45:00 -04:00
a933ef791b cleanup
tried and failed to use convex colliders
2024-04-30 22:35:23 -04:00
55226f0181 fix collider mesh 2024-04-29 22:14:29 -04:00
771c212798 simplify meshing
generate collision mesh
add physics
2024-04-29 21:20:15 -04:00
c434b2eab0 multi-threaded generation 2024-04-28 21:20:30 -04:00
9de7bc53d0 Update assets 2024-04-27 23:13:55 -04:00
279b7c0418 basic render distance 2024-04-27 23:13:43 -04:00
28047ebdb5 pack vertex data 2024-04-27 20:45:11 -04:00
4c8b52a3ff Update mesh_generator.rs 2024-04-27 20:06:09 -04:00
1547e083a9 Update assets 2024-04-27 19:59:30 -04:00
68 changed files with 4367 additions and 1475 deletions

8
.idea/.gitignore generated vendored
View File

@@ -1,8 +0,0 @@
# Default ignored files
/shelf/
/workspace.xml
# Editor-based HTTP Client requests
/httpRequests/
# Datasource local storage ignored files
/dataSources/
/dataSources.local.xml

View File

@@ -1,5 +0,0 @@
<component name="ProjectCodeStyleConfiguration">
<state>
<option name="PREFERRED_PROJECT_CODE_STYLE" value="Default" />
</state>
</component>

8
.idea/modules.xml generated
View File

@@ -1,8 +0,0 @@
<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="ProjectModuleManager">
<modules>
<module fileurl="file://$PROJECT_DIR$/.idea/phos-neo.iml" filepath="$PROJECT_DIR$/.idea/phos-neo.iml" />
</modules>
</component>
</project>

13
.idea/phos-neo.iml generated
View File

@@ -1,13 +0,0 @@
<?xml version="1.0" encoding="UTF-8"?>
<module type="EMPTY_MODULE" version="4">
<component name="NewModuleRootManager">
<content url="file://$MODULE_DIR$">
<sourceFolder url="file://$MODULE_DIR$/engine/world_generation/src" isTestSource="false" />
<sourceFolder url="file://$MODULE_DIR$/game/camera_system/src" isTestSource="false" />
<sourceFolder url="file://$MODULE_DIR$/game/main/src" isTestSource="false" />
<excludeFolder url="file://$MODULE_DIR$/target" />
</content>
<orderEntry type="inheritedJdk" />
<orderEntry type="sourceFolder" forTests="false" />
</component>
</module>

6
.idea/vcs.xml generated
View File

@@ -1,6 +0,0 @@
<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="VcsDirectoryMappings">
<mapping directory="" vcs="Git" />
</component>
</project>

8
.vscode/launch.json vendored
View File

@@ -13,7 +13,13 @@
"program": "${workspaceRoot}/target/debug/phos.exe", "program": "${workspaceRoot}/target/debug/phos.exe",
"args": [], "args": [],
"cwd": "${workspaceRoot}/target/debug", "cwd": "${workspaceRoot}/target/debug",
"preLaunchTask": "Build" "preLaunchTask": "Build",
// "environment": [
// {
// "name": "RUST_BACKTRACE",
// "value": "1"
// }
// ]
} }
] ]
} }

2280
Cargo.lock generated

File diff suppressed because it is too large Load Diff

View File

@@ -2,9 +2,10 @@
resolver = "2" resolver = "2"
members = [ members = [
"game/main", "game/main",
"game/buildings",
"game/shared",
"engine/world_generation", "engine/world_generation",
"game/camera_system" "engine/asset_loader", "game/buildings", "game/shared"]
, "engine/asset_loader"]
# Enable a small amount of optimization in debug mode # Enable a small amount of optimization in debug mode
[profile.dev] [profile.dev]
@@ -13,3 +14,6 @@ opt-level = 1
# Enable high optimizations for dependencies (incl. Bevy), but not for our code: # Enable high optimizations for dependencies (incl. Bevy), but not for our code:
[profile.dev.package."*"] [profile.dev.package."*"]
opt-level = 3 opt-level = 3
[profile.release]
codegen-units = 1

View File

@@ -6,6 +6,7 @@ edition = "2021"
# See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html # See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html
[dependencies] [dependencies]
serde = "1.0.197" serde = "1.0.204"
serde_json = "1.0.115" serde_json = "1.0.120"
bevy = "0.13.2" bevy = "0.14.0"
ron = "0.8.1"

View File

@@ -6,63 +6,18 @@ pub mod macros {
$plugin_name: ident, $plugin_name: ident,
$loader_name: ident, $loader_name: ident,
$asset_type: ident, $asset_type: ident,
$asset_loadstate_name: ident,
$extensions: expr, $extensions: expr,
$($string_name: ident -> $handle_name: ident)* ; $($string_name: ident -> $handle_name: ident)* ;
$($string_array_name: ident -> $handle_array_name: ident)* ? $($string_array_name: ident -> $handle_array_name: ident)* ?
) => { ) => {
use bevy::prelude::*; use bevy::prelude::*;
use bevy::asset::{AssetLoader, AssetEvent, LoadContext, AsyncReadExt, io::Reader}; use bevy::asset::{AssetLoader, AssetEvent, AssetEvents, LoadContext, LoadState, AsyncReadExt, io::Reader};
use bevy::utils::BoxedFuture; use bevy::utils::BoxedFuture;
pub struct $plugin_name; pub struct $plugin_name;
impl Plugin for $plugin_name { impl Plugin for $plugin_name {
fn build(&self, app: &mut App) { fn build(&self, app: &mut App) {
app.init_asset::<$asset_type>() app.init_asset::<$asset_type>()
.init_asset_loader::<$loader_name>() .init_asset_loader::<$loader_name>();
.insert_resource($asset_loadstate_name::default())
.add_systems(Update, finalize);
}
}
fn finalize(
mut asset_events: EventReader<AssetEvent<$asset_type>>,
mut assets: ResMut<Assets<$asset_type>>,
mut load_state: ResMut<$asset_loadstate_name>,
asset_server: Res<AssetServer>
) {
for event in asset_events.read() {
match event {
AssetEvent::Added { id } => load_state.added += 1,
AssetEvent::LoadedWithDependencies { id } => {
let asset = assets.get_mut(id.clone()).unwrap();
$(
asset.$handle_name = asset_server.load(&asset.$string_name);
)*
$(
for i in 0..asset.$string_array_name.len(){
asset.$handle_array_name.push(asset_server.load(&asset.$string_array_name[i]));
}
)?
load_state.loaded += 1;
},
_ => (),
}
}
}
#[derive(Resource, Debug, Default)]
pub struct $asset_loadstate_name{
pub loaded: u32,
pub added: u32,
}
impl $asset_loadstate_name{
pub fn is_all_loaded(&self) -> bool{
if self.added == 0{
return false;
}
return self.loaded >= self.added;
} }
} }
@@ -76,25 +31,33 @@ pub mod macros {
type Error = String; type Error = String;
fn load<'a>( async fn load<'a>(
&'a self, &'a self,
reader: &'a mut Reader, reader: &'a mut Reader<'_>,
_settings: &'a Self::Settings, _settings: &'a Self::Settings,
_load_context: &'a mut LoadContext, load_context: &'a mut LoadContext<'_>,
) -> BoxedFuture<'a, Result<Self::Asset, Self::Error>> { ) -> Result<Self::Asset, Self::Error> {
return Box::pin(async move { let mut bytes = Vec::new();
let mut data: String = String::new(); let read_result = reader.read_to_end(&mut bytes).await;
let read_result = reader.read_to_string(&mut data).await; if read_result.is_err() {
if read_result.is_err() { return Err(read_result.err().unwrap().to_string());
return Err(read_result.err().unwrap().to_string()); }
let serialized: Result<Self::Asset, _> =
ron::de::from_bytes::<Self::Asset>(&bytes);
if serialized.is_err() {
return Err(serialized.err().unwrap().to_string());
}
let mut asset = serialized.unwrap();
$(
asset.$handle_name = load_context.load(&asset.$string_name);
)*
$(
for i in 0..asset.$string_array_name.len(){
asset.$handle_array_name.push(load_context.load(&asset.$string_array_name[i]));
} }
let serialized: Result<Self::Asset, serde_json::Error> = )?
serde_json::from_str(&data); return Ok(asset);
if serialized.is_err() {
return Err(serialized.err().unwrap().to_string());
}
return Ok(serialized.unwrap());
});
} }
fn extensions(&self) -> &[&str] { fn extensions(&self) -> &[&str] {

View File

@@ -6,8 +6,18 @@ edition = "2021"
# See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html # See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html
[dependencies] [dependencies]
bevy = "0.13.2" bevy = "0.14.0"
noise = "0.9.0" noise = "0.9.0"
serde = {version="1.0.197", features=["derive"]} serde = { version = "1.0.203", features = ["derive"] }
serde_json = "1.0.115" serde_json = "1.0.115"
asset_loader = {path = "../asset_loader"} asset_loader = { path = "../asset_loader" }
rayon = "1.10.0"
bevy-inspector-egui = "0.25.0"
bevy_asset_loader = { version = "0.21.0", features = [
"standard_dynamic_assets",
"3d",
] }
ron = "0.8.1"
[features]
tracing = ["bevy/trace_tracy"]

View File

@@ -0,0 +1,33 @@
use asset_loader::create_asset_loader;
use serde::{Deserialize, Serialize};
use crate::{prelude::NoiseConfig, tile_mapper::TileMapperAsset};
#[derive(Serialize, Deserialize, Asset, TypePath, Debug, Clone)]
pub struct BiomeAsset {
pub moisture: f32,
pub temperature: f32,
pub continentality: f32,
pub name: String,
#[serde(skip)]
pub tile_mapper: Handle<TileMapperAsset>,
pub tile_mapper_path: String,
pub noise: NoiseConfig,
}
impl BiomeAsset {
pub fn distance(&self, data: Vec3) -> f32 {
let a = Vec3::new(self.moisture, self.temperature, self.continentality);
return (a - data).length();
}
}
create_asset_loader!(
BiomeAssetPlugin,
BiomeAssetLoader,
BiomeAsset,
&["biome", "biome.ron"],
tile_mapper_path -> tile_mapper
;
?
);

View File

@@ -1,34 +1,89 @@
use asset_loader::create_asset_loader; use bevy::prelude::*;
use bevy::{ use bevy::render::render_resource::encase::rts_array::Length;
asset::{Asset, Handle},
reflect::TypePath,
};
use serde::{Deserialize, Serialize};
use crate::tile_mapper::TileMapperAsset; use crate::{biome_asset::BiomeAsset, map::biome_map::BiomeData};
use bevy_asset_loader::prelude::*;
#[derive(Serialize, Deserialize, Debug, TypePath, Asset)] #[derive(AssetCollection, Debug, Clone, Resource)]
pub struct BiomePainterAsset { pub struct BiomePainterAsset {
#[serde(skip)] #[asset(key = "biomes", collection(typed))]
pub biomes: Vec<Handle<TileMapperAsset>>, pub biomes: Vec<Handle<BiomeAsset>>,
pub biomes_path: [String; 16],
} }
impl BiomePainterAsset { impl BiomePainterAsset {
pub fn sample_biome(&self, moisture: f32, temperature: f32) -> Handle<TileMapperAsset> { pub fn sample_biome(&self, assets: &Assets<BiomeAsset>, data: &BiomeData) -> AssetId<BiomeAsset> {
let x = (moisture.clamp(0., 1.) * 3.).ceil() as usize; assert!(self.biomes.length() != 0, "There are no biomes");
let y = (temperature.clamp(0., 1.) * 3.).ceil() as usize; let mut biome = self.biomes.first().unwrap().id();
return self.biomes[x + y * 4].clone(); let mut dist = f32::INFINITY;
for b in &self.biomes {
let asset = assets.get(b.id()).unwrap();
let d = asset.distance(data.into());
if d < dist {
biome = b.id();
dist = d;
}
}
return biome;
}
pub fn build(&self, assets: &Assets<BiomeAsset>) -> BiomePainter {
let mut biomes = Vec::with_capacity(self.biomes.len());
for b in &self.biomes {
let asset = assets.get(b.id()).unwrap();
biomes.push(asset.clone());
}
return BiomePainter { biomes };
} }
} }
create_asset_loader!( #[derive(Resource)]
BiomePainterPlugin, pub struct BiomePainter {
BiomePainterLoader, pub biomes: Vec<BiomeAsset>,
BiomePainterAsset, }
BiomePainterLoadState,
&["bimoes.json"], impl BiomePainter {
; pub fn sample_biome(&self, data: &BiomeData) -> &BiomeAsset {
biomes_path -> biomes assert!(self.biomes.length() != 0, "There are no biomes");
? let mut biome = &self.biomes[0];
); let mut dist = f32::INFINITY;
for b in &self.biomes {
let d = b.distance(data.into());
if d < dist {
biome = b;
dist = d;
}
}
return biome;
}
pub fn sample_biome_index(&self, data: &BiomeData) -> usize {
assert!(self.biomes.length() != 0, "There are no biomes");
let mut biome = 0;
let mut dist = f32::INFINITY;
for i in 0..self.biomes.len() {
let d = self.biomes[i].distance(data.into());
if d < dist {
biome = i;
dist = d;
}
}
return biome;
}
}
// create_asset_loader!(
// BiomePainterPlugin,
// BiomePainterLoader,
// BiomePainterAsset,
// BiomePainterLoadState,
// &["bimoes.json"],
// ;
// biomes_path -> biomes
// ?
// );

View File

@@ -0,0 +1,34 @@
use bevy::{
prelude::*,
render::{mesh::MeshVertexAttribute, render_resource::VertexFormat},
};
use crate::hex_utils::{INNER_RADIUS, OUTER_RADIUS};
pub const TEX_MULTI: Vec2 = Vec2::new(1000., 1.);
pub const HEX_CORNERS: [Vec3; 6] = [
Vec3::new(0., 0., OUTER_RADIUS),
Vec3::new(INNER_RADIUS, 0., 0.5 * OUTER_RADIUS),
Vec3::new(INNER_RADIUS, 0., -0.5 * OUTER_RADIUS),
Vec3::new(0., 0., -OUTER_RADIUS),
Vec3::new(-INNER_RADIUS, 0., -0.5 * OUTER_RADIUS),
Vec3::new(-INNER_RADIUS, 0., 0.5 * OUTER_RADIUS),
];
pub const HEX_NORMALS: [Vec3; 6] = [
Vec3::new(INNER_RADIUS / 2., 0., (OUTER_RADIUS + 0.5 * OUTER_RADIUS) / 2.),
Vec3::Z,
Vec3::new(INNER_RADIUS / -2., 0., (OUTER_RADIUS + 0.5 * OUTER_RADIUS) / 2.),
Vec3::new(INNER_RADIUS / -2., 0., (OUTER_RADIUS + 0.5 * OUTER_RADIUS) / -2.),
Vec3::NEG_Z,
Vec3::new(INNER_RADIUS / 2., 0., (OUTER_RADIUS + 0.5 * OUTER_RADIUS) / -2.),
];
pub const ATTRIBUTE_PACKED_VERTEX_DATA: MeshVertexAttribute =
MeshVertexAttribute::new("PackedVertexData", 988540817, VertexFormat::Uint32);
pub const ATTRIBUTE_VERTEX_HEIGHT: MeshVertexAttribute =
MeshVertexAttribute::new("VertexHeight", 988540717, VertexFormat::Float32);
pub const ATTRIBUTE_TEXTURE_INDEX: MeshVertexAttribute =
MeshVertexAttribute::new("TextureIndex", 988540917, VertexFormat::Uint32);

View File

@@ -0,0 +1,63 @@
use crate::{hex_utils::*, prelude::*};
#[cfg(feature = "tracing")]
use bevy::log::*;
use bevy::prelude::*;
const CHUNK_TOTAL: usize = Chunk::SIZE * Chunk::SIZE;
pub fn generate_chunk_collider(chunk: &MeshChunkData) -> (Vec<Vec3>, Vec<[u32; 3]>) {
#[cfg(feature = "tracing")]
let span = info_span!("generate_chunk_collider").entered();
let vertex_count: usize = CHUNK_TOTAL * 6;
let mut verts = Vec::with_capacity(vertex_count);
let mut indices = Vec::with_capacity(vertex_count);
for z in 0..Chunk::SIZE {
for x in 0..Chunk::SIZE {
let height = chunk.heights[x + z * Chunk::SIZE];
let coord = HexCoord::from_grid_pos(x, z);
let neighbors = chunk.get_neighbors(&coord);
let off_pos = Vec3::new(x as f32, height, z as f32);
let tile_pos = offset3d_to_world(off_pos);
create_tile_collider(tile_pos, &mut verts, &mut indices, &neighbors);
}
}
return (verts, indices);
}
fn create_tile_collider(pos: Vec3, verts: &mut Vec<Vec3>, indices: &mut Vec<[u32; 3]>, neighbors: &[f32; 6]) {
let idx = verts.len() as u32;
for i in 0..6 {
let p = pos + HEX_CORNERS[i];
verts.push(p);
}
//Top Surfave
indices.push([idx, idx + 1, idx + 5]);
indices.push([idx + 1, idx + 2, idx + 5]);
indices.push([idx + 2, idx + 4, idx + 5]);
indices.push([idx + 2, idx + 3, idx + 4]);
for i in 0..neighbors.len() {
let n_height = neighbors[i];
if n_height < pos.y {
create_tile_wall_collider(
idx,
Vec3::new(pos.x, n_height.min(pos.y - OUTER_RADIUS / 2.), pos.z),
i,
verts,
indices,
);
}
}
}
fn create_tile_wall_collider(idx: u32, pos: Vec3, dir: usize, verts: &mut Vec<Vec3>, indices: &mut Vec<[u32; 3]>) {
let idx2 = verts.len() as u32;
verts.push(pos + HEX_CORNERS[dir]);
verts.push(pos + HEX_CORNERS[(dir + 1) % 6]);
let off = dir as u32;
indices.push([idx + off, idx + ((off + 1) % 6), idx2 + 1]);
indices.push([idx + off, idx2 + 1, idx2]);
}

View File

@@ -1,11 +1,7 @@
use crate::biome_painter::BiomePainterAsset;
use crate::hex_utils::HexCoord; use crate::hex_utils::HexCoord;
use crate::tile_manager::TileAsset; use crate::{hex_utils::offset3d_to_world, prelude::*};
use crate::tile_mapper::TileMapperAsset; #[cfg(feature = "tracing")]
use crate::{ use bevy::log::*;
hex_utils::{offset3d_to_world, INNER_RADIUS, OUTER_RADIUS},
prelude::*,
};
use bevy::{ use bevy::{
prelude::*, prelude::*,
render::{ render::{
@@ -13,49 +9,11 @@ use bevy::{
render_asset::RenderAssetUsages, render_asset::RenderAssetUsages,
}, },
}; };
use std::vec::Vec;
const HEX_CORNERS: [Vec3; 6] = [ pub fn generate_chunk_mesh(chunk: &MeshChunkData) -> Mesh {
Vec3::new(0., 0., OUTER_RADIUS), #[cfg(feature = "tracing")]
Vec3::new(INNER_RADIUS, 0., 0.5 * OUTER_RADIUS), let span = info_span!("generate_chunk_mesh").entered();
Vec3::new(INNER_RADIUS, 0., -0.5 * OUTER_RADIUS),
Vec3::new(0., 0., -OUTER_RADIUS),
Vec3::new(-INNER_RADIUS, 0., -0.5 * OUTER_RADIUS),
Vec3::new(-INNER_RADIUS, 0., 0.5 * OUTER_RADIUS),
];
const HEX_NORMALS: [Vec3; 6] = [
Vec3::new(
INNER_RADIUS / 2.,
0.,
(OUTER_RADIUS + 0.5 * OUTER_RADIUS) / 2.,
),
Vec3::Z,
Vec3::new(
INNER_RADIUS / -2.,
0.,
(OUTER_RADIUS + 0.5 * OUTER_RADIUS) / 2.,
),
Vec3::new(
INNER_RADIUS / -2.,
0.,
(OUTER_RADIUS + 0.5 * OUTER_RADIUS) / -2.,
),
Vec3::NEG_Z,
Vec3::new(
INNER_RADIUS / 2.,
0.,
(OUTER_RADIUS + 0.5 * OUTER_RADIUS) / -2.,
),
];
pub fn generate_chunk_mesh(
chunk: &Chunk,
map: &Map,
painter: &BiomePainterAsset,
tiles: &Res<Assets<TileAsset>>,
mappers: &Res<Assets<TileMapperAsset>>,
) -> Mesh {
let vertex_count: usize = Chunk::SIZE * Chunk::SIZE * 6; let vertex_count: usize = Chunk::SIZE * Chunk::SIZE * 6;
let mut verts = Vec::with_capacity(vertex_count); let mut verts = Vec::with_capacity(vertex_count);
let mut uvs = Vec::with_capacity(vertex_count); let mut uvs = Vec::with_capacity(vertex_count);
@@ -64,18 +22,12 @@ pub fn generate_chunk_mesh(
for z in 0..Chunk::SIZE { for z in 0..Chunk::SIZE {
for x in 0..Chunk::SIZE { for x in 0..Chunk::SIZE {
let height = chunk.heights[x + z * Chunk::SIZE]; let idx = x + z * Chunk::SIZE;
let moisture = chunk.moisture[x + z * Chunk::SIZE]; let height = chunk.heights[idx];
let temperature = chunk.temperature[x + z * Chunk::SIZE];
let off_pos = Vec3::new(x as f32, height, z as f32); let off_pos = Vec3::new(x as f32, height, z as f32);
let tile_pos = offset3d_to_world(off_pos); let tile_pos = offset3d_to_world(off_pos);
let coord = HexCoord::from_offset( let coord = HexCoord::from_grid_pos(x, z);
IVec2::new(x as i32, z as i32) + (chunk.chunk_offset * Chunk::SIZE as i32), let n = chunk.get_neighbors(&coord);
);
let n = map.get_neighbors(&coord);
let biome = mappers.get(painter.sample_biome(moisture, temperature));
let tile_handle = biome.unwrap().sample_tile(height);
let tile = tiles.get(tile_handle).unwrap();
create_tile( create_tile(
tile_pos, tile_pos,
@@ -85,8 +37,8 @@ pub fn generate_chunk_mesh(
&mut indices, &mut indices,
&mut normals, &mut normals,
// &mut tex, // &mut tex,
tile.texture_id, chunk.textures[idx][0],
tile.side_texture_id, chunk.textures[idx][1],
); );
} }
} }
@@ -102,10 +54,9 @@ pub fn generate_chunk_mesh(
return mesh; return mesh;
} }
const TEX_MULTI: Vec2 = Vec2::new(1000., 1.);
fn create_tile( fn create_tile(
pos: Vec3, pos: Vec3,
neighbors: &[Option<f32>; 6], neighbors: &[f32; 6],
verts: &mut Vec<Vec3>, verts: &mut Vec<Vec3>,
uvs: &mut Vec<Vec2>, uvs: &mut Vec<Vec2>,
indices: &mut Vec<u32>, indices: &mut Vec<u32>,
@@ -118,29 +69,27 @@ fn create_tile(
let side_tex_off = Vec2::new(side_texture_index as f32, 0.); let side_tex_off = Vec2::new(side_texture_index as f32, 0.);
let idx = verts.len() as u32; let idx = verts.len() as u32;
uvs.push((uv_offset / TEX_MULTI) + tex_off);
verts.push(pos);
normals.push(Vec3::Y);
for i in 0..6 { for i in 0..6 {
let p = pos + HEX_CORNERS[i]; let p = pos + HEX_CORNERS[i];
verts.push(p); verts.push(p);
let uv = (HEX_CORNERS[i].xz() / 2.) + uv_offset; let uv = (HEX_CORNERS[i].xz() / 2.) + uv_offset;
uvs.push((uv / TEX_MULTI) + tex_off); uvs.push((uv / TEX_MULTI) + tex_off);
indices.push(idx);
indices.push(idx + 1 + i as u32);
indices.push(idx + 1 + ((i as u32 + 1) % 6));
normals.push(Vec3::Y); normals.push(Vec3::Y);
} }
for i in 0..3 {
let off = i * 2;
indices.push(off + idx);
indices.push(((off + 1) % 6) + idx);
indices.push(((off + 2) % 6) + idx);
}
indices.push(idx);
indices.push(idx + 2);
indices.push(idx + 4);
for i in 0..neighbors.len() { for i in 0..neighbors.len() {
let cur_n = neighbors[i]; let n_height = neighbors[i];
match cur_n { if n_height < pos.y {
Some(n_height) => { create_tile_wall(pos, i, n_height, verts, uvs, indices, normals, side_tex_off);
if n_height < pos.y {
create_tile_wall(pos, i, n_height, verts, uvs, indices, normals, side_tex_off);
}
}
_ => {}
} }
} }
} }
@@ -167,7 +116,7 @@ fn create_tile_wall(
verts.push(p3); verts.push(p3);
verts.push(p4); verts.push(p4);
let n = HEX_NORMALS[dir].normalize(); let n = HEX_NORMALS[dir];
normals.push(n); normals.push(n);
normals.push(n); normals.push(n);
normals.push(n); normals.push(n);

View File

@@ -0,0 +1,3 @@
pub mod chunk_colliders;
pub mod mesh_generator;
pub mod packed_mesh_generator;

View File

@@ -0,0 +1,149 @@
use crate::hex_utils::HexCoord;
use crate::prelude::*;
use crate::tile_manager::TileAsset;
use crate::tile_mapper::TileMapperAsset;
use crate::{biome_asset::BiomeAsset, biome_painter::BiomePainterAsset};
use bevy::{
prelude::*,
render::{
mesh::{Indices, PrimitiveTopology},
render_asset::RenderAssetUsages,
},
};
pub fn generate_packed_chunk_mesh(
chunk: &Chunk,
map: &Map,
painter: &BiomePainterAsset,
tiles: &Res<Assets<TileAsset>>,
biomes: &Res<Assets<BiomeAsset>>,
mappers: &Res<Assets<TileMapperAsset>>,
) -> Mesh {
let vertex_count: usize = Chunk::SIZE * Chunk::SIZE * 6;
let mut packed_data = Vec::with_capacity(vertex_count);
let mut indices = Vec::with_capacity(vertex_count);
let mut heights = Vec::with_capacity(vertex_count);
for z in 0..Chunk::SIZE {
for x in 0..Chunk::SIZE {
let height = chunk.heights[x + z * Chunk::SIZE];
let data = chunk.biome_data[x + z * Chunk::SIZE];
let coord =
HexCoord::from_offset(IVec2::new(x as i32, z as i32) + (chunk.chunk_offset * Chunk::SIZE as i32));
let n = map.get_neighbors(&coord);
let biome = biomes.get(painter.sample_biome(biomes, &data)).unwrap();
let mapper = mappers.get(biome.tile_mapper.id());
let tile_handle = mapper.unwrap().sample_tile(height);
let tile = tiles.get(tile_handle).unwrap();
create_packed_tile(
UVec2::new(x as u32, z as u32),
height,
&n,
&mut packed_data,
&mut indices,
&mut heights,
tile.texture_id,
tile.side_texture_id,
);
}
}
let mesh = Mesh::new(
PrimitiveTopology::TriangleList,
RenderAssetUsages::MAIN_WORLD | RenderAssetUsages::RENDER_WORLD,
)
.with_inserted_attribute(ATTRIBUTE_PACKED_VERTEX_DATA, packed_data)
.with_inserted_attribute(ATTRIBUTE_VERTEX_HEIGHT, heights)
.with_inserted_indices(Indices::U32(indices));
return mesh;
}
fn create_packed_tile(
offset: UVec2,
height: f32,
neighbors: &[Option<f32>; 6],
packed_data: &mut Vec<u32>,
indices: &mut Vec<u32>,
heights: &mut Vec<f32>,
texture_index: u32,
side_texture_index: u32,
) {
let idx = packed_data.len() as u32;
packed_data.push(pack_vertex_data(offset, 0, texture_index));
heights.push(height);
for i in 0..6 {
packed_data.push(pack_vertex_data(offset, i + 1, texture_index));
indices.push(idx);
indices.push(idx + 1 + i as u32);
indices.push(idx + 1 + ((i as u32 + 1) % 6));
heights.push(height);
}
for i in 0..neighbors.len() {
let cur_n = neighbors[i];
match cur_n {
Some(n_height) => {
if n_height < height {
create_packed_tile_wall(
offset,
height,
n_height,
i,
packed_data,
indices,
heights,
side_texture_index,
);
}
}
_ => {}
}
}
}
fn create_packed_tile_wall(
offset: UVec2,
height_top: f32,
height_bottom: f32,
side: usize,
packed_data: &mut Vec<u32>,
indices: &mut Vec<u32>,
heights: &mut Vec<f32>,
side_texture_index: u32,
) {
let idx = packed_data.len() as u32;
let side_2 = ((side + 1) % 6) + 1;
packed_data.push(pack_vertex_data(offset, side + 1, side_texture_index));
packed_data.push(pack_vertex_data(offset, side_2, side_texture_index));
packed_data.push(pack_vertex_data(offset, side + 1, side_texture_index));
packed_data.push(pack_vertex_data(offset, side_2, side_texture_index));
heights.push(height_top);
heights.push(height_top);
heights.push(height_bottom);
heights.push(height_bottom);
indices.push(idx);
indices.push(idx + 2);
indices.push(idx + 1);
indices.push(idx + 1);
indices.push(idx + 2);
indices.push(idx + 3);
}
fn pack_vertex_data(offset: UVec2, vert: usize, tex: u32) -> u32 {
//6 + 6 bits offset
//4 bits vert
//12 bits texture
let mut data = offset.x;
data += (offset.y) << 6;
data += (vert as u32) << (6 + 6);
data += tex << (6 + 6 + 4);
return data;
}

View File

@@ -1,69 +1,155 @@
use bevy::math::IVec2; use bevy::math::{IVec2, UVec2};
use bevy::prelude::{FloatExt, Vec2}; use bevy::prelude::{FloatExt, Vec2};
use bevy::utils::default;
use noise::{NoiseFn, SuperSimplex}; use noise::{NoiseFn, SuperSimplex};
use rayon::iter::{IntoParallelIterator, ParallelIterator};
use crate::biome_painter::BiomePainter;
use crate::map::biome_map::{BiomeChunk, BiomeData, BiomeMap};
use crate::prelude::*; use crate::prelude::*;
pub fn generate_heightmap(cfg: &GenerationConfig, seed: u32) -> Map { pub fn generate_heightmap(cfg: &GenerationConfig, seed: u32, painter: &BiomePainter) -> Map {
let mut chunks: Vec<Chunk> = Vec::with_capacity(cfg.size.length_squared() as usize); let biomes = &generate_biomes(cfg, seed, painter);
for z in 0..cfg.size.y { // let mut chunks: Vec<Chunk> = Vec::with_capacity(cfg.size.length_squared() as usize);
for x in 0..cfg.size.x { let chunks = (0..cfg.size.y)
chunks.push(generate_chunk(x as f64, z as f64, cfg, seed)); .into_par_iter()
} .flat_map(|z| {
} (0..cfg.size.x).into_par_iter().map(move |x| {
let biome_chunk = &biomes.chunks[x as usize + z as usize * cfg.size.x as usize];
return generate_chunk(x, z, cfg, seed, &biome_chunk, painter);
})
})
.collect();
return Map { return Map {
chunks, chunks,
height: cfg.size.y as usize, height: cfg.size.y as usize,
width: cfg.size.x as usize, width: cfg.size.x as usize,
sea_level: cfg.sea_level as f32,
}; };
} }
pub fn generate_chunk(chunk_x: f64, chunk_z: f64, cfg: &GenerationConfig, seed: u32) -> Chunk { pub fn generate_biomes(cfg: &GenerationConfig, seed: u32, biome_painter: &BiomePainter) -> BiomeMap {
let mut result: [f32; Chunk::SIZE * Chunk::SIZE] = [0.; Chunk::SIZE * Chunk::SIZE]; let mut map = BiomeMap::new(cfg.size, biome_painter.biomes.len());
let mut moisture = [0.; Chunk::SIZE * Chunk::SIZE]; map.chunks = (0..cfg.size.y)
let mut temp = [0.; Chunk::SIZE * Chunk::SIZE]; .into_par_iter()
.flat_map(|y| {
(0..cfg.size.x).into_par_iter().map(move |x| {
return generate_biome_chunk(x as usize, y as usize, cfg, seed, biome_painter);
})
})
.collect();
map.blend(cfg.biome_blend);
return map;
}
pub fn generate_biome_chunk(
chunk_x: usize,
chunk_y: usize,
cfg: &GenerationConfig,
seed: u32,
biome_painter: &BiomePainter,
) -> BiomeChunk {
let mut chunk = BiomeChunk {
offset: UVec2::new(chunk_x as u32, chunk_y as u32),
data: [BiomeData::default(); Chunk::AREA],
tiles: Vec::with_capacity(Chunk::AREA),
};
let noise_m = SuperSimplex::new(seed + 1);
let noise_t = SuperSimplex::new(seed + 2);
let noise_c = SuperSimplex::new(seed + 3);
for z in 0..Chunk::SIZE {
for x in 0..Chunk::SIZE {
let moisture = sample_point(
x as f64 + chunk_x as f64 * Chunk::SIZE as f64,
z as f64 + chunk_y as f64 * Chunk::SIZE as f64,
&cfg.moisture_noise,
&noise_m,
cfg.size.as_vec2(),
cfg.border_size,
);
let temperature = sample_point(
x as f64 + chunk_x as f64 * Chunk::SIZE as f64,
z as f64 + chunk_y as f64 * Chunk::SIZE as f64,
&cfg.temperature_noise,
&noise_t,
cfg.size.as_vec2(),
cfg.border_size,
);
let continentality = sample_point(
x as f64 + chunk_x as f64 * Chunk::SIZE as f64,
z as f64 + chunk_y as f64 * Chunk::SIZE as f64,
&cfg.continent_noise,
&noise_c,
cfg.size.as_vec2(),
cfg.border_size,
);
let data = BiomeData {
moisture: moisture.clamp(0., 100.),
temperature: temperature.clamp(0., 100.),
continentality: continentality.clamp(0., 100.),
};
let mut b = vec![0.; biome_painter.biomes.len()];
b[biome_painter.sample_biome_index(&data)] = 1.;
chunk.data[x + z * Chunk::SIZE] = data;
chunk.tiles.push(b);
}
}
return chunk;
}
pub fn generate_chunk(
chunk_x: u32,
chunk_z: u32,
cfg: &GenerationConfig,
seed: u32,
biome_chunk: &BiomeChunk,
biome_painter: &BiomePainter,
) -> Chunk {
let mut result: [f32; Chunk::SIZE * Chunk::SIZE] = [0.; Chunk::AREA];
let mut data = [BiomeData::default(); Chunk::AREA];
let mut biome_ids = [0; Chunk::AREA];
let noise = SuperSimplex::new(seed); let noise = SuperSimplex::new(seed);
for z in 0..Chunk::SIZE { for z in 0..Chunk::SIZE {
for x in 0..Chunk::SIZE { for x in 0..Chunk::SIZE {
let sample = sample_point( let biome_data = biome_chunk.get_biome_data(x, z);
x as f64 + chunk_x * Chunk::SIZE as f64, let biome_blend = biome_chunk.get_biome(x, z);
z as f64 + chunk_z * Chunk::SIZE as f64, let mut sample = 0.;
&cfg, for i in 0..biome_blend.len() {
&noise, let blend = biome_blend[i];
); if blend == 0. {
result[x + z * Chunk::SIZE] = sample; continue;
moisture[x + z * Chunk::SIZE] = noise.get([ }
(x as f64 + chunk_x * Chunk::SIZE as f64) / &cfg.noise_scale, let biome = &biome_painter.biomes[i];
(z as f64 + chunk_z * Chunk::SIZE as f64) / &cfg.noise_scale, sample += sample_point(
]) as f32; x as f64 + chunk_x as f64 * Chunk::SIZE as f64,
temp[x + z * Chunk::SIZE] = sample_tempurature( z as f64 + chunk_z as f64 * Chunk::SIZE as f64,
z as f32 + chunk_z as f32 * Chunk::SIZE as f32, &biome.noise,
sample, &noise,
&cfg, cfg.size.as_vec2(),
100., cfg.border_size,
); ) * blend;
}
let idx = x + z * Chunk::SIZE;
biome_ids[idx] = biome_chunk.get_biome_id_dithered(x, z, &noise, cfg.biome_dither);
result[idx] = sample;
data[idx] = biome_data.clone();
} }
} }
return Chunk { return Chunk {
heights: result, heights: result,
moisture: moisture, biome_data: data,
temperature: temp, biome_id: biome_ids,
chunk_offset: IVec2::new(chunk_x as i32, chunk_z as i32), chunk_offset: IVec2::new(chunk_x as i32, chunk_z as i32),
..default()
}; };
} }
fn sample_tempurature(z: f32, height: f32, cfg: &GenerationConfig, equator: f32) -> f32 { fn sample_point(x: f64, z: f64, cfg: &NoiseConfig, noise: &impl NoiseFn<f64, 2>, size: Vec2, border_size: f32) -> f32 {
let d = (equator - z).abs(); let x_s = x / cfg.scale;
let max_d = equator.max(cfg.get_total_height() as f32 - equator); let z_s = z / cfg.scale;
let t_mod = d.remap(0., max_d, 0., 1.).clamp(0., 1.);
// let max_d = d.max()
return (height.remap(0., 50., 0., 1.).clamp(0., 1.) + t_mod) / 2.;
}
fn sample_point(x: f64, z: f64, cfg: &GenerationConfig, noise: &impl NoiseFn<f64, 2>) -> f32 {
let x_s = x / cfg.noise_scale;
let z_s = z / cfg.noise_scale;
let mut elevation: f64 = 0.; let mut elevation: f64 = 0.;
let mut first_layer: f64 = 0.; let mut first_layer: f64 = 0.;
@@ -79,29 +165,25 @@ fn sample_point(x: f64, z: f64, cfg: &GenerationConfig, noise: &impl NoiseFn<f64
first_layer = value; first_layer = value;
} }
if layer.first_layer_mask { if layer.first_layer_mask {
elevation += mask(first_layer, value, cfg.sea_level); elevation += mask(first_layer, value);
} else { } else {
elevation += value; elevation += value;
} }
} }
let outer = cfg.size.as_vec2() * Chunk::SIZE as f32; let outer = size * Chunk::SIZE as f32;
let p = Vec2::new(x as f32, z as f32); let p = Vec2::new(x as f32, z as f32);
let d1 = p.x.min(p.y); let d1 = p.x.min(p.y);
let od = outer - p; let od = outer - p;
let d2 = od.x.min(od.y); let d2 = od.x.min(od.y);
let d = d1 let d = d1.min(d2).min(border_size).remap(0., border_size, 0., 1.);
.min(d2)
.min(cfg.border_size)
.remap(0., cfg.border_size, 0., 1.);
return (elevation as f32) * d; return (elevation as f32) * d;
} }
fn mask(mask: f64, value: f64, sea_level: f64) -> f64 { fn mask(mask: f64, value: f64) -> f64 {
let m = (mask - sea_level).max(0.); return value * mask;
return value * m;
} }
fn sample_simple(x: f64, z: f64, cfg: &GeneratorLayer, noise: &impl NoiseFn<f64, 2>) -> f64 { fn sample_simple(x: f64, z: f64, cfg: &GeneratorLayer, noise: &impl NoiseFn<f64, 2>) -> f64 {

View File

@@ -1,8 +1,12 @@
use crate::prelude::Chunk; use crate::prelude::Chunk;
use bevy::prelude::*; use bevy::prelude::*;
use serde::{Deserialize, Serialize};
pub const OUTER_RADIUS: f32 = 1.; pub const OUTER_RADIUS: f32 = 1.;
pub const INNER_RADIUS: f32 = OUTER_RADIUS * 0.866025404; pub const INNER_RADIUS: f32 = OUTER_RADIUS * (SQRT_3 / 2.);
pub const SHORT_DIAGONAL: f32 = 1. * SQRT_3;
pub const LONG_DIAGONAL: f32 = 2. * OUTER_RADIUS;
const SQRT_3: f32 = 1.7320508076;
pub fn offset3d_to_world(offset: Vec3) -> Vec3 { pub fn offset3d_to_world(offset: Vec3) -> Vec3 {
let x = (offset.x + (offset.z * 0.5) - (offset.z / 2.).floor()) * (INNER_RADIUS * 2.); let x = (offset.x + (offset.z * 0.5) - (offset.z / 2.).floor()) * (INNER_RADIUS * 2.);
@@ -25,6 +29,10 @@ pub fn offset_to_hex(offset: IVec2) -> IVec3 {
return v; return v;
} }
pub fn offset_to_index(offset: IVec2, width: usize) -> usize {
return offset.x as usize + offset.y as usize * width;
}
pub fn snap_to_hex_grid(world_pos: Vec3) -> Vec3 { pub fn snap_to_hex_grid(world_pos: Vec3) -> Vec3 {
return offset_to_world(world_to_offset_pos(world_pos), world_pos.y); return offset_to_world(world_to_offset_pos(world_pos), world_pos.y);
} }
@@ -41,15 +49,15 @@ pub fn world_to_offset_pos(world_pos: Vec3) -> IVec2 {
return IVec2::new(ox, oz); return IVec2::new(ox, oz);
} }
pub fn tile_to_world_distance(dist: i32) -> f32 { pub fn tile_to_world_distance(dist: u32) -> f32 {
return dist as f32 * (2. * INNER_RADIUS); return dist as f32 * (2. * INNER_RADIUS);
} }
pub fn get_tile_count(radius: i32) -> i32 { pub fn get_tile_count(radius: usize) -> usize {
return 1 + 3 * (radius + 1) * radius; return 1 + 3 * (radius + 1) * radius;
} }
#[derive(Default, Debug, Clone, Copy, Eq, PartialEq)] #[derive(Default, Debug, Clone, Copy, Eq, PartialEq, Serialize, Deserialize)]
pub struct HexCoord { pub struct HexCoord {
pub hex: IVec3, pub hex: IVec3,
} }
@@ -86,6 +94,20 @@ impl HexCoord {
}; };
} }
pub fn from_world_pos(world_pos: Vec3) -> Self {
let offset = world_pos.z / (OUTER_RADIUS * 3.);
let mut x = world_pos.x / (INNER_RADIUS * 2.);
let mut z = -x;
z -= offset;
x -= offset;
let i_x = x.round() as i32;
let i_z = (-x - z).round() as i32;
let offset_pos = IVec2::new(i_x + i_z / 2, i_z);
return Self::from_offset(offset_pos);
}
pub fn is_in_bounds(&self, map_height: usize, map_width: usize) -> bool { pub fn is_in_bounds(&self, map_height: usize, map_width: usize) -> bool {
let off = self.to_offset(); let off = self.to_offset();
if off.x < 0 || off.y < 0 { if off.x < 0 || off.y < 0 {
@@ -99,6 +121,12 @@ impl HexCoord {
return true; return true;
} }
pub fn is_on_chunk_edge(&self) -> bool {
let offset = self.to_offset().rem_euclid(IVec2::splat(Chunk::SIZE as i32));
let e = (Chunk::SIZE - 1) as i32;
return offset.x == 0 || offset.y == 0 || offset.x == e || offset.y == e;
}
pub fn to_chunk_pos(&self) -> IVec2 { pub fn to_chunk_pos(&self) -> IVec2 {
let off = self.to_offset(); let off = self.to_offset();
@@ -141,9 +169,7 @@ impl HexCoord {
} }
pub fn distance(&self, other: &HexCoord) -> i32 { pub fn distance(&self, other: &HexCoord) -> i32 {
return (self.hex.x - other.hex.x).abs() return (self.hex.x - other.hex.x).abs() + (self.hex.y - other.hex.y).abs() + (self.hex.z - other.hex.z).abs();
+ (self.hex.y - other.hex.y).abs()
+ (self.hex.z - other.hex.z).abs();
} }
pub fn rotate_around(&self, center: &HexCoord, angle: i32) -> HexCoord { pub fn rotate_around(&self, center: &HexCoord, angle: i32) -> HexCoord {
@@ -195,4 +221,46 @@ impl HexCoord {
self.get_neighbor(5), self.get_neighbor(5),
]; ];
} }
pub fn hex_select(&self, radius: usize, include_center: bool) -> Vec<HexCoord> {
assert!(radius != 0, "Radius cannot be zero");
let mut result = Vec::with_capacity(get_tile_count(radius));
if include_center {
result.push(*self);
}
for k in 0..(radius + 1) {
let mut p = self.scale(4, k);
for i in 0..6 {
for _j in 0..k {
p = p.get_neighbor(i);
result.push(p);
}
}
}
return result;
}
pub fn select_ring(&self, radius: usize) -> Vec<HexCoord> {
assert!(radius != 0, "Radius cannot be zero");
let mut result = Vec::with_capacity(radius * 6);
let mut p = self.scale(4, radius);
if radius == 1 {
result.push(*self);
return result;
}
for i in 0..6 {
for _j in 0..radius {
result.push(p);
p = p.get_neighbor(i);
}
}
return result;
}
} }

View File

@@ -1,100 +1,11 @@
pub mod biome_painter; pub mod biome_painter;
pub mod consts;
pub mod generators;
pub mod heightmap; pub mod heightmap;
pub mod hex_utils; pub mod hex_utils;
pub mod mesh_generator; pub mod map;
pub mod prelude;
pub mod states;
pub mod tile_manager; pub mod tile_manager;
pub mod tile_mapper; pub mod tile_mapper;
pub mod biome_asset;
pub mod prelude {
use crate::hex_utils::HexCoord;
use bevy::math::{IVec2, UVec2};
use bevy::prelude::Resource;
use bevy::render::mesh::MeshVertexAttribute;
use bevy::render::render_resource::VertexFormat;
pub struct GenerationConfig {
pub noise_scale: f64,
pub sea_level: f64,
pub border_size: f32,
pub size: UVec2,
pub layers: Vec<GeneratorLayer>,
}
impl GenerationConfig {
pub fn get_total_width(&self) -> usize {
return self.size.x as usize * Chunk::SIZE;
}
pub fn get_total_height(&self) -> usize {
return self.size.y as usize * Chunk::SIZE;
}
}
pub struct GeneratorLayer {
pub strength: f64,
pub min_value: f64,
pub base_roughness: f64,
pub roughness: f64,
pub persistence: f64,
pub is_rigid: bool,
pub weight: f64,
pub weight_multi: f64,
pub layers: usize,
pub first_layer_mask: bool,
}
pub struct Chunk {
pub heights: [f32; Chunk::SIZE * Chunk::SIZE],
pub moisture: [f32; Chunk::SIZE * Chunk::SIZE],
pub temperature: [f32; Chunk::SIZE * Chunk::SIZE],
pub chunk_offset: IVec2,
}
impl Chunk {
pub const SIZE: usize = 64;
}
#[derive(Resource)]
pub struct Map {
pub chunks: Vec<Chunk>,
pub height: usize,
pub width: usize,
}
impl Map {
pub fn get_neighbors(&self, pos: &HexCoord) -> [Option<f32>; 6] {
let mut results: [Option<f32>; 6] = [None; 6];
let w = self.width * Chunk::SIZE;
let h = self.height * Chunk::SIZE;
let n_tiles = pos.get_neighbors();
for i in 0..6 {
let n_tile = n_tiles[i];
if !n_tile.is_in_bounds(h, w) {
continue;
}
let c_idx = n_tile.to_chunk_index(self.width);
let chunk = &self.chunks[c_idx];
let local = n_tile.to_chunk_local_index();
results[i] = Some(chunk.heights[local]);
}
return results;
}
pub fn get_height(&self, pos: &HexCoord) -> f32 {
let chunk = &self.chunks[pos.to_chunk_index(self.width)];
return chunk.heights[pos.to_chunk_local_index()];
}
pub fn get_moisture(&self, pos: &HexCoord) -> f32 {
let chunk = &self.chunks[pos.to_chunk_index(self.width)];
return chunk.moisture[pos.to_chunk_local_index()];
}
pub fn get_tempurature(&self, pos: &HexCoord) -> f32 {
let chunk = &self.chunks[pos.to_chunk_index(self.width)];
return chunk.temperature[pos.to_chunk_local_index()];
}
}
pub const ATTRIBUTE_TEXTURE_INDEX: MeshVertexAttribute =
MeshVertexAttribute::new("TextureIndex", 988540917, VertexFormat::Uint32);
}

View File

@@ -0,0 +1,224 @@
use bevy::math::{UVec2, Vec3};
use noise::NoiseFn;
use rayon::iter::{IntoParallelIterator, ParallelIterator};
use super::chunk::Chunk;
pub struct BiomeMap {
pub height: usize,
pub width: usize,
pub size: UVec2,
pub biome_count: usize,
pub chunks: Vec<BiomeChunk>,
}
#[derive(Default, Clone, Copy)]
pub struct BiomeData {
pub moisture: f32,
pub temperature: f32,
pub continentality: f32,
}
impl Into<Vec3> for &BiomeData {
fn into(self) -> Vec3 {
return Vec3::new(self.moisture, self.temperature, self.continentality);
}
}
impl Into<Vec3> for BiomeData {
fn into(self) -> Vec3 {
return Vec3::new(self.moisture, self.temperature, self.continentality);
}
}
impl BiomeMap {
pub fn new(size: UVec2, biome_count: usize) -> Self {
let len = size.x as usize * size.y as usize * Chunk::AREA;
return BiomeMap {
size,
height: size.y as usize * Chunk::SIZE,
width: size.x as usize * Chunk::SIZE,
biome_count,
chunks: Vec::with_capacity(len),
};
}
pub fn blend(&mut self, count: usize) {
assert!(count != 0, "Count cannot be 0");
for _ in 0..count {
self.blend_once();
}
}
fn blend_once(&mut self) {
let c: Vec<BiomeChunk> = (0..self.chunks.len())
.into_par_iter()
.map(|i| &self.chunks[i])
.map(|chunk| {
let tiles: Vec<_> = (0..Chunk::SIZE)
.into_par_iter()
.map(|y| {
let mut new_tiles = Vec::with_capacity(self.width);
for x in 0..Chunk::SIZE {
let tx = x as u32 + chunk.offset.x * Chunk::SIZE as u32;
let ty = y as u32 + chunk.offset.y * Chunk::SIZE as u32;
let kernel = self.get_kernel(tx as i32, ty as i32);
let r = kernel
.iter()
.filter_map(|f| *f)
.fold(vec![0.; self.biome_count], |a, b| {
return a.iter().zip(b).map(|v| v.0 + v.1).collect();
});
let sum: f32 = r.iter().sum();
if sum == 0. {
new_tiles.push(vec![0.; self.biome_count]);
continue;
}
new_tiles.push(r.iter().map(|f| f / sum).collect());
}
return new_tiles;
})
.flatten()
.collect();
return BiomeChunk {
offset: chunk.offset,
tiles,
data: chunk.data,
};
})
.collect();
self.chunks = c;
}
fn get_kernel(&self, x: i32, y: i32) -> [Option<&Vec<f32>>; 9] {
return [
self.get_biome(x - 1, y - 1),
self.get_biome(x, y - 1),
self.get_biome(x + 1, y - 1),
self.get_biome(x - 1, y),
self.get_biome(x, y),
self.get_biome(x + 1, y),
self.get_biome(x - 1, y + 1),
self.get_biome(x, y + 1),
self.get_biome(x + 1, y + 1),
];
}
pub fn get_biome(&self, x: i32, y: i32) -> Option<&Vec<f32>> {
if x < 0 || y < 0 {
return None;
}
if x >= self.width as i32 || y >= self.height as i32 {
return None;
}
let cx = (x as f32 / Chunk::SIZE as f32).floor() as usize;
let cy = (y as f32 / Chunk::SIZE as f32).floor() as usize;
let chunk = &self.chunks[cx + cy * self.size.x as usize];
return Some(chunk.get_biome(x as usize - cx * Chunk::SIZE, y as usize - cy * Chunk::SIZE));
}
pub fn get_biome_id(&self, x: usize, y: usize) -> usize {
let cx = (x as f32 / Chunk::SIZE as f32).floor() as usize;
let cy = (y as f32 / Chunk::SIZE as f32).floor() as usize;
let chunk = &self.chunks[cx + cy * self.size.x as usize];
return chunk.get_biome_id(x - (cx * Chunk::SIZE), y - (cy * Chunk::SIZE));
}
pub fn get_biome_data(&self, x: usize, y: usize) -> &BiomeData {
let cx = (x as f32 / Chunk::SIZE as f32).floor() as usize;
let cy = (y as f32 / Chunk::SIZE as f32).floor() as usize;
let chunk = &self.chunks[cx + cy * self.size.x as usize];
return chunk.get_biome_data(x - (cx * Chunk::SIZE), y - (cy * Chunk::SIZE));
}
}
#[derive(Clone)]
pub struct BiomeChunk {
pub tiles: Vec<Vec<f32>>,
pub offset: UVec2,
pub data: [BiomeData; Chunk::AREA],
}
impl BiomeChunk {
pub fn get_biome(&self, x: usize, y: usize) -> &Vec<f32> {
return &self.tiles[x as usize + y as usize * Chunk::SIZE];
}
pub fn get_biome_data(&self, x: usize, y: usize) -> &BiomeData {
return &self.data[x + y * Chunk::SIZE];
}
pub fn get_biome_id(&self, x: usize, y: usize) -> usize {
let b = self.get_biome(x, y);
let mut max = 0.;
let mut idx = 0;
for i in 0..b.len() {
let blend = b[i];
if blend > max {
max = blend;
idx = i;
}
}
return idx;
}
pub fn get_biome_id_dithered(&self, x: usize, y: usize, noise: &impl NoiseFn<f64, 2>, scale: f64) -> usize {
let cur_id = self.get_biome_id(x, y);
let b = self.get_biome(x, y);
let n = (noise.get([x as f64 / scale, y as f64 / scale]) as f32) * b[cur_id];
for i in 0..b.len() {
let blend = b[i];
if blend == 0. {
continue;
}
if n < blend {
return i;
}
}
return cur_id;
}
}
#[cfg(test)]
mod tests {
use super::*;
#[test]
fn biome_blend() {
let mut biome = BiomeMap::new(UVec2::splat(4), 8);
let w = biome.size.x as usize;
let h = biome.size.y as usize;
for y in 0..h {
for x in 0..w {
let mut b = vec![0.; biome.biome_count];
let idx = (x + y) % biome.biome_count;
b[idx] = 1.;
biome.chunks.push(generate_chunk(x, y, b));
}
}
biome.blend(8);
assert!(biome.chunks.iter().all(|f| f.tiles.len() == Chunk::AREA), "Data Lost");
}
fn generate_chunk(x: usize, y: usize, biome: Vec<f32>) -> BiomeChunk {
let chunk = BiomeChunk {
offset: UVec2::new(x as u32, y as u32),
data: [BiomeData::default(); Chunk::AREA],
tiles: (0..Chunk::AREA).into_iter().map(|_| biome.clone()).collect(),
};
return chunk;
}
}

View File

@@ -0,0 +1,76 @@
use crate::hex_utils::SHORT_DIAGONAL;
use bevy::prelude::*;
use super::biome_map::BiomeData;
#[derive(Clone)]
pub struct Chunk {
pub heights: [f32; Chunk::AREA],
pub textures: [[u32; 2]; Chunk::AREA],
pub biome_data: [BiomeData; Chunk::AREA],
pub biome_id: [usize; Chunk::AREA],
pub chunk_offset: IVec2,
}
impl Default for Chunk {
fn default() -> Self {
Self {
heights: [0.; Chunk::AREA],
textures: [[0; 2]; Chunk::AREA],
biome_data: [BiomeData::default(); Chunk::AREA],
biome_id: [0; Chunk::AREA],
chunk_offset: Default::default(),
}
}
}
impl Chunk {
pub const SIZE: usize = 64;
pub const AREA: usize = Chunk::SIZE * Chunk::SIZE;
pub const WORLD_WIDTH: f32 = Chunk::SIZE as f32 * SHORT_DIAGONAL;
pub const WORLD_HEIGHT: f32 = Chunk::SIZE as f32 * 1.5;
pub const WORLD_SIZE: Vec2 = Vec2::new(Chunk::WORLD_WIDTH, Chunk::WORLD_HEIGHT);
pub fn get_pos_z_edge(&self) -> [f32; Chunk::SIZE] {
let mut data = [0.; Chunk::SIZE];
for x in 0..Chunk::SIZE {
let idx = x + (Chunk::SIZE - 1) * Chunk::SIZE;
data[x] = self.heights[idx];
}
return data;
}
pub fn get_neg_z_edge(&self) -> [f32; Chunk::SIZE] {
let mut data = [0.; Chunk::SIZE];
for x in 0..Chunk::SIZE {
data[x] = self.heights[x];
}
return data;
}
pub fn get_pos_x_edge(&self) -> [f32; Chunk::SIZE] {
let mut data = [0.; Chunk::SIZE];
for z in 0..Chunk::SIZE {
let idx = (Chunk::SIZE - 1) + z * Chunk::SIZE;
data[z] = self.heights[idx];
}
return data;
}
pub fn get_neg_x_edge(&self) -> [f32; Chunk::SIZE] {
let mut data = [0.; Chunk::SIZE];
for z in 0..Chunk::SIZE {
let idx = z * Chunk::SIZE;
data[z] = self.heights[idx];
}
return data;
}
}

View File

@@ -0,0 +1,47 @@
use bevy::prelude::*;
use bevy_inspector_egui::InspectorOptions;
use serde::{Deserialize, Serialize};
use super::chunk::Chunk;
#[derive(Resource, Reflect, Default)]
#[reflect(Resource)]
pub struct GenerationConfig {
pub sea_level: f64,
pub border_size: f32,
pub biome_blend: usize,
pub biome_dither: f64,
pub moisture_noise: NoiseConfig,
pub temperature_noise: NoiseConfig,
pub continent_noise: NoiseConfig,
pub size: UVec2,
}
impl GenerationConfig {
pub fn get_total_width(&self) -> usize {
return self.size.x as usize * Chunk::SIZE;
}
pub fn get_total_height(&self) -> usize {
return self.size.y as usize * Chunk::SIZE;
}
}
#[derive(Serialize, Deserialize, Default, Reflect, Clone, Debug)]
pub struct NoiseConfig {
pub scale: f64,
pub layers: Vec<GeneratorLayer>,
}
#[derive(Reflect, InspectorOptions, Serialize, Deserialize, Debug, Clone, Default)]
pub struct GeneratorLayer {
pub strength: f64,
pub min_value: f64,
pub base_roughness: f64,
pub roughness: f64,
pub persistence: f64,
pub is_rigid: bool,
pub weight: f64,
pub weight_multi: f64,
pub layers: usize,
pub first_layer_mask: bool,
}

View File

@@ -0,0 +1,167 @@
use bevy::prelude::*;
use crate::hex_utils::*;
use super::{chunk::Chunk, mesh_chunk::MeshChunkData};
#[derive(Resource, Clone)]
pub struct Map {
pub chunks: Vec<Chunk>,
pub height: usize,
pub width: usize,
pub sea_level: f32,
}
impl Map {
pub fn get_chunk_mesh_data(&self, chunk_index: usize) -> MeshChunkData {
#[cfg(feature = "tracing")]
let _spawn_span = info_span!("Chunk Mesh Data").entered();
let chunk = &self.chunks[chunk_index];
return MeshChunkData {
heights: chunk.heights.clone(),
textures: chunk.textures.clone(),
};
}
pub fn get_neighbors(&self, pos: &HexCoord) -> [Option<f32>; 6] {
let mut results: [Option<f32>; 6] = [None; 6];
let w = self.width * Chunk::SIZE;
let h = self.height * Chunk::SIZE;
let n_tiles = pos.get_neighbors();
for i in 0..6 {
let n_tile = n_tiles[i];
if !n_tile.is_in_bounds(h, w) {
continue;
}
let c_idx = n_tile.to_chunk_index(self.width);
let chunk = &self.chunks[c_idx];
let local = n_tile.to_chunk_local_index();
results[i] = Some(chunk.heights[local]);
}
return results;
}
pub fn sample_height(&self, pos: &HexCoord) -> f32 {
let chunk = &self.chunks[pos.to_chunk_index(self.width)];
return chunk.heights[pos.to_chunk_local_index()];
}
pub fn sample_height_mut(&mut self, pos: &HexCoord) -> &mut f32 {
let chunk = &mut self.chunks[pos.to_chunk_index(self.width)];
return &mut chunk.heights[pos.to_chunk_local_index()];
}
pub fn is_in_bounds(&self, pos: &HexCoord) -> bool {
return pos.is_in_bounds(self.height * Chunk::SIZE, self.width * Chunk::SIZE);
}
pub fn get_moisture(&self, pos: &HexCoord) -> f32 {
let chunk = &self.chunks[pos.to_chunk_index(self.width)];
return chunk.biome_data[pos.to_chunk_local_index()].moisture;
}
pub fn get_tempurature(&self, pos: &HexCoord) -> f32 {
let chunk = &self.chunks[pos.to_chunk_index(self.width)];
return chunk.biome_data[pos.to_chunk_local_index()].temperature;
}
pub fn get_center(&self) -> Vec3 {
let w = self.get_world_width();
let h = self.get_world_height();
return Vec3::new(w / 2., self.sea_level, h / 2.);
}
pub fn get_world_width(&self) -> f32 {
return (self.width * Chunk::SIZE) as f32 * SHORT_DIAGONAL;
}
pub fn get_world_height(&self) -> f32 {
return (self.height * Chunk::SIZE) as f32 * 1.5;
}
pub fn get_world_size(&self) -> Vec2 {
return Vec2::new(self.get_world_width(), self.get_world_height());
}
pub fn set_height(&mut self, pos: &HexCoord, height: f32) {
self.chunks[pos.to_chunk_index(self.width)].heights[pos.to_chunk_local_index()] = height;
}
pub fn create_crater(&mut self, pos: &HexCoord, radius: usize, depth: f32) -> Vec<usize> {
assert!(radius != 0, "Radius cannot be zero");
let width = self.width;
let mut chunks = self.hex_select_mut(pos, radius, true, |p, h, r| {
let d = (r as f32) / (radius as f32);
let cur = *h;
let h2 = cur - depth;
*h = h2.lerp(cur, d * d).max(0.);
return p.to_chunk_index(width);
});
chunks.dedup();
return chunks;
}
pub fn hex_select<OP, Ret>(&self, center: &HexCoord, radius: usize, include_center: bool, op: OP) -> Vec<Ret>
where
OP: (Fn(&HexCoord, f32, usize) -> Ret) + Sync + Send,
{
assert!(radius != 0, "Radius cannot be zero");
if include_center {
let h = self.sample_height(&center);
(op)(&center, h, 0);
}
let mut result = Vec::with_capacity(get_tile_count(radius));
for k in 0..(radius + 1) {
let mut p = center.scale(4, k);
for i in 0..6 {
for _j in 0..k {
p = p.get_neighbor(i);
let h = self.sample_height(&p);
result.push((op)(&p, h, k));
}
}
}
return result;
}
pub fn hex_select_mut<OP, Ret>(
&mut self,
center: &HexCoord,
radius: usize,
include_center: bool,
op: OP,
) -> Vec<Ret>
where
OP: (Fn(&HexCoord, &mut f32, usize) -> Ret) + Sync + Send,
{
assert!(radius != 0, "Radius cannot be zero");
if include_center {
let h = self.sample_height_mut(&center);
(op)(&center, h, 0);
}
let mut result = Vec::with_capacity(get_tile_count(radius));
for k in 0..(radius + 1) {
let mut p = center.scale(4, k);
for i in 0..6 {
for _j in 0..k {
p = p.get_neighbor(i);
let h = self.sample_height_mut(&p);
result.push((op)(&p, h, k));
}
}
}
return result;
}
}

View File

@@ -0,0 +1,24 @@
use crate::hex_utils::HexCoord;
use super::chunk::Chunk;
pub struct MeshChunkData {
pub heights: [f32; Chunk::AREA],
pub textures: [[u32; 2]; Chunk::AREA],
}
impl MeshChunkData {
pub fn get_neighbors(&self, coord: &HexCoord) -> [f32; 6] {
let mut data = [0.; 6];
let n_tiles = coord.get_neighbors();
for i in 0..6 {
let n = n_tiles[i];
if !n.is_in_bounds(Chunk::SIZE, Chunk::SIZE) {
continue;
}
data[i] = self.heights[n.to_index(Chunk::SIZE)];
}
return data;
}
}

View File

@@ -0,0 +1,5 @@
pub mod chunk;
pub mod mesh_chunk;
pub mod config;
pub mod map;
pub mod biome_map;

View File

@@ -0,0 +1,6 @@
pub use crate::consts::*;
pub use crate::map::chunk::*;
pub use crate::map::config::*;
pub use crate::map::map::*;
pub use crate::map::mesh_chunk::*;
pub use crate::states::*;

View File

@@ -0,0 +1,11 @@
use bevy::prelude::*;
#[derive(States, Debug, Clone, PartialEq, Eq, Hash)]
pub enum GeneratorState {
Startup,
GenerateHeightmap,
SpawnMap,
Idle,
Regenerate,
}

View File

@@ -1,9 +1,5 @@
use asset_loader::create_asset_loader; use asset_loader::create_asset_loader;
use bevy::{ use bevy::{asset::Asset, ecs::system::Resource, reflect::TypePath};
asset::{Asset, Handle},
ecs::system::Resource,
reflect::TypePath,
};
use serde::{Deserialize, Serialize}; use serde::{Deserialize, Serialize};
#[derive(Resource, Debug)] #[derive(Resource, Debug)]
pub struct TileManager { pub struct TileManager {
@@ -24,7 +20,7 @@ impl TileManager {
} }
} }
#[derive(Serialize, Deserialize, Debug, TypePath, Asset)] #[derive(Serialize, Deserialize, Debug, TypePath, Asset, Clone)]
pub struct TileAsset { pub struct TileAsset {
#[serde(skip)] #[serde(skip)]
pub id: usize, pub id: usize,
@@ -37,4 +33,4 @@ pub struct TileAsset {
pub side_texture: String, pub side_texture: String,
} }
create_asset_loader!(TileAssetPlugin, TileAssetLoader, TileAsset, TileAssetLoadState, &["tile.json"],;?); create_asset_loader!(TileAssetPlugin, TileAssetLoader, TileAsset, &["tile", "tile.ron"],;?);

View File

@@ -1,9 +1,6 @@
use asset_loader::create_asset_loader; use asset_loader::create_asset_loader;
use bevy::prelude::*; use bevy::prelude::*;
use bevy::{ use bevy::{asset::Asset, reflect::TypePath};
asset::{Asset, Handle},
reflect::TypePath,
};
use serde::{Deserialize, Serialize}; use serde::{Deserialize, Serialize};
use crate::tile_manager::TileAsset; use crate::tile_manager::TileAsset;
@@ -19,14 +16,14 @@ pub struct TileMapperAsset {
} }
impl TileMapperAsset { impl TileMapperAsset {
pub fn sample_tile(&self, height: f32) -> Handle<TileAsset> { pub fn sample_tile(&self, height: f32) -> AssetId<TileAsset> {
for i in 0..self.thresholds.len() { for i in 0..self.thresholds.len() {
let t = self.thresholds[i]; let t = self.thresholds[i];
if t >= height { if t >= height {
return self.tiles[i].clone(); return self.tiles[i].id();
} }
} }
return self.tiles.last().unwrap().clone(); return self.tiles.last().unwrap().id();
} }
} }
@@ -34,8 +31,7 @@ create_asset_loader!(
TileMapperAssetPlugin, TileMapperAssetPlugin,
TileMapperAssetLoader, TileMapperAssetLoader,
TileMapperAsset, TileMapperAsset,
TileMapperLoadState, &["mapper", "mapper.ron"],;
&["mapper.json"],;
tiles_path -> tiles tiles_path -> tiles
? ?
); );

23
game/buildings/Cargo.toml Normal file
View File

@@ -0,0 +1,23 @@
[package]
name = "buildings"
version = "0.1.0"
edition = "2021"
# See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html
[dependencies]
bevy = "0.14.0"
world_generation = { path = "../../engine/world_generation" }
shared = { path = "../shared" }
bevy_rapier3d = "0.27.0"
serde = { version = "1.0.204", features = ["derive"] }
asset_loader = { path = "../../engine/asset_loader" }
serde_json = "1.0.120"
ron = "0.8.1"
bevy_asset_loader = { version = "0.21.0", features = [
"standard_dynamic_assets",
"3d",
] }
[features]
tracing = []

View File

@@ -0,0 +1,29 @@
use asset_loader::create_asset_loader;
use bevy::prelude::*;
use serde::{Deserialize, Serialize};
use shared::resource::ResourceIdentifier;
use crate::footprint::BuildingFootprint;
#[derive(Asset, TypePath, Debug, Serialize, Deserialize)]
pub struct BuildingAsset {
pub name: String,
pub description: String,
pub footprint: BuildingFootprint,
pub prefab_path: String,
#[serde(skip)]
pub prefab: Handle<Scene>,
pub cost: Vec<ResourceIdentifier>,
pub consumption: Vec<ResourceIdentifier>,
pub production: Vec<ResourceIdentifier>,
}
create_asset_loader!(
BuildingAssetPlugin,
BuildingAssetLoader,
BuildingAsset,
&["building", "building.ron"],
prefab_path -> prefab
;?
);

View File

@@ -0,0 +1,11 @@
use bevy::{asset::Handle, prelude::Resource};
use super::building_asset::BuildingAsset;
use bevy::prelude::*;
use bevy_asset_loader::prelude::*;
#[derive(Resource, AssetCollection)]
pub struct BuildingDatabase {
#[asset(key = "buildings", collection(typed))]
pub buildings: Vec<Handle<BuildingAsset>>,
}

View File

@@ -0,0 +1,2 @@
pub mod building_asset;
pub mod building_database;

View File

@@ -0,0 +1,22 @@
use bevy::prelude::Resource;
use shared::building::BuildingIdentifier;
use world_generation::hex_utils::HexCoord;
#[derive(Resource)]
pub struct BuildQueue {
pub queue: Vec<QueueEntry>,
}
impl Default for BuildQueue {
fn default() -> Self {
Self {
queue: Default::default(),
}
}
}
#[derive(PartialEq, Eq)]
pub struct QueueEntry {
pub building: BuildingIdentifier,
pub pos: HexCoord,
}

View File

@@ -0,0 +1,107 @@
use bevy::{prelude::*, window::PrimaryWindow};
use bevy_asset_loader::loading_state::{
config::{ConfigureLoadingState, LoadingStateConfig},
LoadingStateAppExt,
};
use bevy_rapier3d::{pipeline::QueryFilter, plugin::RapierContext};
use shared::{
despawn::Despawn,
states::{AssetLoadState, GameplayState},
tags::MainCamera,
};
use world_generation::{hex_utils::HexCoord, map::map::Map};
use crate::{
assets::{building_asset::BuildingAssetPlugin, building_database::BuildingDatabase},
build_queue::{BuildQueue, QueueEntry},
};
pub struct BuildingPugin;
impl Plugin for BuildingPugin {
fn build(&self, app: &mut App) {
app.insert_resource(BuildQueue::default());
app.add_plugins(BuildingAssetPlugin);
app.configure_loading_state(
LoadingStateConfig::new(AssetLoadState::Loading).load_collection::<BuildingDatabase>(),
);
app.add_systems(Startup, init.run_if(in_state(AssetLoadState::Loading)));
app.add_systems(Update, hq_placement.run_if(in_state(GameplayState::PlaceHQ)));
app.add_systems(PreUpdate, process_build_queue.run_if(in_state(GameplayState::Playing)));
}
}
#[derive(Resource)]
struct IndicatorCube(Handle<Mesh>, Handle<StandardMaterial>);
fn init(mut commands: Commands, mut meshes: ResMut<Assets<Mesh>>, mut materials: ResMut<Assets<StandardMaterial>>) {
let cube = Cuboid::from_size(Vec3::splat(1.));
let mesh_handle = meshes.add(cube);
let mat_handle = materials.add(Color::WHITE);
commands.insert_resource(IndicatorCube(mesh_handle, mat_handle));
}
fn hq_placement(
cam_query: Query<(&GlobalTransform, &Camera), With<MainCamera>>,
mut commands: Commands,
window: Query<&Window, With<PrimaryWindow>>,
mouse: Res<ButtonInput<MouseButton>>,
rapier_context: Res<RapierContext>,
map: Res<Map>,
indicator: Res<IndicatorCube>,
mut build_queue: ResMut<BuildQueue>,
mut next_state: ResMut<NextState<GameplayState>>,
) {
let win = window.single();
let (cam_transform, camera) = cam_query.single();
let Some(cursor_pos) = win.cursor_position() else {
return;
};
let Some(cam_ray) = camera.viewport_to_world(cam_transform, cursor_pos) else {
return;
};
let collision = rapier_context.cast_ray(
cam_ray.origin,
cam_ray.direction.into(),
500.,
true,
QueryFilter::only_fixed(),
);
if let Some((_e, dist)) = collision {
let contact_point = cam_ray.get_point(dist);
let contact_coord = HexCoord::from_world_pos(contact_point);
let positions = map.hex_select(&contact_coord, 3, true, |pos, h, _| pos.to_world(h));
show_indicators(positions, &mut commands, &indicator);
if mouse.just_pressed(MouseButton::Left) {
build_queue.queue.push(QueueEntry {
building: 0.into(),
pos: contact_coord,
});
next_state.set(GameplayState::Playing);
}
}
}
fn show_indicators(positions: Vec<Vec3>, commands: &mut Commands, indicator: &IndicatorCube) {
for p in positions {
commands.spawn((
PbrBundle {
mesh: indicator.0.clone(),
material: indicator.1.clone(),
transform: Transform::from_translation(p),
..default()
},
Despawn,
));
}
}
fn process_build_queue(mut queue: ResMut<BuildQueue>) {}

View File

@@ -0,0 +1,98 @@
use bevy::prelude::*;
use world_generation::hex_utils::HexCoord;
#[derive(Resource)]
pub struct BuildingMap {
pub chunks: Vec<BuildingChunk>,
}
impl BuildingMap {
pub fn new(size: UVec2) -> Self {
let mut db = BuildingMap {
chunks: Vec::with_capacity(size.length_squared() as usize),
};
for y in 0..size.y as i32 {
for x in 0..size.x as i32 {
let offset = IVec2::new(x, y);
let index = (x + y * size.x as i32) as usize;
db.chunks.push(BuildingChunk::new(offset, index));
}
}
return db;
}
pub fn get_buildings_in_range(&self, coord: &HexCoord, radius: usize) -> Option<Vec<&BuildingEntry>> {
assert!(radius != 0, "Radius cannot be zero");
todo!();
}
pub fn get_building(&self, coord: &HexCoord) -> Option<&BuildingEntry> {
todo!();
}
}
pub struct BuildingChunk {
pub entries: Vec<BuildingChunk>,
pub index: usize,
pub offset: IVec2,
}
impl BuildingChunk {
pub fn new(offset: IVec2, index: usize) -> Self {
return BuildingChunk {
entries: Vec::new(),
index,
offset,
};
}
pub fn get_building(&self, coord: &HexCoord) -> Option<&BuildingEntry> {
todo!();
}
}
pub struct BuildingEntry {
pub coord: HexCoord,
pub entity: Entity,
pub is_main: bool,
pub main_entity: Option<Entity>,
pub has_children: bool,
pub child_entities: Option<Vec<Entity>>,
}
impl BuildingEntry {
pub fn new(coord: HexCoord, entity: Entity) -> Self {
return BuildingEntry {
coord,
entity,
child_entities: None,
has_children: false,
main_entity: None,
is_main: true,
};
}
pub fn new_with_children(coord: HexCoord, entity: Entity, children: Vec<Entity>) -> BuildingEntry {
return BuildingEntry {
coord,
entity,
child_entities: Some(children),
has_children: true,
main_entity: None,
is_main: true,
};
}
pub fn new_with_parent(coord: HexCoord, entity: Entity, main: Entity) -> BuildingEntry {
return BuildingEntry {
coord,
entity,
child_entities: None,
has_children: false,
main_entity: Some(main),
is_main: false,
};
}
}

View File

@@ -0,0 +1,32 @@
use bevy::math::{IVec2, Vec3Swizzles};
use serde::{Deserialize, Serialize};
use world_generation::hex_utils::HexCoord;
#[derive(Serialize, Deserialize, Debug)]
pub struct BuildingFootprint {
pub footprint: Vec<IVec2>,
}
impl BuildingFootprint {
pub fn get_footprint(&self, center: &HexCoord) -> Vec<HexCoord> {
let c = center.hex.xy();
return self.footprint.iter().map(|p| HexCoord::from_hex(*p + c)).collect();
}
pub fn get_footprint_rotated(&self, center: &HexCoord, rotation: i32) -> Vec<HexCoord> {
let c = center.hex.xy();
return self
.footprint
.iter()
.map(|p| HexCoord::from_hex(*p + c).rotate_around(center, rotation))
.collect();
}
pub fn get_neighbors(&self, center: &HexCoord) -> Vec<HexCoord> {
todo!()
}
pub fn get_neighbors_rotated(&self, center: &HexCoord, rotation: i32) -> Vec<HexCoord> {
todo!();
}
}

View File

@@ -0,0 +1,6 @@
pub mod assets;
pub mod build_queue;
pub mod building_plugin;
pub mod buildings_map;
pub mod footprint;
pub use building_plugin::*;

View File

@@ -1,127 +0,0 @@
use crate::prelude::PhosCamera;
use bevy::input::mouse::MouseMotion;
use bevy::prelude::*;
use bevy::window::CursorGrabMode;
pub mod prelude {
use bevy::prelude::Component;
#[derive(Component, Default)]
pub struct PhosCamera {
pub min_height: f32,
pub max_height: f32,
pub speed: f32,
}
}
pub struct PhosCameraPlugin;
impl Plugin for PhosCameraPlugin {
fn build(&self, app: &mut App) {
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(0., 30., 0.)
.looking_at(Vec3::new(1000., 0., 1000.), Vec3::Y),
..default()
},
PhosCamera {
speed: 100.,
..default()
},
));
}
fn update_camera(
mut cam_query: Query<(&PhosCamera, &mut Transform)>,
keyboard_input: Res<ButtonInput<KeyCode>>,
time: Res<Time>,
windows: Query<&Window>,
) {
let window = windows.single();
if window.cursor.grab_mode != CursorGrabMode::Locked {
return;
}
let (cam, mut transform) = cam_query.single_mut();
let mut move_vec = Vec3::ZERO;
if keyboard_input.pressed(KeyCode::KeyA) {
move_vec += Vec3::NEG_X;
}
if keyboard_input.pressed(KeyCode::KeyD) {
move_vec += Vec3::X;
}
if keyboard_input.pressed(KeyCode::KeyW) {
move_vec += Vec3::NEG_Z;
}
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::from(transform.down());
}
if keyboard_input.pressed(KeyCode::Space) {
move_vec += Vec3::from(transform.up());
}
transform.translation += move_vec.normalize_or_zero() * cam.speed * time.delta_seconds();
}
fn update_camera_mouse(
mut cam_query: Query<&mut Transform, With<PhosCamera>>,
mut mouse_move: EventReader<MouseMotion>,
time: Res<Time>,
windows: Query<&Window>,
) {
let window = windows.single();
if window.cursor.grab_mode != CursorGrabMode::Locked {
return;
}
let mut transform = cam_query.single_mut();
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 = pitch.clamp(-1.54, 1.54);
// 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(
mut windows: Query<&mut Window>,
mouse: Res<ButtonInput<MouseButton>>,
key: Res<ButtonInput<KeyCode>>,
) {
let mut window = windows.single_mut();
if mouse.just_pressed(MouseButton::Middle) {
window.cursor.visible = false;
window.cursor.grab_mode = CursorGrabMode::Locked;
}
if key.just_pressed(KeyCode::Escape) {
window.cursor.visible = true;
window.cursor.grab_mode = CursorGrabMode::None;
}
}

View File

@@ -7,10 +7,20 @@ build = "build.rs"
# See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html # See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html
[dependencies] [dependencies]
bevy = "0.13.2" bevy = "0.14.0"
bevy-inspector-egui = "0.23.4" bevy-inspector-egui = "0.25.0"
iyes_perf_ui = "0.2.3" iyes_perf_ui = "0.3.0"
noise = "0.8.2" noise = "0.8.2"
world_generation ={path="../../engine/world_generation"} world_generation = { path = "../../engine/world_generation" }
camera_system={path = "../camera_system"} bevy_rapier3d = { version = "0.27.0", features = ["simd-stable", "parallel"] }
bevy_rapier3d = { version = "0.25.0", features = [ "simd-stable", "debug-render-3d" ] } rayon = "1.10.0"
buildings = { path = "../buildings" }
shared = { path = "../shared" }
bevy_asset_loader = { version = "0.21.0", features = [
"standard_dynamic_assets",
"3d",
] }
ron = "0.8.1"
[features]
tracing = ["bevy/trace_tracy", "world_generation/tracing", "buildings/tracing"]

View File

@@ -0,0 +1,249 @@
use bevy::core_pipeline::experimental::taa::{TemporalAntiAliasBundle, TemporalAntiAliasPlugin};
use bevy::core_pipeline::prepass::DepthPrepass;
use bevy::input::mouse::{MouseMotion, MouseScrollUnit, MouseWheel};
use bevy::prelude::*;
use bevy::window::CursorGrabMode;
use shared::states::MenuState;
use shared::tags::MainCamera;
use world_generation::hex_utils::HexCoord;
use world_generation::prelude::Map;
use super::components::*;
pub struct PhosCameraPlugin;
impl Plugin for PhosCameraPlugin {
fn build(&self, app: &mut App) {
app.register_type::<PhosCamera>();
app.add_systems(PreStartup, setup);
app.add_systems(Update, rts_camera_system.run_if(in_state(MenuState::InGame)));
app.add_systems(PostUpdate, limit_camera_bounds.run_if(in_state(MenuState::InGame)));
//Free Cam
//app.add_systems(Update, (grab_mouse, (update_camera, update_camera_mouse).chain()));
app.add_plugins(TemporalAntiAliasPlugin);
}
}
fn setup(mut commands: Commands, mut msaa: ResMut<Msaa>) {
commands
.spawn((
Camera3dBundle {
transform: Transform::from_xyz(0., 30., 0.).looking_to(Vec3::Z, Vec3::Y),
..default()
},
PhosCamera::default(),
MainCamera,
DepthPrepass,
PhosCameraTargets::default(),
))
.insert(TemporalAntiAliasBundle::default());
*msaa = Msaa::Off;
}
fn update_camera(
mut cam_query: Query<(&PhosCamera, &mut Transform)>,
keyboard_input: Res<ButtonInput<KeyCode>>,
time: Res<Time>,
windows: Query<&Window>,
) {
let window = windows.single();
if window.cursor.grab_mode != CursorGrabMode::Locked {
return;
}
let (cam, mut transform) = cam_query.single_mut();
let mut move_vec = Vec3::ZERO;
if keyboard_input.pressed(KeyCode::KeyA) {
move_vec += Vec3::NEG_X;
}
if keyboard_input.pressed(KeyCode::KeyD) {
move_vec += Vec3::X;
}
if keyboard_input.pressed(KeyCode::KeyW) {
move_vec += Vec3::NEG_Z;
}
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::from(transform.down());
}
if keyboard_input.pressed(KeyCode::Space) {
move_vec += Vec3::from(transform.up());
}
transform.translation += move_vec.normalize_or_zero() * cam.speed * time.delta_seconds();
}
fn update_camera_mouse(
mut cam_query: Query<&mut Transform, With<PhosCamera>>,
mut mouse_move: EventReader<MouseMotion>,
time: Res<Time>,
windows: Query<&Window>,
) {
let window = windows.single();
if window.cursor.grab_mode != CursorGrabMode::Locked {
return;
}
let mut transform = cam_query.single_mut();
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.to_radians() * time.delta_seconds() * 5.;
yaw -= ev.delta.x.to_radians() * time.delta_seconds() * 5.;
}
}
pitch = pitch.clamp(-1.54, 1.54);
// 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(mut windows: Query<&mut Window>, mouse: Res<ButtonInput<MouseButton>>, key: Res<ButtonInput<KeyCode>>) {
let mut window = windows.single_mut();
if mouse.just_pressed(MouseButton::Middle) {
window.cursor.visible = false;
window.cursor.grab_mode = CursorGrabMode::Locked;
}
if key.just_pressed(KeyCode::Escape) {
window.cursor.visible = true;
window.cursor.grab_mode = CursorGrabMode::None;
}
}
fn rts_camera_system(
mut cam_query: Query<(&mut Transform, &PhosCamera, &mut PhosCameraTargets)>,
mut wheel: EventReader<MouseWheel>,
key: Res<ButtonInput<KeyCode>>,
time: Res<Time>,
heightmap: Res<Map>,
) {
let (mut cam, cam_cfg, mut cam_targets) = cam_query.single_mut();
let mut cam_move = Vec3::ZERO;
let mut cam_pos = cam.translation;
if key.pressed(KeyCode::KeyA) {
cam_move.x = 1.;
} else if key.pressed(KeyCode::KeyD) {
cam_move.x = -1.;
}
if key.pressed(KeyCode::KeyW) {
cam_move.z = 1.;
} else if key.pressed(KeyCode::KeyS) {
cam_move.z = -1.;
}
let move_speed = if key.pressed(KeyCode::ShiftLeft) {
cam_cfg.speed * 2.
} else {
cam_cfg.speed
};
cam_move = cam_move.normalize_or_zero() * move_speed * time.delta_seconds();
cam_pos -= cam_move;
let mut scroll = 0.0;
for e in wheel.read() {
match e.unit {
MouseScrollUnit::Line => scroll += e.y * 5.,
MouseScrollUnit::Pixel => scroll += e.y,
}
}
let ground_height = sample_ground(cam.translation, &heightmap);
cam_targets.height -= scroll;
if cam_targets.height > cam_cfg.max_height {
cam_targets.height = cam_cfg.max_height;
}
let min_height = ground_height + cam_cfg.min_height;
if min_height != cam_targets.last_height {
cam_targets.last_height = min_height;
cam_targets.anim_time = 0.;
cam_targets.rotate_time = 0.;
}
if scroll != 0. {
cam_targets.anim_time = 0.;
cam_targets.rotate_time = 0.;
if cam_targets.height < min_height {
cam_targets.height = min_height;
}
}
let desired_height = if cam_targets.height < min_height {
min_height
} else {
cam_targets.height
};
if cam_targets.anim_time < 1. {
cam_targets.anim_time += time.delta_seconds() * cam_cfg.zoom_speed;
cam_targets.anim_time = cam_targets.anim_time.min(1.);
}
cam_pos.y = f32::lerp(cam_pos.y, desired_height, cam_targets.anim_time);
if cam_pos.y < min_height {
cam_pos.y = min_height;
}
let t = cam_pos.y.remap(cam_cfg.min_height, cam_cfg.max_height, 0., 1.);
if cam_targets.rotate_time < 1. {
cam_targets.rotate_time += time.delta_seconds();
cam_targets.rotate_time = cam_targets.rotate_time.min(1.);
}
let angle = cam_cfg.min_angle.lerp(cam_cfg.max_angle, t);
let rot = Quat::from_axis_angle(Vec3::X, -angle);
cam.rotation = rot;
cam.translation = cam_pos;
}
fn sample_ground(pos: Vec3, heightmap: &Map) -> f32 {
let tile_under = HexCoord::from_world_pos(pos);
let neighbors = heightmap.get_neighbors(&tile_under);
let mut ground_height = if heightmap.is_in_bounds(&tile_under) {
heightmap.sample_height(&tile_under)
} else {
heightmap.sea_level
};
for n in neighbors {
if let Some(h) = n {
if h > ground_height {
ground_height = h;
}
}
}
if ground_height < heightmap.sea_level {
ground_height = heightmap.sea_level;
}
return ground_height;
}
fn limit_camera_bounds(mut cam_query: Query<(&mut Transform, &CameraBounds)>) {
let (mut tranform, bounds) = cam_query.single_mut();
let mut pos = tranform.translation;
pos.x = pos.x.clamp(bounds.min.x, bounds.max.x);
pos.z = pos.z.clamp(bounds.min.y, bounds.max.y);
tranform.translation = pos;
}

View File

@@ -0,0 +1,66 @@
use bevy::prelude::*;
use world_generation::{hex_utils::SHORT_DIAGONAL, prelude::Chunk};
#[derive(Component, Reflect)]
#[reflect(Component)]
pub struct PhosCamera {
pub min_height: f32,
pub max_height: f32,
pub speed: f32,
pub zoom_speed: f32,
pub min_angle: f32,
pub max_angle: f32,
}
impl Default for PhosCamera {
fn default() -> Self {
Self {
min_height: 10.,
max_height: 420.,
speed: 100.,
zoom_speed: 0.3,
min_angle: (20. as f32).to_radians(),
max_angle: 1.,
}
}
}
#[derive(Component)]
pub struct PhosCameraTargets {
pub height: f32,
pub forward: Vec3,
pub last_height: f32,
pub anim_time: f32,
pub rotate_time: f32,
}
impl Default for PhosCameraTargets {
fn default() -> Self {
Self {
height: Default::default(),
forward: Vec3::Z,
last_height: Default::default(),
anim_time: Default::default(),
rotate_time: Default::default(),
}
}
}
#[derive(Component, Default)]
pub struct CameraBounds {
pub min: Vec2,
pub max: Vec2,
}
impl CameraBounds {
pub fn from_size(size: UVec2) -> Self {
let padding = Chunk::WORLD_SIZE;
return Self {
min: Vec2::ZERO - padding,
max: Vec2::new(
(size.x as usize * Chunk::SIZE) as f32 * SHORT_DIAGONAL,
(size.y * Chunk::SIZE as u32) as f32 * 1.5,
) + padding,
};
}
}

View File

@@ -0,0 +1,2 @@
pub mod camera_plugin;
pub mod components;

View File

@@ -1,35 +1,44 @@
use bevy::pbr::wireframe::WireframePlugin;
use bevy::prelude::*; use bevy::prelude::*;
use bevy::render::texture::{ImageAddressMode, ImageFilterMode, ImageSamplerDescriptor}; use bevy::render::texture::{ImageAddressMode, ImageFilterMode, ImageSamplerDescriptor};
use bevy::window::PresentMode; use bevy::window::PresentMode;
use bevy_inspector_egui::quick::WorldInspectorPlugin; use bevy_inspector_egui::quick::WorldInspectorPlugin;
use phos::PhosGamePlugin;
mod camera_system;
mod map_rendering;
mod phos; mod phos;
mod prelude; mod prelude;
mod shader_extensions; mod shader_extensions;
use phos::PhosGamePlugin; mod utlis;
fn main() { fn main() {
App::new() App::new()
.add_plugins(( .add_plugins((
DefaultPlugins.set(WindowPlugin { DefaultPlugins
primary_window: Some(Window { .set(WindowPlugin {
title: "Phos".into(), primary_window: Some(Window {
name: Some("phos".into()), title: "Phos".into(),
resolution: (1920.0, 1080.0).into(), name: Some("phos".into()),
resizable: true, #[cfg(debug_assertions)]
present_mode: PresentMode::AutoNoVsync, resolution: (1920., 1080.).into(),
present_mode: PresentMode::AutoNoVsync,
#[cfg(not(debug_assertions))]
mode: bevy::window::WindowMode::BorderlessFullscreen,
..default()
}),
..default() ..default()
})
.set(ImagePlugin {
default_sampler: ImageSamplerDescriptor {
address_mode_u: ImageAddressMode::Repeat,
address_mode_v: ImageAddressMode::Repeat,
mag_filter: ImageFilterMode::Nearest,
..default()
},
}), }),
..default()
}).set(ImagePlugin {
default_sampler: ImageSamplerDescriptor {
address_mode_u: ImageAddressMode::Repeat,
address_mode_v: ImageAddressMode::Repeat,
mag_filter: ImageFilterMode::Nearest,
..default()
}
}),
WorldInspectorPlugin::new(), WorldInspectorPlugin::new(),
WireframePlugin,
PhosGamePlugin, PhosGamePlugin,
)) ))
.run(); .run();

View File

@@ -0,0 +1,91 @@
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;
use crate::prelude::RebuildChunk;
use crate::{
prelude::{PhosChunk, PhosChunkRegistry},
utlis::chunk_utils::prepare_chunk_mesh,
};
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>)>,
heightmap: Res<Map>,
) {
let pool = AsyncComputeTaskPool::get();
for (chunk_entity, idx) in &chunk_query {
#[cfg(feature = "tracing")]
let _spawn_span = info_span!("Rebuild Chunk").entered();
let chunk_index = idx.index;
let chunk_data = heightmap.get_chunk_mesh_data(chunk_index);
let chunk_offset = heightmap.chunks[chunk_index].chunk_offset;
let task = pool.spawn(async move {
#[cfg(feature = "tracing")]
let _spawn_span = info_span!("Rebuild Task").entered();
let mut queue = CommandQueue::default();
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,
);
#[cfg(feature = "tracing")]
drop(trimesh_span);
queue.push(move |world: &mut World| {
world.entity_mut(chunk_entity).insert(c).remove::<ChunkRebuildTask>();
});
return (queue, mesh);
});
commands
.entity(chunk_entity)
.insert(ChunkRebuildTask { task })
.remove::<RebuildChunk>();
}
}
fn collider_task_resolver(
mut chunks: Query<(&mut ChunkRebuildTask, &Handle<Mesh>), With<PhosChunk>>,
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
) {
for (mut task, mesh_handle) in &mut chunks {
if let Some((mut c, mesh)) = futures::check_ready(&mut task.task) {
commands.append(&mut c);
meshes.insert(mesh_handle, mesh);
}
}
}
#[derive(Component)]
struct ChunkRebuildTask {
pub task: Task<(CommandQueue, Mesh)>,
}

View File

@@ -0,0 +1,322 @@
#[cfg(feature = "tracing")]
use bevy::log::*;
use bevy::{
pbr::{ExtendedMaterial, NotShadowCaster},
prelude::*,
};
use bevy_asset_loader::prelude::*;
use bevy_inspector_egui::quick::ResourceInspectorPlugin;
use rayon::iter::{IntoParallelRefIterator, ParallelIterator};
use shared::states::{AssetLoadState, GameplayState, MenuState};
use world_generation::{
biome_asset::{BiomeAsset, BiomeAssetPlugin},
biome_painter::*,
heightmap::generate_heightmap,
hex_utils::{offset_to_index, SHORT_DIAGONAL},
prelude::*,
tile_manager::*,
tile_mapper::*,
};
use crate::{
camera_system::components::*,
prelude::{PhosAssets, PhosChunk, PhosChunkRegistry},
shader_extensions::{
chunk_material::ChunkMaterial,
water_material::{WaterMaterial, WaterSettings},
},
utlis::{
chunk_utils::{paint_map, prepare_chunk_mesh_with_collider},
render_distance_system::RenderDistanceVisibility,
},
};
use super::{chunk_rebuild::ChunkRebuildPlugin, terraforming_test::TerraFormingTestPlugin};
pub struct MapInitPlugin;
impl Plugin for MapInitPlugin {
fn build(&self, app: &mut App) {
app.insert_state(GeneratorState::Startup);
app.insert_state(AssetLoadState::Loading);
//Assets
app.add_plugins(TileAssetPlugin);
app.add_plugins(TileMapperAssetPlugin);
app.add_plugins(BiomeAssetPlugin);
app.add_plugins(ResourceInspectorPlugin::<GenerationConfig>::default());
app.add_plugins(ResourceInspectorPlugin::<WaterInspect>::default());
app.register_type::<ExtendedMaterial<StandardMaterial, WaterMaterial>>();
app.register_asset_reflect::<ExtendedMaterial<StandardMaterial, WaterMaterial>>();
app.add_plugins((
ChunkRebuildPlugin,
TerraFormingTestPlugin,
MaterialPlugin::<ExtendedMaterial<StandardMaterial, ChunkMaterial>>::default(),
MaterialPlugin::<ExtendedMaterial<StandardMaterial, WaterMaterial>> {
prepass_enabled: false,
..Default::default()
},
));
app.configure_loading_state(
LoadingStateConfig::new(AssetLoadState::Loading)
.with_dynamic_assets_file::<StandardDynamicAssetCollection>("phos.assets.ron")
.load_collection::<PhosAssets>()
.load_collection::<BiomePainterAsset>(),
);
app.add_systems(Startup, load_textures.run_if(in_state(AssetLoadState::FinalizeAssets)));
app.add_systems(
Update,
create_heightmap.run_if(in_state(GeneratorState::GenerateHeightmap)),
);
// app.add_systems(
// Update,
// check_asset_load.run_if(in_state(AssetLoadState::FinalizeAssets)),
// );
app.add_systems(
Update,
(finalize_texture, finalize_biome_painter).run_if(in_state(AssetLoadState::FinalizeAssets)),
);
app.add_systems(
Update,
finalize_biome_painter
.run_if(in_state(AssetLoadState::FinalizeAssets))
.run_if(in_state(AssetLoadState::LoadComplete)),
);
app.add_systems(Update, despawn_map.run_if(in_state(GeneratorState::Regenerate)));
app.add_systems(
Update,
spawn_map
.run_if(in_state(AssetLoadState::LoadComplete))
.run_if(in_state(GeneratorState::SpawnMap)),
);
app.insert_resource(TileManager::default());
}
}
#[derive(Resource, Reflect, Default)]
#[reflect(Resource)]
struct WaterInspect(Handle<ExtendedMaterial<StandardMaterial, WaterMaterial>>);
fn load_textures(
mut commands: Commands,
mut atlas: ResMut<PhosAssets>,
mut water_materials: ResMut<Assets<ExtendedMaterial<StandardMaterial, WaterMaterial>>>,
) {
let water_material = water_materials.add(ExtendedMaterial {
base: StandardMaterial {
base_color: Color::srgba(0., 0.5, 1., 0.8),
alpha_mode: AlphaMode::Blend,
..Default::default()
},
extension: WaterMaterial {
settings: WaterSettings {
offset: 0.5,
scale: 100.,
..Default::default()
},
..default()
},
});
commands.insert_resource(WaterInspect(water_material.clone()));
atlas.water_material = water_material;
}
fn finalize_biome_painter(
mut commands: Commands,
mut next_generator_state: ResMut<NextState<GeneratorState>>,
biome_painter: Res<BiomePainterAsset>,
biomes: Res<Assets<BiomeAsset>>,
) {
let biome_painter = biome_painter.build(&biomes);
commands.insert_resource(biome_painter);
next_generator_state.set(GeneratorState::GenerateHeightmap);
println!("Finalize Biome");
}
fn finalize_texture(
mut atlas: ResMut<PhosAssets>,
mut images: ResMut<Assets<Image>>,
mut chunk_materials: ResMut<Assets<ExtendedMaterial<StandardMaterial, ChunkMaterial>>>,
mut next_load_state: ResMut<NextState<AssetLoadState>>,
) {
println!("Finalize Tex");
let image = images.get_mut(atlas.handle.id()).unwrap();
let array_layers = image.height() / image.width();
image.reinterpret_stacked_2d_as_array(array_layers);
let chunk_material = chunk_materials.add(ExtendedMaterial {
base: StandardMaterial::default(),
extension: ChunkMaterial {
array_texture: atlas.handle.clone(),
},
});
atlas.chunk_material_handle = chunk_material;
next_load_state.set(AssetLoadState::LoadComplete);
}
fn create_heightmap(
mut commands: Commands,
mut cam: Query<(&mut Transform, Entity), With<PhosCamera>>,
mut next_state: ResMut<NextState<GeneratorState>>,
biome_painter: Res<BiomePainter>,
) {
let config = GenerationConfig {
biome_blend: 16,
biome_dither: 16.,
continent_noise: NoiseConfig {
scale: 500.,
layers: vec![GeneratorLayer {
base_roughness: 2.14,
roughness: 0.87,
strength: 100.,
min_value: 0.,
persistence: 0.77,
is_rigid: false,
weight: 0.,
weight_multi: 0.,
layers: 1,
first_layer_mask: false,
}],
},
moisture_noise: NoiseConfig {
scale: 500.,
layers: vec![GeneratorLayer {
base_roughness: 2.14,
roughness: 0.87,
strength: 100.,
min_value: 0.,
persistence: 0.77,
is_rigid: false,
weight: 0.,
weight_multi: 0.,
layers: 1,
first_layer_mask: false,
}],
},
temperature_noise: NoiseConfig {
scale: 500.,
layers: vec![GeneratorLayer {
base_roughness: 2.14,
roughness: 0.87,
strength: 100.,
min_value: 0.,
persistence: 0.77,
is_rigid: false,
weight: 0.,
weight_multi: 0.,
layers: 1,
first_layer_mask: false,
}],
},
sea_level: 8.5,
border_size: 64.,
size: UVec2::splat(16),
// size: UVec2::splat(1),
};
let heightmap = generate_heightmap(&config, 42069, &biome_painter);
let (mut cam_t, cam_entity) = cam.single_mut();
cam_t.translation = heightmap.get_center();
commands.entity(cam_entity).insert(CameraBounds::from_size(config.size));
commands.insert_resource(heightmap);
commands.insert_resource(config);
next_state.set(GeneratorState::SpawnMap);
}
fn spawn_map(
mut heightmap: ResMut<Map>,
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
atlas: Res<PhosAssets>,
tile_assets: Res<Assets<TileAsset>>,
tile_mappers: Res<Assets<TileMapperAsset>>,
mut generator_state: ResMut<NextState<GeneratorState>>,
cur_game_state: Res<State<MenuState>>,
mut game_state: ResMut<NextState<MenuState>>,
mut gameplay_state: ResMut<NextState<GameplayState>>,
biome_painter: Res<BiomePainter>,
) {
paint_map(&mut heightmap, &biome_painter, &tile_assets, &tile_mappers);
let chunk_meshes: Vec<_> = heightmap
.chunks
.par_iter()
.map(|chunk: &Chunk| {
let index = offset_to_index(chunk.chunk_offset, heightmap.width);
return prepare_chunk_mesh_with_collider(&heightmap.get_chunk_mesh_data(index), chunk.chunk_offset, index);
})
.collect();
let mut registry = PhosChunkRegistry::new(chunk_meshes.len());
{
#[cfg(feature = "tracing")]
let _spawn_span = info_span!("Spawn Chunks").entered();
let visibility_offset = Vec3::new(
(Chunk::SIZE / 2) as f32 * SHORT_DIAGONAL,
0.,
(Chunk::SIZE / 2) as f32 * 1.5,
);
for (mesh, collider, pos, index) in chunk_meshes {
// let mesh_handle = meshes.a
let chunk = commands.spawn((
MaterialMeshBundle {
mesh: meshes.add(mesh),
material: atlas.chunk_material_handle.clone(),
transform: Transform::from_translation(pos),
..default()
},
PhosChunk::new(index),
RenderDistanceVisibility::default().with_offset(visibility_offset),
collider,
));
registry.chunks.push(chunk.id());
}
}
commands.spawn((
MaterialMeshBundle {
transform: Transform::from_translation(heightmap.get_center()),
mesh: meshes.add(
Plane3d::default()
.mesh()
.size(heightmap.get_world_width(), heightmap.get_world_height()),
),
material: atlas.water_material.clone(),
..default()
},
NotShadowCaster,
));
commands.insert_resource(registry);
generator_state.set(GeneratorState::Idle);
if cur_game_state.get() != &MenuState::InGame {
game_state.set(MenuState::InGame);
gameplay_state.set(GameplayState::PlaceHQ);
}
}
fn despawn_map(
mut commands: Commands,
mut heightmap: ResMut<Map>,
cfg: Res<GenerationConfig>,
chunks: Query<Entity, With<PhosChunk>>,
mut next_state: ResMut<NextState<GeneratorState>>,
biome_painter: Res<BiomePainter>,
) {
for chunk in chunks.iter() {
commands.entity(chunk).despawn();
}
*heightmap = generate_heightmap(&cfg, 4, &biome_painter);
next_state.set(GeneratorState::SpawnMap);
}

View File

@@ -0,0 +1,4 @@
pub mod chunk_rebuild;
pub mod map_init;
pub mod prelude;
pub mod terraforming_test;

View File

@@ -0,0 +1,2 @@
use bevy::prelude::*;
use world_generation::biome_painter::BiomePainterAsset;

View File

@@ -0,0 +1,67 @@
use bevy::{prelude::*, window::PrimaryWindow};
use bevy_rapier3d::{pipeline::QueryFilter, plugin::RapierContext};
use world_generation::{hex_utils::HexCoord, prelude::Map, states::GeneratorState};
use crate::{
camera_system::components::PhosCamera,
prelude::{PhosChunkRegistry, RebuildChunk},
};
pub struct TerraFormingTestPlugin;
impl Plugin for TerraFormingTestPlugin {
fn build(&self, app: &mut App) {
app.add_systems(Update, deform.run_if(in_state(GeneratorState::Idle)));
}
}
fn deform(
cam_query: Query<(&GlobalTransform, &Camera), With<PhosCamera>>,
mut commands: Commands,
window: Query<&Window, With<PrimaryWindow>>,
mouse: Res<ButtonInput<MouseButton>>,
rapier_context: Res<RapierContext>,
mut heightmap: ResMut<Map>,
chunks: Res<PhosChunkRegistry>,
) {
let mut multi = 0.;
if mouse.just_pressed(MouseButton::Left) {
multi = 1.;
} else if mouse.just_pressed(MouseButton::Right) {
multi = -1.;
}
if multi == 0. {
return;
}
let win = window.single();
let (cam_transform, camera) = cam_query.single();
let Some(cursor_pos) = win.cursor_position() else {
return;
};
let Some(cam_ray) = camera.viewport_to_world(cam_transform, cursor_pos) else {
return;
};
let collision = rapier_context.cast_ray(
cam_ray.origin,
cam_ray.direction.into(),
500.,
true,
QueryFilter::only_fixed(),
);
if let Some((e, dist)) = collision {
#[cfg(feature = "tracing")]
let span = info_span!("Deform Mesh").entered();
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);
for c in modified_chunks {
commands.entity(chunks.chunks[c]).insert(RebuildChunk);
}
commands.entity(e).insert(RebuildChunk);
}
}

View File

@@ -1,38 +1,45 @@
use crate::prelude::*; use crate::camera_system::camera_plugin::PhosCameraPlugin;
use crate::shader_extensions::chunk_material::ChunkMaterial; use crate::camera_system::components::PhosCamera;
use bevy::asset::LoadState; use crate::map_rendering::map_init::MapInitPlugin;
use bevy::core_pipeline::experimental::taa::TemporalAntiAliasPlugin; use crate::utlis::render_distance_system::RenderDistancePlugin;
use bevy::pbr::ExtendedMaterial; use bevy::{
use bevy::{pbr::CascadeShadowConfig, prelude::*}; 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 bevy_rapier3d::plugin::{NoUserData, RapierPhysicsPlugin};
use bevy_rapier3d::render::RapierDebugRenderPlugin; use buildings::BuildingPugin;
use camera_system::PhosCameraPlugin;
use iyes_perf_ui::prelude::*; use iyes_perf_ui::prelude::*;
use world_generation::biome_painter::{ use shared::states::{GameplayState, MenuState};
BiomePainterAsset, BiomePainterLoadState, BiomePainterPlugin, use shared::{despawn::DespawnPuglin, states::AssetLoadState};
};
use world_generation::hex_utils::offset_to_world;
use world_generation::tile_manager::{TileAsset, TileAssetLoadState, TileAssetPlugin, TileManager};
use world_generation::tile_mapper::{TileMapperAsset, TileMapperAssetPlugin, TileMapperLoadState};
use world_generation::{
heightmap::generate_heightmap, mesh_generator::generate_chunk_mesh, prelude::*,
};
pub struct PhosGamePlugin; pub struct PhosGamePlugin;
impl Plugin for PhosGamePlugin { impl Plugin for PhosGamePlugin {
fn build(&self, app: &mut App) { fn build(&self, app: &mut App) {
app.add_plugins(PhosCameraPlugin) app.insert_state(AssetLoadState::Loading);
.add_plugins(MaterialPlugin::< app.insert_state(MenuState::Loading);
ExtendedMaterial<StandardMaterial, ChunkMaterial>, app.insert_state(GameplayState::Waiting);
>::default())
.add_plugins(TemporalAntiAliasPlugin); app.add_loading_state(
LoadingState::new(AssetLoadState::Loading).continue_to_state(AssetLoadState::FinalizeAssets),
);
app.add_plugins((
PhosCameraPlugin,
MapInitPlugin,
RenderDistancePlugin,
// BuildingPugin,
DespawnPuglin,
));
//Systems - Startup //Systems - Startup
app.add_systems(Startup, init_game) app.add_systems(Startup, init_game);
.add_systems(Startup, (load_textures, load_tiles, create_map).chain());
//Systems - Update //Systems - Update
app.add_systems(Update, (finalize_texture, spawn_map)); app.add_systems(Update, spawn_sphere);
//Perf UI //Perf UI
app.add_plugins(bevy::diagnostic::FrameTimeDiagnosticsPlugin) app.add_plugins(bevy::diagnostic::FrameTimeDiagnosticsPlugin)
@@ -40,17 +47,18 @@ impl Plugin for PhosGamePlugin {
.add_plugins(bevy::diagnostic::SystemInformationDiagnosticsPlugin) .add_plugins(bevy::diagnostic::SystemInformationDiagnosticsPlugin)
.add_plugins(PerfUiPlugin); .add_plugins(PerfUiPlugin);
//Assets
app.add_plugins(TileAssetPlugin);
app.add_plugins(TileMapperAssetPlugin);
app.add_plugins(BiomePainterPlugin);
//Physics //Physics
app.add_plugins(RapierPhysicsPlugin::<NoUserData>::default()) app.add_plugins(RapierPhysicsPlugin::<NoUserData>::default());
.add_plugins(RapierDebugRenderPlugin::default()); // app.add_plugins(RapierDebugRenderPlugin::default());
app.insert_resource(WireframeConfig {
global: false,
default_color: Srgba::hex("FF0064").unwrap().into(),
});
} }
} }
fn init_game(mut commands: Commands) { fn init_game(mut commands: Commands, mut materials: ResMut<Assets<StandardMaterial>>) {
commands.spawn(( commands.spawn((
PerfUiRoot::default(), PerfUiRoot::default(),
PerfUiEntryFPS::default(), PerfUiEntryFPS::default(),
@@ -65,171 +73,44 @@ fn init_game(mut commands: Commands) {
..default() ..default()
}, },
cascade_shadow_config: CascadeShadowConfig { cascade_shadow_config: CascadeShadowConfig {
bounds: vec![500., 1000., 2000., 5000.], bounds: vec![200., 400., 600., 800.],
..default() ..default()
}, },
transform: Transform::from_xyz(500., 260.0, 500.).looking_at(Vec3::ZERO, Vec3::Y), transform: Transform::from_xyz(500., 260.0, 500.).looking_at(Vec3::ZERO, Vec3::Y),
..default() ..default()
}); });
commands.insert_resource(PhosMap::default()); let sphere_mat = StandardMaterial {
commands.insert_resource(TileManager::default()); base_color: Color::srgb(1., 1., 0.),
..default()
};
let handle = materials.add(sphere_mat);
commands.insert_resource(SphereMat(handle));
} }
fn load_textures(mut commands: Commands, asset_server: Res<AssetServer>) {
let main_tex = asset_server.load("textures/world/stack.png");
commands.insert_resource(ChunkAtlas {
handle: main_tex.clone(),
is_loaded: false,
});
}
#[derive(Resource)] #[derive(Resource)]
struct Painter(Handle<BiomePainterAsset>); struct SphereMat(Handle<StandardMaterial>);
fn load_tiles(mut commands: Commands, asset_server: Res<AssetServer>) { fn spawn_sphere(
let handle: Handle<BiomePainterAsset> = asset_server.load("biome_painters/terra.biomes.json");
commands.insert_resource(Painter(handle));
}
fn finalize_texture(
asset_server: Res<AssetServer>,
mut atlas: ResMut<ChunkAtlas>,
mut map: ResMut<PhosMap>,
mut images: ResMut<Assets<Image>>,
painter: Res<Painter>,
painter_load: Res<BiomePainterLoadState>,
tile_load: Res<TileAssetLoadState>,
mapper_load: Res<TileMapperLoadState>,
) {
if atlas.is_loaded {
return;
}
if !painter_load.is_all_loaded() || !tile_load.is_all_loaded() || !mapper_load.is_all_loaded() {
return;
}
if asset_server.load_state(atlas.handle.clone()) != LoadState::Loaded {
return;
}
if asset_server.load_state(painter.0.clone()) != LoadState::Loaded {
return;
}
let image = images.get_mut(&atlas.handle).unwrap();
let array_layers = 14;
image.reinterpret_stacked_2d_as_array(array_layers);
atlas.is_loaded = true;
map.ready = true;
map.regenerate = true;
}
fn create_map(mut commands: Commands) {
let heightmap = generate_heightmap(
&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,
},
],
noise_scale: 350.,
sea_level: 4.,
border_size: 64.,
size: UVec2::splat(1024 / Chunk::SIZE as u32),
},
4,
);
commands.insert_resource(heightmap);
}
fn spawn_map(
heightmap: Res<Map>,
mut commands: Commands, mut commands: Commands,
mut materials: ResMut<Assets<ExtendedMaterial<StandardMaterial, ChunkMaterial>>>, cam: Query<&Transform, With<PhosCamera>>,
keyboard_input: Res<ButtonInput<KeyCode>>,
mut meshes: ResMut<Assets<Mesh>>, mut meshes: ResMut<Assets<Mesh>>,
atlas: Res<ChunkAtlas>, mat: Res<SphereMat>,
mut map: ResMut<PhosMap>,
tile_assets: Res<Assets<TileAsset>>,
tile_mappers: Res<Assets<TileMapperAsset>>,
biome_painters: Res<Assets<BiomePainterAsset>>,
painter: Res<Painter>,
) { ) {
if !map.ready || !map.regenerate { if keyboard_input.just_pressed(KeyCode::KeyF) {
return; let cam_transform = cam.single();
}
let b_painter = biome_painters.get(painter.0.clone());
map.regenerate = false;
let chunk_material = materials.add(ExtendedMaterial {
base: StandardMaterial::default(),
extension: ChunkMaterial {
array_texture: atlas.handle.clone(),
},
});
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(( commands.spawn((
MaterialMeshBundle { MaterialMeshBundle {
mesh: meshes.add(mesh), mesh: meshes.add(Sphere::new(0.3)),
material: chunk_material.clone(), material: mat.0.clone(),
transform: Transform::from_translation(pos), transform: Transform::from_translation(cam_transform.translation),
..default() ..default()
}, },
PhosChunk, Collider::ball(0.3),
RigidBody::Dynamic,
Ccd::enabled(),
Velocity::linear(cam_transform.forward() * 50.),
)); ));
} }
} }

View File

@@ -1,18 +1,44 @@
use bevy::asset::Handle; use bevy::asset::Handle;
use bevy::pbr::ExtendedMaterial;
use bevy::prelude::*;
use bevy::prelude::{Component, Image, Resource}; use bevy::prelude::{Component, Image, Resource};
use bevy_asset_loader::asset_collection::AssetCollection;
use world_generation::biome_painter::BiomePainterAsset;
#[derive(Resource)] use crate::shader_extensions::chunk_material::ChunkMaterial;
pub struct ChunkAtlas { use crate::shader_extensions::water_material::WaterMaterial;
#[derive(AssetCollection, Resource, Default)]
pub struct PhosAssets {
#[asset(key = "chunk_atlas")]
pub handle: Handle<Image>, pub handle: Handle<Image>,
pub is_loaded: bool, pub chunk_material_handle: Handle<ExtendedMaterial<StandardMaterial, ChunkMaterial>>,
} pub water_material: Handle<ExtendedMaterial<StandardMaterial, WaterMaterial>>,
#[derive(Resource, Default)]
pub struct PhosMap {
pub ready: bool,
pub regenerate: bool,
} }
#[derive(Component)] #[derive(Component)]
pub struct PhosChunk; pub struct PhosChunk {
pub index: usize,
}
impl PhosChunk {
pub fn new(index: usize) -> Self {
return Self { index };
}
}
#[derive(Resource, Default)]
pub struct PhosChunkRegistry {
pub chunks: Vec<Entity>,
}
impl PhosChunkRegistry {
pub fn new(size: usize) -> Self {
return Self {
chunks: Vec::with_capacity(size),
};
}
}
#[derive(Component)]
pub struct RebuildChunk;

View File

@@ -15,4 +15,25 @@ impl MaterialExtension for ChunkMaterial {
fn fragment_shader() -> ShaderRef { fn fragment_shader() -> ShaderRef {
"shaders/world/chunk.wgsl".into() "shaders/world/chunk.wgsl".into()
} }
// fn vertex_shader() -> ShaderRef {
// "shaders/world/chunk_packed.wgsl".into()
// }
// fn specialize(
// _pipeline: &bevy::pbr::MaterialExtensionPipeline,
// descriptor: &mut bevy::render::render_resource::RenderPipelineDescriptor,
// layout: &bevy::render::mesh::MeshVertexBufferLayout,
// _key: bevy::pbr::MaterialExtensionKey<Self>,
// ) -> Result<(), bevy::render::render_resource::SpecializedMeshPipelineError> {
// let vertex_layout = layout.get_layout(&[
// // Mesh::ATTRIBUTE_POSITION.at_shader_location(0),
// // Mesh::ATTRIBUTE_UV_0.at_shader_location(1),
// // Mesh::ATTRIBUTE_NORMAL.at_shader_location(2),
// ATTRIBUTE_PACKED_VERTEX_DATA.at_shader_location(7),
// ATTRIBUTE_VERTEX_HEIGHT.at_shader_location(8),
// ])?;
// descriptor.vertex.buffers = vec![vertex_layout];
// Ok(())
// }
} }

View File

@@ -1 +1,2 @@
pub mod chunk_material; pub mod chunk_material;
pub mod water_material;

View File

@@ -0,0 +1,52 @@
use bevy::asset::Asset;
use bevy::math::VectorSpace;
use bevy::pbr::MaterialExtension;
use bevy::prelude::*;
use bevy::reflect::Reflect;
use bevy::render::render_resource::{AsBindGroup, ShaderRef, ShaderType};
#[derive(Asset, Reflect, AsBindGroup, Debug, Clone, Default)]
pub struct WaterMaterial {
#[uniform(100)]
pub settings: WaterSettings,
}
#[derive(Debug, Clone, ShaderType, Reflect)]
pub struct WaterSettings {
pub offset: f32,
pub scale: f32,
pub deep_color: Vec3,
}
impl Default for WaterSettings {
fn default() -> Self {
Self {
offset: 0.0,
scale: 1.0,
deep_color: Vec3::ZERO,
}
}
}
impl MaterialExtension for WaterMaterial {
fn fragment_shader() -> ShaderRef {
"shaders/world/water.wgsl".into()
}
// fn specialize(
// _pipeline: &bevy::pbr::MaterialExtensionPipeline,
// descriptor: &mut bevy::render::render_resource::RenderPipelineDescriptor,
// layout: &bevy::render::mesh::MeshVertexBufferLayout,
// _key: bevy::pbr::MaterialExtensionKey<Self>,
// ) -> Result<(), bevy::render::render_resource::SpecializedMeshPipelineError> {
// let vertex_layout = layout.get_layout(&[
// // Mesh::ATTRIBUTE_POSITION.at_shader_location(0),
// // Mesh::ATTRIBUTE_UV_0.at_shader_location(1),
// // Mesh::ATTRIBUTE_NORMAL.at_shader_location(2),
// ATTRIBUTE_PACKED_VERTEX_DATA.at_shader_location(7),
// ATTRIBUTE_VERTEX_HEIGHT.at_shader_location(8),
// ])?;
// descriptor.vertex.buffers = vec![vertex_layout];
// Ok(())
// }
}

View File

@@ -0,0 +1,82 @@
#[cfg(feature = "tracing")]
use bevy::log::*;
use bevy::{
asset::Assets,
ecs::system::Res,
math::{IVec2, Vec3},
render::mesh::Mesh,
};
use bevy_rapier3d::geometry::{Collider, TriMeshFlags};
use rayon::iter::{IntoParallelRefMutIterator, ParallelIterator};
use world_generation::{
biome_painter::BiomePainter,
generators::{chunk_colliders::generate_chunk_collider, mesh_generator::generate_chunk_mesh},
hex_utils::offset_to_world,
prelude::{Chunk, Map, MeshChunkData},
tile_manager::TileAsset,
tile_mapper::TileMapperAsset,
};
pub fn paint_map(
map: &mut Map,
painter: &BiomePainter,
tiles: &Res<Assets<TileAsset>>,
mappers: &Res<Assets<TileMapperAsset>>,
) {
map.chunks.par_iter_mut().for_each(|chunk: &mut Chunk| {
paint_chunk(chunk, painter, tiles, mappers);
});
}
pub fn paint_chunk(
chunk: &mut Chunk,
painter: &BiomePainter,
tiles: &Res<Assets<TileAsset>>,
mappers: &Res<Assets<TileMapperAsset>>,
) {
for z in 0..Chunk::SIZE {
for x in 0..Chunk::SIZE {
let idx = x + z * Chunk::SIZE;
let height = chunk.heights[idx];
let biome_id = chunk.biome_id[idx];
let biome = &painter.biomes[biome_id];
let mapper = mappers.get(biome.tile_mapper.id());
let tile_handle = mapper.unwrap().sample_tile(height);
let tile = tiles.get(tile_handle).unwrap();
chunk.textures[idx] = [tile.texture_id, tile.side_texture_id];
}
}
}
pub fn prepare_chunk_mesh(
chunk: &MeshChunkData,
chunk_offset: IVec2,
chunk_index: usize,
) -> (Mesh, (Vec<Vec3>, Vec<[u32; 3]>), Vec3, usize) {
#[cfg(feature = "tracing")]
let _gen_mesh = info_span!("Generate Chunk").entered();
let mesh = generate_chunk_mesh(chunk);
let col_data = generate_chunk_collider(chunk);
return (
mesh,
col_data,
offset_to_world(chunk_offset * Chunk::SIZE as i32, 0.),
chunk_index,
);
}
pub fn prepare_chunk_mesh_with_collider(
chunk: &MeshChunkData,
chunk_offset: IVec2,
chunk_index: usize,
) -> (Mesh, Collider, Vec3, usize) {
let (mesh, (col_verts, col_indicies), pos, index) = prepare_chunk_mesh(chunk, chunk_offset, chunk_index);
let collider: 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);
}
return (mesh, collider, pos, index);
}

View File

@@ -0,0 +1,2 @@
pub mod chunk_utils;
pub mod render_distance_system;

View File

@@ -0,0 +1,67 @@
use bevy::prelude::*;
use crate::camera_system::components::PhosCamera;
pub struct RenderDistancePlugin;
impl Plugin for RenderDistancePlugin {
fn build(&self, app: &mut bevy::prelude::App) {
app.register_type::<RenderDistanceSettings>();
app.add_systems(PostUpdate, render_distance_system)
.insert_resource(RenderDistanceSettings::default());
}
}
#[derive(Resource, Reflect)]
#[reflect(Resource)]
pub struct RenderDistanceSettings {
pub render_distance: f32,
}
impl RenderDistanceSettings {
pub fn new(distance: f32) -> Self {
return Self {
render_distance: distance,
};
}
}
impl Default for RenderDistanceSettings {
fn default() -> Self {
Self::new(500.)
}
}
#[derive(Component)]
pub struct RenderDistanceVisibility {
pub offset: Vec3,
}
impl RenderDistanceVisibility {
pub fn with_offset(mut self, offset: Vec3) -> Self {
self.offset = offset;
return self;
}
}
impl Default for RenderDistanceVisibility {
fn default() -> Self {
Self { offset: Vec3::ZERO }
}
}
fn render_distance_system(
mut objects: Query<(&Transform, &mut Visibility, &RenderDistanceVisibility)>,
camera_query: Query<&Transform, With<PhosCamera>>,
settings: Res<RenderDistanceSettings>,
) {
let camera = camera_query.single();
for (t, mut vis, r) in objects.iter_mut() {
let dist = (camera.translation - (t.translation + r.offset)).length();
if settings.render_distance < dist {
*vis = Visibility::Hidden;
} else {
*vis = Visibility::Visible;
}
}
}

View File

@@ -1,9 +1,14 @@
[package] [package]
name = "camera_system" name = "shared"
version = "0.1.0" version = "0.1.0"
edition = "2021" edition = "2021"
# See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html # See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html
[dependencies] [dependencies]
bevy = "0.13.1" bevy = "0.14.0"
serde = { version = "1.0.204", features = ["derive"] }
[features]
tracing = []

View File

@@ -0,0 +1,10 @@
use serde::{Deserialize, Serialize};
#[derive(Default, PartialEq, Eq, Serialize, Deserialize)]
pub struct BuildingIdentifier(u32);
impl From<u32> for BuildingIdentifier {
fn from(value: u32) -> Self {
return BuildingIdentifier(value);
}
}

View File

@@ -0,0 +1,47 @@
use crate::states::MenuState;
use bevy::prelude::*;
pub struct DespawnPuglin;
#[derive(Component)]
pub struct DespawnAt(f32);
#[derive(Component)]
pub struct DespawnAfter(Timer);
#[derive(Component)]
pub struct Despawn;
impl Plugin for DespawnPuglin {
fn build(&self, app: &mut App) {
app.add_systems(PostUpdate, despawn_at);
app.add_systems(
PreUpdate,
(despawn, despawn_after).run_if(not(in_state(MenuState::Paused))),
);
}
}
fn despawn_at(mut commands: Commands, time: Res<Time>, entities: Query<(Entity, &DespawnAt), Without<DespawnAfter>>) {
for (entity, at) in entities.iter() {
let d = at.0 - time.elapsed_seconds();
commands
.entity(entity)
.insert(DespawnAfter(Timer::from_seconds(d, TimerMode::Once)));
}
}
fn despawn_after(mut commands: Commands, mut entities: Query<(&mut DespawnAfter, Entity)>, time: Res<Time>) {
for (mut after, entity) in &mut entities.iter_mut() {
after.0.tick(time.delta());
if after.0.finished() {
commands.entity(entity).despawn();
}
}
}
fn despawn(mut commands: Commands, entities: Query<Entity, With<Despawn>>) {
for entity in entities.iter() {
commands.entity(entity).despawn();
}
}

5
game/shared/src/lib.rs Normal file
View File

@@ -0,0 +1,5 @@
pub mod building;
pub mod despawn;
pub mod resource;
pub mod states;
pub mod tags;

View File

@@ -0,0 +1,7 @@
use serde::{Deserialize, Serialize};
#[derive(Serialize, Deserialize, Debug)]
pub struct ResourceIdentifier {
pub id: u32,
pub qty: u32,
}

24
game/shared/src/states.rs Normal file
View File

@@ -0,0 +1,24 @@
use bevy::prelude::*;
#[derive(States, Debug, Clone, PartialEq, Eq, Hash)]
pub enum MenuState {
Loading,
Startup,
MainMenu,
InGame,
Paused,
}
#[derive(States, Debug, Clone, PartialEq, Eq, Hash)]
pub enum GameplayState {
Waiting,
PlaceHQ,
Playing,
}
#[derive(States, Debug, Clone, PartialEq, Eq, Hash)]
pub enum AssetLoadState {
Loading,
FinalizeAssets,
LoadComplete,
}

3
game/shared/src/tags.rs Normal file
View File

@@ -0,0 +1,3 @@
use bevy::prelude::*;
#[derive(Component)]
pub struct MainCamera;

View File

@@ -1 +1,4 @@
hard_tabs=true hard_tabs = true
max_width = 120
brace_style = "AlwaysNextLine"
control_brace_style = "AlwaysNextLine"