Add Asset loader, added and configured various states

This commit is contained in:
2025-07-01 12:56:31 -04:00
parent f88e615aee
commit 570ed86c4a
27 changed files with 975 additions and 803 deletions

30
Cargo.lock generated
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@@ -565,6 +565,29 @@ dependencies = [
"web-sys", "web-sys",
] ]
[[package]]
name = "bevy_asset_loader"
version = "0.23.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "653857e8685ba3c6f237a7aa67620ae440c87e975f8a843ef098c90c49b9dde6"
dependencies = [
"anyhow",
"bevy",
"bevy_asset_loader_derive",
"path-slash",
]
[[package]]
name = "bevy_asset_loader_derive"
version = "0.23.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "8ea90451960d44a9908e95de892511dead119b909da68e56b92527efcfac8691"
dependencies = [
"proc-macro2",
"quote",
"syn",
]
[[package]] [[package]]
name = "bevy_asset_macros" name = "bevy_asset_macros"
version = "0.16.1" version = "0.16.1"
@@ -4009,6 +4032,12 @@ version = "1.0.15"
source = "registry+https://github.com/rust-lang/crates.io-index" source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "57c0d7b74b563b49d38dae00a0c37d4d6de9b432382b2892f0574ddcae73fd0a" checksum = "57c0d7b74b563b49d38dae00a0c37d4d6de9b432382b2892f0574ddcae73fd0a"
[[package]]
name = "path-slash"
version = "0.2.1"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "1e91099d4268b0e11973f036e885d652fb0b21fedcf69738c627f94db6a44f42"
[[package]] [[package]]
name = "percent-encoding" name = "percent-encoding"
version = "2.3.1" version = "2.3.1"
@@ -4798,6 +4827,7 @@ version = "0.1.0"
dependencies = [ dependencies = [
"bevy", "bevy",
"bevy-inspector-egui", "bevy-inspector-egui",
"bevy_asset_loader",
"bevy_rapier3d", "bevy_rapier3d",
] ]

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@@ -8,6 +8,7 @@ edition = "2024"
bevy = { version = "0.16.1", features = [] } bevy = { version = "0.16.1", features = [] }
# bevy_rapier3d = { version = "0.29.0", features = ["simd-stable", "parallel"] } # bevy_rapier3d = { version = "0.29.0", features = ["simd-stable", "parallel"] }
bevy-inspector-egui = "0.31.0" bevy-inspector-egui = "0.31.0"
bevy_asset_loader = "0.23.0"
bevy_rapier3d = "0.30.0" bevy_rapier3d = "0.30.0"
[features] [features]

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

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@@ -1,50 +1,50 @@
use bevy::prelude::*; use bevy::prelude::*;
#[derive(Component, Reflect)] #[derive(Component, Reflect)]
pub struct FreeCam(pub bool); pub struct FreeCam(pub bool);
#[derive(Component, Default, Reflect)] #[derive(Component, Default, Reflect)]
pub struct MainCamera; pub struct MainCamera;
#[derive(Component, Default, Reflect)] #[derive(Component, Default, Reflect)]
pub struct CameraRoot; pub struct CameraRoot;
#[derive(Component, Default, Reflect)] #[derive(Component, Default, Reflect)]
pub struct CameraPitch(pub f32); pub struct CameraPitch(pub f32);
#[derive(Component, Reflect)] #[derive(Component, Reflect)]
pub struct Unfocused; pub struct Unfocused;
#[derive(Component, Reflect)] #[derive(Component, Reflect)]
#[require(FollowTarget)] #[require(FollowTarget)]
pub struct FollowCam { pub struct FollowCam {
pub target: Entity, pub target: Entity,
pub distance: f32, pub distance: f32,
pub height: f32, pub height: f32,
} }
#[derive(Component, Reflect)] #[derive(Component, Reflect)]
pub struct FollowTarget { pub struct FollowTarget {
pub pos: Vec3, pub pos: Vec3,
pub rot: Quat, pub rot: Quat,
pub up: Dir3, pub up: Dir3,
} }
impl Default for FollowTarget { impl Default for FollowTarget {
fn default() -> Self { fn default() -> Self {
return Self { return Self {
pos: default(), pos: default(),
rot: default(), rot: default(),
up: Dir3::Y, up: Dir3::Y,
}; };
} }
} }
#[derive(Component, Default, Reflect)] #[derive(Component, Default, Reflect)]
pub enum CameraMode { pub enum CameraMode {
#[default] #[default]
Player, Player,
Ship, Ship,
Disabled, Disabled,
} }
#[derive(Component, Reflect)] #[derive(Component, Reflect)]
pub struct CameraAttachment(pub Entity); pub struct CameraAttachment(pub Entity);

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@@ -1,4 +1,4 @@
pub mod camera; pub mod camera;
// pub mod character_controller; // pub mod character_controller;
pub mod player; pub mod player;
pub mod tags; pub mod tags;

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@@ -1,49 +1,49 @@
use bevy::prelude::*; use bevy::prelude::*;
use bevy_rapier3d::prelude::GravityScale; use bevy_rapier3d::prelude::GravityScale;
#[derive(Component, Default, Reflect)] #[derive(Component, Default, Reflect)]
#[require(PlayerVelocity, MoveSpeed, JumpSpeed, PlayerDrag)] #[require(PlayerVelocity, MoveSpeed, JumpSpeed, PlayerDrag)]
pub struct PlayerMotion(pub Vec3); pub struct PlayerMotion(pub Vec3);
#[derive(Component, Default, Reflect)] #[derive(Component, Default, Reflect)]
pub struct PlayerForce(pub Vec3); pub struct PlayerForce(pub Vec3);
#[derive(Component, Reflect)] #[derive(Component, Reflect)]
#[require(GravityScale)] #[require(GravityScale)]
pub struct GravityDirection(pub Option<Dir3>); pub struct GravityDirection(pub Option<Dir3>);
impl Default for GravityDirection { impl Default for GravityDirection {
fn default() -> Self { fn default() -> Self {
Self::DOWN Self::DOWN
} }
} }
impl GravityDirection { impl GravityDirection {
pub const DOWN: GravityDirection = GravityDirection(Some(Dir3::NEG_Y)); pub const DOWN: GravityDirection = GravityDirection(Some(Dir3::NEG_Y));
#[allow(dead_code)] #[allow(dead_code)]
pub const NONE: GravityDirection = GravityDirection(None); pub const NONE: GravityDirection = GravityDirection(None);
} }
#[derive(Component, Default, Reflect)] #[derive(Component, Default, Reflect)]
pub struct PlayerVelocity(pub Vec3); pub struct PlayerVelocity(pub Vec3);
#[derive(Component, Reflect)] #[derive(Component, Reflect)]
pub struct MoveSpeed(pub f32); pub struct MoveSpeed(pub f32);
impl Default for MoveSpeed { impl Default for MoveSpeed {
fn default() -> Self { fn default() -> Self {
Self(10.0) Self(10.0)
} }
} }
#[derive(Component, Reflect)] #[derive(Component, Reflect)]
pub struct JumpSpeed(pub f32); pub struct JumpSpeed(pub f32);
impl Default for JumpSpeed { impl Default for JumpSpeed {
fn default() -> Self { fn default() -> Self {
Self(10.0) Self(10.0)
} }
} }
#[derive(Component, Default, Reflect)] #[derive(Component, Default, Reflect)]
pub struct PlayerDrag(pub f32); pub struct PlayerDrag(pub f32);

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@@ -1,10 +1,10 @@
use bevy::prelude::*; use bevy::prelude::*;
use crate::components::player::*; use crate::components::player::*;
#[derive(Component, Reflect)] #[derive(Component, Reflect)]
#[require(PlayerMotion, PlayerForce, GravityDirection)] #[require(PlayerMotion, PlayerForce, GravityDirection)]
pub struct Player; pub struct Player;
#[derive(Component, Reflect)] #[derive(Component, Reflect)]
pub struct Ship; pub struct Ship;

16
src/macros.rs Normal file
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@@ -0,0 +1,16 @@
#[macro_export]
macro_rules! configure_sets {
(
$app: expr,
$system_set: expr,
$condition: expr
) => {
$app.configure_sets(PreUpdate, $system_set.run_if($condition))
.configure_sets(Update, $system_set.run_if($condition))
.configure_sets(PostUpdate, $system_set.run_if($condition))
.configure_sets(Last, $system_set.run_if($condition));
$app.configure_sets(FixedPreUpdate, $system_set.run_if($condition))
.configure_sets(FixedUpdate, $system_set.run_if($condition))
.configure_sets(FixedPostUpdate, $system_set.run_if($condition));
};
}

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@@ -1,39 +1,40 @@
mod plugins; mod macros;
mod states; mod plugins;
mod utils; mod states;
use bevy::{prelude::*, window::PresentMode}; mod utils;
use bevy_inspector_egui::{bevy_egui::EguiPlugin, quick::WorldInspectorPlugin}; use bevy::{prelude::*, window::PresentMode};
use plugins::GamePlugin; use bevy_inspector_egui::{bevy_egui::EguiPlugin, quick::WorldInspectorPlugin};
mod components; use plugins::GamePlugin;
mod resources; mod components;
const NAME: &str = "Space Game"; mod resources;
fn main() { const NAME: &str = "Space Game";
App::new() fn main() {
.add_plugins(( App::new()
DefaultPlugins .add_plugins((
.set(WindowPlugin { DefaultPlugins
primary_window: Some(Window { .set(WindowPlugin {
title: NAME.into(), primary_window: Some(Window {
name: Some(NAME.into()), title: NAME.into(),
#[cfg(debug_assertions)] name: Some(NAME.into()),
resolution: (1920., 1080.).into(), #[cfg(debug_assertions)]
present_mode: PresentMode::AutoNoVsync, resolution: (1920., 1080.).into(),
#[cfg(not(debug_assertions))] present_mode: PresentMode::AutoNoVsync,
mode: bevy::window::WindowMode::BorderlessFullscreen, #[cfg(not(debug_assertions))]
..default() mode: bevy::window::WindowMode::BorderlessFullscreen,
}), ..default()
..default() }),
}) ..default()
.set(AssetPlugin { })
#[cfg(not(debug_assertions))] .set(AssetPlugin {
watch_for_changes_override: Some(true), #[cfg(not(debug_assertions))]
..Default::default() watch_for_changes_override: Some(true),
}), ..Default::default()
EguiPlugin { }),
enable_multipass_for_primary_context: true, EguiPlugin {
}, enable_multipass_for_primary_context: true,
WorldInspectorPlugin::new(), },
GamePlugin, WorldInspectorPlugin::new(),
)) GamePlugin,
.run(); ))
} .run();
}

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@@ -1,61 +1,61 @@
use bevy::prelude::*; use bevy::prelude::*;
#[cfg(feature = "dev")] #[cfg(feature = "dev")]
use bevy::window::PrimaryWindow; use bevy::window::PrimaryWindow;
use crate::components::camera::*; use crate::components::camera::*;
pub struct CameraPlugin; pub struct CameraPlugin;
impl Plugin for CameraPlugin { impl Plugin for CameraPlugin {
fn build(&self, app: &mut App) { fn build(&self, app: &mut App) {
app.add_systems(Update, camera_pitch); app.add_systems(Update, camera_pitch);
app.add_systems(Update, camera_attachment); app.add_systems(Update, camera_attachment);
#[cfg(feature = "dev")] #[cfg(feature = "dev")]
app.add_systems(Update, camera_toggle); app.add_systems(Update, camera_toggle);
} }
} }
pub fn camera_attachment( pub fn camera_attachment(
attachment_targets: Query<&GlobalTransform>, attachment_targets: Query<&GlobalTransform>,
cam: Single<(&mut Transform, &CameraAttachment, &CameraMode)>, cam: Single<(&mut Transform, &CameraAttachment, &CameraMode)>,
) { ) {
let (mut transform, attach, mode) = cam.into_inner(); let (mut transform, attach, mode) = cam.into_inner();
if let Ok(tgt) = attachment_targets.get(attach.0) { if let Ok(tgt) = attachment_targets.get(attach.0) {
match mode { match mode {
CameraMode::Player => { CameraMode::Player => {
transform.rotation = tgt.rotation(); transform.rotation = tgt.rotation();
transform.translation = tgt.translation(); transform.translation = tgt.translation();
} }
CameraMode::Ship => todo!("Ship Mode"), CameraMode::Ship => todo!("Ship Mode"),
CameraMode::Disabled => (), CameraMode::Disabled => (),
} }
} }
} }
pub fn camera_pitch(cam_query: Query<(&mut Transform, &CameraPitch)>) { pub fn camera_pitch(cam_query: Query<(&mut Transform, &CameraPitch)>) {
for (mut cam_transform, pitch) in cam_query { for (mut cam_transform, pitch) in cam_query {
cam_transform.rotation = Quat::from_rotation_x(pitch.0); cam_transform.rotation = Quat::from_rotation_x(pitch.0);
} }
} }
#[cfg(feature = "dev")] #[cfg(feature = "dev")]
pub fn camera_toggle( pub fn camera_toggle(
key: Res<ButtonInput<KeyCode>>, key: Res<ButtonInput<KeyCode>>,
mut window: Single<&mut Window, With<PrimaryWindow>>, mut window: Single<&mut Window, With<PrimaryWindow>>,
camera: Single<&mut CameraMode>, camera: Single<&mut CameraMode>,
) { ) {
use bevy::window::CursorGrabMode; use bevy::window::CursorGrabMode;
let mut mode = camera.into_inner(); let mut mode = camera.into_inner();
if key.just_pressed(KeyCode::Escape) { if key.just_pressed(KeyCode::Escape) {
if window.cursor_options.visible { if window.cursor_options.visible {
*mode = CameraMode::Player; *mode = CameraMode::Player;
window.cursor_options.grab_mode = CursorGrabMode::Locked; window.cursor_options.grab_mode = CursorGrabMode::Locked;
window.cursor_options.visible = false; window.cursor_options.visible = false;
} else { } else {
*mode = CameraMode::Disabled; *mode = CameraMode::Disabled;
window.cursor_options.grab_mode = CursorGrabMode::None; window.cursor_options.grab_mode = CursorGrabMode::None;
window.cursor_options.visible = true; window.cursor_options.visible = true;
} }
} }
} }

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@@ -1,28 +1,28 @@
use bevy::prelude::*; use bevy::prelude::*;
use crate::components::camera::{FollowCam, FollowTarget}; use crate::components::camera::{FollowCam, FollowTarget};
pub struct FollowCamPlugin; pub struct FollowCamPlugin;
impl Plugin for FollowCamPlugin { impl Plugin for FollowCamPlugin {
fn build(&self, app: &mut App) { fn build(&self, app: &mut App) {
app.add_systems(Update, (set_cam_target, follow_cam).chain()); app.add_systems(Update, (set_cam_target, follow_cam).chain());
} }
} }
fn set_cam_target(transforms: Query<&GlobalTransform>, cam_target: Single<(&mut FollowTarget, &FollowCam)>) { fn set_cam_target(transforms: Query<&GlobalTransform>, cam_target: Single<(&mut FollowTarget, &FollowCam)>) {
let (mut tgt, cam) = cam_target.into_inner(); let (mut tgt, cam) = cam_target.into_inner();
if let Ok(tgt_transform) = transforms.get(cam.target) { if let Ok(tgt_transform) = transforms.get(cam.target) {
tgt.pos = tgt_transform.translation(); tgt.pos = tgt_transform.translation();
tgt.rot = tgt_transform.rotation(); tgt.rot = tgt_transform.rotation();
tgt.up = tgt_transform.up(); tgt.up = tgt_transform.up();
} }
} }
fn follow_cam(cam: Single<(&mut Transform, &FollowTarget, &FollowCam)>) { fn follow_cam(cam: Single<(&mut Transform, &FollowTarget, &FollowCam)>) {
let (mut transform, tgt, cam) = cam.into_inner(); let (mut transform, tgt, cam) = cam.into_inner();
let offset = tgt.rot * Vec3::new(0.0, cam.height, cam.distance); let offset = tgt.rot * Vec3::new(0.0, cam.height, cam.distance);
transform.translation = offset + tgt.pos; transform.translation = offset + tgt.pos;
*transform = transform.looking_at(tgt.pos, tgt.up); *transform = transform.looking_at(tgt.pos, tgt.up);
} }

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@@ -1,155 +1,173 @@
use crate::{ use crate::{
components::{ components::{
camera::{CameraAttachment, CameraMode, CameraPitch, FollowCam, MainCamera}, camera::{CameraAttachment, CameraMode, CameraPitch, FollowCam, MainCamera},
player::PlayerDrag, player::PlayerDrag,
tags::{Player, Ship}, tags::{Player, Ship},
}, },
plugins::{state_management::StateManagementPlugin, *}, plugins::{state_management::StateManagementPlugin, *},
states::input::{InputState, PlayerState}, states::{
}; game::*,
use bevy::{ input::{InputState, PlayerState},
prelude::*, loading::{AssetLoadingState, StartupLoadingState},
window::{CursorGrabMode, PrimaryWindow}, menu::MenuState,
}; },
use bevy_rapier3d::prelude::*; };
use bevy::{
#[derive(Default)] prelude::*,
pub struct GamePlugin; window::{CursorGrabMode, PrimaryWindow},
};
impl Plugin for GamePlugin { use bevy_asset_loader::prelude::*;
fn build(&self, app: &mut bevy::app::App) { use bevy_rapier3d::prelude::*;
app.add_plugins((
FollowCamPlugin, #[derive(Default)]
CameraPlugin, pub struct GamePlugin;
StateManagementPlugin,
// ShipPlugin, impl Plugin for GamePlugin {
TypesPlugin, fn build(&self, app: &mut bevy::app::App) {
PlayerPlugin, app.init_state::<AssetLoadingState>();
)); app.init_state::<StartupLoadingState>();
app.add_plugins(( app.insert_state(GameState::Startup);
RapierPhysicsPlugin::<NoUserData>::default(), app.init_state::<MenuState>();
#[cfg(feature = "dev-phys")] app.init_state::<PlayerState>();
RapierDebugRenderPlugin::default(), app.add_loading_state(
)); LoadingState::new(AssetLoadingState::Loading).continue_to_state(AssetLoadingState::Finalizing),
app.add_systems(Startup, (setup_scene, spawn_ship).chain()); )
} .add_loading_state(
} LoadingState::new(StartupLoadingState::Loading).continue_to_state(StartupLoadingState::Finalizing),
);
fn setup_scene(
mut commands: Commands, app.add_plugins((
mut meshes: ResMut<Assets<Mesh>>, FollowCamPlugin,
mut materials: ResMut<Assets<StandardMaterial>>, CameraPlugin,
mut window: Single<&mut Window, With<PrimaryWindow>>, StateManagementPlugin,
) { // ShipPlugin,
window.cursor_options.visible = false; TypesPlugin,
window.cursor_options.grab_mode = CursorGrabMode::Locked; PlayerPlugin,
));
let player_eye = commands app.add_plugins((
.spawn(( RapierPhysicsPlugin::<NoUserData>::default(),
Name::new("Eye"), #[cfg(feature = "dev-phys")]
Transform::from_translation(Vec3::new(0.0, 1.0, 0.0)), RapierDebugRenderPlugin::default(),
CameraPitch::default(), ));
)) app.add_systems(Startup, (setup_scene, spawn_ship).chain());
.id(); }
let mut player_commands = commands.spawn(( }
Name::new("Player"),
Player, fn setup_scene(
PlayerDrag(0.5), mut commands: Commands,
Collider::capsule_y(0.5, 0.5), mut meshes: ResMut<Assets<Mesh>>,
RigidBody::KinematicPositionBased, mut materials: ResMut<Assets<StandardMaterial>>,
KinematicCharacterController::default(), mut window: Single<&mut Window, With<PrimaryWindow>>,
Mesh3d(meshes.add(Capsule3d::new(0.5, 1.0))), ) {
MeshMaterial3d(materials.add(Color::linear_rgb(1.0, 0.0, 0.2))), window.cursor_options.visible = false;
Transform::from_translation(Vec3::new(0.0, 10.0, 10.0)), window.cursor_options.grab_mode = CursorGrabMode::Locked;
));
player_commands.add_child(player_eye); let player_eye = commands
.spawn((
commands.spawn(( Name::new("Eye"),
Name::new("Camera"), Transform::from_translation(Vec3::new(0.0, 1.0, 0.0)),
Transform::from_xyz(0.0, 1.3, 0.0), CameraPitch::default(),
Visibility::default(), ))
MainCamera, .id();
Camera3d::default(), let mut player_commands = commands.spawn((
CameraMode::Player, Name::new("Player"),
CameraAttachment(player_eye), Player,
)); PlayerDrag(0.5),
Collider::capsule_y(0.5, 0.5),
commands.spawn(( RigidBody::KinematicPositionBased,
DirectionalLight { KinematicCharacterController::default(),
shadows_enabled: true, Mesh3d(meshes.add(Capsule3d::new(0.5, 1.0))),
..default() MeshMaterial3d(materials.add(Color::linear_rgb(1.0, 0.0, 0.2))),
}, Transform::from_translation(Vec3::new(0.0, 10.0, 10.0)),
Transform::default().looking_to( ));
Dir3::from_xyz(-1.0, -1.0, -1.0).expect("Invaid Direction for light"), player_commands.add_child(player_eye);
Dir3::Y,
), commands.spawn((
)); Name::new("Camera"),
Transform::from_xyz(0.0, 1.3, 0.0),
let cube = meshes.add(Cuboid::new(100.0, 0.1, 100.0)); Visibility::default(),
let material = materials.add(Color::WHITE); MainCamera,
commands.spawn(( Camera3d::default(),
Mesh3d(cube), CameraMode::Player,
MeshMaterial3d(material), CameraAttachment(player_eye),
Transform::default(), ));
RigidBody::Fixed,
Collider::cuboid(100.0, 0.1, 100.0), commands.spawn((
)); DirectionalLight {
} shadows_enabled: true,
..default()
fn spawn_ship( },
mut commands: Commands, Transform::default().looking_to(
mut meshes: ResMut<Assets<Mesh>>, Dir3::from_xyz(-1.0, -1.0, -1.0).expect("Invaid Direction for light"),
mut materials: ResMut<Assets<StandardMaterial>>, Dir3::Y,
) { ),
let window_material = materials.add(Color::linear_rgba(1.0, 0.0, 1.0, 0.5)); ));
let material = materials.add(Color::BLACK); let cube = meshes.add(Cuboid::new(100.0, 0.1, 100.0));
let material = materials.add(Color::WHITE);
commands.spawn(( commands.spawn((
Mesh3d(meshes.add(Cuboid::new(3.0, 0.1, 6.0))), Mesh3d(cube),
MeshMaterial3d(material.clone()), MeshMaterial3d(material),
Name::new("Ship"), Transform::default(),
Ship, RigidBody::Fixed,
Velocity::zero(), Collider::cuboid(100.0, 0.1, 100.0),
Damping::default(), ));
Transform::from_xyz(0.0, 1.0, 0.0), }
RigidBody::Dynamic,
children![ fn spawn_ship(
( mut commands: Commands,
Name::new("Back Wall"), mut meshes: ResMut<Assets<Mesh>>,
Mesh3d(meshes.add(Cuboid::new(3.0, 2.0, 0.1))), mut materials: ResMut<Assets<StandardMaterial>>,
Collider::cuboid(3.0, 2.0, 0.1), ) {
MeshMaterial3d(material.clone()), let window_material = materials.add(Color::linear_rgba(1.0, 0.0, 1.0, 0.5));
Transform::from_xyz(0.0, 1.0, 6.0 / 2.0),
), let material = materials.add(Color::BLACK);
(
Name::new("Front Window"), commands.spawn((
Mesh3d(meshes.add(Cuboid::new(3.0, 2.0, 0.1))), Mesh3d(meshes.add(Cuboid::new(3.0, 0.1, 6.0))),
Collider::cuboid(3.0, 2.0, 0.1), MeshMaterial3d(material.clone()),
MeshMaterial3d(window_material), Name::new("Ship"),
Transform::from_xyz(0.0, 1.0, -6.0 / 2.0), Ship,
), Velocity::zero(),
( Damping::default(),
Name::new("Right Wall"), Transform::from_xyz(0.0, 1.0, 0.0),
Mesh3d(meshes.add(Cuboid::new(0.1, 2.0, 6.0))), RigidBody::Dynamic,
Collider::cuboid(0.1, 2.0, 6.0), children![
MeshMaterial3d(material.clone()), (
Transform::from_xyz(3.0 / 2.0, 1.0, 0.0), Name::new("Back Wall"),
), Mesh3d(meshes.add(Cuboid::new(3.0, 2.0, 0.1))),
( Collider::cuboid(3.0, 2.0, 0.1),
Name::new("Left Wall"), MeshMaterial3d(material.clone()),
Mesh3d(meshes.add(Cuboid::new(0.1, 2.0, 6.0))), Transform::from_xyz(0.0, 1.0, 6.0 / 2.0),
Collider::cuboid(0.1, 2.0, 6.0), ),
MeshMaterial3d(material.clone()), (
Transform::from_xyz(-3.0 / 2.0, 1.0, 0.0), Name::new("Front Window"),
), Mesh3d(meshes.add(Cuboid::new(3.0, 2.0, 0.1))),
( Collider::cuboid(3.0, 2.0, 0.1),
Name::new("Roof"), MeshMaterial3d(window_material),
Mesh3d(meshes.add(Cuboid::new(3.0, 0.1, 6.0))), Transform::from_xyz(0.0, 1.0, -6.0 / 2.0),
Collider::cuboid(3.0, 0.1, 6.0), ),
MeshMaterial3d(material.clone()), (
Transform::from_xyz(0.0, 2.0, 0.0), Name::new("Right Wall"),
) Mesh3d(meshes.add(Cuboid::new(0.1, 2.0, 6.0))),
], Collider::cuboid(0.1, 2.0, 6.0),
)); MeshMaterial3d(material.clone()),
} Transform::from_xyz(3.0 / 2.0, 1.0, 0.0),
),
(
Name::new("Left Wall"),
Mesh3d(meshes.add(Cuboid::new(0.1, 2.0, 6.0))),
Collider::cuboid(0.1, 2.0, 6.0),
MeshMaterial3d(material.clone()),
Transform::from_xyz(-3.0 / 2.0, 1.0, 0.0),
),
(
Name::new("Roof"),
Mesh3d(meshes.add(Cuboid::new(3.0, 0.1, 6.0))),
Collider::cuboid(3.0, 0.1, 6.0),
MeshMaterial3d(material.clone()),
Transform::from_xyz(0.0, 2.0, 0.0),
)
],
));
}

View File

@@ -1,18 +1,18 @@
// mod character_controller; // mod character_controller;
mod camera; mod camera;
mod follow_cam; mod follow_cam;
mod game; mod game;
mod player; mod player;
mod ship; mod ship;
mod ship_cam; mod ship_cam;
mod state_management; mod state_management;
mod types; mod types;
// pub use character_controller::*; // pub use character_controller::*;
pub use camera::*; pub use camera::*;
pub use follow_cam::*; pub use follow_cam::*;
pub use game::*; pub use game::*;
pub use player::*; pub use player::*;
pub use ship::*; pub use ship::*;
pub use ship_cam::*; pub use ship_cam::*;
pub use types::*; pub use types::*;

View File

@@ -1,164 +1,164 @@
use std::f32::{EPSILON, consts::FRAC_PI_2}; use std::f32::{EPSILON, consts::FRAC_PI_2};
use bevy::{input::mouse::MouseMotion, prelude::*}; use bevy::{input::mouse::MouseMotion, prelude::*};
use bevy_rapier3d::prelude::*; use bevy_rapier3d::prelude::*;
use crate::{ use crate::{
components::{ components::{
camera::CameraPitch, camera::CameraPitch,
player::{GravityDirection, JumpSpeed, MoveSpeed, PlayerDrag, PlayerForce, PlayerMotion, PlayerVelocity}, player::{GravityDirection, JumpSpeed, MoveSpeed, PlayerDrag, PlayerForce, PlayerMotion, PlayerVelocity},
tags::Player, tags::Player,
}, },
states::input::PlayerInputSystems, states::input::PlayerInputSystems,
utils::{input::get_mouse_delta, rotation::get_alignment_rotation_preserve_twist}, utils::{input::get_mouse_delta, rotation::get_alignment_rotation_preserve_twist},
}; };
pub struct PlayerPlugin; pub struct PlayerPlugin;
impl Plugin for PlayerPlugin { impl Plugin for PlayerPlugin {
fn build(&self, app: &mut App) { fn build(&self, app: &mut App) {
app.add_systems(PreUpdate, (keyboard_input, player_look).in_set(PlayerInputSystems)); app.add_systems(PreUpdate, (keyboard_input, player_look).in_set(PlayerInputSystems));
app.add_systems(Update, (apply_gravity, apply_forces, apply_motion, apply_drag).chain()); app.add_systems(Update, (apply_gravity, apply_forces, apply_motion, apply_drag).chain());
app.add_systems(Update, align_with_gravity); app.add_systems(Update, align_with_gravity);
} }
} }
fn apply_forces(player: Single<(&mut PlayerVelocity, &PlayerForce), With<Player>>, time: Res<Time>) { fn apply_forces(player: Single<(&mut PlayerVelocity, &PlayerForce), With<Player>>, time: Res<Time>) {
let (mut vel, force) = player.into_inner(); let (mut vel, force) = player.into_inner();
vel.0 += force.0 * time.delta_secs(); vel.0 += force.0 * time.delta_secs();
} }
fn apply_gravity( fn apply_gravity(
player: Single< player: Single<
( (
&mut PlayerVelocity, &mut PlayerVelocity,
&GravityDirection, &GravityDirection,
&GravityScale, &GravityScale,
Option<&KinematicCharacterControllerOutput>, Option<&KinematicCharacterControllerOutput>,
), ),
With<Player>, With<Player>,
>, >,
time: Res<Time>, time: Res<Time>,
) { ) {
let (mut vel, dir, scale, output) = player.into_inner(); let (mut vel, dir, scale, output) = player.into_inner();
let Some(grav) = dir.0.map(|d| d.as_vec3()) else { let Some(grav) = dir.0.map(|d| d.as_vec3()) else {
return; return;
}; };
let is_grounded = output.map(|o| o.grounded).unwrap_or(false); let is_grounded = output.map(|o| o.grounded).unwrap_or(false);
if !is_grounded { if !is_grounded {
vel.0 += grav * scale.0 * 9.47 * time.delta_secs(); vel.0 += grav * scale.0 * 9.47 * time.delta_secs();
} else { } else {
let dot = vel.0.dot(grav); let dot = vel.0.dot(grav);
if dot > EPSILON { if dot > EPSILON {
vel.0 -= dot * grav; vel.0 -= dot * grav;
} }
} }
} }
fn apply_drag(player: Single<(&mut PlayerVelocity, &PlayerDrag), With<Player>>, time: Res<Time>) { fn apply_drag(player: Single<(&mut PlayerVelocity, &PlayerDrag), With<Player>>, time: Res<Time>) {
let (mut vel, drag) = player.into_inner(); let (mut vel, drag) = player.into_inner();
vel.0 *= (1.0 - drag.0 * time.delta_secs()).max(0.0); vel.0 *= (1.0 - drag.0 * time.delta_secs()).max(0.0);
} }
fn apply_motion( fn apply_motion(
player: Single< player: Single<
( (
&mut KinematicCharacterController, &mut KinematicCharacterController,
&Transform, &Transform,
&PlayerVelocity, &PlayerVelocity,
&PlayerMotion, &PlayerMotion,
), ),
With<Player>, With<Player>,
>, >,
time: Res<Time>, time: Res<Time>,
) { ) {
let (mut controller, transform, vel, motion) = player.into_inner(); let (mut controller, transform, vel, motion) = player.into_inner();
// let max_vel = vel.0.clamp_length_max(500.0); // let max_vel = vel.0.clamp_length_max(500.0);
let global_motion = transform.rotation * motion.0; let global_motion = transform.rotation * motion.0;
controller.translation = Some((vel.0 + global_motion) * controller.custom_mass.unwrap_or(1.0) * time.delta_secs()); controller.translation = Some((vel.0 + global_motion) * controller.custom_mass.unwrap_or(1.0) * time.delta_secs());
} }
fn keyboard_input( fn keyboard_input(
key: Res<ButtonInput<KeyCode>>, key: Res<ButtonInput<KeyCode>>,
player: Single< player: Single<
( (
&mut PlayerMotion, &mut PlayerMotion,
&mut PlayerVelocity, &mut PlayerVelocity,
&MoveSpeed, &MoveSpeed,
&JumpSpeed, &JumpSpeed,
&Transform, &Transform,
Option<&KinematicCharacterControllerOutput>, Option<&KinematicCharacterControllerOutput>,
), ),
With<Player>, With<Player>,
>, >,
) { ) {
let (mut motion, mut vel, speed, jump, transform, output) = player.into_inner(); let (mut motion, mut vel, speed, jump, transform, output) = player.into_inner();
let mut move_vec = Vec3::ZERO; let mut move_vec = Vec3::ZERO;
if key.pressed(KeyCode::KeyW) { if key.pressed(KeyCode::KeyW) {
move_vec.z = -1.0; move_vec.z = -1.0;
} else if key.pressed(KeyCode::KeyS) { } else if key.pressed(KeyCode::KeyS) {
move_vec.z = 1.0; move_vec.z = 1.0;
} }
if key.pressed(KeyCode::KeyA) { if key.pressed(KeyCode::KeyA) {
move_vec.x = -1.0; move_vec.x = -1.0;
} else if key.pressed(KeyCode::KeyD) { } else if key.pressed(KeyCode::KeyD) {
move_vec.x = 1.0; move_vec.x = 1.0;
} }
move_vec = move_vec.normalize_or_zero() * speed.0; move_vec = move_vec.normalize_or_zero() * speed.0;
let is_grounded = output.map(|o| o.grounded).unwrap_or(false); let is_grounded = output.map(|o| o.grounded).unwrap_or(false);
if key.just_pressed(KeyCode::Space) && is_grounded { if key.just_pressed(KeyCode::Space) && is_grounded {
vel.0 += transform.up() * jump.0; vel.0 += transform.up() * jump.0;
} }
motion.0 = move_vec; motion.0 = move_vec;
// transform.rotate_z(angle * time.delta_secs()); // transform.rotate_z(angle * time.delta_secs());
// controller.up = transform.up().as_vec3(); // controller.up = transform.up().as_vec3();
// move_vec += transform.down().as_vec3(); // move_vec += transform.down().as_vec3();
// controller.translation = Some(move_vec * time.delta_secs()); // controller.translation = Some(move_vec * time.delta_secs());
} }
fn player_look( fn player_look(
mut player: Single<&mut Transform, With<Player>>, mut player: Single<&mut Transform, With<Player>>,
mut cam_pitch: Single<&mut CameraPitch>, mut cam_pitch: Single<&mut CameraPitch>,
mouse_motion: EventReader<MouseMotion>, mouse_motion: EventReader<MouseMotion>,
time: Res<Time>, time: Res<Time>,
) { ) {
let delta = get_mouse_delta(mouse_motion) * -time.delta_secs(); let delta = get_mouse_delta(mouse_motion) * -time.delta_secs();
let up = player.up(); let up = player.up();
player.rotate_axis(up, delta.x); player.rotate_axis(up, delta.x);
cam_pitch.0 = (cam_pitch.0 + delta.y).clamp(-FRAC_PI_2 + 0.001, FRAC_PI_2 - 0.001); cam_pitch.0 = (cam_pitch.0 + delta.y).clamp(-FRAC_PI_2 + 0.001, FRAC_PI_2 - 0.001);
} }
fn align_with_gravity( fn align_with_gravity(
player: Single< player: Single<
( (
&mut Transform, &mut Transform,
&GravityDirection, &GravityDirection,
Option<&KinematicCharacterControllerOutput>, Option<&KinematicCharacterControllerOutput>,
), ),
With<Player>, With<Player>,
>, >,
time: Res<Time>, time: Res<Time>,
) { ) {
let (mut transform, grav, output) = player.into_inner(); let (mut transform, grav, output) = player.into_inner();
let is_grounded = output.map(|o| o.grounded).unwrap_or(false); let is_grounded = output.map(|o| o.grounded).unwrap_or(false);
if !is_grounded { if !is_grounded {
return; return;
} }
let Some(grav_dir) = grav.0 else { let Some(grav_dir) = grav.0 else {
return; return;
}; };
let grav_up = grav_dir * -1.0; let grav_up = grav_dir * -1.0;
let desired_rotation = get_alignment_rotation_preserve_twist(transform.rotation, grav_up); let desired_rotation = get_alignment_rotation_preserve_twist(transform.rotation, grav_up);
transform.rotation = transform.rotation.lerp(desired_rotation, time.delta_secs()); transform.rotation = transform.rotation.lerp(desired_rotation, time.delta_secs());
} }

View File

@@ -1,103 +1,103 @@
use bevy::{input::mouse::MouseMotion, prelude::*}; use bevy::{input::mouse::MouseMotion, prelude::*};
use bevy_rapier3d::prelude::*; use bevy_rapier3d::prelude::*;
use crate::{components::tags::Ship, utils::input::get_mouse_delta}; use crate::{components::tags::Ship, utils::input::get_mouse_delta};
pub struct ShipPlugin; pub struct ShipPlugin;
impl Plugin for ShipPlugin { impl Plugin for ShipPlugin {
fn build(&self, app: &mut App) { fn build(&self, app: &mut App) {
app.add_systems(Update, ship_controls); app.add_systems(Update, ship_controls);
#[cfg(feature = "dev-viz")] #[cfg(feature = "dev-viz")]
app.add_systems(Update, ship_debug); app.add_systems(Update, ship_debug);
} }
} }
fn ship_controls( fn ship_controls(
ship_query: Single<(&Transform, &mut Velocity, &mut Damping), With<Ship>>, ship_query: Single<(&Transform, &mut Velocity, &mut Damping), With<Ship>>,
key: Res<ButtonInput<KeyCode>>, key: Res<ButtonInput<KeyCode>>,
time: Res<Time>, time: Res<Time>,
mouse_motion: EventReader<MouseMotion>, mouse_motion: EventReader<MouseMotion>,
) { ) {
let (transform, mut vel, mut damp) = ship_query.into_inner(); let (transform, mut vel, mut damp) = ship_query.into_inner();
let mut move_vec = Vec3::ZERO; let mut move_vec = Vec3::ZERO;
if key.pressed(KeyCode::KeyW) { if key.pressed(KeyCode::KeyW) {
move_vec.z = -1.0; move_vec.z = -1.0;
} else if key.pressed(KeyCode::KeyS) { } else if key.pressed(KeyCode::KeyS) {
move_vec.z = 1.0; move_vec.z = 1.0;
} }
if key.pressed(KeyCode::KeyA) { if key.pressed(KeyCode::KeyA) {
move_vec.x = -1.0; move_vec.x = -1.0;
} else if key.pressed(KeyCode::KeyD) { } else if key.pressed(KeyCode::KeyD) {
move_vec.x = 1.0; move_vec.x = 1.0;
} }
if key.pressed(KeyCode::Space) { if key.pressed(KeyCode::Space) {
move_vec.y = 1.0; move_vec.y = 1.0;
} else if key.pressed(KeyCode::ShiftLeft) { } else if key.pressed(KeyCode::ShiftLeft) {
move_vec.y = -1.0; move_vec.y = -1.0;
} }
if key.pressed(KeyCode::ControlLeft) { if key.pressed(KeyCode::ControlLeft) {
damp.linear_damping = 0.8; damp.linear_damping = 0.8;
damp.angular_damping = 0.8; damp.angular_damping = 0.8;
} else { } else {
damp.linear_damping = 0.0; damp.linear_damping = 0.0;
damp.angular_damping = 0.0; damp.angular_damping = 0.0;
} }
const ROLL_SPEED: f32 = 1.0; const ROLL_SPEED: f32 = 1.0;
const DEAD_ZONE: f32 = 0.1; const DEAD_ZONE: f32 = 0.1;
const INPUT_CURVE: f32 = 3.0; const INPUT_CURVE: f32 = 3.0;
let yaw = if key.pressed(KeyCode::KeyQ) { let yaw = if key.pressed(KeyCode::KeyQ) {
Vec3::Y * ROLL_SPEED Vec3::Y * ROLL_SPEED
} else if key.pressed(KeyCode::KeyE) { } else if key.pressed(KeyCode::KeyE) {
Vec3::Y * -ROLL_SPEED Vec3::Y * -ROLL_SPEED
} else { } else {
Vec3::ZERO Vec3::ZERO
}; };
let mouse_delta = get_mouse_delta(mouse_motion).normalize_or_zero(); let mouse_delta = get_mouse_delta(mouse_motion).normalize_or_zero();
let mouse_input = mouse_delta let mouse_input = mouse_delta
.abs() .abs()
.map(|v| if v < DEAD_ZONE { 0.0 } else { v }) .map(|v| if v < DEAD_ZONE { 0.0 } else { v })
.powf(INPUT_CURVE) .powf(INPUT_CURVE)
* mouse_delta.signum(); * mouse_delta.signum();
let roll = Vec3::NEG_Z * mouse_input.x; let roll = Vec3::NEG_Z * mouse_input.x;
let pitch = Vec3::X * mouse_input.y; let pitch = Vec3::X * mouse_input.y;
vel.angvel += (transform.rotation * (roll + yaw + pitch)) * time.delta_secs(); vel.angvel += (transform.rotation * (roll + yaw + pitch)) * time.delta_secs();
move_vec = transform.rotation * move_vec.normalize_or_zero(); move_vec = transform.rotation * move_vec.normalize_or_zero();
vel.linvel += move_vec * time.delta_secs(); vel.linvel += move_vec * time.delta_secs();
} }
#[cfg(feature = "dev-viz")] #[cfg(feature = "dev-viz")]
fn ship_debug(mut gizmos: Gizmos, ship: Single<&Transform, With<Ship>>) { fn ship_debug(mut gizmos: Gizmos, ship: Single<&Transform, With<Ship>>) {
use std::ops::Range; use std::ops::Range;
let base = ship.translation.floor(); let base = ship.translation.floor();
const GRID: Range<i32> = -10..10; const GRID: Range<i32> = -10..10;
for x in GRID { for x in GRID {
for y in GRID { for y in GRID {
for z in GRID { for z in GRID {
let p = base + Vec3::new(x as f32, y as f32, z as f32); let p = base + Vec3::new(x as f32, y as f32, z as f32);
let color = if x == 0 && y == 0 { let color = if x == 0 && y == 0 {
LinearRgba::BLUE LinearRgba::BLUE
} else if x == 0 && z == 0 { } else if x == 0 && z == 0 {
LinearRgba::GREEN LinearRgba::GREEN
} else if y == 0 && z == 0 { } else if y == 0 && z == 0 {
LinearRgba::RED LinearRgba::RED
} else { } else {
LinearRgba::gray(0.2).with_alpha(0.2) LinearRgba::gray(0.2).with_alpha(0.2)
}; };
gizmos.sphere(p, 0.01, color); gizmos.sphere(p, 0.01, color);
} }
} }
} }
} }

View File

@@ -1,9 +1,9 @@
use bevy::prelude::*; use bevy::prelude::*;
pub struct ShipCamPlugin; pub struct ShipCamPlugin;
impl Plugin for ShipCamPlugin { impl Plugin for ShipCamPlugin {
fn build(&self, app: &mut App) { fn build(&self, app: &mut App) {
todo!() todo!()
} }
} }

View File

@@ -1,16 +1,41 @@
use bevy::prelude::*; use bevy::prelude::*;
use crate::states::input::{InputState, PlayerInputSystems, PlayerState}; use crate::{
configure_sets,
pub struct StateManagementPlugin; states::{
input::{InputState, PlayerInputSystems, PlayerState},
impl Plugin for StateManagementPlugin { menu::{
fn build(&self, app: &mut App) { MainMenuSystems, MenuCleanupSystems, MenuStartupSystems, MenuState, OptionsMenuSystems, SavesMenuSystems,
app.init_state::<PlayerState>(); },
app.init_state::<InputState>(); play::{PausedSystems, PlayCleanupSystems, PlayStartupSystems, PlayState, PlaySystems},
},
app.configure_sets(PreUpdate, PlayerInputSystems.run_if(in_state(InputState::World))); };
app.configure_sets(Update, PlayerInputSystems.run_if(in_state(InputState::World)));
app.configure_sets(PostUpdate, PlayerInputSystems.run_if(in_state(InputState::World))); pub struct StateManagementPlugin;
}
} impl Plugin for StateManagementPlugin {
fn build(&self, app: &mut App) {
app.init_state::<PlayerState>();
app.init_state::<InputState>();
//Menu
configure_sets!(app, MenuStartupSystems, in_state(MenuState::Startup));
configure_sets!(app, MainMenuSystems, in_state(MenuState::Main));
configure_sets!(app, OptionsMenuSystems, in_state(MenuState::Options));
configure_sets!(app, SavesMenuSystems, in_state(MenuState::Saves));
configure_sets!(app, MenuCleanupSystems, in_state(MenuState::Cleanup));
//Play
configure_sets!(app, PlayStartupSystems, in_state(PlayState::Startup));
configure_sets!(app, PausedSystems, in_state(PlayState::Paused));
configure_sets!(app, PlaySystems, in_state(PlayState::Playing));
configure_sets!(app, PlayCleanupSystems, in_state(PlayState::Cleanup));
//Input
configure_sets!(
app,
PlayerInputSystems,
in_state(InputState::World).and(in_state(PlayState::Playing))
);
}
}

View File

@@ -1,23 +1,23 @@
use bevy::prelude::*; use bevy::prelude::*;
use crate::components::{ use crate::components::{
camera::{CameraAttachment, CameraMode, CameraPitch, FollowCam, FollowTarget}, camera::{CameraAttachment, CameraMode, CameraPitch, FollowCam, FollowTarget},
player::{GravityDirection, MoveSpeed, PlayerForce, PlayerMotion, PlayerVelocity}, player::{GravityDirection, MoveSpeed, PlayerForce, PlayerMotion, PlayerVelocity},
}; };
pub struct TypesPlugin; pub struct TypesPlugin;
impl Plugin for TypesPlugin { impl Plugin for TypesPlugin {
fn build(&self, app: &mut App) { fn build(&self, app: &mut App) {
app.register_type::<FollowTarget>(); app.register_type::<FollowTarget>();
app.register_type::<FollowCam>(); app.register_type::<FollowCam>();
app.register_type::<PlayerVelocity>(); app.register_type::<PlayerVelocity>();
app.register_type::<PlayerForce>(); app.register_type::<PlayerForce>();
app.register_type::<PlayerMotion>(); app.register_type::<PlayerMotion>();
app.register_type::<GravityDirection>(); app.register_type::<GravityDirection>();
app.register_type::<MoveSpeed>(); app.register_type::<MoveSpeed>();
app.register_type::<CameraPitch>(); app.register_type::<CameraPitch>();
app.register_type::<CameraAttachment>(); app.register_type::<CameraAttachment>();
app.register_type::<CameraMode>(); app.register_type::<CameraMode>();
} }
} }

9
src/states/game.rs Normal file
View File

@@ -0,0 +1,9 @@
use bevy::prelude::*;
#[derive(States, Debug, Reflect, Default, Clone, Copy, PartialEq, Eq, Hash)]
pub enum GameState {
#[default]
Startup,
MainMenu,
PlayGame,
}

View File

@@ -1,20 +1,20 @@
use bevy::prelude::*; use bevy::prelude::*;
#[derive(States, Debug, Default, Clone, PartialEq, Eq, Hash)] #[derive(States, Debug, Default, Clone, PartialEq, Eq, Hash)]
pub enum InputState { pub enum InputState {
#[default] #[default]
World, World,
Menu, Menu,
Detached, Detached,
} }
#[derive(SystemSet, Debug, Clone, PartialEq, Eq, Hash)] #[derive(SystemSet, Debug, Clone, PartialEq, Eq, Hash)]
pub struct PlayerInputSystems; pub struct PlayerInputSystems;
#[derive(States, Debug, Default, Clone, PartialEq, Eq, Hash)] #[derive(States, Debug, Default, Clone, PartialEq, Eq, Hash)]
pub enum PlayerState { pub enum PlayerState {
#[default] #[default]
OnFoot, OnFoot,
FreeFloating, FreeFloating,
Piloting, Piloting,
} }

18
src/states/loading.rs Normal file
View File

@@ -0,0 +1,18 @@
use bevy::prelude::*;
#[derive(States, Debug, Default, Clone, PartialEq, Eq, Hash)]
pub enum StartupLoadingState {
#[default]
Pending,
Loading,
Finalizing,
Done,
}
#[derive(States, Debug, Default, Clone, PartialEq, Eq, Hash)]
pub enum AssetLoadingState {
#[default]
Pending,
Loading,
Finalizing,
Done,
}

27
src/states/menu.rs Normal file
View File

@@ -0,0 +1,27 @@
use bevy::prelude::*;
#[derive(States, Debug, Reflect, Default, Clone, Copy, PartialEq, Eq, Hash)]
pub enum MenuState {
#[default]
Loading,
Startup,
Main,
Saves,
Options,
Cleanup,
}
#[derive(SystemSet, Debug, Clone, PartialEq, Eq, Hash)]
pub struct MenuStartupSystems;
#[derive(SystemSet, Debug, Clone, PartialEq, Eq, Hash)]
pub struct MainMenuSystems;
#[derive(SystemSet, Debug, Clone, PartialEq, Eq, Hash)]
pub struct OptionsMenuSystems;
#[derive(SystemSet, Debug, Clone, PartialEq, Eq, Hash)]
pub struct SavesMenuSystems;
#[derive(SystemSet, Debug, Clone, PartialEq, Eq, Hash)]
pub struct MenuCleanupSystems;

View File

@@ -1 +1,5 @@
pub mod input; pub mod game;
pub mod input;
pub mod loading;
pub mod menu;
pub mod play;

23
src/states/play.rs Normal file
View File

@@ -0,0 +1,23 @@
use bevy::prelude::*;
#[derive(States, Debug, Reflect, Default, Clone, Copy, PartialEq, Eq, Hash)]
pub enum PlayState {
#[default]
Loading,
Startup,
Playing,
Paused,
Cleanup,
}
#[derive(SystemSet, Debug, Clone, PartialEq, Eq, Hash)]
pub struct PlayStartupSystems;
#[derive(SystemSet, Debug, Clone, PartialEq, Eq, Hash)]
pub struct PlaySystems;
#[derive(SystemSet, Debug, Clone, PartialEq, Eq, Hash)]
pub struct PlayCleanupSystems;
#[derive(SystemSet, Debug, Clone, PartialEq, Eq, Hash)]
pub struct PausedSystems;

View File

@@ -1,9 +1,9 @@
use bevy::{input::mouse::MouseMotion, prelude::*}; use bevy::{input::mouse::MouseMotion, prelude::*};
pub fn get_mouse_delta(mut mouse_motion: EventReader<MouseMotion>) -> Vec2 { pub fn get_mouse_delta(mut mouse_motion: EventReader<MouseMotion>) -> Vec2 {
let mut delta = Vec2::ZERO; let mut delta = Vec2::ZERO;
for e in mouse_motion.read() { for e in mouse_motion.read() {
delta += e.delta; delta += e.delta;
} }
return delta; return delta;
} }

View File

@@ -1,2 +1,2 @@
pub mod input; pub mod input;
pub mod rotation; pub mod rotation;

View File

@@ -1,38 +1,38 @@
use std::f32::{EPSILON, consts::PI}; use std::f32::{EPSILON, consts::PI};
use bevy::prelude::*; use bevy::prelude::*;
pub fn get_alignment_rotation(cur_dir: Dir3, target_dir: Vec3) -> Quat { pub fn get_alignment_rotation(cur_dir: Dir3, target_dir: Vec3) -> Quat {
let tgt = target_dir.normalize(); let tgt = target_dir.normalize();
let axis = cur_dir.cross(tgt); let axis = cur_dir.cross(tgt);
let axis_len = axis.length(); let axis_len = axis.length();
if axis_len < EPSILON { if axis_len < EPSILON {
let dot = cur_dir.dot(tgt); let dot = cur_dir.dot(tgt);
if dot > 0.999 { if dot > 0.999 {
return Quat::IDENTITY; return Quat::IDENTITY;
} else { } else {
let ortho = if cur_dir.x < 0.99 { let ortho = if cur_dir.x < 0.99 {
cur_dir.cross(Vec3::X) cur_dir.cross(Vec3::X)
} else { } else {
cur_dir.cross(Vec3::Z) cur_dir.cross(Vec3::Z)
}; };
return Quat::from_axis_angle(ortho.normalize(), PI); return Quat::from_axis_angle(ortho.normalize(), PI);
} }
} else { } else {
let angle = cur_dir.angle_between(tgt); let angle = cur_dir.angle_between(tgt);
return Quat::from_axis_angle(axis.normalize(), angle); return Quat::from_axis_angle(axis.normalize(), angle);
} }
} }
pub fn get_alignment_rotation_preserve_twist(cur_rot: Quat, target_up: Vec3) -> Quat { pub fn get_alignment_rotation_preserve_twist(cur_rot: Quat, target_up: Vec3) -> Quat {
let target_up = target_up.normalize(); let target_up = target_up.normalize();
let cur_fwd = cur_rot * Vec3::Z; let cur_fwd = cur_rot * Vec3::Z;
let forward_projection = (cur_fwd - target_up * cur_fwd.dot(target_up)).normalize(); let forward_projection = (cur_fwd - target_up * cur_fwd.dot(target_up)).normalize();
let right = target_up.cross(forward_projection).normalize(); let right = target_up.cross(forward_projection).normalize();
let fwd = right.cross(target_up); let fwd = right.cross(target_up);
let basis = Mat3::from_cols(right, target_up, fwd); let basis = Mat3::from_cols(right, target_up, fwd);
return Quat::from_mat3(&basis); return Quat::from_mat3(&basis);
} }