WIP prefabs loader

This commit is contained in:
2025-07-20 13:58:37 -04:00
parent e3191e6827
commit babb74b2f7
37 changed files with 7099 additions and 407 deletions

17
game/main/.zed/debug.json Normal file
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// Project-local debug tasks
//
// For more documentation on how to configure debug tasks,
// see: https://zed.dev/docs/debugger
[
{
"label": "Debug Run",
"build": {
"command": "cargo",
"args": ["build"]
},
"program": "$ZED_WORKTREE_ROOT/target/debug/space-game.exe",
"cwd": "$ZED_WORKTREE_ROOT",
"request": "launch",
"adapter": "GDB"
}
]

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game/main/Cargo.lock generated Normal file

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game/main/Cargo.toml Normal file
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[package]
name = "space-game"
version = "0.1.0"
edition = "2024"
[dependencies]
# avian3d = { version = "0.3.0", features = [] }
bevy = { version = "0.16.1", features = [] }
# bevy_rapier3d = { version = "0.29.0", features = ["simd-stable", "parallel"] }
bevy-inspector-egui = "0.31.0"
bevy_asset_loader = "0.23.0"
bevy_rapier3d = "0.30.0"
prefabs = { path = "../../engine/prefabs" }
[features]
default = ["dev"]
dev = [
"bevy/bevy_dev_tools",
"bevy/bevy_ui_debug",
"bevy/track_location",
"bevy/file_watcher",
"bevy/embedded_watcher",
"dev-viz"
]
dev-viz = []
dev-phys = []
[lints.clippy]
# Bevy supplies arguments to systems via dependency injection, so it's natural for systems to
# request more than 7 arguments, which would undesirably trigger this lint.
too_many_arguments = "allow"
# Queries may access many components, which would undesirably trigger this lint.
type_complexity = "allow"
# Make sure macros use their standard braces, such as `[]` for `bevy_ecs::children!`.
nonstandard_macro_braces = "warn"
needless_return = "allow"
# Enable a small amount of optimization in debug mode
[profile.dev]
opt-level = 1
# Enable high optimizations for dependencies (incl. Bevy), but not for our code:
[profile.dev.package."*"]
opt-level = 3
[profile.release]
codegen-units = 1
lto = "thin"
# Optimize for build time in CI.
[profile.ci]
inherits = "dev"
opt-level = 0
debug = "line-tables-only"
codegen-units = 4
[profile.ci.package."*"]
opt-level = 0

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

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pub mod camera;
// pub mod character_controller;
pub mod player;
pub mod tags;

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

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

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game/main/src/macros.rs Normal file
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#[macro_export]
macro_rules! configure_sets {
(
$app: expr,
$condition: expr
) => {
$app.configure_sets(PreUpdate, $condition)
.configure_sets(Update, $condition)
.configure_sets(PostUpdate, $condition)
.configure_sets(Last, $condition);
$app.configure_sets(FixedPreUpdate, $condition)
.configure_sets(FixedUpdate, $condition)
.configure_sets(FixedPostUpdate, $condition);
};
}

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

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use bevy::prelude::*;
#[cfg(feature = "dev")]
use bevy::window::PrimaryWindow;
use bevy_rapier3d::plugin::PhysicsSet;
use crate::{components::camera::*, states::play::PlaySystems};
pub struct CameraPlugin;
impl Plugin for CameraPlugin {
fn build(&self, app: &mut App) {
app.add_systems(Update, camera_pitch.in_set(PlaySystems));
app.add_systems(
PostUpdate,
//Update after physics moves entities
camera_attachment.in_set(PlaySystems).after(PhysicsSet::Writeback),
);
#[cfg(feature = "dev")]
app.add_systems(Update, camera_toggle.in_set(PlaySystems));
}
}
pub fn camera_attachment(
attachment_targets: Query<&GlobalTransform>,
cam: Single<(&mut Transform, &CameraAttachment, &CameraMode)>,
) {
let (mut transform, attach, mode) = cam.into_inner();
if let Ok(tgt) = attachment_targets.get(attach.0) {
match mode {
CameraMode::Player => {
transform.rotation = tgt.rotation();
transform.translation = tgt.translation();
}
CameraMode::Ship => todo!("Ship Mode"),
CameraMode::Disabled => (),
}
}
}
pub fn camera_pitch(cam_query: Query<(&mut Transform, &CameraPitch)>) {
for (mut cam_transform, pitch) in cam_query {
cam_transform.rotation = Quat::from_rotation_x(pitch.0);
}
}
#[cfg(feature = "dev")]
pub fn camera_toggle(
key: Res<ButtonInput<KeyCode>>,
mut window: Single<&mut Window, With<PrimaryWindow>>,
camera: Single<&mut CameraMode>,
) {
use bevy::window::CursorGrabMode;
let mut mode = camera.into_inner();
if key.just_pressed(KeyCode::Escape) {
if window.cursor_options.visible {
*mode = CameraMode::Player;
window.cursor_options.grab_mode = CursorGrabMode::Locked;
window.cursor_options.visible = false;
} else {
*mode = CameraMode::Disabled;
window.cursor_options.grab_mode = CursorGrabMode::None;
window.cursor_options.visible = true;
}
}
}

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

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use crate::{
components::{
camera::{CameraAttachment, CameraMode, CameraPitch, MainCamera},
player::PlayerDrag,
tags::{Player, Ship},
},
plugins::{state_management::StateManagementPlugin, *},
states::play::PlayStartupSystems,
};
use bevy::{
prelude::*,
window::{CursorGrabMode, PrimaryWindow},
};
use bevy_rapier3d::prelude::*;
#[derive(Default)]
pub struct GamePlugin;
impl Plugin for GamePlugin {
fn build(&self, app: &mut bevy::app::App) {
app.add_plugins((
FollowCamPlugin,
CameraPlugin,
StateManagementPlugin,
MainMenuPlugin,
ShipPlugin,
TypesPlugin,
PlayerPlugin,
));
app.add_plugins((
RapierPhysicsPlugin::<NoUserData>::default(),
#[cfg(feature = "dev-phys")]
RapierDebugRenderPlugin::default(),
));
app.add_systems(Update, (setup_scene).chain().in_set(PlayStartupSystems));
}
}
fn setup_scene(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
mut window: Single<&mut Window, With<PrimaryWindow>>,
) {
window.cursor_options.visible = false;
window.cursor_options.grab_mode = CursorGrabMode::Locked;
let player_eye = commands
.spawn((
Name::new("Eye"),
Transform::from_translation(Vec3::new(0.0, 1.0, 0.0)),
CameraPitch::default(),
))
.id();
let mut player_commands = commands.spawn((
Name::new("Player"),
Player,
PlayerDrag(0.5),
Collider::capsule_y(0.5, 0.5),
RigidBody::KinematicPositionBased,
KinematicCharacterController {
autostep: Some(CharacterAutostep {
include_dynamic_bodies: true,
max_height: CharacterLength::Absolute(0.25),
..default()
}),
..default()
},
Mesh3d(meshes.add(Capsule3d::new(0.5, 1.0))),
MeshMaterial3d(materials.add(Color::linear_rgb(1.0, 0.0, 0.2))),
Transform::from_translation(Vec3::new(0.0, 10.0, 10.0)),
));
player_commands.add_child(player_eye);
commands.spawn((
Name::new("Camera"),
Transform::from_xyz(0.0, 1.3, 0.0),
Visibility::default(),
MainCamera,
Camera3d::default(),
CameraMode::Player,
CameraAttachment(player_eye),
));
commands.spawn((
DirectionalLight {
shadows_enabled: true,
..default()
},
Transform::default().looking_to(
Dir3::from_xyz(-1.0, -1.0, -1.0).expect("Invaid Direction for light"),
Dir3::Y,
),
));
let cube = meshes.add(Cuboid::new(100.0, 0.1, 100.0));
let material = materials.add(Color::WHITE);
commands.spawn((
Mesh3d(cube),
MeshMaterial3d(material),
Transform::default(),
RigidBody::Fixed,
Collider::cuboid(100.0, 0.1, 100.0),
));
}
fn spawn_ship(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
let window_material = materials.add(Color::linear_rgba(1.0, 0.0, 1.0, 0.5));
let material = materials.add(Color::BLACK);
commands.spawn((
Mesh3d(meshes.add(Cuboid::new(3.0, 0.1, 6.0))),
MeshMaterial3d(material.clone()),
Name::new("Ship"),
// Ship,
Velocity::zero(),
Damping::default(),
Transform::from_xyz(0.0, 1.0, 0.0),
RigidBody::Dynamic,
children![
(
Name::new("Back Wall"),
Mesh3d(meshes.add(Cuboid::new(3.0, 2.0, 0.1))),
Collider::cuboid(3.0, 2.0, 0.1),
MeshMaterial3d(material.clone()),
Transform::from_xyz(0.0, 1.0, 6.0 / 2.0),
),
(
Name::new("Front Window"),
Mesh3d(meshes.add(Cuboid::new(3.0, 2.0, 0.1))),
Collider::cuboid(3.0, 2.0, 0.1),
MeshMaterial3d(window_material),
Transform::from_xyz(0.0, 1.0, -6.0 / 2.0),
),
(
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),
)
],
));
}

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use bevy::prelude::*;
use crate::states::{
game::GameState,
menu::{MainMenuSystems, MenuCleanupSystems, MenuStartupSystems, MenuState},
play::PlayState,
};
pub struct MainMenuPlugin;
impl Plugin for MainMenuPlugin {
fn build(&self, app: &mut App) {
app.add_systems(Update, spawn_menu.in_set(MenuStartupSystems));
app.add_systems(Update, clean_menu.in_set(MenuCleanupSystems));
app.add_systems(Update, main_menu.in_set(MainMenuSystems));
}
}
fn spawn_menu(mut next: ResMut<NextState<MenuState>>) {
next.set(MenuState::Main);
info_once!("Moving to MenuState:{:?}", MenuState::Main);
}
fn clean_menu(mut next: ResMut<NextState<MenuState>>) {
next.set(MenuState::Idle);
info_once!("Moving to MenuState:{:?}", MenuState::Loading);
}
fn main_menu(
mut next_menu: ResMut<NextState<MenuState>>,
mut next_game: ResMut<NextState<GameState>>,
mut next_play_state: ResMut<NextState<PlayState>>,
) {
next_menu.set(MenuState::Cleanup);
next_game.set(GameState::InGame);
next_play_state.set(PlayState::Loading);
info_once!("Moving to InGame");
}

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// mod character_controller;
mod camera;
mod follow_cam;
mod game;
mod main_menu;
mod player;
mod ship;
mod ship_cam;
mod state_management;
mod types;
// pub use character_controller::*;
pub use camera::*;
pub use follow_cam::*;
pub use game::*;
pub use main_menu::*;
pub use player::*;
#[allow(unused_imports)]
pub use ship::*;
#[allow(unused_imports)]
pub use ship_cam::*;
pub use types::*;

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

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use bevy::{input::mouse::MouseMotion, prelude::*};
use bevy_rapier3d::prelude::*;
use crate::{
components::tags::Ship,
states::play::{PlayStartupSystems, PlaySystems},
utils::input::get_mouse_delta,
};
pub struct ShipPlugin;
impl Plugin for ShipPlugin {
fn build(&self, app: &mut App) {
app.add_systems(Update, spawn_ship.in_set(PlayStartupSystems));
app.add_systems(Update, ship_controls.in_set(PlaySystems));
#[cfg(feature = "dev-viz")]
app.add_systems(Update, ship_debug.in_set(PlaySystems));
}
}
#[derive(Resource, Debug, Reflect)]
struct ShipMesh(Handle<Scene>);
fn spawn_ship(mut commads: Commands, assets: Res<AssetServer>) {
let scene = assets.load(GltfAssetLabel::Scene(0).from_asset("models/Ship.glb"));
commads.insert_resource(ShipMesh(scene.clone()));
commads.spawn((
SceneRoot(scene),
Transform::from_xyz(0.0, 3.0, 0.0),
RigidBody::KinematicVelocityBased,
GravityScale(0.0),
children![
(
Transform::from_xyz(-2.0, -2.7, 0.0),
Collider::round_cuboid(6.0, 0.1, 3.0, 0.05)
),
(
Transform::from_xyz(-2.0, 2.8, 0.0),
Collider::round_cuboid(6.0, 0.1, 3.0, 0.05)
)
],
));
}
fn ship_controls(
ship_query: Single<(&Transform, &mut Velocity, &mut Damping), With<Ship>>,
key: Res<ButtonInput<KeyCode>>,
time: Res<Time>,
mouse_motion: EventReader<MouseMotion>,
) {
let (transform, mut vel, mut damp) = ship_query.into_inner();
let mut move_vec = Vec3::ZERO;
if key.pressed(KeyCode::KeyW) {
move_vec.z = -1.0;
} else if key.pressed(KeyCode::KeyS) {
move_vec.z = 1.0;
}
if key.pressed(KeyCode::KeyA) {
move_vec.x = -1.0;
} else if key.pressed(KeyCode::KeyD) {
move_vec.x = 1.0;
}
if key.pressed(KeyCode::Space) {
move_vec.y = 1.0;
} else if key.pressed(KeyCode::ShiftLeft) {
move_vec.y = -1.0;
}
if key.pressed(KeyCode::ControlLeft) {
damp.linear_damping = 0.8;
damp.angular_damping = 0.8;
} else {
damp.linear_damping = 0.0;
damp.angular_damping = 0.0;
}
const ROLL_SPEED: f32 = 1.0;
const DEAD_ZONE: f32 = 0.1;
const INPUT_CURVE: f32 = 3.0;
let yaw = if key.pressed(KeyCode::KeyQ) {
Vec3::Y * ROLL_SPEED
} else if key.pressed(KeyCode::KeyE) {
Vec3::Y * -ROLL_SPEED
} else {
Vec3::ZERO
};
let mouse_delta = get_mouse_delta(mouse_motion).normalize_or_zero();
let mouse_input = mouse_delta
.abs()
.map(|v| if v < DEAD_ZONE { 0.0 } else { v })
.powf(INPUT_CURVE)
* mouse_delta.signum();
let roll = Vec3::NEG_Z * mouse_input.x;
let pitch = Vec3::X * mouse_input.y;
vel.angvel += (transform.rotation * (roll + yaw + pitch)) * time.delta_secs();
move_vec = transform.rotation * move_vec.normalize_or_zero();
vel.linvel += move_vec * time.delta_secs();
}
#[cfg(feature = "dev-viz")]
fn ship_debug(mut gizmos: Gizmos, ship: Single<&Transform, With<Ship>>) {
use std::ops::Range;
let base = ship.translation.floor();
const GRID: Range<i32> = -10..10;
for x in GRID {
for y in GRID {
for z in GRID {
let p = base + Vec3::new(x as f32, y as f32, z as f32);
let color = if x == 0 && y == 0 {
LinearRgba::BLUE
} else if x == 0 && z == 0 {
LinearRgba::GREEN
} else if y == 0 && z == 0 {
LinearRgba::RED
} else {
LinearRgba::gray(0.2).with_alpha(0.2)
};
gizmos.sphere(p, 0.01, color);
}
}
}
}

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use bevy::prelude::*;
pub struct ShipCamPlugin;
impl Plugin for ShipCamPlugin {
fn build(&self, _app: &mut App) {
todo!()
}
}

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use bevy::prelude::*;
use bevy_asset_loader::prelude::*;
use crate::{
configure_sets,
states::{
game::{GameState, InGameSystems, MenuSystems},
input::{
InputDetachedSystems, InputMenuSystems, InputState, InputWorldSystems, PlayerFreeFloatingSystems,
PlayerOnFootSystems, PlayerPilotingSystems, PlayerState,
},
menu::{
MainMenuSystems, MenuCleanupSystems, MenuStartupSystems, MenuState, OptionsMenuSystems, SavesMenuSystems,
},
play::{
PausedSystems, PlayAssetFinalizeSystems, PlayCleanupSystems, PlayStartupSystems, PlayState, PlaySystems,
},
},
};
pub struct StateManagementPlugin;
impl Plugin for StateManagementPlugin {
fn build(&self, app: &mut App) {
app.init_state::<PlayerState>();
app.init_state::<InputState>();
app.init_state::<GameState>();
app.init_state::<MenuState>();
app.init_state::<PlayState>();
//Loading
app.add_loading_state(LoadingState::new(MenuState::Loading).continue_to_state(MenuState::Startup))
.add_loading_state(LoadingState::new(PlayState::Loading).continue_to_state(PlayState::AssetFinalize));
//Game
configure_sets!(app, MenuSystems.run_if(in_state(GameState::MainMenu)));
configure_sets!(app, InGameSystems.run_if(in_state(GameState::InGame)));
//Menu
configure_sets!(
app,
MenuStartupSystems
.run_if(in_state(MenuState::Startup))
.in_set(MenuSystems)
);
configure_sets!(
app,
MainMenuSystems.run_if(in_state(MenuState::Main)).in_set(MenuSystems)
);
configure_sets!(
app,
OptionsMenuSystems
.run_if(in_state(MenuState::Options))
.in_set(MenuSystems)
);
configure_sets!(
app,
SavesMenuSystems.run_if(in_state(MenuState::Saves)).in_set(MenuSystems)
);
configure_sets!(app, MenuCleanupSystems.run_if(in_state(MenuState::Cleanup)));
//Play
configure_sets!(
app,
PlayAssetFinalizeSystems
.run_if(in_state(PlayState::AssetFinalize))
.in_set(InGameSystems)
);
configure_sets!(
app,
PlayStartupSystems
.run_if(in_state(PlayState::Startup))
.in_set(InGameSystems)
);
configure_sets!(
app,
PausedSystems.run_if(in_state(PlayState::Paused)).in_set(InGameSystems)
);
configure_sets!(
app,
PlaySystems.run_if(in_state(PlayState::Playing)).in_set(InGameSystems)
);
configure_sets!(app, PlayCleanupSystems.run_if(in_state(PlayState::Cleanup)));
//Input
configure_sets!(
app,
InputWorldSystems
.run_if(in_state(InputState::World))
.in_set(PlaySystems)
);
configure_sets!(
app,
InputMenuSystems.run_if(in_state(InputState::Menu)).in_set(PlaySystems)
);
configure_sets!(
app,
InputDetachedSystems
.run_if(in_state(InputState::Detached))
.in_set(PlaySystems)
);
//Player
configure_sets!(
app,
PlayerOnFootSystems
.run_if(in_state(PlayerState::OnFoot))
.in_set(PlaySystems)
);
configure_sets!(
app,
PlayerFreeFloatingSystems
.run_if(in_state(PlayerState::FreeFloating))
.in_set(PlaySystems)
);
configure_sets!(
app,
PlayerPilotingSystems
.run_if(in_state(PlayerState::Piloting))
.in_set(PlaySystems)
);
//State Transitions
app.add_systems(Update, game_asset_finalize.in_set(PlayAssetFinalizeSystems));
app.add_systems(Update, game_startup.in_set(PlayStartupSystems));
app.add_systems(Update, game_cleanup.in_set(PlayCleanupSystems));
}
}
fn game_asset_finalize(mut next: ResMut<NextState<PlayState>>) {
next.set(PlayState::Startup);
info_once!("Moving to PlayState:{:?}", PlayState::Startup);
}
fn game_startup(mut next: ResMut<NextState<PlayState>>) {
next.set(PlayState::Playing);
info_once!("Moving to PlayState:{:?}", PlayState::Playing);
}
fn game_cleanup(mut next: ResMut<NextState<PlayState>>) {
next.set(PlayState::Idle);
info_once!("Moving to PlayState:{:?}", PlayState::Idle);
}

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

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use bevy::prelude::*;
#[derive(States, Debug, Reflect, Default, Clone, Copy, PartialEq, Eq, Hash)]
pub enum GameState {
#[default]
MainMenu,
InGame,
}
#[derive(SystemSet, Debug, Clone, PartialEq, Eq, Hash)]
pub struct MenuSystems;
#[derive(SystemSet, Debug, Clone, PartialEq, Eq, Hash)]
pub struct InGameSystems;

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use bevy::prelude::*;
#[derive(States, Debug, Default, Clone, PartialEq, Eq, Hash)]
pub enum InputState {
#[default]
World,
Menu,
Detached,
}
#[derive(SystemSet, Debug, Clone, PartialEq, Eq, Hash)]
pub struct InputWorldSystems;
#[derive(SystemSet, Debug, Clone, PartialEq, Eq, Hash)]
pub struct InputMenuSystems;
#[derive(SystemSet, Debug, Clone, PartialEq, Eq, Hash)]
pub struct InputDetachedSystems;
#[derive(States, Debug, Default, Clone, PartialEq, Eq, Hash)]
pub enum PlayerState {
#[default]
OnFoot,
FreeFloating,
Piloting,
}
#[derive(SystemSet, Debug, Clone, PartialEq, Eq, Hash)]
pub struct PlayerOnFootSystems;
#[derive(SystemSet, Debug, Clone, PartialEq, Eq, Hash)]
pub struct PlayerFreeFloatingSystems;
#[derive(SystemSet, Debug, Clone, PartialEq, Eq, Hash)]
pub struct PlayerPilotingSystems;

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use bevy::prelude::*;
#[derive(States, Debug, Reflect, Default, Clone, Copy, PartialEq, Eq, Hash)]
pub enum MenuState {
Idle,
#[default]
Loading,
AssetFinalize,
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;

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pub mod game;
pub mod input;
pub mod menu;
pub mod play;

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use bevy::prelude::*;
#[derive(States, Debug, Reflect, Default, Clone, Copy, PartialEq, Eq, Hash)]
pub enum PlayState {
Idle,
#[default]
Loading,
AssetFinalize,
Startup,
Playing,
Paused,
Cleanup,
}
#[derive(SystemSet, Debug, Clone, PartialEq, Eq, Hash)]
pub struct PlayAssetFinalizeSystems;
#[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;

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

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pub mod input;
pub mod rotation;

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