Added ship model

This commit is contained in:
2025-07-08 21:19:37 -04:00
parent 992e2f703f
commit e3191e6827
8 changed files with 72 additions and 9 deletions

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@@ -1,6 +1,7 @@
use bevy::prelude::*;
#[cfg(feature = "dev")]
use bevy::window::PrimaryWindow;
use bevy_rapier3d::plugin::PhysicsSet;
use crate::{components::camera::*, states::play::PlaySystems};
@@ -9,7 +10,11 @@ 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(Update, camera_attachment.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));
}

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@@ -23,7 +23,7 @@ impl Plugin for GamePlugin {
CameraPlugin,
StateManagementPlugin,
MainMenuPlugin,
// ShipPlugin,
ShipPlugin,
TypesPlugin,
PlayerPlugin,
));
@@ -32,7 +32,7 @@ impl Plugin for GamePlugin {
#[cfg(feature = "dev-phys")]
RapierDebugRenderPlugin::default(),
));
app.add_systems(Update, (setup_scene, spawn_ship).chain().in_set(PlayStartupSystems));
app.add_systems(Update, (setup_scene).chain().in_set(PlayStartupSystems));
}
}
@@ -58,7 +58,14 @@ fn setup_scene(
PlayerDrag(0.5),
Collider::capsule_y(0.5, 0.5),
RigidBody::KinematicPositionBased,
KinematicCharacterController::default(),
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)),
@@ -110,7 +117,7 @@ fn spawn_ship(
Mesh3d(meshes.add(Cuboid::new(3.0, 0.1, 6.0))),
MeshMaterial3d(material.clone()),
Name::new("Ship"),
Ship,
// Ship,
Velocity::zero(),
Damping::default(),
Transform::from_xyz(0.0, 1.0, 0.0),

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@@ -1,18 +1,50 @@
use bevy::{input::mouse::MouseMotion, prelude::*};
use bevy_rapier3d::prelude::*;
use crate::{components::tags::Ship, states::play::PlaySystems, utils::input::get_mouse_delta};
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>>,

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@@ -12,7 +12,9 @@ use crate::{
menu::{
MainMenuSystems, MenuCleanupSystems, MenuStartupSystems, MenuState, OptionsMenuSystems, SavesMenuSystems,
},
play::{PausedSystems, PlayCleanupSystems, PlayStartupSystems, PlayState, PlaySystems},
play::{
PausedSystems, PlayAssetFinalizeSystems, PlayCleanupSystems, PlayStartupSystems, PlayState, PlaySystems,
},
},
};
@@ -28,7 +30,7 @@ impl Plugin for StateManagementPlugin {
//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::Startup));
.add_loading_state(LoadingState::new(PlayState::Loading).continue_to_state(PlayState::AssetFinalize));
//Game
configure_sets!(app, MenuSystems.run_if(in_state(GameState::MainMenu)));
@@ -58,6 +60,12 @@ impl Plugin for StateManagementPlugin {
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
@@ -113,15 +121,23 @@ impl Plugin for StateManagementPlugin {
);
//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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@@ -2,8 +2,8 @@ use bevy::prelude::*;
#[derive(States, Debug, Reflect, Default, Clone, Copy, PartialEq, Eq, Hash)]
pub enum MenuState {
#[default]
Idle,
#[default]
Loading,
AssetFinalize,
Startup,

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@@ -12,6 +12,9 @@ pub enum PlayState {
Cleanup,
}
#[derive(SystemSet, Debug, Clone, PartialEq, Eq, Hash)]
pub struct PlayAssetFinalizeSystems;
#[derive(SystemSet, Debug, Clone, PartialEq, Eq, Hash)]
pub struct PlayStartupSystems;