mirror of
https://github.com/bevyengine/bevy
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54006b107b
# Objective A big step in the migration to required components: meshes and materials! ## Solution As per the [selected proposal](https://hackmd.io/@bevy/required_components/%2Fj9-PnF-2QKK0on1KQ29UWQ): - Deprecate `MaterialMesh2dBundle`, `MaterialMeshBundle`, and `PbrBundle`. - Add `Mesh2d` and `Mesh3d` components, which wrap a `Handle<Mesh>`. - Add `MeshMaterial2d<M: Material2d>` and `MeshMaterial3d<M: Material>`, which wrap a `Handle<M>`. - Meshes *without* a mesh material should be rendered with a default material. The existence of a material is determined by `HasMaterial2d`/`HasMaterial3d`, which is required by `MeshMaterial2d`/`MeshMaterial3d`. This gets around problems with the generics. Previously: ```rust commands.spawn(MaterialMesh2dBundle { mesh: meshes.add(Circle::new(100.0)).into(), material: materials.add(Color::srgb(7.5, 0.0, 7.5)), transform: Transform::from_translation(Vec3::new(-200., 0., 0.)), ..default() }); ``` Now: ```rust commands.spawn(( Mesh2d(meshes.add(Circle::new(100.0))), MeshMaterial2d(materials.add(Color::srgb(7.5, 0.0, 7.5))), Transform::from_translation(Vec3::new(-200., 0., 0.)), )); ``` If the mesh material is missing, previously nothing was rendered. Now, it renders a white default `ColorMaterial` in 2D and a `StandardMaterial` in 3D (this can be overridden). Below, only every other entity has a material: ![Näyttökuva 2024-09-29 181746](https://github.com/user-attachments/assets/5c8be029-d2fe-4b8c-ae89-17a72ff82c9a) ![Näyttökuva 2024-09-29 181918](https://github.com/user-attachments/assets/58adbc55-5a1e-4c7d-a2c7-ed456227b909) Why white? This is still open for discussion, but I think white makes sense for a *default* material, while *invalid* asset handles pointing to nothing should have something like a pink material to indicate that something is broken (I don't handle that in this PR yet). This is kind of a mix of Godot and Unity: Godot just renders a white material for non-existent materials, while Unity renders nothing when no materials exist, but renders pink for invalid materials. I can also change the default material to pink if that is preferable though. ## Testing I ran some 2D and 3D examples to test if anything changed visually. I have not tested all examples or features yet however. If anyone wants to test more extensively, it would be appreciated! ## Implementation Notes - The relationship between `bevy_render` and `bevy_pbr` is weird here. `bevy_render` needs `Mesh3d` for its own systems, but `bevy_pbr` has all of the material logic, and `bevy_render` doesn't depend on it. I feel like the two crates should be refactored in some way, but I think that's out of scope for this PR. - I didn't migrate meshlets to required components yet. That can probably be done in a follow-up, as this is already a huge PR. - It is becoming increasingly clear to me that we really, *really* want to disallow raw asset handles as components. They caused me a *ton* of headache here already, and it took me a long time to find every place that queried for them or inserted them directly on entities, since there were no compiler errors for it. If we don't remove the `Component` derive, I expect raw asset handles to be a *huge* footgun for users as we transition to wrapper components, especially as handles as components have been the norm so far. I personally consider this to be a blocker for 0.15: we need to migrate to wrapper components for asset handles everywhere, and remove the `Component` derive. Also see https://github.com/bevyengine/bevy/issues/14124. --- ## Migration Guide Asset handles for meshes and mesh materials must now be wrapped in the `Mesh2d` and `MeshMaterial2d` or `Mesh3d` and `MeshMaterial3d` components for 2D and 3D respectively. Raw handles as components no longer render meshes. Additionally, `MaterialMesh2dBundle`, `MaterialMeshBundle`, and `PbrBundle` have been deprecated. Instead, use the mesh and material components directly. Previously: ```rust commands.spawn(MaterialMesh2dBundle { mesh: meshes.add(Circle::new(100.0)).into(), material: materials.add(Color::srgb(7.5, 0.0, 7.5)), transform: Transform::from_translation(Vec3::new(-200., 0., 0.)), ..default() }); ``` Now: ```rust commands.spawn(( Mesh2d(meshes.add(Circle::new(100.0))), MeshMaterial2d(materials.add(Color::srgb(7.5, 0.0, 7.5))), Transform::from_translation(Vec3::new(-200., 0., 0.)), )); ``` If the mesh material is missing, a white default material is now used. Previously, nothing was rendered if the material was missing. The `WithMesh2d` and `WithMesh3d` query filter type aliases have also been removed. Simply use `With<Mesh2d>` or `With<Mesh3d>`. --------- Co-authored-by: Tim Blackbird <justthecooldude@gmail.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com>
695 lines
21 KiB
Rust
695 lines
21 KiB
Rust
//! This example shows how to sample random points from primitive shapes.
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use std::f32::consts::PI;
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use bevy::{
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core_pipeline::{bloom::Bloom, tonemapping::Tonemapping},
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input::mouse::{AccumulatedMouseMotion, AccumulatedMouseScroll, MouseButtonInput},
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math::prelude::*,
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prelude::*,
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};
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use rand::{seq::SliceRandom, Rng, SeedableRng};
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use rand_chacha::ChaCha8Rng;
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.insert_resource(SampledShapes::new())
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.add_systems(Startup, setup)
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.add_systems(
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Update,
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(
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handle_mouse,
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handle_keypress,
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spawn_points,
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despawn_points,
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animate_spawning,
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animate_despawning,
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update_camera,
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update_lights,
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),
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)
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.run();
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}
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// Constants
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/// Maximum distance of the camera from its target. (meters)
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/// Should be set such that it is possible to look at all objects
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const MAX_CAMERA_DISTANCE: f32 = 12.0;
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/// Minimum distance of the camera from its target. (meters)
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/// Should be set such that it is not possible to clip into objects
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const MIN_CAMERA_DISTANCE: f32 = 1.0;
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/// Offset to be placed between the shapes
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const DISTANCE_BETWEEN_SHAPES: Vec3 = Vec3::new(2.0, 0.0, 0.0);
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/// Maximum amount of points allowed to be present.
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/// Should be set such that it does not cause large amounts of lag when reached.
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const MAX_POINTS: usize = 3000; // TODO: Test wasm and add a wasm-specific-bound
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/// How many points should be spawned each frame
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const POINTS_PER_FRAME: usize = 3;
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/// Color used for the inside points
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const INSIDE_POINT_COLOR: LinearRgba = LinearRgba::rgb(0.855, 1.1, 0.01);
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/// Color used for the points on the boundary
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const BOUNDARY_POINT_COLOR: LinearRgba = LinearRgba::rgb(0.08, 0.2, 0.90);
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/// Time (in seconds) for the spawning/despawning animation
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const ANIMATION_TIME: f32 = 1.0;
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/// Color for the sky and the sky-light
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const SKY_COLOR: Color = Color::srgb(0.02, 0.06, 0.15);
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const SMALL_3D: f32 = 0.5;
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const BIG_3D: f32 = 1.0;
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// primitives
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const CUBOID: Cuboid = Cuboid {
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half_size: Vec3::new(SMALL_3D, BIG_3D, SMALL_3D),
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};
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const SPHERE: Sphere = Sphere {
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radius: 1.5 * SMALL_3D,
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};
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const TRIANGLE_3D: Triangle3d = Triangle3d {
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vertices: [
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Vec3::new(BIG_3D, -BIG_3D * 0.5, 0.0),
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Vec3::new(0.0, BIG_3D, 0.0),
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Vec3::new(-BIG_3D, -BIG_3D * 0.5, 0.0),
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],
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};
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const CAPSULE_3D: Capsule3d = Capsule3d {
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radius: SMALL_3D,
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half_length: SMALL_3D,
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};
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const CYLINDER: Cylinder = Cylinder {
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radius: SMALL_3D,
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half_height: SMALL_3D,
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};
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const TETRAHEDRON: Tetrahedron = Tetrahedron {
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vertices: [
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Vec3::new(-BIG_3D, -BIG_3D * 0.67, BIG_3D * 0.5),
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Vec3::new(BIG_3D, -BIG_3D * 0.67, BIG_3D * 0.5),
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Vec3::new(0.0, -BIG_3D * 0.67, -BIG_3D * 1.17),
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Vec3::new(0.0, BIG_3D, 0.0),
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],
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};
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// Components, Resources
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/// Resource for the random sampling mode, telling whether to sample the interior or the boundary.
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#[derive(Resource)]
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enum SamplingMode {
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Interior,
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Boundary,
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}
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/// Resource for storing whether points should spawn by themselves
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#[derive(Resource)]
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enum SpawningMode {
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Manual,
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Automatic,
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}
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/// Resource for tracking how many points should be spawned
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#[derive(Resource)]
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struct SpawnQueue(usize);
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#[derive(Resource)]
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struct PointCounter(usize);
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/// Resource storing the shapes being sampled and their translations.
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#[derive(Resource)]
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struct SampledShapes(Vec<(Shape, Vec3)>);
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impl SampledShapes {
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fn new() -> Self {
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let shapes = Shape::list_all_shapes();
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let n_shapes = shapes.len();
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let translations =
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(0..n_shapes).map(|i| (i as f32 - n_shapes as f32 / 2.0) * DISTANCE_BETWEEN_SHAPES);
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SampledShapes(shapes.into_iter().zip(translations).collect())
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}
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}
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/// Enum listing the shapes that can be sampled
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#[derive(Clone, Copy)]
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enum Shape {
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Cuboid,
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Sphere,
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Capsule,
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Cylinder,
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Tetrahedron,
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Triangle,
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}
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struct ShapeMeshBuilder {
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shape: Shape,
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}
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impl Shape {
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/// Return a vector containing all implemented shapes
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fn list_all_shapes() -> Vec<Shape> {
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vec![
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Shape::Cuboid,
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Shape::Sphere,
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Shape::Capsule,
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Shape::Cylinder,
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Shape::Tetrahedron,
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Shape::Triangle,
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]
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}
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}
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impl ShapeSample for Shape {
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type Output = Vec3;
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fn sample_interior<R: Rng + ?Sized>(&self, rng: &mut R) -> Vec3 {
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match self {
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Shape::Cuboid => CUBOID.sample_interior(rng),
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Shape::Sphere => SPHERE.sample_interior(rng),
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Shape::Capsule => CAPSULE_3D.sample_interior(rng),
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Shape::Cylinder => CYLINDER.sample_interior(rng),
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Shape::Tetrahedron => TETRAHEDRON.sample_interior(rng),
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Shape::Triangle => TRIANGLE_3D.sample_interior(rng),
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}
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}
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fn sample_boundary<R: Rng + ?Sized>(&self, rng: &mut R) -> Self::Output {
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match self {
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Shape::Cuboid => CUBOID.sample_boundary(rng),
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Shape::Sphere => SPHERE.sample_boundary(rng),
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Shape::Capsule => CAPSULE_3D.sample_boundary(rng),
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Shape::Cylinder => CYLINDER.sample_boundary(rng),
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Shape::Tetrahedron => TETRAHEDRON.sample_boundary(rng),
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Shape::Triangle => TRIANGLE_3D.sample_boundary(rng),
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}
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}
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}
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impl Meshable for Shape {
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type Output = ShapeMeshBuilder;
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fn mesh(&self) -> Self::Output {
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ShapeMeshBuilder { shape: *self }
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}
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}
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impl MeshBuilder for ShapeMeshBuilder {
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fn build(&self) -> Mesh {
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match self.shape {
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Shape::Cuboid => CUBOID.mesh().into(),
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Shape::Sphere => SPHERE.mesh().into(),
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Shape::Capsule => CAPSULE_3D.mesh().into(),
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Shape::Cylinder => CYLINDER.mesh().into(),
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Shape::Tetrahedron => TETRAHEDRON.mesh().into(),
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Shape::Triangle => TRIANGLE_3D.mesh().into(),
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}
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}
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}
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/// The source of randomness used by this example.
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#[derive(Resource)]
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struct RandomSource(ChaCha8Rng);
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/// A container for the handle storing the mesh used to display sampled points as spheres.
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#[derive(Resource)]
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struct PointMesh(Handle<Mesh>);
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/// A container for the handle storing the material used to display sampled points.
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#[derive(Resource)]
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struct PointMaterial {
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interior: Handle<StandardMaterial>,
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boundary: Handle<StandardMaterial>,
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}
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/// Marker component for sampled points.
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#[derive(Component)]
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struct SamplePoint;
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/// Component for animating the spawn animation of lights.
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#[derive(Component)]
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struct SpawningPoint {
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progress: f32,
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}
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/// Marker component for lights which should change intensity.
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#[derive(Component)]
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struct DespawningPoint {
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progress: f32,
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}
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/// Marker component for lights which should change intensity.
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#[derive(Component)]
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struct FireflyLights;
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/// The pressed state of the mouse, used for camera motion.
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#[derive(Resource)]
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struct MousePressed(bool);
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/// Camera movement component.
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#[derive(Component)]
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struct CameraRig {
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/// Rotation around the vertical axis of the camera (radians).
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/// Positive changes makes the camera look more from the right.
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pub yaw: f32,
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/// Rotation around the horizontal axis of the camera (radians) (-pi/2; pi/2).
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/// Positive looks down from above.
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pub pitch: f32,
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/// Distance from the center, smaller distance causes more zoom.
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pub distance: f32,
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/// Location in 3D space at which the camera is looking and around which it is orbiting.
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pub target: Vec3,
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}
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fn setup(
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mut commands: Commands,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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shapes: Res<SampledShapes>,
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) {
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// Use seeded rng and store it in a resource; this makes the random output reproducible.
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let seeded_rng = ChaCha8Rng::seed_from_u64(4); // Chosen by a fair die roll, guaranteed to be random.
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commands.insert_resource(RandomSource(seeded_rng));
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// Make a plane for establishing space.
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commands.spawn((
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Mesh3d(meshes.add(Plane3d::default().mesh().size(20.0, 20.0))),
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MeshMaterial3d(materials.add(StandardMaterial {
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base_color: Color::srgb(0.3, 0.5, 0.3),
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perceptual_roughness: 0.95,
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metallic: 0.0,
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..default()
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})),
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Transform::from_xyz(0.0, -2.5, 0.0),
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));
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let shape_material = materials.add(StandardMaterial {
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base_color: Color::srgba(0.2, 0.1, 0.6, 0.3),
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reflectance: 0.0,
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alpha_mode: AlphaMode::Blend,
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cull_mode: None,
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..default()
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});
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// Spawn shapes to be sampled
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for (shape, translation) in shapes.0.iter() {
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// The sampled shape shown transparently:
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commands.spawn((
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Mesh3d(meshes.add(shape.mesh())),
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MeshMaterial3d(shape_material.clone()),
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Transform::from_translation(*translation),
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));
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// Lights which work as the bulk lighting of the fireflies:
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commands.spawn((
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PointLight {
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range: 4.0,
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radius: 0.6,
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intensity: 1.0,
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shadows_enabled: false,
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color: Color::LinearRgba(INSIDE_POINT_COLOR),
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..default()
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},
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Transform::from_translation(*translation),
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FireflyLights,
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));
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}
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// Global light:
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commands.spawn((
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PointLight {
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color: SKY_COLOR,
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intensity: 2_000.0,
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shadows_enabled: false,
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..default()
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},
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Transform::from_xyz(4.0, 8.0, 4.0),
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));
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// A camera:
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commands.spawn((
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Camera3dBundle {
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camera: Camera {
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hdr: true, // HDR is required for bloom
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clear_color: ClearColorConfig::Custom(SKY_COLOR),
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..default()
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},
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tonemapping: Tonemapping::TonyMcMapface,
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transform: Transform::from_xyz(-2.0, 3.0, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
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..default()
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},
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Bloom::NATURAL,
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CameraRig {
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yaw: 0.56,
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pitch: 0.45,
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distance: 8.0,
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target: Vec3::ZERO,
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},
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));
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// Store the mesh and material for sample points in resources:
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commands.insert_resource(PointMesh(
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meshes.add(Sphere::new(0.03).mesh().ico(1).unwrap()),
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));
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commands.insert_resource(PointMaterial {
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interior: materials.add(StandardMaterial {
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base_color: Color::BLACK,
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reflectance: 0.05,
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emissive: 2.5 * INSIDE_POINT_COLOR,
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..default()
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}),
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boundary: materials.add(StandardMaterial {
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base_color: Color::BLACK,
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reflectance: 0.05,
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emissive: 1.5 * BOUNDARY_POINT_COLOR,
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..default()
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}),
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});
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// Instructions for the example:
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commands.spawn(
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TextBundle::from_section(
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"Controls:\n\
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M: Toggle between sampling boundary and interior.\n\
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A: Toggle automatic spawning & despawning of points.\n\
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R: Restart (erase all samples).\n\
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S: Add one random sample.\n\
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D: Add 100 random samples.\n\
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Rotate camera by holding left mouse and panning.\n\
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Zoom camera by scrolling via mouse or +/-.\n\
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Move camera by L/R arrow keys.\n\
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Tab: Toggle this text",
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TextStyle::default(),
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)
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.with_style(Style {
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position_type: PositionType::Absolute,
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top: Val::Px(12.0),
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left: Val::Px(12.0),
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..default()
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}),
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);
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// No points are scheduled to spawn initially.
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commands.insert_resource(SpawnQueue(0));
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// No points have been spawned initially.
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commands.insert_resource(PointCounter(0));
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// The mode starts with interior points.
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commands.insert_resource(SamplingMode::Interior);
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// Points spawn automatically by default.
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commands.insert_resource(SpawningMode::Automatic);
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// Starting mouse-pressed state is false.
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commands.insert_resource(MousePressed(false));
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}
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// Handle user inputs from the keyboard:
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#[allow(clippy::too_many_arguments)]
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fn handle_keypress(
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mut commands: Commands,
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keyboard: Res<ButtonInput<KeyCode>>,
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mut mode: ResMut<SamplingMode>,
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mut spawn_mode: ResMut<SpawningMode>,
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samples: Query<Entity, With<SamplePoint>>,
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shapes: Res<SampledShapes>,
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mut spawn_queue: ResMut<SpawnQueue>,
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mut counter: ResMut<PointCounter>,
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mut text_menus: Query<&mut Visibility, With<Text>>,
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mut camera: Query<&mut CameraRig>,
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) {
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// R => restart, deleting all samples
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if keyboard.just_pressed(KeyCode::KeyR) {
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// Don't forget to zero out the counter!
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counter.0 = 0;
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for entity in &samples {
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commands.entity(entity).despawn();
|
|
}
|
|
}
|
|
|
|
// S => sample once
|
|
if keyboard.just_pressed(KeyCode::KeyS) {
|
|
spawn_queue.0 += 1;
|
|
}
|
|
|
|
// D => sample a hundred
|
|
if keyboard.just_pressed(KeyCode::KeyD) {
|
|
spawn_queue.0 += 100;
|
|
}
|
|
|
|
// M => toggle mode between interior and boundary.
|
|
if keyboard.just_pressed(KeyCode::KeyM) {
|
|
match *mode {
|
|
SamplingMode::Interior => *mode = SamplingMode::Boundary,
|
|
SamplingMode::Boundary => *mode = SamplingMode::Interior,
|
|
}
|
|
}
|
|
|
|
// A => toggle spawning mode between automatic and manual.
|
|
if keyboard.just_pressed(KeyCode::KeyA) {
|
|
match *spawn_mode {
|
|
SpawningMode::Manual => *spawn_mode = SpawningMode::Automatic,
|
|
SpawningMode::Automatic => *spawn_mode = SpawningMode::Manual,
|
|
}
|
|
}
|
|
|
|
// Tab => toggle help menu.
|
|
if keyboard.just_pressed(KeyCode::Tab) {
|
|
for mut visibility in text_menus.iter_mut() {
|
|
*visibility = match *visibility {
|
|
Visibility::Hidden => Visibility::Visible,
|
|
_ => Visibility::Hidden,
|
|
};
|
|
}
|
|
}
|
|
|
|
let mut camera_rig = camera.single_mut();
|
|
|
|
// +/- => zoom camera.
|
|
if keyboard.just_pressed(KeyCode::NumpadSubtract) || keyboard.just_pressed(KeyCode::Minus) {
|
|
camera_rig.distance += MAX_CAMERA_DISTANCE / 15.0;
|
|
camera_rig.distance = camera_rig
|
|
.distance
|
|
.clamp(MIN_CAMERA_DISTANCE, MAX_CAMERA_DISTANCE);
|
|
}
|
|
|
|
if keyboard.just_pressed(KeyCode::NumpadAdd) {
|
|
camera_rig.distance -= MAX_CAMERA_DISTANCE / 15.0;
|
|
camera_rig.distance = camera_rig
|
|
.distance
|
|
.clamp(MIN_CAMERA_DISTANCE, MAX_CAMERA_DISTANCE);
|
|
}
|
|
|
|
// Arrows => Move camera focus
|
|
let left = keyboard.just_pressed(KeyCode::ArrowLeft);
|
|
let right = keyboard.just_pressed(KeyCode::ArrowRight);
|
|
|
|
if left || right {
|
|
let mut closest = 0;
|
|
let mut closest_distance = f32::MAX;
|
|
for (i, (_, position)) in shapes.0.iter().enumerate() {
|
|
let distance = camera_rig.target.distance(*position);
|
|
if distance < closest_distance {
|
|
closest = i;
|
|
closest_distance = distance;
|
|
}
|
|
}
|
|
if closest > 0 && left {
|
|
camera_rig.target = shapes.0[closest - 1].1;
|
|
}
|
|
if closest < shapes.0.len() - 1 && right {
|
|
camera_rig.target = shapes.0[closest + 1].1;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Handle user mouse input for panning the camera around:
|
|
fn handle_mouse(
|
|
accumulated_mouse_motion: Res<AccumulatedMouseMotion>,
|
|
accumulated_mouse_scroll: Res<AccumulatedMouseScroll>,
|
|
mut button_events: EventReader<MouseButtonInput>,
|
|
mut camera: Query<&mut CameraRig>,
|
|
mut mouse_pressed: ResMut<MousePressed>,
|
|
) {
|
|
// Store left-pressed state in the MousePressed resource
|
|
for button_event in button_events.read() {
|
|
if button_event.button != MouseButton::Left {
|
|
continue;
|
|
}
|
|
*mouse_pressed = MousePressed(button_event.state.is_pressed());
|
|
}
|
|
|
|
let mut camera_rig = camera.single_mut();
|
|
|
|
if accumulated_mouse_scroll.delta != Vec2::ZERO {
|
|
let mouse_scroll = accumulated_mouse_scroll.delta.y;
|
|
camera_rig.distance -= mouse_scroll / 15.0 * MAX_CAMERA_DISTANCE;
|
|
camera_rig.distance = camera_rig
|
|
.distance
|
|
.clamp(MIN_CAMERA_DISTANCE, MAX_CAMERA_DISTANCE);
|
|
}
|
|
|
|
// If the mouse is not pressed, just ignore motion events
|
|
if !mouse_pressed.0 {
|
|
return;
|
|
}
|
|
if accumulated_mouse_motion.delta != Vec2::ZERO {
|
|
let displacement = accumulated_mouse_motion.delta;
|
|
camera_rig.yaw += displacement.x / 90.;
|
|
camera_rig.pitch += displacement.y / 90.;
|
|
// The extra 0.01 is to disallow weird behaviour at the poles of the rotation
|
|
camera_rig.pitch = camera_rig.pitch.clamp(-PI / 2.01, PI / 2.01);
|
|
}
|
|
}
|
|
|
|
#[allow(clippy::too_many_arguments)]
|
|
fn spawn_points(
|
|
mut commands: Commands,
|
|
mode: ResMut<SamplingMode>,
|
|
shapes: Res<SampledShapes>,
|
|
mut random_source: ResMut<RandomSource>,
|
|
sample_mesh: Res<PointMesh>,
|
|
sample_material: Res<PointMaterial>,
|
|
mut spawn_queue: ResMut<SpawnQueue>,
|
|
mut counter: ResMut<PointCounter>,
|
|
spawn_mode: ResMut<SpawningMode>,
|
|
) {
|
|
if let SpawningMode::Automatic = *spawn_mode {
|
|
spawn_queue.0 += POINTS_PER_FRAME;
|
|
}
|
|
|
|
if spawn_queue.0 == 0 {
|
|
return;
|
|
}
|
|
|
|
let rng = &mut random_source.0;
|
|
|
|
// Don't go crazy
|
|
for _ in 0..1000 {
|
|
if spawn_queue.0 == 0 {
|
|
break;
|
|
}
|
|
spawn_queue.0 -= 1;
|
|
counter.0 += 1;
|
|
|
|
let (shape, offset) = shapes.0.choose(rng).expect("There is at least one shape");
|
|
|
|
// Get a single random Vec3:
|
|
let sample: Vec3 = *offset
|
|
+ match *mode {
|
|
SamplingMode::Interior => shape.sample_interior(rng),
|
|
SamplingMode::Boundary => shape.sample_boundary(rng),
|
|
};
|
|
|
|
// Spawn a sphere at the random location:
|
|
commands.spawn((
|
|
Mesh3d(sample_mesh.0.clone()),
|
|
MeshMaterial3d(match *mode {
|
|
SamplingMode::Interior => sample_material.interior.clone(),
|
|
SamplingMode::Boundary => sample_material.boundary.clone(),
|
|
}),
|
|
Transform::from_translation(sample).with_scale(Vec3::ZERO),
|
|
SamplePoint,
|
|
SpawningPoint { progress: 0.0 },
|
|
));
|
|
}
|
|
}
|
|
|
|
fn despawn_points(
|
|
mut commands: Commands,
|
|
samples: Query<Entity, With<SamplePoint>>,
|
|
spawn_mode: Res<SpawningMode>,
|
|
mut counter: ResMut<PointCounter>,
|
|
mut random_source: ResMut<RandomSource>,
|
|
) {
|
|
// Do not despawn automatically in manual mode
|
|
if let SpawningMode::Manual = *spawn_mode {
|
|
return;
|
|
}
|
|
|
|
if counter.0 < MAX_POINTS {
|
|
return;
|
|
}
|
|
|
|
let rng = &mut random_source.0;
|
|
// Skip a random amount of points to ensure random despawning
|
|
let skip = rng.gen_range(0..counter.0);
|
|
let despawn_amount = (counter.0 - MAX_POINTS).min(100);
|
|
counter.0 -= samples
|
|
.iter()
|
|
.skip(skip)
|
|
.take(despawn_amount)
|
|
.map(|entity| {
|
|
commands
|
|
.entity(entity)
|
|
.insert(DespawningPoint { progress: 0.0 })
|
|
.remove::<SpawningPoint>()
|
|
.remove::<SamplePoint>();
|
|
})
|
|
.count();
|
|
}
|
|
|
|
fn animate_spawning(
|
|
mut commands: Commands,
|
|
time: Res<Time>,
|
|
mut samples: Query<(Entity, &mut Transform, &mut SpawningPoint)>,
|
|
) {
|
|
let dt = time.delta_seconds();
|
|
|
|
for (entity, mut transform, mut point) in samples.iter_mut() {
|
|
point.progress += dt / ANIMATION_TIME;
|
|
transform.scale = Vec3::splat(point.progress.min(1.0));
|
|
if point.progress >= 1.0 {
|
|
commands.entity(entity).remove::<SpawningPoint>();
|
|
}
|
|
}
|
|
}
|
|
|
|
fn animate_despawning(
|
|
mut commands: Commands,
|
|
time: Res<Time>,
|
|
mut samples: Query<(Entity, &mut Transform, &mut DespawningPoint)>,
|
|
) {
|
|
let dt = time.delta_seconds();
|
|
|
|
for (entity, mut transform, mut point) in samples.iter_mut() {
|
|
point.progress += dt / ANIMATION_TIME;
|
|
// If the point is already smaller than expected, jump ahead with the despawning progress to avoid sudden jumps in size
|
|
point.progress = f32::max(point.progress, 1.0 - transform.scale.x);
|
|
transform.scale = Vec3::splat((1.0 - point.progress).max(0.0));
|
|
if point.progress >= 1.0 {
|
|
commands.entity(entity).despawn();
|
|
}
|
|
}
|
|
}
|
|
|
|
fn update_camera(mut camera: Query<(&mut Transform, &CameraRig), Changed<CameraRig>>) {
|
|
for (mut transform, rig) in camera.iter_mut() {
|
|
let looking_direction =
|
|
Quat::from_rotation_y(-rig.yaw) * Quat::from_rotation_x(rig.pitch) * Vec3::Z;
|
|
transform.translation = rig.target - rig.distance * looking_direction;
|
|
transform.look_at(rig.target, Dir3::Y);
|
|
}
|
|
}
|
|
|
|
fn update_lights(
|
|
mut lights: Query<&mut PointLight, With<FireflyLights>>,
|
|
counter: Res<PointCounter>,
|
|
) {
|
|
let saturation = (counter.0 as f32 / MAX_POINTS as f32).min(2.0);
|
|
let intensity = 40_000.0 * saturation;
|
|
for mut light in lights.iter_mut() {
|
|
light.intensity = light.intensity.lerp(intensity, 0.04);
|
|
}
|
|
}
|