initial commit

This commit is contained in:
Robert Fry 2025-01-05 07:28:06 +00:00
commit 52c9050d54
Signed by: robertfry
GPG Key ID: E89FFC8597BFE26C
18 changed files with 5801 additions and 0 deletions

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.gitignore vendored Normal file
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/target

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Cargo.lock generated Normal file

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Cargo.toml Normal file
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[package]
name = "rs_fps"
version = "0.1.0"
edition = "2021"
[dependencies]
avian3d = "0.2.0"
bevy = "0.15.0"
rand = "0.8.5"
[profile.dev.package."*"]
opt-level = 3

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src/camera.rs Normal file
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use bevy::prelude::*;
use bevy::input::mouse::{AccumulatedMouseMotion, MouseMotion};
use bevy::ecs::query::QuerySingleError;
use crate::window::CursorGrabEvent;
pub struct CameraPlugin;
impl Plugin for CameraPlugin
{
fn build(&self, app: &mut App)
{
app.add_systems(PreUpdate, on_cursor_grab_event.run_if(on_event::<CursorGrabEvent>));
app.add_systems(PreUpdate, do_camera_rotation.run_if(on_event::<MouseMotion>));
}
}
#[derive(Component)]
pub struct CameraController
{
pub active: bool,
pub sensitivity: Vec2,
}
fn on_cursor_grab_event(
mut query: Query<&mut CameraController>,
mut events: EventReader<CursorGrabEvent>,
) {
let Ok(mut controller) = query.get_single_mut() else {
return;
};
for CursorGrabEvent(grabbed) in events.read()
{
controller.active = *grabbed;
}
}
fn do_camera_rotation(
mut query: Query<(&CameraController, &mut Transform)>,
mouse_motion: Res<AccumulatedMouseMotion>,
) {
let (controller, mut transform) = match query.get_single_mut() {
Ok((controller, transform)) => (controller, transform),
Err(QuerySingleError::NoEntities(_)) => return,
Err(QuerySingleError::MultipleEntities(_)) => panic!("Multiple camera controllers found!"),
};
if ! controller.active {
return;
}
if mouse_motion.delta == Vec2::ZERO {
return;
}
let (yaw, pitch, roll) = transform.rotation.to_euler(EulerRot::YXZ);
let yaw = yaw - mouse_motion.delta.x * controller.sensitivity.x;
let pitch = pitch - mouse_motion.delta.y * controller.sensitivity.y;
const PITCH_LIMIT: f32 = std::f32::consts::FRAC_PI_2 - 0.0001;
let pitch = pitch.clamp(-PITCH_LIMIT, PITCH_LIMIT);
transform.rotation = Quat::from_euler(EulerRot::YXZ, yaw, pitch, roll);
}

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src/game/level.rs Normal file
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use bevy::prelude::*;
use avian3d::prelude::*;
use super::target_wall::TargetWallPlugin;
pub struct LevelPlugin;
impl Plugin for LevelPlugin
{
fn build(&self, app: &mut App)
{
app.add_plugins(TargetWallPlugin);
app.add_systems(Startup, setup_level);
}
}
fn setup_level(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
const GROUND_SIZE: f32 = 100.0;
// spawn the ground plane
commands.spawn((
Mesh3d(meshes.add(Plane3d::new(Vec3::Y, Vec2::splat(GROUND_SIZE * 0.5)))),
MeshMaterial3d(materials.add(StandardMaterial {
base_color: Color::srgb(0.761, 0.698, 0.502),
..default()
})),
Transform::IDENTITY,
Collider::cuboid(GROUND_SIZE, 0.0, GROUND_SIZE),
RigidBody::Static,
));
// spawn a box
commands.spawn((
Mesh3d(meshes.add(Cuboid::from_corners(
Vec3::new(-0.5, -0.5, -0.5), Vec3::new(0.5, 0.5, 0.5)
))),
MeshMaterial3d(materials.add(StandardMaterial {
base_color: Color::srgb(0.7, 0.1, 0.1),
..default()
})),
Transform::from_xyz(2.0, 0.5, -5.0),
Collider::cuboid(1.0, 1.0, 1.0),
RigidBody::Dynamic,
));
// spawn a light source
commands.spawn((
DirectionalLight {
illuminance: light_consts::lux::AMBIENT_DAYLIGHT,
shadows_enabled: true,
..default()
},
Transform::from_xyz(100.0, 200.0, 100.0).looking_at(Vec3::ZERO, Vec3::Y),
));
}

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use bevy::prelude::*;
mod level;
mod target_wall;
pub struct GamePlugin;
impl Plugin for GamePlugin
{
fn build(&self, app: &mut App)
{
app.add_plugins(level::LevelPlugin);
}
}

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src/game/target_wall.rs Normal file
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use std::collections::HashSet;
use bevy::prelude::*;
use avian3d::prelude::*;
use crate::util;
use crate::physics::Bullet;
const TARGET_WALL_SIZE: Vec3 = Vec3::new(20.0, 10.0, 0.1);
const TARGET_WALL_DISTANCE: f32 = 25.0;
const TARGET_WALL_COLOR: Color = Color::srgb(0.000, 0.412, 0.580);
const TARGET_COUNT: usize = 10;
const TARGET_RADIUS: f32 = 1.0;
const TARGET_HEIGHT: f32 = 0.1;
const TARGET_COLOR: Color = Color::srgb(0.7, 0.1, 0.1);
pub struct TargetWallPlugin;
impl Plugin for TargetWallPlugin
{
fn build(&self, app: &mut App)
{
app.add_systems(Startup, setup_target_wall);
app.add_systems(PostProcessCollisions, on_targets_shot.run_if(on_event::<CollisionStarted>));
}
}
#[derive(Component)]
struct Target;
impl Target
{
fn random_transform() -> Transform
{
let x = rand::random::<f32>() * TARGET_WALL_SIZE.x - TARGET_WALL_SIZE.x * 0.5;
let y = rand::random::<f32>() * TARGET_WALL_SIZE.y;
let scale = rand::random::<f32>() * 0.4 + 0.3;
Transform::from_xyz(x, y, TARGET_HEIGHT * 0.5 - TARGET_WALL_DISTANCE)
.with_scale(Vec3::new(scale, 1.0, scale))
.with_rotation(Quat::from_rotation_x(std::f32::consts::PI * 0.5))
}
}
fn setup_target_wall(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
commands.spawn((
Mesh3d(meshes.add(Cuboid::from_corners(
Vec3::new(0.0, 0.0, 0.0), TARGET_WALL_SIZE
))),
MeshMaterial3d(materials.add(StandardMaterial {
base_color: TARGET_WALL_COLOR,
..default()
})),
Transform::from_xyz(0.0, TARGET_WALL_SIZE.y * 0.5, -TARGET_WALL_DISTANCE),
Collider::cuboid(TARGET_WALL_SIZE.x, TARGET_WALL_SIZE.y, TARGET_WALL_SIZE.z),
RigidBody::Static,
));
let target_mesh = meshes.add(Cylinder {
radius: TARGET_RADIUS,
half_height: TARGET_HEIGHT * 0.5,
});
let target_material = materials.add(StandardMaterial {
base_color: TARGET_COLOR,
..default()
});
let target_collider = Collider::cylinder(
TARGET_RADIUS, TARGET_HEIGHT
);
for _ in 0..TARGET_COUNT
{
let transform = Target::random_transform();
commands.spawn((
Target,
Mesh3d(target_mesh.clone()),
MeshMaterial3d(target_material.clone()),
transform,
target_collider.clone(),
RigidBody::Static,
));
}
}
fn on_targets_shot(
mut commands: Commands,
mut collision_events: EventReader<CollisionStarted>,
mut bullet_query: Query<Entity, With<Bullet>>,
mut target_query: Query<&mut Transform, With<Target>>,
) {
let mut bullets_to_despawn = HashSet::with_capacity(8);
for collision in collision_events.read()
{
// resolve the query data from the collision, if the collision is
// between a bullet and a target
//
let Some(bullet_entity) = util::physics::query_collision(&mut bullet_query, collision) else {
continue;
};
let Some(mut target_transform) = util::physics::query_collision(&mut target_query, collision) else {
continue;
};
// mark the bullet for despawn
bullets_to_despawn.insert(bullet_entity);
// respawn the target
*target_transform = Target::random_transform();
}
// despawn the bullets that were involved in the collisions
//
for bullet_entity in bullets_to_despawn
{
commands.entity(bullet_entity).despawn();
}
}

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use bevy::prelude::*;
mod util;
mod window;
mod camera;
mod physics;
mod player;
mod ui;
mod game;
// TODO
// 1. spawn bullets in front of the player
// 2. fix the camera position to the player's translation
fn main()
{
let mut app = App::new();
app.add_plugins(DefaultPlugins);
app.add_plugins(window::WindowPlugin);
app.add_plugins(camera::CameraPlugin);
app.add_plugins(physics::PhysicsPlugins);
app.add_plugins(ui::UiPlugin);
app.add_plugins(player::PlayerPlugin);
app.add_plugins(game::GamePlugin);
app.run();
}

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use bevy::prelude::*;
use avian3d::prelude::*;
pub struct FrameRaycastAntiGhostPlugin;
impl Plugin for FrameRaycastAntiGhostPlugin
{
fn build(&self, app: &mut App)
{
app.add_systems(PreUpdate, do_frame_raycast_origin);
app.add_systems(PhysicsSchedule, do_frame_raycast_anti_ghost.in_set(PhysicsStepSet::First));
}
}
#[derive(Component)]
pub struct FrameRaycastAntiGhost;
#[derive(Component)]
struct FrameRaycastOrigin(Vec3);
fn do_frame_raycast_origin(
mut commands: Commands,
query: Query<(Entity, &GlobalTransform), With<FrameRaycastAntiGhost>>,
) {
for (entity, transform) in query.iter()
{
let frame_ray_origin = FrameRaycastOrigin(transform.translation());
commands.entity(entity).insert(frame_ray_origin);
}
}
fn do_frame_raycast_anti_ghost(
mut query: Query<(Entity, &FrameRaycastOrigin, &mut Transform), With<FrameRaycastAntiGhost>>,
ray_caster: SpatialQuery,
) {
for (entity, frame_ray_origin, mut transform) in query.iter_mut()
{
let ray_origin = frame_ray_origin.0;
let ray_direction = transform.translation - ray_origin;
let ray_distance = ray_direction.length();
let ray_solid = true;
let ray_filter = SpatialQueryFilter::default().with_excluded_entities([entity]);
let Ok(ray_direction) = Dir3::new(ray_direction) else {
continue;
};
if let Some(ray_hit) = ray_caster.cast_ray(ray_origin, ray_direction, ray_distance, ray_solid, &ray_filter)
{
// correct for ghosting by moving the entity to the raycast hit point
transform.translation = ray_origin + ray_direction * ray_hit.distance;
}
}
}

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use bevy::prelude::*;
use bevy::app::PluginGroupBuilder;
mod frame_raycast_anti_ghost;
pub use frame_raycast_anti_ghost::*;
mod projectiles;
pub use projectiles::*;
mod world_bounds;
pub use world_bounds::*;
pub struct PhysicsPlugins;
impl PluginGroup for PhysicsPlugins
{
fn build(self) -> bevy::app::PluginGroupBuilder
{
PluginGroupBuilder::start::<Self>()
.add_group(avian3d::PhysicsPlugins::default())
.add(avian3d::debug_render::PhysicsDebugPlugin::default())
.add(WorldBoundsPlugin)
.add(FrameRaycastAntiGhostPlugin)
.add(ProjectilesPlugin)
}
}

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use bevy::prelude::*;
use avian3d::prelude::*;
use super::FrameRaycastAntiGhost;
pub struct ProjectilesPlugin;
impl Plugin for ProjectilesPlugin
{
fn build(&self, app: &mut App)
{
app.add_systems(Startup, setup_projectiles);
app.add_event::<BulletFiredEvent>();
app.add_systems(Update, on_bullet_fired_event.run_if(on_event::<BulletFiredEvent>));
}
}
#[derive(Resource)]
pub struct BulletResources
{
pub mesh: Mesh3d,
pub material: MeshMaterial3d<StandardMaterial>,
pub collider: Collider,
}
fn setup_projectiles(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
commands.insert_resource(BulletResources {
mesh: Mesh3d(meshes.add(Cuboid::new(1.0, 1.0, 1.0))),
material: MeshMaterial3d(materials.add(StandardMaterial {
base_color: Color::srgb(0.7, 0.1, 0.1),
..default()
})),
collider: Collider::cuboid(1.0, 1.0, 1.0),
});
}
#[derive(Event, Debug)]
pub struct BulletFiredEvent
{
pub position: Vec3,
pub direction: Dir3,
pub radius: f32,
pub density: f32,
pub velocity: f32,
pub gyro: f32,
}
#[derive(Component)]
pub struct Bullet;
fn on_bullet_fired_event(
mut commands: Commands,
mut events: EventReader<BulletFiredEvent>,
resources: Res<BulletResources>,
) {
for event in events.read()
{
let rotation = Quat::from_scaled_axis(Vec3::new(
rand::random::<f32>() * f32::to_radians(360.0),
rand::random::<f32>() * f32::to_radians(360.0),
rand::random::<f32>() * f32::to_radians(360.0),
));
let transform = Transform::IDENTITY
.with_translation(event.position)
.with_scale(Vec3::splat(event.radius))
.with_rotation(rotation)
.looking_to(event.direction, Vec3::Y);
commands.spawn((
Bullet,
resources.mesh.clone(),
resources.material.clone(),
resources.collider.clone(),
transform,
ColliderDensity(event.density),
AngularVelocity(event.gyro * event.direction),
RigidBody::Dynamic,
FrameRaycastAntiGhost,
LinearVelocity(event.velocity * event.direction),
));
}
}

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use bevy::prelude::*;
pub struct WorldBoundsPlugin;
impl Plugin for WorldBoundsPlugin
{
fn build(&self, app: &mut App)
{
app.insert_resource(WorldBounds(1_000.0_f32));
app.add_systems(PostUpdate, do_despawn_out_of_bounds);
}
}
#[derive(Resource)]
struct WorldBounds(f32);
fn do_despawn_out_of_bounds(
mut commands: Commands,
query: Query<(Entity, &GlobalTransform)>,
world_bounds: Res<WorldBounds>,
) {
let WorldBounds(max_range) = *world_bounds;
for (entity, transform) in query.iter()
{
let translation = transform.translation();
if
translation.x < -max_range || translation.x > max_range ||
translation.y < -max_range || translation.y > max_range ||
translation.z < -max_range || translation.z > max_range
{
commands.entity(entity).despawn();
}
}
}

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use bevy::prelude::*;
use bevy::window::{CursorGrabMode, PrimaryWindow};
use bevy::input::{mouse::MouseButtonInput, ButtonState};
use avian3d::prelude::*;
use crate::camera::CameraController;
use crate::physics::BulletFiredEvent;
pub struct PlayerPlugin;
impl Plugin for PlayerPlugin
{
fn build(&self, app: &mut App)
{
app.add_systems(Startup, setup_player);
app.add_systems(PreUpdate, do_shoot_on_left_click.run_if(on_event::<MouseButtonInput>));
}
}
#[derive(Component)]
pub struct Player;
fn setup_player(
mut commands: Commands,
window: Query<&Window, With<PrimaryWindow>>,
) {
let window = window.single();
commands
.spawn((
Player,
Transform::from_xyz(0.0, 1.0, 0.0),
Collider::capsule(0.5, 1.0),
RigidBody::Kinematic,
Dominance(32),
Visibility::default(),
))
.with_child((
CameraController {
active: window.cursor_options.grab_mode == CursorGrabMode::Locked,
sensitivity: Vec2::new(0.0007, 0.0007),
},
Camera3d::default(),
Transform::from_xyz(0.0, 0.75, 0.0),
))
;
}
fn do_shoot_on_left_click(
query: Query<(&GlobalTransform, &CameraController)>,
mut mouse_events: EventReader<MouseButtonInput>,
mut bullet_events: EventWriter<BulletFiredEvent>,
) {
let (transform, controller) = query.single();
if ! controller.active {
return;
}
for _ in mouse_events.read()
.filter(|event| event.button == MouseButton::Left)
.filter(|event| event.state == ButtonState::Pressed)
{
bullet_events.send(BulletFiredEvent {
position: transform.translation() + transform.forward() * 0.5,
direction: transform.forward(),
radius: 0.008,
density: 11.0,
velocity: 910.0,
gyro: f32::to_radians(360.0 * 4.0),
});
}
}

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use bevy::prelude::*;
pub struct CrosshairPlugin;
impl Plugin for CrosshairPlugin
{
fn build(&self, app: &mut App)
{
app.add_systems(Startup, setup_crosshair);
}
}
fn setup_crosshair(
mut commands: Commands,
) {
const CROSSHAIR_THICKNESS: f32 = 2.0;
const CROSSHAIR_LENGTH: f32 = 10.0;
commands
.spawn(Node {
width: Val::Percent(100.0),
height: Val::Percent(100.0),
position_type: PositionType::Absolute,
justify_content: JustifyContent::Center,
align_items: AlignItems::Center,
..default()
})
.with_child((
Node {
width: Val::Px(CROSSHAIR_THICKNESS),
height: Val::Px(CROSSHAIR_LENGTH),
position_type: PositionType::Absolute,
..default()
},
BackgroundColor(Color::WHITE),
))
.with_child((
Node {
width: Val::Px(CROSSHAIR_LENGTH),
height: Val::Px(CROSSHAIR_THICKNESS),
position_type: PositionType::Absolute,
..default()
},
BackgroundColor(Color::WHITE),
))
;
}

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use bevy::prelude::*;
mod crosshair;
pub struct UiPlugin;
impl Plugin for UiPlugin
{
fn build(&self, app: &mut App)
{
app.add_plugins(crosshair::CrosshairPlugin);
}
}

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pub mod physics;

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use bevy::prelude::*;
use bevy::ecs::query::{QueryData, QueryFilter, QueryItem};
use avian3d::prelude::*;
pub fn query_collision<'a,D,F>(query: &'a mut Query<D,F>, collision: &CollisionStarted)
-> Option<QueryItem<'a, D>>
where
D: QueryData,
F: QueryFilter,
{
let CollisionStarted(entity1, entity2) = collision;
if query.contains(*entity1) { return query.get_mut(*entity1).ok(); }
if query.contains(*entity2) { return query.get_mut(*entity2).ok(); }
None
}

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use bevy::prelude::*;
use bevy::window::{CursorGrabMode, PrimaryWindow, WindowResolution};
use bevy::input::{ButtonState, keyboard::KeyboardInput};
pub struct WindowPlugin;
impl Plugin for WindowPlugin
{
fn build(&self, app: &mut App)
{
app.add_systems(PreStartup, setup_window);
app.add_event::<CursorGrabEvent>();
app.add_systems(PreUpdate, on_cursor_grab_toggled.run_if(on_event::<KeyboardInput>));
}
}
#[derive(Event)]
pub struct CursorGrabEvent(pub bool);
fn setup_window(
mut window: Query<&mut Window, With<PrimaryWindow>>,
) {
let mut window = window.single_mut();
window.title = "Bevy FPS Game".to_string();
window.resolution = WindowResolution::new(1920.0, 1080.0);
window.position = WindowPosition::Centered(MonitorSelection::Primary);
}
fn on_cursor_grab_toggled(
mut window: Query<&mut Window, With<PrimaryWindow>>,
mut events: EventReader<KeyboardInput>,
mut cursor_events: EventWriter<CursorGrabEvent>,
) {
let mut window = window.single_mut();
for _ in events.read()
.filter(|event| event.key_code == KeyCode::Escape)
.filter(|event| event.state == ButtonState::Pressed)
{
match window.cursor_options.grab_mode
{
CursorGrabMode::None => {
window.cursor_options.visible = false;
window.cursor_options.grab_mode = CursorGrabMode::Locked;
cursor_events.send(CursorGrabEvent(true));
}
CursorGrabMode::Locked => {
window.cursor_options.visible = true;
window.cursor_options.grab_mode = CursorGrabMode::None;
cursor_events.send(CursorGrabEvent(false));
}
_ => panic!("Invalid cursor grab mode"),
}
}
}