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22 changed files with 812 additions and 464 deletions

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@ -1,60 +0,0 @@
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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@ -1,8 +1,15 @@
use bevy::input::ButtonState;
use bevy::prelude::*;
use bevy::input::mouse::MouseButtonInput;
use avian3d::prelude::*;
use crate::physics::{ProjectileData, ProjectileSpawner};
use crate::ui::camera::CameraController;
use crate::ui::cursor::CursorGrabState;
mod level;
mod target_wall;
use target_wall::TargetWallPlugin;
pub struct GamePlugin;
@ -10,6 +17,89 @@ impl Plugin for GamePlugin
{
fn build(&self, app: &mut App)
{
app.add_plugins(level::LevelPlugin);
app.add_plugins(TargetWallPlugin);
app.add_systems(Startup, setup_level);
app.add_systems(Update, do_shoot_on_left_click
.run_if(in_state(CursorGrabState(true)))
.run_if(on_event::<MouseButtonInput>))
;
}
}
fn setup_level(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
const GROUND_SIZE: f32 = 100.0;
// spawn the camera
commands.spawn((
CameraController {
sensitivity: Vec2::new(0.0007, 0.0007),
},
Camera3d::default(),
Transform::from_xyz(0.0, 1.75, 0.0),
));
// 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 some boxes to shoot at
for x in [0.0, 1.5, 3.0]
{
commands.spawn((
Mesh3d(meshes.add(Cuboid::from_corners(
Vec3::ZERO, Vec3::ONE,
))),
MeshMaterial3d(materials.add(StandardMaterial {
base_color: Color::srgb(0.7, 0.1, 0.1),
..default()
})),
Transform::from_xyz(x, 0.5, -2.0),
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),
));
}
fn do_shoot_on_left_click(
camera_query: Single<&GlobalTransform, With<Camera>>,
mut mouse_events: EventReader<MouseButtonInput>,
mut projectiles: ResMut<ProjectileSpawner>,
) {
let camera_transform = camera_query.into_inner();
for _ in mouse_events.read()
.filter(|event| event.button == MouseButton::Left)
.filter(|event| event.state == ButtonState::Pressed)
{
projectiles.spawn(ProjectileData {
position: camera_transform.translation(),
direction: camera_transform.forward(),
speed: 900.0,
mass: 1.0,
});
}
}

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@ -1,15 +1,14 @@
use std::collections::HashSet;
use std::collections::HashMap;
use bevy::prelude::*;
use avian3d::prelude::*;
use crate::util;
use crate::physics::Bullet;
use crate::physics::ProjectileHitEvent;
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 WALL_SIZE: Vec3 = Vec3::new(20.0, 10.0, 0.1);
const WALL_FACE_Z: f32 = -25.0;
const WALL_COLOR: Color = Color::srgb(0.000, 0.412, 0.580);
const TARGET_COUNT: usize = 10;
const TARGET_RADIUS: f32 = 1.0;
@ -22,43 +21,99 @@ impl Plugin for TargetWallPlugin
{
fn build(&self, app: &mut App)
{
app.insert_resource(TargetResources {
target_separation: 0.1,
target_handle_counter: 0,
targets: HashMap::new(),
});
app.add_systems(Startup, setup_target_wall);
app.add_systems(PostProcessCollisions, on_targets_shot.run_if(on_event::<CollisionStarted>));
app.add_systems(PostProcessCollisions, on_targets_shot.run_if(on_event::<ProjectileHitEvent>));
}
}
#[derive(Component, Copy, Clone, PartialEq, Eq, Hash)]
struct TargetHandle(i32); // todo: would be nice to use the Entity handle here
#[derive(Resource)]
struct TargetResources
{
target_separation: f32,
target_handle_counter: i32,
targets: HashMap<TargetHandle,(Vec2,Circle)>,
}
impl TargetResources
{
fn new_handle(&mut self) -> TargetHandle
{
self.target_handle_counter += 1;
TargetHandle(self.target_handle_counter)
}
fn random_transform(&mut self, handle: &TargetHandle) -> Transform
{
self.targets.remove(&handle);
let (transform, cache_entry) = loop
{
let radius = rand::random::<f32>() * 0.4 + 0.3;
let x = rand::random::<f32>() * (WALL_SIZE.x - radius) - WALL_SIZE.x * 0.5;
let y = rand::random::<f32>() * (WALL_SIZE.y - radius) - WALL_SIZE.y * 0.5;
let position = Vec2::new(x, y);
let circle = Circle::new(radius);
let has_overlap = self.targets.values().any(|&(position_other, circle_other)|
{
let distance_squared = Vec2::distance_squared(position, position_other);
let max_distance = circle.radius + circle_other.radius + self.target_separation;
distance_squared < max_distance * max_distance
});
if has_overlap {
continue;
}
let transform = Transform::IDENTITY
.with_translation(Vec3::new(x, y, TARGET_HEIGHT * 0.5))
.with_rotation(Quat::from_rotation_x(std::f32::consts::PI * 0.5))
.with_scale(Vec3::new(radius, 1.0, radius))
;
break (transform, (position, circle));
};
self.targets.insert(*handle, cache_entry);
return transform;
}
}
#[derive(Component)]
struct Target;
pub struct TargetWall;
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))
}
}
#[derive(Component)]
pub struct Target;
fn setup_target_wall(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
mut target_resources: ResMut<TargetResources>,
) {
commands.spawn((
// spawn the wall
//
let mut wall_commands = commands.spawn((
TargetWall,
Mesh3d(meshes.add(Cuboid::from_corners(
Vec3::new(0.0, 0.0, 0.0), TARGET_WALL_SIZE
Vec3::ZERO, WALL_SIZE
))),
MeshMaterial3d(materials.add(StandardMaterial {
base_color: TARGET_WALL_COLOR,
base_color: 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),
Transform::from_xyz(0.0, WALL_SIZE.y * 0.5, WALL_FACE_Z),
Collider::cuboid(WALL_SIZE.x, WALL_SIZE.y, WALL_SIZE.z * 0.5),
RigidBody::Static,
));
@ -74,52 +129,36 @@ fn setup_target_wall(
TARGET_RADIUS, TARGET_HEIGHT
);
for _ in 0..TARGET_COUNT
// spawn the targets as children of the wall
//
(0..TARGET_COUNT).for_each(|_|
{
let transform = Target::random_transform();
let handle = target_resources.new_handle();
let transform = target_resources.random_transform(&handle);
commands.spawn((
wall_commands.with_child((
Target,
handle,
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>>,
mut query: Query<(&TargetHandle, &mut Transform), With<Target>>,
mut projectile_hit_events: EventReader<ProjectileHitEvent>,
mut target_resources: ResMut<TargetResources>,
) {
let mut bullets_to_despawn = HashSet::with_capacity(8);
for collision in collision_events.read()
for hit_event in projectile_hit_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 {
let Ok((handle, mut transform)) = query.get_mut(hit_event.entity) 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();
*transform = target_resources.random_transform(handle);
}
}

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@ -1,27 +1,18 @@
mod util;
mod ui;
mod physics;
mod game;
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();
App::new()
.add_plugins(DefaultPlugins)
.add_plugins(util::UtilPlugins)
.add_plugins(ui::UiPlugins)
.add_plugins(physics::PhysicsPlugins)
.add_plugins(game::GamePlugin)
.run();
}

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@ -1,55 +0,0 @@
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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@ -2,11 +2,8 @@
use bevy::prelude::*;
use bevy::app::PluginGroupBuilder;
mod frame_raycast_anti_ghost;
pub use frame_raycast_anti_ghost::*;
mod projectiles;
pub use projectiles::*;
mod projectile;
pub use projectile::*;
mod world_bounds;
pub use world_bounds::*;
@ -15,15 +12,14 @@ pub struct PhysicsPlugins;
impl PluginGroup for PhysicsPlugins
{
fn build(self) -> bevy::app::PluginGroupBuilder
fn build(self) -> PluginGroupBuilder
{
PluginGroupBuilder::start::<Self>()
.add_group(avian3d::PhysicsPlugins::default())
.add(avian3d::debug_render::PhysicsDebugPlugin::default())
.add(ProjectilePlugin)
.add(WorldBoundsPlugin)
.add(FrameRaycastAntiGhostPlugin)
.add(ProjectilesPlugin)
}
}

137
src/physics/projectile.rs Normal file
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@ -0,0 +1,137 @@
use std::collections::VecDeque;
use bevy::prelude::*;
use bevy::math::NormedVectorSpace;
use avian3d::prelude::*;
pub struct ProjectilePlugin;
impl Plugin for ProjectilePlugin
{
fn build(&self, app: &mut App)
{
app.add_systems(Startup, setup_projectiles);
app.insert_resource(ProjectileSpawner::default());
app.add_systems(PreUpdate, do_projectile_spawn);
app.add_event::<ProjectileHitEvent>();
app.add_systems(PhysicsSchedule, do_projectile_hitscan_flight.in_set(PhysicsStepSet::Last));
}
}
#[derive(Resource)]
pub struct ProjectileResources
{
pub mesh: Mesh3d,
pub material: MeshMaterial3d<StandardMaterial>,
}
fn setup_projectiles(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
commands.insert_resource(ProjectileResources {
mesh: Mesh3d(meshes.add(Cuboid::new(1.0, 1.0, 2.0))),
material: MeshMaterial3d(materials.add(StandardMaterial {
base_color: Color::srgb(0.3, 0.3, 0.3),
..default()
})),
});
}
pub struct ProjectileData
{
pub position: Vec3,
pub direction: Dir3,
pub speed: f32,
pub mass: f32,
}
#[derive(Resource, Default)]
pub struct ProjectileSpawner
{
queue: VecDeque<ProjectileData>,
}
impl ProjectileSpawner
{
pub fn spawn(&mut self, data: ProjectileData)
{
self.queue.push_back(data);
}
}
#[derive(Component)]
pub struct Projectile;
fn do_projectile_spawn(
mut commands: Commands,
mut spawner: ResMut<ProjectileSpawner>,
resources: Res<ProjectileResources>,
) {
while let Some(spawn_data) = spawner.queue.pop_front()
{
let rotation = Quat::from_rotation_arc(Vec3::NEG_Z, spawn_data.direction.into());
let transform = Transform::from_translation(spawn_data.position).with_rotation(rotation);
commands.spawn((
Projectile,
resources.mesh.clone(),
resources.material.clone(),
transform,
LinearVelocity(spawn_data.direction * spawn_data.speed),
Mass(spawn_data.mass),
));
}
}
#[derive(Event)]
#[allow(unused)]
pub struct ProjectileHitEvent
{
pub entity: Entity,
pub normal: Vec3,
}
fn do_projectile_hitscan_flight(
mut commands: Commands,
mut query: Query<(Entity, &mut Transform, &LinearVelocity), With<Projectile>>,
mut event_writer: EventWriter<ProjectileHitEvent>,
spatial_query: SpatialQuery,
time: Res<Time>,
) {
for (entity, mut transform, velocity) in query.iter_mut()
{
let Ok(direction) = Dir3::new(velocity.0) else {
continue;
};
let flight_distance = velocity.norm() * time.delta_secs();
let ray_cast = spatial_query.cast_ray(
transform.translation,
direction,
flight_distance,
true,
&SpatialQueryFilter::default()
);
let flight_distance = ray_cast.map(|hit| hit.distance).unwrap_or(flight_distance);
transform.translation += direction * flight_distance;
let Some(ray_hit) = ray_cast else {
continue;
};
// TODO: impart an impulse on the hit dynamic entity
event_writer.send(ProjectileHitEvent {
entity: ray_hit.entity,
normal: ray_hit.normal,
});
commands.entity(entity).despawn();
}
}

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@ -1,88 +0,0 @@
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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@ -1,74 +0,0 @@
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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@ -3,7 +3,7 @@ use bevy::prelude::*;
use bevy::input::mouse::{AccumulatedMouseMotion, MouseMotion};
use bevy::ecs::query::QuerySingleError;
use crate::window::CursorGrabEvent;
use super::cursor::CursorGrabState;
pub struct CameraPlugin;
@ -11,32 +11,19 @@ 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>));
app.add_systems(PreUpdate, do_camera_rotation
.run_if(in_state(CursorGrabState(true)))
.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>,
@ -47,10 +34,6 @@ fn do_camera_rotation(
Err(QuerySingleError::MultipleEntities(_)) => panic!("Multiple camera controllers found!"),
};
if ! controller.active {
return;
}
if mouse_motion.delta == Vec2::ZERO {
return;
}

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@ -1,6 +1,33 @@
use bevy::prelude::*;
// TODO: add a crosshair component which projects a crosshair to infinity.
// For now, we'll just draw a crosshair in the center of the screen.
// This causes a lot of warnings without a camera!
/*
In bevy 0.15.x, you can automatically insert components based on other components using required components
https://docs.rs/bevy/latest/bevy/ecs/component/trait.Component.html#required-components
For removal, I would implement it using component hooks
https://docs.rs/bevy/latest/bevy/ecs/component/struct.ComponentHooks.html
An example where adding or removing A adds or removes B:
```rust
#[derive(Component)]
pub struct B;
#[derive(Component)]
#[require(B)]
#[component(on_remove = remove_B)]
pub struct A;
fn remove_B(world : DefferedWorld, entity : Entity, _id : ComponentId) {
world.commands().entity(entity).remove::<B>();
}
```
*/
pub struct CrosshairPlugin;
impl Plugin for CrosshairPlugin

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src/ui/cursor.rs Normal file
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use bevy::prelude::*;
use bevy::input::{ButtonState, keyboard::KeyboardInput};
use bevy::window::{CursorGrabMode, PrimaryWindow};
const CURSOR_TOGGLE_KEY: KeyCode = KeyCode::Escape;
const CURSOR_TOGGLE_STATE: ButtonState = ButtonState::Released;
pub struct CursorPlugin;
impl Plugin for CursorPlugin
{
fn build(&self, app: &mut App)
{
app.insert_state(CursorGrabState(false));
app.add_systems(PreUpdate, on_cursor_grab_toggled.in_set(CursorSet));
}
}
#[derive(SystemSet, Debug, Copy, Clone, Eq, PartialEq, Hash)]
struct CursorSet;
#[derive(States, Debug, Copy, Clone, Eq, PartialEq, Hash)]
pub struct CursorGrabState(pub bool);
fn on_cursor_grab_toggled(
mut keyboard_events: EventReader<KeyboardInput>,
mut window: Single<&mut Window, With<PrimaryWindow>>,
cursor_state: Res<State<CursorGrabState>>,
mut next_cursor_state: ResMut<NextState<CursorGrabState>>,
) {
let cursor_toggle_count = keyboard_events.read()
.filter(|event| event.key_code == CURSOR_TOGGLE_KEY)
.filter(|event| event.state == CURSOR_TOGGLE_STATE)
.count();
if cursor_toggle_count % 2 == 0 {
return;
}
match cursor_state.get()
{
CursorGrabState(true) => {
window.cursor_options.visible = false;
window.cursor_options.grab_mode = CursorGrabMode::Locked;
next_cursor_state.set(CursorGrabState(false));
}
CursorGrabState(false) => {
window.cursor_options.visible = true;
window.cursor_options.grab_mode = CursorGrabMode::None;
next_cursor_state.set(CursorGrabState(true));
}
}
}

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use bevy::prelude::*;
use bevy::app::PluginGroupBuilder;
mod crosshair;
pub mod window;
pub mod cursor;
pub mod camera;
pub mod crosshair;
pub struct UiPlugin;
pub struct UiPlugins;
impl Plugin for UiPlugin
impl PluginGroup for UiPlugins
{
fn build(&self, app: &mut App)
fn build(self) -> PluginGroupBuilder
{
app.add_plugins(crosshair::CrosshairPlugin);
PluginGroupBuilder::start::<Self>()
.add(window::WindowPlugin)
.add(cursor::CursorPlugin)
.add(camera::CameraPlugin)
.add(crosshair::CrosshairPlugin)
}
}

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use bevy::prelude::*;
use bevy::window::{CursorGrabMode, PrimaryWindow, WindowResolution};
use super::cursor::CursorGrabState;
pub struct WindowPlugin;
impl Plugin for WindowPlugin
{
fn build(&self, app: &mut App)
{
app.add_systems(PreStartup, setup_window);
app.add_systems(OnEnter(CursorGrabState(true)), on_cursor_grab_toggled);
app.add_systems(OnEnter(CursorGrabState(false)), on_cursor_grab_toggled);
}
}
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>>,
cursor_state: Res<State<CursorGrabState>>,
) {
let mut window = window.single_mut();
match cursor_state.get()
{
CursorGrabState(true) => {
window.cursor_options.visible = false;
window.cursor_options.grab_mode = CursorGrabMode::Locked;
}
CursorGrabState(false) => {
window.cursor_options.visible = true;
window.cursor_options.grab_mode = CursorGrabMode::None;
}
}
}

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use bevy::prelude::*;
pub struct DespawnTimerPlugin;
impl Plugin for DespawnTimerPlugin
{
fn build(&self, app: &mut App)
{
app.add_systems(Update, do_despawn_timer_tick_and_despawn);
}
}
#[derive(Component)]
pub struct DespawnTimer(pub Timer);
fn do_despawn_timer_tick_and_despawn(
mut commands: Commands,
mut query: Query<(Entity, &mut DespawnTimer)>,
time: Res<Time>,
) {
for (entity, mut timer) in query.iter_mut()
{
timer.0.tick(time.delta());
if timer.0.finished() {
commands.entity(entity).despawn_recursive();
}
}
}

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src/util/ecs/mod.rs Normal file
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mod despawn_timer;
pub use despawn_timer::*;
mod path_tracer;
pub use path_tracer::*;
use bevy::app::{PluginGroup, PluginGroupBuilder};
pub struct UtilEcsPlugins;
impl PluginGroup for UtilEcsPlugins
{
fn build(self) -> bevy::app::PluginGroupBuilder
{
PluginGroupBuilder::start::<Self>()
.add(DespawnTimerPlugin)
.add(EntityPathTracerPlugin)
}
}

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src/util/ecs/path_tracer.rs Normal file
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use std::collections::HashMap;
use bevy::prelude::*;
use avian3d::prelude::*;
use crate::util::physics::CollisionQuery;
const TRACER_PATH_COLOR: Color = Color::srgb(0.1, 0.7, 0.1);
const TRACER_HIT_COLOR_X: Color = Color::srgb(0.7, 0.0, 0.0);
const TRACER_HIT_COLOR_Y: Color = Color::srgb(0.0, 0.7, 0.0);
const TRACER_HIT_COLOR_Z: Color = Color::srgb(0.0, 0.0, 0.7);
const TRACER_HIT_RADIUS: f32 = 0.33;
pub struct EntityPathTracerPlugin;
impl Plugin for EntityPathTracerPlugin
{
fn build(&self, app: &mut App)
{
app.insert_resource(PathTracerResources {
tracers: HashMap::new(),
});
app.add_systems(PhysicsSchedule, do_tracer_log_path.in_set(SolverSet::PreSubstep));
app.add_systems(PostProcessCollisions, do_tracer_log_collisions);
app.add_systems(Last, do_draw_tracers);
}
}
#[derive(Resource)]
struct PathTracerResources
{
tracers: HashMap<Entity,PathTraceData>,
}
#[derive(Default, Clone, PartialEq)]
pub struct PathTraceData
{
path: Vec<Vec3>,
collisions: Vec<Isometry3d>,
}
impl PathTraceData
{
fn log_position(&mut self, isometry: Isometry3d)
{
self.path.push(isometry.translation.into());
}
fn log_collision(&mut self, isometry: Isometry3d)
{
self.collisions.push(isometry);
}
}
#[derive(Component, Clone, PartialEq)]
#[allow(unused)]
pub enum PathTracer
{
Transient(PathTraceData),
Persistent,
}
impl Default for PathTracer
{
fn default() -> Self
{
PathTracer::Transient(PathTraceData {
path: Vec::new(),
collisions: Vec::new(),
})
}
}
impl PathTracer
{
fn mut_trace_data<'a>(
&'a mut self,
entity: &Entity,
resources: &'a mut ResMut<PathTracerResources>
) -> &'a mut PathTraceData
{
match self {
PathTracer::Transient(trace_data) => trace_data,
PathTracer::Persistent => resources.tracers.get_mut(entity).unwrap(),
}
}
fn get_trace_data<'a>(
&'a self,
entity: &Entity,
resources: &'a Res<PathTracerResources>
) -> &'a PathTraceData
{
match self {
PathTracer::Transient(trace_data) => trace_data,
PathTracer::Persistent => resources.tracers.get(entity).unwrap(),
}
}
}
fn do_tracer_log_path(
mut query: Query<(Entity, &mut PathTracer, &GlobalTransform)>,
mut resources: ResMut<PathTracerResources>,
) {
for (entity, mut tracer, transform) in query.iter_mut()
{
let trace_data = tracer.mut_trace_data(&entity, &mut resources);
trace_data.log_position(transform.compute_transform().to_isometry());
}
}
fn do_tracer_log_collisions(
mut query: Query<(Entity, &mut PathTracer, &GlobalTransform)>,
mut collision_events: EventReader<CollisionStarted>,
mut resources: ResMut<PathTracerResources>,
) {
for collision in collision_events.read()
{
let Ok((entity, mut tracer, transform)) = collision.query_unique(&mut query) else {
continue;
};
let trace_data = tracer.mut_trace_data(&entity, &mut resources);
trace_data.log_collision(transform.compute_transform().to_isometry());
}
}
fn do_draw_tracers(
query: Query<(Entity, &PathTracer)>,
resources: Res<PathTracerResources>,
mut gizmos: Gizmos,
) {
use std::f32::consts::FRAC_PI_2;
let isometry_x = Isometry3d::from_rotation(Quat::from_rotation_x(FRAC_PI_2));
let isometry_y = Isometry3d::from_rotation(Quat::from_rotation_y(FRAC_PI_2));
let isometry_z = Isometry3d::from_rotation(Quat::from_rotation_z(FRAC_PI_2));
for (entity, tracer) in query.iter()
{
let trace_data = tracer.get_trace_data(&entity, &resources);
for window in trace_data.path.windows(2)
{
gizmos.line(window[0], window[1], TRACER_PATH_COLOR);
}
for isometry in trace_data.collisions.iter()
{
gizmos.circle(*isometry * isometry_x, TRACER_HIT_RADIUS, TRACER_HIT_COLOR_X);
gizmos.circle(*isometry * isometry_y, TRACER_HIT_RADIUS, TRACER_HIT_COLOR_Y);
gizmos.circle(*isometry * isometry_z, TRACER_HIT_RADIUS, TRACER_HIT_COLOR_Z);
}
}
}

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use bevy::app::{PluginGroup, PluginGroupBuilder};
pub mod ecs;
use ecs::UtilEcsPlugins;
pub mod physics;
use physics::UtilPhysicsPlugins;
pub struct UtilPlugins;
impl PluginGroup for UtilPlugins
{
fn build(self) -> bevy::app::PluginGroupBuilder
{
PluginGroupBuilder::start::<Self>()
.add_group(UtilEcsPlugins)
.add_group(UtilPhysicsPlugins)
}
}

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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::ecs::query::{QueryData, QueryEntityError, QueryFilter, QueryItem};
use avian3d::prelude::*;
/// A trait that provides a method to retrieve the two entities involved in a collision.
///
pub trait ToCollisionEntities
{
/// Returns the two entities involved in this collision.
///
fn to_collision_entities(&self) -> (Entity, Entity);
}
impl ToCollisionEntities for Collision {
fn to_collision_entities(&self) -> (Entity, Entity) {
(self.0.entity1, self.0.entity2)
}
}
impl ToCollisionEntities for CollisionStarted {
fn to_collision_entities(&self) -> (Entity, Entity) {
(self.0, self.1)
}
}
impl ToCollisionEntities for CollisionEnded {
fn to_collision_entities(&self) -> (Entity, Entity) {
(self.0, self.1)
}
}
/// Represents errors that can occur when querying collision data.
///
pub enum CollisionQueryError<'w>
{
/// Indicates that both collision entities match the query.
CollisionQueryNotUnique,
/// Indicates that neither collision entity matches the query.
NoMatchingCollisionEntity,
/// Indicates that an error occurred during the query.
QueryError(#[allow(unused)] QueryEntityError<'w>),
}
pub trait CollisionQuery
{
/// Queries the collision data for the unique entity associated with this collision query.
///
/// # Parameters
/// - `query`: A mutable reference to the query to search for the collision entities.
///
/// # Returns
/// - `Ok(QueryItem<D>)`: The query item for the found unique collision entity.
/// - `Err(CollisionQueryError::CollisionQueryNotUnique)`: If both collision entities match the query.
/// - `Err(CollisionQueryError::NoMatchingCollisionEntity)`: If neither collision entity matches the query.
/// - `Err(CollisionQueryError::QueryError)`: If an error occurs during the query.
///
fn query_unique<'a,'w,D,F>(&self, query: &'a mut Query<D,F>)
-> Result<QueryItem<'w, D>,CollisionQueryError<'w>>
where
'a: 'w,
D: QueryData,
F: QueryFilter,
;
}
impl<T> CollisionQuery for T where T: ToCollisionEntities
{
fn query_unique<'a,'w,D,F>(&self, query: &'a mut Query<D,F>)
-> Result<QueryItem<'w, D>,CollisionQueryError<'w>>
where
'a: 'w,
D: QueryData,
F: QueryFilter,
{
let (entity1, entity2) = self.to_collision_entities();
match (query.contains(entity1), query.contains(entity2))
{
(true, true) => Err(CollisionQueryError::CollisionQueryNotUnique),
(true, false) => query.get_mut(entity1).map_err(|error| CollisionQueryError::QueryError(error)),
(false, true) => query.get_mut(entity2).map_err(|error| CollisionQueryError::QueryError(error)),
(false, false) => Err(CollisionQueryError::NoMatchingCollisionEntity),
}
}
}

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src/util/physics/mod.rs Normal file
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use bevy::app::{PluginGroup, PluginGroupBuilder};
mod collision_query;
pub use collision_query::*;
pub struct UtilPhysicsPlugins;
impl PluginGroup for UtilPhysicsPlugins
{
fn build(self) -> PluginGroupBuilder
{
PluginGroupBuilder::start::<Self>()
}
}

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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"),
}
}
}