Move collider setup to separate file and plugin.

Just make more room in the actions file for fancier dynamic stuff.
This commit is contained in:
Joe Ardent 2022-02-25 14:53:00 -08:00
parent b101d8bc15
commit 37e8e40c3f
5 changed files with 152 additions and 135 deletions

View file

@ -1,132 +1,30 @@
use bevy::{
prelude::*,
render::mesh::{Indices, VertexAttributeValues},
};
#[allow(unused_imports)]
use bevy_rapier3d::{na::Vector3, physics::PhysicsSystems::StepWorld, prelude::*};
use bevy::prelude::*;
use bevy_rapier3d::{na::Vector3, prelude::*};
use crate::{
geometry::{CyberBike, CyberSphere, PLANET_RADIUS, SPAWN_ALTITUDE},
input::InputState,
};
use crate::{geometry::CyberBike, input::InputState};
/// Mouse sensitivity and movement speed
pub struct MovementSettings {
pub sensitivity: f32,
pub accel: f32,
pub gravity: f32,
}
impl Default for MovementSettings {
fn default() -> Self {
Self {
sensitivity: 1.0,
accel: 40.,
sensitivity: 10.0,
accel: 20.0,
gravity: 9.8,
}
}
}
fn setup_colliders(
mut commands: Commands,
meshes: Res<Assets<Mesh>>,
planet_query: Query<(Entity, &Handle<Mesh>), With<CyberSphere>>,
bike_query: Query<(Entity, &Transform), With<CyberBike>>,
fn gravity(
xform: Query<&Transform, With<CyberBike>>,
settings: Res<MovementSettings>,
mut config: ResMut<RapierConfiguration>,
) {
let (planet, mesh_handle) = planet_query.single();
let mesh = meshes.get(mesh_handle).unwrap();
let mut shape = ColliderShape::ball(PLANET_RADIUS);
let vertices = mesh.attribute(Mesh::ATTRIBUTE_POSITION).unwrap();
if let VertexAttributeValues::Float32x3(verts) = vertices {
if let Some(Indices::U32(indices)) = mesh.indices() {
let mut idxs = Vec::new();
for idx in indices.chunks_exact(3) {
idxs.push([idx[0], idx[1], idx[2]]);
}
let vertices = verts
.iter()
.map(|p| Point::from_slice(p))
.collect::<Vec<Point<_>>>();
shape = ColliderShape::trimesh(vertices, idxs);
}
}
let pbody = RigidBodyBundle {
body_type: RigidBodyType::Static.into(),
ccd: RigidBodyCcd {
ccd_enabled: true,
ccd_thickness: 2.0,
ccd_max_dist: SPAWN_ALTITUDE,
..Default::default()
}
.into(),
..Default::default()
};
let pcollide = ColliderBundle {
shape: shape.into(),
material: ColliderMaterial {
friction: 0.05,
restitution: 0.00,
..Default::default()
}
.into(),
..Default::default()
};
commands
.entity(planet)
.insert_bundle(pbody)
.insert_bundle(pcollide);
// bike is the easy part
let (bike, xform) = bike_query.single();
setup_bike_collider(bike, xform, &mut commands);
}
fn setup_bike_collider(bike: Entity, xform: &Transform, commands: &mut Commands) {
let mut bbody = RigidBodyBundle::default();
bbody.damping.angular_damping = 0.8;
bbody.damping.linear_damping = 0.1;
bbody.ccd = RigidBodyCcd {
ccd_enabled: true,
ccd_thickness: 0.7,
ccd_max_dist: 1.5,
..Default::default()
}
.into();
let isometry = Isometry::from_parts(xform.translation.into(), xform.rotation.into());
bbody.position = isometry.into();
// collider
let shape = ColliderShape::capsule(
Vec3::new(0.0, 0.0, -1.25).into(),
Vec3::new(0.0, 0.0, 1.25).into(),
0.4,
);
let bcollide = ColliderBundle {
shape: shape.into(),
mass_properties: ColliderMassProps::Density(0.6).into(),
material: ColliderMaterial {
friction: 0.0,
restitution: 0.0,
..Default::default()
}
.into(),
..Default::default()
};
commands
.entity(bike)
.insert_bundle(bbody)
.insert_bundle(bcollide)
.insert(ColliderPositionSync::Discrete);
}
fn gravity(xform: Query<&Transform, With<CyberBike>>, mut config: ResMut<RapierConfiguration>) {
let gravity = xform.single().translation.normalize() * -7.80;
let gravity = xform.single().translation.normalize() * -settings.gravity;
config.gravity = gravity.into();
}
@ -145,7 +43,18 @@ fn falling_cat(
forces.torque = torque.into();
}
fn update_forces(
fn drag(
mut query: Query<(&RigidBodyVelocityComponent, &mut RigidBodyForcesComponent), With<CyberBike>>,
) {
let (vels, mut forces) = query.single_mut();
if let Some(vel) = vels.linvel.try_normalize(0.001) {
let v2 = vels.linvel.magnitude_squared();
forces.force -= vel * v2 * 0.002;
}
}
fn input_forces(
settings: Res<MovementSettings>,
input: Res<InputState>,
mut query: Query<
@ -171,29 +80,14 @@ fn update_forces(
forces.torque += torque;
}
fn drag(
mut query: Query<(&RigidBodyVelocityComponent, &mut RigidBodyForcesComponent), With<CyberBike>>,
) {
let (vels, mut forces) = query.single_mut();
if let Some(vel) = vels.linvel.try_normalize(0.001) {
let v2 = vels.linvel.magnitude_squared();
forces.force -= vel * v2 * 0.002;
}
}
pub struct CyberActionPlugin;
impl Plugin for CyberActionPlugin {
fn build(&self, app: &mut App) {
app.init_resource::<MovementSettings>()
.add_plugin(RapierPhysicsPlugin::<NoUserData>::default())
.add_startup_system_to_stage(
StartupStage::PostStartup,
setup_colliders.label("colliders"),
)
.add_system(gravity)
.add_system(falling_cat.label("cat"))
.add_system(drag.label("drag").after("uforces"))
.add_system(update_forces.label("uforces").after("cat"));
.add_system(drag.label("drag").after("iforces"))
.add_system(input_forces.label("iforces").after("cat"));
}
}

119
src/colliders.rs Normal file
View file

@ -0,0 +1,119 @@
use bevy::{
prelude::*,
render::mesh::{Indices, VertexAttributeValues},
};
use bevy_rapier3d::prelude::*;
use crate::geometry::{CyberBike, CyberSphere, PLANET_RADIUS, SPAWN_ALTITUDE};
fn setup_colliders(
mut commands: Commands,
meshes: Res<Assets<Mesh>>,
planet_query: Query<(Entity, &Handle<Mesh>), With<CyberSphere>>,
bike_query: Query<(Entity, &Transform), With<CyberBike>>,
) {
let (planet, mesh_handle) = planet_query.single();
let mesh = meshes.get(mesh_handle).unwrap();
let mut shape = ColliderShape::ball(PLANET_RADIUS);
let vertices = mesh.attribute(Mesh::ATTRIBUTE_POSITION).unwrap();
if let VertexAttributeValues::Float32x3(verts) = vertices {
if let Some(Indices::U32(indices)) = mesh.indices() {
let mut idxs = Vec::new();
for idx in indices.chunks_exact(3) {
idxs.push([idx[0], idx[1], idx[2]]);
}
let vertices = verts
.iter()
.map(|p| Point::from_slice(p))
.collect::<Vec<Point<_>>>();
shape = ColliderShape::trimesh(vertices, idxs);
}
}
let pbody = RigidBodyBundle {
body_type: RigidBodyType::Static.into(),
ccd: RigidBodyCcd {
ccd_enabled: true,
ccd_thickness: 2.0,
ccd_max_dist: SPAWN_ALTITUDE,
..Default::default()
}
.into(),
..Default::default()
};
let pcollide = ColliderBundle {
shape: shape.into(),
material: ColliderMaterial {
friction: 0.05,
restitution: 0.00,
..Default::default()
}
.into(),
..Default::default()
};
commands
.entity(planet)
.insert_bundle(pbody)
.insert_bundle(pcollide);
// bike is the easy part
let (bike, xform) = bike_query.single();
setup_bike_collider(bike, xform, &mut commands);
}
fn setup_bike_collider(bike: Entity, xform: &Transform, commands: &mut Commands) {
let mut bbody = RigidBodyBundle::default();
bbody.damping.angular_damping = 0.8;
bbody.damping.linear_damping = 0.1;
bbody.activation = RigidBodyActivation::cannot_sleep().into();
bbody.ccd = RigidBodyCcd {
ccd_enabled: true,
ccd_thickness: 0.7,
ccd_max_dist: 1.5,
..Default::default()
}
.into();
let isometry = Isometry::from_parts(xform.translation.into(), xform.rotation.into());
bbody.position = isometry.into();
// collider
let shape = ColliderShape::capsule(
Vec3::new(0.0, 0.0, -1.25).into(),
Vec3::new(0.0, 0.0, 1.25).into(),
0.4,
);
let bcollide = ColliderBundle {
shape: shape.into(),
mass_properties: ColliderMassProps::Density(0.6).into(),
material: ColliderMaterial {
friction: 0.0,
restitution: 0.0,
..Default::default()
}
.into(),
..Default::default()
};
commands
.entity(bike)
.insert_bundle(bbody)
.insert_bundle(bcollide)
.insert(ColliderPositionSync::Discrete);
}
pub struct CyberCollidersPlugin;
impl Plugin for CyberCollidersPlugin {
fn build(&self, app: &mut App) {
//
app.add_startup_system_to_stage(
StartupStage::PostStartup,
setup_colliders.label("colliders"),
);
}
}

View file

@ -22,7 +22,7 @@ fn spawn_giant_sphere(
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
let color = Color::rgb(0.2, 0.17, 0.2);
let color = Color::rgb(0.2, 0.1, 0.2);
let isphere = shape::Icosphere {
radius: PLANET_RADIUS,
subdivisions: 79,

View file

@ -5,6 +5,7 @@ use bevy::{
pub mod action;
pub mod camera;
pub mod colliders;
pub mod geometry;
pub mod glamor;
pub mod input;

View file

@ -2,6 +2,7 @@ use bevy::prelude::*;
use cyber_rider::{
action::{CyberActionPlugin, MovementSettings},
camera::CyberCamPlugin,
colliders::CyberCollidersPlugin,
disable_mouse_trap,
geometry::CyberGeomPlugin,
glamor::CyberGlamorPlugin,
@ -11,8 +12,9 @@ use cyber_rider::{
};
const MOVEMENT_SETTINGS: MovementSettings = MovementSettings {
sensitivity: 10.0, // default: 1.0
accel: 30.0, // default: 40.0
sensitivity: 10.0, // steering
accel: 30.0, // thrust
gravity: 8.0,
};
fn main() {
@ -33,6 +35,7 @@ fn main() {
.add_plugin(CyberCamPlugin)
.add_plugin(CyberSpaceLightsPlugin)
.add_plugin(CyberUIPlugin)
.add_plugin(CyberCollidersPlugin)
.add_startup_system(disable_mouse_trap)
.add_system(bevy::input::system::exit_on_esc_system);