use bevy::{ prelude::{shape::Icosphere, *}, render::mesh::Indices, }; use bevy_rapier3d::prelude::*; use hexasphere::shapes::IcoSphere; use noise::{HybridMulti, NoiseFn, SuperSimplex}; use wgpu::PrimitiveTopology; use crate::Label; pub const PLANET_RADIUS: f32 = 6000.0; #[derive(Component)] pub struct CyberPlanet; fn spawn_planet( mut commands: Commands, mut meshes: ResMut>, mut materials: ResMut>, ) { let color = Color::rgb(0.2, 0.1, 0.2); let isphere = Icosphere { radius: PLANET_RADIUS, subdivisions: 88, }; let (mesh, shape) = gen_planet(isphere); let pbody = (RigidBody::Fixed, Ccd { enabled: true }); let pcollide = ( shape, Friction { coefficient: 0.05, ..Default::default() }, Restitution::new(0.0), ); commands .spawn(PbrBundle { mesh: meshes.add(mesh), material: materials.add(StandardMaterial { base_color: color, metallic: 0.1, perceptual_roughness: 0.3, alpha_mode: AlphaMode::Opaque, ..Default::default() }), ..Default::default() }) .insert(pbody) .insert(pcollide) .insert(CyberPlanet); } pub struct CyberPlanetPlugin; impl Plugin for CyberPlanetPlugin { fn build(&self, app: &mut App) { app.add_startup_system(spawn_planet.label(Label::Geometry)); } } //--------------------------------------------------------------------- // utils //--------------------------------------------------------------------- fn gen_planet(sphere: Icosphere) -> (Mesh, Collider) { // straight-up stolen from Bevy's impl of Mesh from Icosphere, so I can do the // displacement before normals are calculated. let generated = IcoSphere::new(sphere.subdivisions, |point| { let inclination = point.y.acos(); let azimuth = point.z.atan2(point.x); let norm_inclination = inclination / std::f32::consts::PI; let norm_azimuth = 0.5 - (azimuth / std::f32::consts::TAU); [norm_azimuth, norm_inclination] }); let noise = HybridMulti::::default(); let noisy_points = generated .raw_points() .iter() .map(|&p| { let disp = noise.get(p.as_dvec3().into()) as f32 * 0.05; let pt = p + (p.normalize() * disp); pt.into() }) .collect::>(); let points = noisy_points .iter() .map(|&p| (Vec3::from_slice(&p) * sphere.radius).into()) .collect::>(); let uvs = generated.raw_data().to_owned(); let mut indices = Vec::with_capacity(generated.indices_per_main_triangle() * 20); for i in 0..20 { generated.get_indices(i, &mut indices); } let mut idxs = Vec::new(); for idx in indices.chunks_exact(3) { idxs.push([idx[0], idx[1], idx[2]]); } let shape = Collider::trimesh(points.iter().map(|p| Vect::from_slice(p)).collect(), idxs); let indices = Indices::U32(indices); let mut mesh = Mesh::new(PrimitiveTopology::TriangleList); mesh.set_indices(Some(indices)); mesh.insert_attribute(Mesh::ATTRIBUTE_POSITION, points); mesh.insert_attribute(Mesh::ATTRIBUTE_UV_0, uvs); (mesh, shape) }