4e6fab5952
This reverts commit a4189342e0
.
122 lines
3.3 KiB
Rust
122 lines
3.3 KiB
Rust
use bevy::{
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prelude::{shape::Icosphere, *},
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render::mesh::Indices,
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};
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use bevy_rapier3d::prelude::*;
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use hexasphere::shapes::IcoSphere;
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use noise::{HybridMulti, NoiseFn, SuperSimplex};
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use wgpu::PrimitiveTopology;
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use crate::Label;
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pub const PLANET_RADIUS: f32 = 6000.0;
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#[derive(Component)]
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pub struct CyberPlanet;
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fn spawn_planet(
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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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) {
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let color = Color::rgb(0.2, 0.1, 0.2);
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let isphere = Icosphere {
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radius: PLANET_RADIUS,
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subdivisions: 88,
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};
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let (mesh, shape) = gen_planet(isphere);
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let pbody = (RigidBody::Fixed, Ccd { enabled: true });
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let pcollide = (
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shape,
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Friction {
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coefficient: 1.2,
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..Default::default()
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},
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Restitution::new(0.8),
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);
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commands
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.spawn(PbrBundle {
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mesh: meshes.add(mesh),
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material: materials.add(StandardMaterial {
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base_color: color,
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metallic: 0.1,
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perceptual_roughness: 0.3,
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alpha_mode: AlphaMode::Opaque,
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..Default::default()
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}),
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..Default::default()
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})
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.insert(pbody)
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.insert(pcollide)
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.insert(CyberPlanet);
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}
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pub struct CyberPlanetPlugin;
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impl Plugin for CyberPlanetPlugin {
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fn build(&self, app: &mut App) {
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app.add_startup_system(spawn_planet.label(Label::Geometry));
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}
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}
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//---------------------------------------------------------------------
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// utils
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//---------------------------------------------------------------------
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fn gen_planet(sphere: Icosphere) -> (Mesh, Collider) {
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// straight-up stolen from Bevy's impl of Mesh from Icosphere, so I can do the
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// displacement before normals are calculated.
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let generated = IcoSphere::new(sphere.subdivisions, |point| {
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let inclination = point.y.acos();
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let azimuth = point.z.atan2(point.x);
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let norm_inclination = inclination / std::f32::consts::PI;
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let norm_azimuth = 0.5 - (azimuth / std::f32::consts::TAU);
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[norm_azimuth, norm_inclination]
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});
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let noise = HybridMulti::<SuperSimplex>::default();
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let noisy_points = generated
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.raw_points()
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.iter()
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.map(|&p| {
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let disp = noise.get(p.as_dvec3().into()) as f32 * 0.04;
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let pt = p + (p.normalize() * disp);
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pt.into()
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})
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.collect::<Vec<[f32; 3]>>();
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let points = noisy_points
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.iter()
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.map(|&p| (Vec3::from_slice(&p) * sphere.radius).into())
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.collect::<Vec<[f32; 3]>>();
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let uvs = generated.raw_data().to_owned();
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let mut indices = Vec::with_capacity(generated.indices_per_main_triangle() * 20);
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for i in 0..20 {
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generated.get_indices(i, &mut indices);
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}
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let mut idxs = Vec::new();
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for idx in indices.chunks_exact(3) {
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idxs.push([idx[0], idx[1], idx[2]]);
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}
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let shape = Collider::trimesh(points.iter().map(|p| Vect::from_slice(p)).collect(), idxs);
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let indices = Indices::U32(indices);
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let mut mesh = Mesh::new(PrimitiveTopology::TriangleList);
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mesh.set_indices(Some(indices));
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mesh.insert_attribute(Mesh::ATTRIBUTE_POSITION, points);
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mesh.insert_attribute(Mesh::ATTRIBUTE_UV_0, uvs);
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(mesh, shape)
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}
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