47 lines
1.2 KiB
Rust
47 lines
1.2 KiB
Rust
use avian3d::prelude::PhysicsLayer;
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use bevy::{
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prelude::{Query, Vec3, Window, With},
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window::PrimaryWindow,
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};
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pub mod action;
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pub mod bike;
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pub mod camera;
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pub mod glamor;
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pub mod input;
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pub mod lights;
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pub mod planet;
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pub mod ui;
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#[derive(PhysicsLayer)]
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pub enum ColliderGroups {
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BikeBody,
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Wheels,
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Planet,
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}
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pub fn disable_mouse_trap(mut window: Query<&mut Window, With<PrimaryWindow>>) {
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let mut window = window.get_single_mut().unwrap();
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window.cursor.grab_mode = bevy::window::CursorGrabMode::None;
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window.cursor.visible = true;
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}
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pub fn random_unit_vec(r: &mut impl rand::prelude::Rng) -> Vec3 {
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// https://mathworld.wolfram.com/SpherePointPicking.html
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// Marsaglia (1972) for picking x1 and x2 from (-1, 1) and generating surface
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// points directly if their sum is less than 1.
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let mut x1: f32 = 0.0;
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let mut x2: f32 = 0.0;
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let mut ssum = std::f32::MAX;
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while ssum >= 1.0 {
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x1 = r.gen_range(-1.0..=1.0);
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x2 = r.gen_range(-1.0..=1.0);
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ssum = x1.powi(2) + x2.powi(2);
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}
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let sqrt = (1.0 - ssum).sqrt();
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let x = 2.0 * x1 * sqrt;
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let y = 2.0 * x2 * sqrt;
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let z = 1.0 - 2.0 * ssum;
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Vec3::new(x, y, z).normalize()
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}
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