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139 lines
4.1 KiB
Rust

use bevy::{color::palettes::css::{BLUE, GREEN}, render::mesh::{SphereKind, SphereMeshBuilder}};
use bevy_rapier3d::rapier::prelude::CollisionEventFlags;
use games::*;
fn main() {
App::new()
.add_plugins(BaseGamePlugin)
.add_systems(Startup, (
setup_physics_scene,
position_camera.after(setup_camera)
).chain())
.add_systems(Update, (control_ball, read_events))
.run();
}
fn setup_physics_scene(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>
) {
// Create the ground.
// Make this a physical looking object
commands
.spawn((
Collider::cuboid(100.0, 0.1, 100.0),
Transform::from_xyz(0.0, -2.0, 0.0),
Mesh3d(meshes.add(Plane3d::new(Vec3::Y, Vec2::splat(50.0)))),
MeshMaterial3d(materials.add(StandardMaterial {
base_color: RED.into(),
..Default::default()
})),
));
commands.spawn((
SpotLight { color: WHITE.into(), intensity: 10_000_000.0, shadows_enabled: true, ..default() },
Transform::from_xyz(0.0, 10.0, 10.0).looking_at(Vec3::ZERO, Vec3::Y),
));
// Create the bouncing ball.
commands
.spawn((
RigidBody::Dynamic,
GravityScale(1.0),
Collider::ball(0.5),
ColliderMassProperties::Mass(2.0),
Restitution::coefficient(0.7),
ExternalImpulse::default(),
Transform::from_xyz(0.0, 4.0, 0.0),
Marker,
ActiveEvents::all(),
Mesh3d(meshes.add(SphereMeshBuilder::new(
0.5,
SphereKind::Uv {
sectors: 10,
stacks: 10,
},
))),
MeshMaterial3d(materials.add(StandardMaterial {
base_color: BLUE.into(),
..Default::default()
})),
));
// Create a box that the ball can pass into/through
// TODO: Transparent box to visualize area
commands
.spawn((
Sensor,
Marker,
Collider::cuboid(1.0, 1.0, 1.0),
Transform::from_xyz(0.0, 0.0, 0.0),
Mesh3d(meshes.add(Cuboid::new(2.0, 2.0, 2.0))),
MeshMaterial3d(materials.add(StandardMaterial {
base_color: GREEN.with_alpha(0.5).into(),
alpha_mode: AlphaMode::Blend,
..Default::default()
})),
));
}
/// Position the world camera to get a better view
fn position_camera(
mut query: Query<(Entity, &mut Transform), (With<Camera>, With<Camera3d>)>,
mut commands: Commands,
) {
query.iter_mut().for_each(|(e, mut t)| {
*t = Transform::from_xyz(10.0, 10.0, 10.0)
.looking_at(Vec3::ZERO, Vec3::Y);
})
}
fn control_ball(
keys: Res<ButtonInput<KeyCode>>,
mut ball: Single<&mut ExternalImpulse>,
) {
if keys.pressed(KeyCode::ArrowUp) {
ball.torque_impulse = Vec3::new(0.0, 0.0, 0.1);
}
if keys.pressed(KeyCode::ArrowDown) {
ball.torque_impulse = Vec3::new(0.0, 0.0, -0.1);
}
if keys.pressed(KeyCode::ArrowLeft) {
ball.torque_impulse = Vec3::new(0.1, 0.0, 0.0);
}
if keys.pressed(KeyCode::ArrowRight) {
ball.torque_impulse = Vec3::new(-0.1, 0.0, 0.0);
}
}
#[derive(Debug)]
enum WithinBounds {
Enter(Entity, Entity),
Exit(Entity, Entity),
}
#[derive(Component, Debug)]
struct Marker;
fn read_events(
mut events: EventReader<CollisionEvent>,
mut commands: Commands,
) {
events.read().filter_map(|collision_event| {
match collision_event {
CollisionEvent::Started(a, b, flags) => {
(*flags == CollisionEventFlags::SENSOR).then_some(WithinBounds::Enter(*a, *b))
},
CollisionEvent::Stopped(a, b, flags) => {
(*flags == CollisionEventFlags::SENSOR).then_some(WithinBounds::Exit(*a, *b))
}
}
}).for_each(|within_bounds| {
info!("Event: {:?}", within_bounds);
})
}