Welp I broke something...

main
Elijah C. Voigt 2 years ago
parent c9cf364c13
commit 0972d2ef91

@ -177,9 +177,12 @@ assets_file = "models/Martian Chess.glb"
skybox_file = "images/skybox.png"
[display3d.models.scenes]
queen = "Queen"
drone = "Drone"
pawn = "Pawn"
queen_red = "QueenRed"
drone_red = "DroneRed"
pawn_red = "PawnRed"
queen_blue = "QueenBlue"
drone_blue = "DroneBlue"
pawn_blue = "PawnBlue"
board = "Gameboard"
valid_move = "Valid Move Spot"
@ -190,29 +193,28 @@ turn_b = "GameCamSide2>1"
turn_a = "GameCamSide1>2"
[display3d.models.animations.pick_up]
pawn = "PawnPiecePickup"
drone = "DronePiecePickup"
queen = "QueenPiecePickup"
pawn_blue = "PawnBluePiecePickup"
pawn_red = "PawnRedPiecePickup"
drone_blue = "DroneBluePiecePickup"
drone_red = "DroneRedPiecePickup"
queen_blue = "QueenBluePiecePickup"
queen_red = "QueenRedPiecePickup"
[display3d.models.animations.put_down]
pawn = "PawnPiecePutDown"
drone = "DronePiecePutDown"
queen = "QueenPiecePutDown"
pawn_blue = "PawnBluePiecePutDown"
pawn_red = "PawnRedPiecePutDown"
drone_blue = "DroneBluePiecePutDown"
drone_red = "DroneRedPiecePutDown"
queen_blue = "QueenBluePiecePutDown"
queen_red = "QueenRedPiecePutDown"
[display3d.models.animations.idle]
pawn = "PawnPieceIdle"
drone = "DronePieceIdle"
queen = "QueenPieceIdle"
[display3d.models.materials]
queen_red = "Queen"
queen_blue = "QueenBlue"
drone_red = "Drone"
drone_blue = "DroneBlue"
pawn_red = "Pawn"
pawn_blue = "DroneBlue"
dots_red = "Dots"
dots_blue = "DotsBlue"
pawn_blue = "PawnBluePieceIdle"
pawn_red = "PawnRedPieceIdle"
drone_blue = "DroneBluePieceIdle"
drone_red = "DroneRedPieceIdle"
queen_blue = "QueenBluePieceIdle"
queen_red = "QueenRedPieceIdle"
[display3d.lights.scaling]
# https://docs.rs/bevy/0.11.3/bevy/pbr/struct.SpotLight.html

BIN
assets/models/Martian Chess.glb (Stored with Git LFS)

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BIN
assets/untitled.glb (Stored with Git LFS)

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@ -30,12 +30,13 @@ impl Plugin for Display3dPlugin {
switch_sides
.run_if(in_state(GameState::Play))
.run_if(state_changed::<game::TurnState>),
set_piece_model
.run_if(any_component_added::<Piece>().or_else(any_component_changed::<Piece>())),
set_piece_texture
.run_if(any_component_changed::<Side>().or_else(any_component_added::<Side>()))
.run_if(resource_exists::<tweak::GameTweaks>),
set_piece_position.run_if(any_component_changed::<BoardIndex>()),
update_pieces.run_if(
resource_exists::<tweak::GameTweaks>.and_then(
any_component_changed::<Piece>()
.or_else(any_component_changed::<Side>())
.or_else(any_component_changed::<BoardIndex>())
)
),
set_board_model.run_if(
any_component_added::<game::BoardComponent>()
.or_else(any_component_added::<TilesComponent>())
@ -79,7 +80,7 @@ impl Plugin for Display3dPlugin {
.add_systems(
OnEnter(GameState::Play),
(
set_piece_texture.run_if(resource_exists::<tweak::GameTweaks>),
update_pieces.run_if(resource_exists::<tweak::GameTweaks>),
update_tweaks.run_if(resource_exists::<tweak::GameTweaks>),
opening_animation
.run_if(run_once())
@ -381,51 +382,6 @@ fn fix_skybox(
}
}
/// Set the model for each piece based on the game::Piece::* marker
fn set_piece_model(
mut events: Query<
(&mut Handle<Scene>, &Piece),
(
Or<(Added<game::Piece>, Changed<game::Piece>)>,
With<Display3d>,
),
>,
gltfs: Res<Assets<Gltf>>,
tweaks: Res<Assets<Tweaks>>,
tweaks_file: Res<tweak::GameTweaks>,
) {
let tweak = tweaks
.get(tweaks_file.handle.clone())
.expect("Load tweakfile");
events.iter_mut().for_each(|(mut handle, piece)| {
let assets_handle = tweak
.get_handle::<Gltf>("display3d_models_assets_file")
.unwrap();
let gltf = gltfs.get(assets_handle).expect("Load GLTF content");
*handle = match piece {
game::Piece::Pawn => gltf.named_scenes.get(
tweak
.get::<String>("display3d_models_scenes_pawn")
.unwrap()
.as_str(),
),
game::Piece::Drone => gltf.named_scenes.get(
tweak
.get::<String>("display3d_models_scenes_drone")
.unwrap()
.as_str(),
),
game::Piece::Queen => gltf.named_scenes.get(
tweak
.get::<String>("display3d_models_scenes_queen")
.unwrap()
.as_str(),
),
}
.expect("Game board model")
.clone();
});
}
fn set_board_model(
mut boards: Query<
@ -461,18 +417,6 @@ fn set_board_model(
});
}
/// Sets a piece location given it's board index
fn set_piece_position(
mut events: Query<
(&mut Transform, &BoardIndex),
(With<game::Piece>, With<Display3d>, Changed<BoardIndex>),
>,
) {
events.iter_mut().for_each(|(mut t, i)| {
t.translation = board_translation(i);
});
}
/// Given a board index returns the Vec3 location in space
fn board_translation(&BoardIndex { x, y }: &BoardIndex) -> Vec3 {
// Scale x down by 4 to account for -4..4 scaling
@ -550,184 +494,58 @@ fn mouse_zoom(
});
}
/// Set the Texture for a piece given it's position (left or right) on the bord.
/// Executed when Side is changed or upon entry to Display3d state
/// Getting this to run _after_ GLTF is loaded is a pain.
/// PERF: We are saving what to work on in a Vector which is bad.
/// CAVEAT: We are only exeucting this when a piece changes or state is changed.
fn set_piece_texture(
query: Query<
(Entity, &Piece, &Side),
(
With<game::Piece>,
With<Display3d>,
),
>,
// The dumbest way to achieve this goal
// Essentially we iterate over every piece and set the appropriate model and texture
fn update_pieces(
mut query: Query<(Entity, &Piece, &Side, &BoardIndex, &mut Transform, &mut Handle<Scene>, &AnimationPlayer)>,
gltfs: Res<Assets<Gltf>>,
children: Query<&Children>,
mut models: Query<(&Name, &mut Handle<StandardMaterial>)>,
tweaks: Res<Assets<Tweaks>>,
tweaks_file: Res<tweak::GameTweaks>,
) {
query.iter().for_each(|(entity, piece, side)| {
debug!("Checking piece texture for {:?}", entity);
let tweak = tweaks.get(tweaks_file.handle.clone()).unwrap();
let assets_handle = tweak
.get_handle::<Gltf>("display3d_models_assets_file")
.unwrap();
if let Some(gltf) = gltfs.get(assets_handle) {
// Why can't we just models.iter_many_mut(...).for_each(...)??
let mut stuff = models.iter_many_mut(children.iter_descendants(entity));
while let Some((n, mut m)) = stuff.fetch_next() {
debug!("Setting piece texture for {:?}", n);
match (*piece, side, n.as_str()) {
(Piece::Queen, Side::A, "Queen.0") => {
*m = gltf
.named_materials
.get(
tweak
.get::<String>("display3d_models_materials_queen_red")
.unwrap()
.as_str(),
)
.expect("Load Red Queen texture")
.clone()
}
(Piece::Queen, Side::A, "Queen.1") => {
*m = gltf
.named_materials
.get(
tweak
.get::<String>("display3d_models_materials_dots_red")
.unwrap()
.as_str(),
)
.expect("Load Red Dots texture")
.clone()
}
(Piece::Queen, Side::B, "Queen.0") => {
*m = gltf
.named_materials
.get(
tweak
.get::<String>("display3d_models_materials_queen_blue")
.unwrap()
.as_str(),
)
.expect("Load Blue Queen texture")
.clone()
}
(Piece::Queen, Side::B, "Queen.1") => {
*m = gltf
.named_materials
.get(
tweak
.get::<String>("display3d_models_materials_dots_blue")
.unwrap()
.as_str(),
)
.expect("Load Red Dots texture")
.clone()
}
(Piece::Drone, Side::A, "Drone.0") => {
*m = gltf
.named_materials
.get(
tweak
.get::<String>("display3d_models_materials_drone_red")
.unwrap()
.as_str(),
)
.expect("Load Red Drone texture")
.clone()
}
(Piece::Drone, Side::A, "Drone.1") => {
*m = gltf
.named_materials
.get(
tweak
.get::<String>("display3d_models_materials_dots_red")
.unwrap()
.as_str(),
)
.expect("Load Red Dots texture")
.clone()
}
(Piece::Drone, Side::B, "Drone.0") => {
*m = gltf
.named_materials
.get(
tweak
.get::<String>("display3d_models_materials_drone_blue")
.unwrap()
.as_str(),
)
.expect("Load Blue Drone texture")
.clone()
}
(Piece::Drone, Side::B, "Drone.1") => {
*m = gltf
.named_materials
.get(
tweak
.get::<String>("display3d_models_materials_dots_blue")
.unwrap()
.as_str(),
)
.expect("Load Blue Dots texture")
.clone()
}
(Piece::Pawn, Side::A, "Pawn.0") => {
*m = gltf
.named_materials
.get(
tweak
.get::<String>("display3d_models_materials_pawn_red")
.unwrap()
.as_str(),
)
.expect("Load Red Pawn texture")
.clone()
}
(Piece::Pawn, Side::A, "Pawn.1") => {
*m = gltf
.named_materials
.get(
tweak
.get::<String>("display3d_models_materials_dots_red")
.unwrap()
.as_str(),
)
.expect("Load Red Dots texture")
.clone()
}
(Piece::Pawn, Side::B, "Pawn.0") => {
*m = gltf
.named_materials
.get(
tweak
.get::<String>("display3d_models_materials_pawn_blue")
.unwrap()
.as_str(),
)
.expect("Load Blue Pawn texture")
.clone()
}
(Piece::Pawn, Side::B, "Pawn.1") => {
*m = gltf
.named_materials
.get(
tweak
.get::<String>("display3d_models_materials_dots_blue")
.unwrap()
.as_str(),
)
.expect("Load Blue Dots texture")
.clone()
}
_ => warn!("???"),
}
let tweak = tweaks
.get(tweaks_file.handle.clone())
.expect("Load tweakfile");
let assets_handle = tweak
.get_handle::<Gltf>("display3d_models_assets_file")
.unwrap();
let models = gltfs.get(assets_handle).unwrap();
query.iter_mut().for_each(|(entity, piece, side, board_index, mut transform, mut scene, animation_player)| {
// Set position of piece
let new_translation = board_translation(board_index);
if transform.translation != new_translation {
transform.translation = new_translation;
}
// Find name of this piece's model scene
let scene_tweak_name: Option<String> = match (piece, side) {
(Piece::Pawn, Side::A) => {
tweak.get("display3d_models_scenes_pawn_red")
},
(Piece::Pawn, Side::B) => {
tweak.get("display3d_models_scenes_pawn_blue")
}
(Piece::Drone, Side::A) => {
tweak.get("display3d_models_scenes_drone_red")
},
(Piece::Drone, Side::B) => {
tweak.get("display3d_models_scenes_drone_blue")
}
(Piece::Queen, Side::A) => {
tweak.get("display3d_models_scenes_queen_red")
},
(Piece::Queen, Side::B) => {
tweak.get("display3d_models_scenes_queen_blue")
}
};
// Get model scene for this piece
let scene_handle = models.named_scenes.get(&scene_tweak_name.unwrap()).unwrap();
// Set scene model for this piece
if *scene != *scene_handle {
warn!("Updating scene for piece {:?}", entity);
*scene = scene_handle.clone();
}
});
}
@ -854,13 +672,9 @@ fn set_valid_move_model(
}
}
fn _play_valid_move_animation(_players: Query<&AnimationPlayer>) {
todo!();
}
fn pick_up(
mut events: Query<
(Entity, &game::Piece),
(Entity, &game::Piece, &game::Side),
(With<game::Piece>, With<Display3d>, Added<game::Selected>),
>,
gltfs: Res<Assets<Gltf>>,
@ -873,7 +687,7 @@ fn pick_up(
let tweak = tweaks
.get(tweaks_file.handle.clone())
.expect("Load tweakfile");
events.iter_mut().for_each(|(entity, piece)| {
events.iter_mut().for_each(|(entity, piece, side)| {
let assets_handle = tweak
.get_handle::<Gltf>("display3d_models_assets_file")
.unwrap();
@ -884,7 +698,7 @@ fn pick_up(
if let Ok((name, mut player)) = players.get_mut(child) {
info!("Picking up {:?} ({:?}) {:?}", name, entity, piece);
let pickup_animation =
format!("display3d_models_animations_pick_up_{:?}", piece).to_ascii_lowercase();
format!("display3d_models_animations_pick_up_{:?}_{}", piece, side.color_str()).to_ascii_lowercase();
let pickup_handle = gltf
.named_animations
.get(
@ -895,7 +709,7 @@ fn pick_up(
)
.expect("Pickup Animation");
let idle_animation =
format!("display3d_models_animations_idle_{:?}", piece).to_ascii_lowercase();
format!("display3d_models_animations_idle_{:?}_{}", piece, side.color_str()).to_ascii_lowercase();
let idle_handle = gltf
.named_animations
.get(
@ -928,7 +742,7 @@ fn pick_up(
fn put_down(
mut events: RemovedComponents<game::Selected>,
mut query: Query<&game::Piece, (With<game::Piece>, With<game::Selectable>, With<Display3d>)>,
mut query: Query<(&game::Piece, &game::Side), (With<game::Piece>, With<game::Selectable>, With<Display3d>)>,
gltfs: Res<Assets<Gltf>>,
children: Query<&Children>,
mut players: Query<(&Name, &mut AnimationPlayer)>,
@ -940,7 +754,7 @@ fn put_down(
.get(&tweaks_file.handle.clone())
.expect("Load tweakfile");
events.read().for_each(|entity| {
if let Ok(piece) = query.get_mut(entity) {
if let Ok((piece, side)) = query.get_mut(entity) {
let assets_handle = tweak
.get_handle::<Gltf>("display3d_models_assets_file")
.unwrap();
@ -949,7 +763,7 @@ fn put_down(
if let Ok((name, mut player)) = players.get_mut(child) {
info!("Putting down {:?}", entity);
let putdown_animation =
format!("display3d_models_animations_put_down_{:?}", piece)
format!("display3d_models_animations_put_down_{:?}_{}", piece, side.color_str())
.to_ascii_lowercase();
let putdown_handle = gltf
.named_animations
@ -962,6 +776,7 @@ fn put_down(
.expect("PutDown Animation");
if let Some(putdown_clip) = clips.get(putdown_handle) {
if putdown_clip.compatible_with(name) {
info!("Compatible with both clips!");
player
.start_with_transition(
putdown_handle.clone(),
@ -1473,4 +1288,4 @@ fn debug_selected(
),
);
});
}
}

@ -218,6 +218,15 @@ pub(crate) enum Side {
B,
}
impl Side {
pub(crate) fn color_str(&self) -> &'static str {
match self {
Side::A => "red",
Side::B => "blue",
}
}
}
impl std::ops::Not for Side {
type Output = Self;

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