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martian-chess/src/display3d.rs

1444 lines
51 KiB
Rust

use bevy::core_pipeline::{
contrast_adaptive_sharpening::ContrastAdaptiveSharpeningSettings, fxaa::Fxaa,
};
use crate::prelude::*;
pub(crate) struct Display3dPlugin;
impl Plugin for Display3dPlugin {
fn build(&self, app: &mut App) {
app.add_plugins((
TemporalAntiAliasPlugin,
MaterialPlugin::<DissolveMaterial>::default(),
))
.init_resource::<PiecePointer>()
.init_resource::<AnimationSpeed>()
.insert_resource(Msaa::Off)
.insert_resource(AmbientLight {
color: Color::WHITE,
brightness: 100.0,
})
.insert_resource(PointLightShadowMap {
size: 512
})
.insert_resource(DirectionalLightShadowMap {
size: 512
})
.add_systems(
OnExit(GameState::Loading),
(
fix_skybox,
initialize.after(fix_skybox),
),
)
// Systems related to color and camera
.add_systems(
Update,
(
color_grading_tweak
.run_if(resource_exists::<tweak::GameTweaks>)
.run_if(on_event::<AssetEvent<Tweaks>>()),
fog_tweak
.run_if(resource_exists::<tweak::GameTweaks>)
.run_if(on_event::<AssetEvent<Tweaks>>()),
bloom_tweak
.run_if(resource_exists::<tweak::GameTweaks>)
.run_if(on_event::<AssetEvent<Tweaks>>()),
),
)
// Piece selection
.add_systems(
Update,
(
entity_pointer
.run_if(in_state(GameState::Play))
.run_if(in_state(DisplayState::Display3d))
// Run if in debug state on mouse events
// Or just run when the left mouse button is clicked
.run_if(
in_state(debug::DebugState::Enabled)
.and_then(on_event::<MouseMotion>())
.or_else(just_pressed(MouseButton::Left)),
)
.before(select),
select
.run_if(in_state(GameState::Play))
.run_if(in_state(DisplayState::Display3d))
.run_if(not(in_state(MenuState::On)))
.run_if(just_pressed(MouseButton::Left)),
pick_up.run_if(any_component_added::<game::Selected>()),
de_select.run_if(just_pressed(MouseButton::Right)),
put_down.run_if(any_component_removed::<game::Selected>()),
)
)
.add_systems(
Update,
(
debug_textures,
load_assets
.run_if(in_state(GameState::Loading))
.run_if(on_event::<AssetEvent<Tweaks>>()),
hydrate_camera.run_if(any_component_added::<Camera3d>()),
update_tweaks
.run_if(on_event::<AssetEvent<Tweaks>>())
.run_if(resource_exists::<tweak::GameTweaks>),
switch_sides
.run_if(in_state(GameState::Play))
.run_if(state_changed::<game::TurnState>)
.run_if(in_state(ai::PlayState::Human))
.run_if(any_component_added::<Selected>()
.or_else(any_component_removed::<Selected>())
),
// Camera moving up when first piece is selected in the game
vantage_point
.run_if(in_state(GameState::Play))
.run_if(any_component_added::<Selected>()),
update_pieces
.run_if(resource_exists::<tweak::GameTweaks>)
.run_if(in_state(GameState::Play))
.run_if(
any_component_added::<Piece>()
.or_else(any_component_changed::<Piece>())
.or_else(any_component_added::<Side>())
.or_else(any_component_changed::<Side>())
.or_else(any_component_added::<BoardIndex>())
.or_else(any_component_changed::<BoardIndex>())
.or_else(any_component_removed::<Animating>())
.or_else(any_component_removed::<Captured>())
.or_else(any_component_removed::<Promoted>())
),
set_models
.run_if(resource_exists::<tweak::GameTweaks>)
.run_if(
any_component_changed::<DisplayModel>()
.or_else(any_component_added::<DisplayModel>())
.or_else(any_component_removed::<Animating>())
),
dissolve_animation.run_if(any_with_component::<Dissolving>),
capture_piece_start.run_if(any_component_added::<game::BeingCaptured>()),
capture_piece_end.run_if(any_component_removed::<Dissolving>()),
monitor_animations
.run_if(in_state(GameState::Play))
.run_if(any_component_changed::<AnimationPlayer>()),
set_animation_player_speed
.run_if(any_component_added::<Animating>()
.or_else(resource_changed::<AnimationSpeed>)
),
set_animation_speed
.run_if(in_state(GameState::Play))
.run_if(not(in_state(MenuState::On)))
.run_if(
just_pressed(KeyCode::Enter)
.or_else(just_pressed(MouseButton::Left))
.or_else(just_released(KeyCode::Enter))
.or_else(just_released(MouseButton::Left))
)
),
)
.add_systems(
Update,
(
move_camera.run_if(on_event::<MouseMotion>()),
mouse_zoom.run_if(on_event::<MouseWheel>()),
gizmo_system,
selected_gizmo,
moves_gizmo,
debug_selected.run_if(any_with_component::<game::Selected>),
)
.run_if(in_state(debug::DebugState::Enabled))
.run_if(in_state(GameState::Play))
.run_if(in_state(DisplayState::Display3d)),
)
.add_systems(
OnEnter(GameState::Intro),
(
color_grading_tweak.run_if(resource_exists::<tweak::GameTweaks>),
fog_tweak.run_if(resource_exists::<tweak::GameTweaks>),
bloom_tweak.run_if(resource_exists::<tweak::GameTweaks>),
set_models.run_if(resource_exists::<tweak::GameTweaks>),
update_pieces.run_if(resource_exists::<tweak::GameTweaks>).after(set_models),
),
)
.add_systems(
Update,
(
setup_dissolve_materials
.run_if(any_component_added::<Handle<StandardMaterial>>()),
)
)
.add_systems(
OnEnter(GameState::Play),
(
opening_animation
.run_if(run_once())
.run_if(in_state(DisplayState::Display3d)),
),
)
.add_systems(
OnEnter(GameState::Title),
(
fade_title_in,
fixup_shadows
)
)
.add_systems(OnExit(GameState::Title), fade_title_out)
.add_systems(
Update,
(
fade_title
.run_if(any_with_component::<Fading>),
continue_title
.run_if(in_state(GameState::Title))
.run_if(not(any_with_component::<Fading>))
.run_if(just_pressed(KeyCode::Enter).or_else(just_pressed(MouseButton::Left))),
)
);
}
}
#[derive(Debug, Component, PartialEq)]
pub(crate) struct Display3d;
#[derive(Debug, Component)]
pub(crate) struct TitleText;
#[derive(Debug, Component)]
pub(crate) struct Dissolvable {
start: f32,
duration: f32,
}
#[derive(Debug, Component)]
pub(crate) enum Dissolving {
In(f32),
Out(f32),
}
#[derive(Debug, Component)]
pub(crate) enum Fading {
In(f32),
Out(f32),
}
#[derive(Debug, Resource)]
pub(crate) struct AnimationSpeed {
pub movement: f32,
pub dissolve: f32,
}
impl Default for AnimationSpeed {
fn default() -> Self {
AnimationSpeed {
movement: 1.0,
dissolve: 1.0,
}
}
}
#[derive(Debug, Resource, Clone)]
struct AssetsMap {
hitbox_shape: Handle<Mesh>,
hitbox_material: Handle<StandardMaterial>,
title_image: Handle<Image>,
}
/// Load 3d models
/// This is kind of pulling double duty.
/// Both loads the GLTF file _and_ populates the ModelMap once that is loaded.
fn load_assets(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
tweaks_file: Res<tweak::GameTweaks>,
tweaks: Res<Assets<Tweaks>>,
) {
let hitbox_shape = meshes.add(Cuboid::new(1.0, 0.1, 1.0));
let hitbox_material = materials.add(StandardMaterial {
base_color: Color::NONE,
perceptual_roughness: 0.0,
reflectance: 0.0,
alpha_mode: AlphaMode::Blend,
..default()
});
let tweak = tweaks
.get(tweaks_file.handle.clone())
.expect("Load tweakfile");
let title_image = tweak.get_handle::<Image>("title_image").unwrap();
commands.insert_resource(AssetsMap {
hitbox_shape,
hitbox_material,
title_image,
});
}
/// Initialize the board and pieces
fn initialize(mut commands: Commands, board: Res<game::Board>, assets: Res<AssetsMap>) {
debug!("Initializing root");
// Title
commands.spawn((
DisplayState::Display3d,
Display3d,
ImageBundle {
style: Style {
width: Val::Percent(75.0),
height: Val::Percent(75.0),
align_self: AlignSelf::Center,
justify_self: JustifySelf::Center,
..default()
},
background_color: Color::WHITE.with_a(0.0).into(),
image: UiImage {
texture: assets.title_image.clone(),
..default()
},
visibility: Visibility::Hidden,
..default()
},
TitleText,
));
// 3D objects root
commands
.spawn((
SpatialBundle {
..default()
},
Display3d,
DisplayState::Display3d,
))
.with_children(|parent| {
debug!("Intializing 3D Board!");
// Board
parent
.spawn((
Display3d,
DisplayState::Display3d,
game::BoardComponent,
DisplayModel("display3d_models_scenes_board"),
SceneBundle {
visibility: Visibility::Hidden,
..default()
},
Dissolvable {
start: 0.0,
duration: 12.0,
}, // Marks pieces as dissolving
));
// Hitboxes
game::tiles().for_each(|(index, tile)| {
let side = Board::side(index).expect("Spawn valid side");
parent.spawn((
DisplayState::Display3d,
Display3d,
index,
tile,
PbrBundle {
mesh: assets.hitbox_shape.clone(),
material: assets.hitbox_material.clone(),
visibility: Visibility::Hidden,
transform: Transform::from_translation(board_translation(&index)),
..default()
},
side,
game::Selectable,
));
});
// Valid move indicators
game::tiles().for_each(|(index, _)| {
let side = Board::side(index).expect("Spawn valid side");
parent.spawn((
DisplayState::Display3d,
Display3d,
DisplayModel("display3d_models_scenes_valid_move"),
index,
SceneBundle {
visibility: Visibility::Hidden,
transform: Transform::from_translation(board_translation(&index)),
..default()
},
side,
game::ValidMove,
));
});
// Pieces
let mut angle = 0.0;
board.pieces().iter().for_each(|(index, piece)| {
let side = Board::side(*index).expect("Spawn valid side");
// Rotates each piece 90 degrees offset from the previous piece
let rotation = Quat::from_rotation_y(angle);
let transform = Transform::default().with_rotation(rotation);
angle += std::f32::consts::PI / 2.0;
parent.spawn((
side,
DisplayState::Display3d,
Display3d,
*piece,
*index,
SceneBundle {
visibility: Visibility::Hidden,
transform,
..default()
},
DisplayModel(game::piece_model_key(*piece, side)),
game::Selectable,
Dissolvable {
start: 1.0,
duration: 3.0,
}, // Marks pieces as dissolving
));
});
});
}
fn hydrate_camera(
events: Query<(&Name, Entity), Added<Camera>>,
gltfs: Res<Assets<Gltf>>,
state: Res<State<game::TurnState>>,
mut players: Query<&mut AnimationPlayer>,
mut commands: Commands,
tweaks_file: Res<tweak::GameTweaks>,
tweaks: Res<Assets<Tweaks>>,
) {
let tweak = tweaks
.get(tweaks_file.handle.clone())
.expect("Load tweakfile");
events
.iter()
.filter(|(name, _)| name.as_str() == "GameCam")
.for_each(|(_, entity)| {
debug!("Initialize 3d camera");
let skybox_handle = tweak
.get_handle::<Image>("display3d_models_skybox_file")
.unwrap();
let skybox_brightness = tweak.get::<f32>("display3d_skybox_brightness").unwrap();
let environment_map_intensity = tweak
.get::<f32>("display3d_environment_map_light_intensity")
.unwrap();
debug!("Hydrating camera {:?}", entity);
// Populate the components for the camera
commands.entity(entity).insert((
DisplayState::Display3d,
Display3d,
Camera3dBundle {
camera: Camera {
is_active: true,
hdr: true,
..default()
},
dither: DebandDither::Enabled,
color_grading: ColorGrading {
exposure: 1.0,
gamma: 1.0,
..default()
},
tonemapping: Tonemapping::BlenderFilmic,
..default()
},
Skybox {
image: skybox_handle.clone(),
brightness: skybox_brightness,
},
EnvironmentMapLight {
diffuse_map: skybox_handle.clone(),
specular_map: skybox_handle.clone(),
intensity: environment_map_intensity,
},
Fxaa {
enabled: true,
..default()
},
ContrastAdaptiveSharpeningSettings {
enabled: false,
..default()
},
BloomSettings {
intensity: 0.0,
..default()
},
FogSettings {
color: Color::rgba(0.25, 0.25, 0.25, 1.0),
falloff: FogFalloff::Exponential { density: 0.0 },
..default()
},
));
let assets_handle = tweak
.get_handle::<Gltf>("display3d_models_assets_file")
.unwrap();
let gltf = gltfs.get(assets_handle).expect("Load GLTF content");
// Set it to the default position by starting the initial animation
if let Ok(mut player) = players.get_mut(entity) {
debug!("Animations: {:?}", gltf.named_animations.keys());
// GameCamIntro1, GameCamIntro2, GameCamSide1>2, GameCamSide2>1
let animation = match state.get() {
game::TurnState(game::Side::A) => gltf.named_animations.get(
tweak
.get::<String>("display3d_models_animations_intro_a")
.unwrap()
.as_str(),
),
game::TurnState(game::Side::B) => gltf.named_animations.get(
tweak
.get::<String>("display3d_models_animations_intro_b")
.unwrap()
.as_str(),
),
}
.expect("Camera Startup");
player.play(animation.clone()).pause();
}
});
}
/// Update display3d tweaks in the game
/// Triggered on entering 3d state and when the tweakfile is updated.
fn update_tweaks(
mut camera_settings: Query<(&mut Skybox, &mut EnvironmentMapLight), With<Display3d>>,
tweaks_file: Res<tweak::GameTweaks>,
tweaks: Res<Assets<Tweaks>>,
) {
if let Some(tweak) = tweaks.get(tweaks_file.handle.clone()) {
warn!("Updating tweaks!");
camera_settings
.iter_mut()
.for_each(|(mut skybox, mut environment_map_light)| {
skybox.brightness = tweak.get::<f32>("display3d_skybox_brightness").unwrap();
environment_map_light.intensity = tweak
.get::<f32>("display3d_environment_map_light_intensity")
.unwrap();
});
}
}
fn fix_skybox(
mut images: ResMut<Assets<Image>>,
tweaks_file: Res<tweak::GameTweaks>,
tweaks: Res<Assets<Tweaks>>,
) {
let tweak = tweaks.get(tweaks_file.handle.clone()).unwrap();
let handle = tweak
.get_handle_unchecked::<Image>("display3d_models_skybox_file")
.unwrap();
let image = images.get_mut(handle).unwrap();
debug!("Loaded skybox image");
// NOTE: PNGs do not have any metadata that could indicate they contain a cubemap texture,
// so they appear as one texture. The following code reconfigures the texture as necessary.
if image.texture_descriptor.array_layer_count() == 1 {
image.reinterpret_stacked_2d_as_array(
image.texture_descriptor.size.height / image.texture_descriptor.size.width,
);
image.texture_view_descriptor = Some(TextureViewDescriptor {
dimension: Some(TextureViewDimension::Cube),
..default()
});
}
}
#[derive(Debug, Component)]
struct DisplayModel(&'static str);
fn set_models(
mut query: Query<(Entity, &mut Handle<Scene>, &DisplayModel)>,
children: Query<&Children>,
active_animation_players: Query<&AnimationPlayer, With<Animating>>,
gltfs: Res<Assets<Gltf>>,
tweaks: Res<Assets<Tweaks>>,
tweaks_file: Res<tweak::GameTweaks>,
) {
let tweak = tweaks.get(tweaks_file.handle.clone()).expect("Load tweakfile");
let assets_handle = tweak.get_handle::<Gltf>("display3d_models_assets_file").unwrap();
let gltf = gltfs.get(assets_handle).expect("Load GLTF content");
query.iter_mut().for_each(|(entity, mut handle, DisplayModel(key))| {
// Check if any children are animating
if active_animation_players
.iter_many(children.iter_descendants(entity))
.count() > 0 {
info!("Piece {:?} is animating. Skipping...", entity);
} else {
let scene = tweak.get::<String>(key).unwrap();
let new_handle = gltf.named_scenes.get(scene.as_str()).expect("Game board model");
if *new_handle != *handle {
debug!("Updating piece for {:?}", entity);
*handle = new_handle.clone();
}
}
})
}
/// 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
let x = x as i8 - 4;
// Mirror y axis because our board index is inverted...
let y = -(y as i8) + 1;
let x = if x < 0 {
x as f32 * 1.3 + 0.275 // 0.325
} else {
x as f32 * 1.3 + 1.05 // 1.0
};
let y = y as f32 * 1.3 + 0.65;
Vec3::new(x, 0.0, y)
}
fn capture_translation(side: &Side, num: usize) -> Vec3 {
debug!("Side: {:?} Num: {:?}", side, num);
let x = 5.0 - ((num % 4) as f32 * 1.3);
let y = -1.3;
let z = 4.0 + ((num / 4) as f32 * 1.3);
match side {
Side::B => Vec3::new(-x, y, z),
Side::A => Vec3::new(x, y, -z),
}
}
fn gizmo_system(mut gizmos: Gizmos) {
for y in 0..4 {
for x in 0..8 {
gizmos.cuboid(
Transform::from_translation(board_translation(&BoardIndex { x, y }))
.with_scale(Vec3::new(1.0, 0.1, 1.0)),
Color::PURPLE,
)
}
}
}
/// TODO: This has bad feel, needs to be tuned
fn move_camera(
buttons: Res<ButtonInput<MouseButton>>,
mut events: EventReader<MouseMotion>,
mut camera: Query<&mut Transform, (With<Display3d>, With<Camera>)>,
) {
events.read().for_each(|MouseMotion { delta }| {
if buttons.pressed(MouseButton::Left) {
camera.iter_mut().for_each(|mut t| {
t.rotate_around(Vec3::ZERO, Quat::from_rotation_y(delta.x / 256.0));
t.rotate_around(Vec3::ZERO, Quat::from_rotation_x(delta.y / 256.0));
t.look_at(Vec3::ZERO, Vec3::Y);
});
}
});
}
fn mouse_zoom(
mut events: EventReader<MouseWheel>,
mut camera: Query<&mut Transform, (With<Display3d>, With<Camera>)>,
) {
events.read().for_each(|MouseWheel { unit, y, .. }| {
camera.iter_mut().for_each(|mut t| {
match unit {
MouseScrollUnit::Line => {
t.translation *= 1.0 - (*y / 4.0);
}
MouseScrollUnit::Pixel => {
t.translation *= 1.0 - (*y / 64.0);
}
}
t.look_at(Vec3::ZERO, Vec3::Y);
});
});
}
// 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<(
&BoardIndex,
&mut Transform,
&mut DisplayModel,
&Side,
&Piece,
)>,
) {
query.iter_mut().for_each(
|(board_index, mut transform, mut display_model, side, piece)| {
// Set position of piece
let new_translation = board_translation(board_index);
if transform.translation != new_translation {
debug!("Updating piece transform");
transform.translation = new_translation;
}
let key = game::piece_model_key(*piece, *side);
if display_model.0 != key {
*display_model = DisplayModel(key);
}
},
);
}
fn select(
// Query Selectable with BoardIndex
query: Query<(&BoardIndex, &Side), With<Selectable>>,
piece: Res<PiecePointer>,
selected: Query<&BoardIndex, With<game::Selected>>,
state: Res<State<game::TurnState>>,
mut selections: EventWriter<game::Selection>,
mut moves: EventWriter<Move>
) {
match *piece {
// Something is selected, so send an event saying such
// Why send the event instead of just detect the resource update?
PiecePointer(Some(e)) => {
query.get(e).iter().for_each(|(board_index, side)| {
let side_check = !selected.is_empty() || state.get().0 == **side;
if side_check {
selections.send(game::Selection(**board_index));
}
});
}
// Nothing selected, cancel the selection
PiecePointer(None) => {
selected.iter().for_each(|board_index| {
moves.send(Move {
from: *board_index,
to: Some(*board_index),
..default()
});
})
},
}
}
#[derive(Debug, Default, Resource)]
pub(crate) struct PiecePointer(pub Option<Entity>);
/// Select tiles and pieces in 3d
/// There is a bug where we are selecting multiple entities...
/// TODO: Selectable generalize picking pieces **and** hitboxes
fn entity_pointer(
query: Query<(Entity, &Handle<Mesh>, &GlobalTransform)>,
meshes: Res<Assets<Mesh>>,
cameras: Query<(&Camera, &GlobalTransform)>,
windows: Query<&Window, With<PrimaryWindow>>,
selectable: Query<Entity, (With<game::Selectable>, With<Display3d>)>,
children: Query<&Children>,
mut pointer: ResMut<PiecePointer>,
) {
// For each window (there should be only one)
windows.iter().for_each(|window| {
// Get the cursor position
if let Some(pos) = window.cursor_position() {
// iterate over every camera
cameras.iter().for_each(|(camera, gt)| {
// Get a ray from the camera through the cursor into the world
if let Some(ray) = camera.viewport_to_world(gt, pos) {
// Iterate over every entity with a 3d scene
let selected = query
.iter()
// Transform the scene handle into mesh data
.filter_map(|(entity, handle, gt)| {
meshes.get(handle).map(|mesh| (entity, mesh, gt))
})
// Iterate over every mesh + global transform
.filter_map(|(entity, mesh, gt)| {
// If the camera -> cursor -> * ray intersects with the mesh
hit3d::intersects3d(&ray, mesh, gt).map(|hit| (entity, hit))
})
.filter_map(|(entity, hit)| {
// Find this entity in the set of selectable entities
selectable.iter().find_map(|e| {
let hit_check = {
// This entity was hit (tile hitboxes)
let primary = entity == e;
// A child was hit (pieces)
let secondary =
children.iter_descendants(e).any(|child| child == entity);
primary || secondary
};
// Return the board index of this piece
hit_check.then_some((e, hit.clone()))
})
})
// Compare the distance of all hits, choosing the closest one
.min_by(|(_, hit_a), (_, hit_b)| {
hit_a.distance.partial_cmp(&hit_b.distance).unwrap()
})
.map(|(e, _)| e);
*pointer = PiecePointer(selected)
}
});
}
});
}
fn selected_gizmo(
selected: Query<&Transform, (With<game::Selected>, With<Display3d>)>,
mut gizmos: Gizmos,
) {
selected.iter().for_each(|transform| {
gizmos.cuboid(*transform, Color::GREEN);
})
}
fn moves_gizmo(
selected: Query<&BoardIndex, (With<game::Piece>, With<game::Selected>, With<Display3d>)>,
board: Res<Board>,
mut gizmos: Gizmos,
) {
selected.iter().for_each(|idx| {
board
.valid_moves(*idx)
.iter()
.map(|i| Transform::from_translation(board_translation(i)))
.for_each(|t| gizmos.cuboid(t, Color::WHITE))
});
}
fn pick_up(
mut events: Query<
(Entity, &game::Piece),
(With<game::Piece>, With<Display3d>, Added<game::Selected>),
>,
gltfs: Res<Assets<Gltf>>,
children: Query<&Children>,
mut players: Query<(&Name, &mut AnimationPlayer)>,
clips: Res<Assets<AnimationClip>>,
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(|(entity, piece)| {
debug!("Picking up piece");
let assets_handle = tweak
.get_handle::<Gltf>("display3d_models_assets_file")
.unwrap();
let gltf = gltfs.get(assets_handle).expect("Load GLTF content");
debug!("Pickup animation for {:?}", entity);
children.iter_descendants(entity).for_each(|child| {
debug!(" Child: {:?}", child);
if let Ok((name, mut player)) = players.get_mut(child) {
let pickup_animation =
format!("display3d_models_animations_pick_up_{}", name.as_str(),);
debug!(
"Picking up {:?} ({:?}) {:?} {:?}",
name, entity, piece, pickup_animation
);
let pickup_handle = gltf
.named_animations
.get(
tweak
.get::<String>(pickup_animation.as_str())
.unwrap()
.as_str(),
)
.expect("Pickup Animation");
let idle_animation = format!("display3d_models_animations_idle_{}", name.as_str());
let idle_handle = gltf
.named_animations
.get(
tweak
.get::<String>(idle_animation.as_str())
.unwrap()
.as_str(),
)
.expect("Idle animation");
if let Some(pickup_clip) = clips.get(pickup_handle) {
if let Some(idle_clip) = clips.get(idle_handle) {
if pickup_clip.compatible_with(name) && idle_clip.compatible_with(name) {
player
.start_with_transition(
pickup_handle.clone(),
Duration::from_secs_f32(0.75),
)
.start_with_transition(
idle_handle.clone(),
Duration::from_secs_f32(1.5),
)
.set_repeat(RepeatAnimation::Forever);
}
};
}
}
})
});
}
fn de_select(
query: Query<Entity, With<Selected>>,
mut commands: Commands,
) {
query.iter().for_each(|e| {
commands.entity(e).remove::<Selected>();
})
}
fn put_down(
mut events: RemovedComponents<game::Selected>,
mut query: Query<Entity, (With<game::Piece>, With<game::Selectable>, With<Display3d>)>,
gltfs: Res<Assets<Gltf>>,
children: Query<&Children>,
mut players: Query<(&Name, &mut AnimationPlayer)>,
clips: Res<Assets<AnimationClip>>,
tweaks: Res<Assets<Tweaks>>,
tweaks_file: Res<tweak::GameTweaks>,
) {
let tweak = tweaks
.get(&tweaks_file.handle.clone())
.expect("Load tweakfile");
events.read().for_each(|entity| {
if let Ok(_) = query.get_mut(entity) {
debug!("Putting down piece");
let assets_handle = tweak
.get_handle::<Gltf>("display3d_models_assets_file")
.unwrap();
let gltf = gltfs.get(assets_handle).expect("Load GLTF content");
children.iter_descendants(entity).for_each(|child| {
if let Ok((name, mut player)) = players.get_mut(child) {
debug!("Putting down {:?}", entity);
let putdown_animation =
format!("display3d_models_animations_put_down_{}", name.as_str());
let putdown_handle = gltf
.named_animations
.get(
tweak
.get::<String>(putdown_animation.as_str())
.unwrap()
.as_str(),
)
.expect("PutDown Animation");
if let Some(putdown_clip) = clips.get(putdown_handle) {
if putdown_clip.compatible_with(name) {
debug!("Compatible with put-down clip!");
player
.start_with_transition(
putdown_handle.clone(),
Duration::from_secs_f32(0.75),
)
.set_repeat(RepeatAnimation::Never);
} else {
debug!(
"Clip {:?}({:?}) not compatible with {:?}",
putdown_animation, putdown_clip, name
);
}
} else {
debug!("Clip not found");
}
} else {
debug!("Player not found");
}
})
} else {
debug!("Piece+Side not found for entity");
}
})
}
fn opening_animation(
mut players: Query<&mut AnimationPlayer, (With<Camera>, With<Display3d>)>,
mut query: Query<(Entity, &Dissolvable), Or<(With<BoardComponent>, With<Piece>)>>,
mut commands: Commands,
) {
players.iter_mut().for_each(|mut player| {
debug!("Playing intro camera animation");
player.resume()
});
query.iter_mut().for_each(|(e, d)| {
commands.entity(e).insert(Dissolving::In(d.duration));
});
}
fn set_animation_speed(
mut animation_speed: ResMut<AnimationSpeed>,
tweaks: Res<Assets<Tweaks>>,
tweaks_file: Res<tweak::GameTweaks>,
keys: Res<ButtonInput<KeyCode>>,
mouse: Res<ButtonInput<MouseButton>>,
) {
*animation_speed = if keys.just_pressed(KeyCode::Enter) || mouse.just_pressed(MouseButton::Left) {
let tweak = tweaks
.get(tweaks_file.handle.clone())
.expect("Load tweakfile");
let movement = tweak.get::<f32>("animation_fast_movement_speed").unwrap();
let dissolve = tweak.get::<f32>("animation_fast_dissolve_speed").unwrap();
AnimationSpeed { movement, dissolve }
} else {
AnimationSpeed::default()
};
debug!("Set animation speeds {:?}", *animation_speed);
}
// When an animation starts, or the animation speed changes, update player speed
fn set_animation_player_speed(
mut players: Query<&mut AnimationPlayer, With<Animating>>,
animation_speed: Res<AnimationSpeed>,
) {
players.iter_mut().for_each(|mut p| {
p.set_speed(animation_speed.movement);
})
}
fn switch_sides(
mut players: Query<&mut AnimationPlayer, (With<Camera>, With<Display3d>)>,
gltfs: Res<Assets<Gltf>>,
state: Res<State<game::TurnState>>,
tweaks: Res<Assets<Tweaks>>,
tweaks_file: Res<tweak::GameTweaks>,
) {
let tweak = tweaks
.get(tweaks_file.handle.clone())
.expect("Load tweakfile");
let assets_handle = tweak
.get_handle::<Gltf>("display3d_models_assets_file")
.unwrap();
let gltf = gltfs.get(assets_handle).expect("Load GLTF content");
players.iter_mut().for_each(|mut player| {
debug!("Switching sides");
let animation_key = match state.get() {
game::TurnState(game::Side::A) => "display3d_models_animations_turn_a",
game::TurnState(game::Side::B) => "display3d_models_animations_turn_b",
};
let animation_val = tweak.get::<String>(animation_key).unwrap();
let animation = gltf.named_animations.get(animation_val.as_str()).expect("Camera Transition Animation");
player.start_with_transition(
animation.clone(),
Duration::from_secs_f32(1.00),
);
});
}
fn vantage_point(
mut players: Query<&mut AnimationPlayer, (With<Camera>, With<Display3d>)>,
gltfs: Res<Assets<Gltf>>,
state: Res<State<game::TurnState>>,
tweaks: Res<Assets<Tweaks>>,
tweaks_file: Res<tweak::GameTweaks>,
mut up: Local<bool>
) {
let tweak = tweaks
.get(tweaks_file.handle.clone())
.expect("Load tweakfile");
let assets_handle = tweak
.get_handle::<Gltf>("display3d_models_assets_file")
.unwrap();
let gltf = gltfs.get(assets_handle).expect("Load GLTF content");
players.iter_mut().for_each(|mut player| {
info!("Getting a better view");
// play down events on state transitions
let animation_key = if !*up {
*up = true;
match state.get() {
game::TurnState(game::Side::A) => "display3d_models_animations_turn_up_a",
game::TurnState(game::Side::B) => "display3d_models_animations_turn_up_b",
}
} else {
""
};
if animation_key != "" {
let animation_val = tweak.get::<String>(animation_key).unwrap();
let animation = gltf.named_animations.get(animation_val.as_str()).expect("Camera Transition Animation");
player.start_with_transition(
animation.clone(),
Duration::from_secs_f32(1.00),
);
}
});
}
/// Type expressing the extended material of standardMaterial + dissolveMaterial
type DissolveMaterial = ExtendedMaterial<StandardMaterial, DissolveExtension>;
/// Material extension for dissolving effect
#[derive(Asset, AsBindGroup, Reflect, Debug, Clone)]
struct DissolveExtension {
#[uniform(100)]
percentage: f32,
}
impl MaterialExtension for DissolveExtension {
fn fragment_shader() -> ShaderRef {
"shaders/dissolve.wgsl".into()
}
fn deferred_fragment_shader() -> ShaderRef {
"shaders/dissolve.wgsl".into()
}
}
/// Sets up all pieces to have an associated "dissolve" material ready for capture
fn setup_dissolve_materials(
// All entities with materials are candidates for this procedure
events: Query<(Entity, &Handle<StandardMaterial>, &Name), (With<Parent>, Added<Handle<StandardMaterial>>)>,
// Only process newly created pieces (we do not delete pieces at runtime)
query: Query<&Dissolvable>,
// Children of pieces are the actual meshes that need materials
parents: Query<&Parent>,
// Used to create DissolveMaterial
standard_materials: Res<Assets<StandardMaterial>>,
// Used to create Handle<DissolveMaterial>
mut dissolve_materials: ResMut<Assets<DissolveMaterial>>,
// Used to insert Handle<DissolveMaterial>;
mut commands: Commands,
) {
debug!("Setting up dissolve materials...");
events
.iter()
// Handle this entity (mesh)
.for_each(|(child, std_handle, name)| {
if let Some(dissolvable) = query
.iter_many(parents.iter_ancestors(child))
.next() {
debug!("Setting up dissolve material for {:?} {:?}", name, child);
// Extension we will add to existing gltf-sourced materials
let extension = DissolveExtension {
percentage: dissolvable.start,
};
// Base material we will extend for the duration of the dissolve effect
let mut base: StandardMaterial = standard_materials
.get(std_handle)
.expect("Resolve material data")
.clone();
base.alpha_mode = AlphaMode::Mask(1.0);
// base.base_color = base.base_color.clone().with_a(0.0);
let dis_handle = dissolve_materials.add(ExtendedMaterial { base, extension });
// Add the dissolve handle as a Backup(T)
commands
.entity(child)
.insert(dis_handle.clone())
.remove::<Handle<StandardMaterial>>();
}
});
}
/// When a piece is captured...
/// 1. Play a cool "captured" animation and a neat sound
fn capture_piece_start(
events: Query<(Entity, &Dissolvable), Added<game::BeingCaptured>>,
mut commands: Commands,
) {
events.iter().for_each(|(entity, dissolvable)| {
commands
.entity(entity)
.insert(Dissolving::Out(dissolvable.duration));
});
}
/// Once done fading out:
/// 1. Move piece to side of board
/// 2. Remove BeingCaptured component
/// 3. Add Captured marker
fn capture_piece_end(
mut events: RemovedComponents<Dissolving>,
mut query: Query<(Entity, &Dissolvable, &Side, &mut Transform), With<BeingCaptured>>,
mut commands: Commands,
board: Res<game::Board>,
score: Res<game::Score>,
) {
events.read().for_each(|e| {
if let Ok((entity, dissolvable, side, mut transform)) = query.get_mut(e) {
transform.translation = capture_translation(side, score.captures(!*side));
commands
.entity(entity)
.insert(Dissolving::In(dissolvable.duration))
.remove::<BeingCaptured>()
.insert(Captured { epoch: board.current_epoch() - 1 });
}
});
}
fn debug_selected(
query: Query<(Entity, &BoardIndex, &Piece, &Side), With<game::Selected>>,
mut debug_info: ResMut<debug::DebugInfo>,
) {
query.iter().for_each(|(e, bi, p, s)| {
debug_info.set(
"Active".into(),
format!(
"\n>>ID: {:?}\n>>Piece: {:?}\n>>Side: {:?}\n>>Index: {:?}",
e, p, s, bi
),
);
});
}
fn debug_textures(mut events: EventReader<AssetEvent<StandardMaterial>>) {
events.read().for_each(|event| {
debug!("Material Event: {:?}", event);
});
}
// Marker for entities which are currently animating
#[derive(Component, Debug)]
pub(crate) struct Animating;
fn monitor_animations(
active: Query<(Entity, &AnimationPlayer), (Changed<AnimationPlayer>, With<Animating>)>,
mut inactive: Query<
(Entity, &mut AnimationPlayer),
(Changed<AnimationPlayer>, Without<Animating>),
>,
mut commands: Commands,
) {
// Remove Animating component from players that are done
active.iter().for_each(|(entity, player)| {
if player.is_finished() {
debug!("Entity {:?} is done, removing animating marker", entity);
commands.entity(entity).remove::<Animating>();
}
});
// Set inactive entities to active
inactive.iter_mut().for_each(|(entity, mut player)| {
if !player.is_finished() && *player.animation_clip() != Handle::<AnimationClip>::default() {
debug!(
"Entity {:?} is playing {:?}, adding animating marker",
entity,
player.animation_clip()
);
commands.entity(entity).insert(Animating);
player.set_speed(1.0);
}
});
}
fn continue_title(mut next_state: ResMut<NextState<GameState>>) {
next_state.set(GameState::Play)
}
/// When a piece is tagged with `Dissolving` play the dissolve animation
/// This is done by updating the Material and referencing the `Dissolvable` tag
/// Calculating how far along the animation it should be update the material's percentage
/// Materials are on the children of the tagged entity
fn dissolve_animation(
mut query: Query<(Entity, &Dissolvable, &mut Dissolving, &mut Visibility)>,
children: Query<&Children>,
mut dissolve_materials: ResMut<Assets<DissolveMaterial>>,
object_materials: Query<(Entity, &Handle<DissolveMaterial>)>,
mut commands: Commands,
time: Res<Time>,
animation_speed: Res<AnimationSpeed>,
) {
query
.iter_mut()
.for_each(|(entity, dissolvable, mut dissolving, mut visibility)| {
debug!("Entity {:?} has Dissolving {:?}", entity, dissolving);
let percentage = match *dissolving {
Dissolving::In(mut sec) => {
// Check if seconds is below 0.0
sec = (sec - (time.delta_seconds() * animation_speed.dissolve)).max(0.0);
*dissolving = Dissolving::In(sec);
if *visibility != Visibility::Inherited {
*visibility = Visibility::Inherited
}
// Calculate the target percentage value
1.0 - (sec / dissolvable.duration)
}
Dissolving::Out(mut sec) => {
// Check if seconds is below 0.0
sec = (sec - (time.delta_seconds() * animation_speed.dissolve)).max(0.0);
*dissolving = Dissolving::Out(sec);
if sec <= 0.0 {
*visibility = Visibility::Hidden;
}
// Calculate the target percentage value
sec / dissolvable.duration
}
};
object_materials
.iter_many(children.iter_descendants(entity))
.for_each(|(_child, handle)| {
let dissolve_material = dissolve_materials
.get_mut(handle)
.expect("Get the dissolve material");
// Change the material's value to create animation
dissolve_material.extension.percentage = percentage;
});
// If animation is done, remove dissolving component
if percentage <= 0.0 || percentage >= 1.0 {
debug!(
"Removing dissolving from {:?} with percentage {:?}",
entity, percentage
);
// info!("Removing dissolving marker from {:?}", entity);
commands.entity(entity).remove::<Dissolving>();
}
});
}
fn fixup_shadows(
mut spot_lights: Query<(&mut SpotLight, &Name)>,
mut point_lights: Query<&mut PointLight>,
mut directional_lights: Query<&mut DirectionalLight>,
) {
debug!("Fixing up shadows");
spot_lights.iter_mut().for_each(|(mut l, n)| {
if n.as_str().starts_with("Spot") {
l.shadows_enabled = true;
}
});
point_lights.iter_mut().for_each(|mut l| {
l.shadows_enabled = true;
});
directional_lights.iter_mut().for_each(|mut l| {
l.shadows_enabled = true;
});
}
fn color_grading_tweak(
mut query: Query<&mut ColorGrading>,
tweaks: Res<Assets<Tweaks>>,
tweaks_file: Res<tweak::GameTweaks>,
) {
let tweak = tweaks
.get(tweaks_file.handle.clone())
.expect("Load tweakfile");
let exposure = tweak.get::<f32>("color_grading_exposure").unwrap();
let gamma = tweak.get::<f32>("color_grading_gamma").unwrap();
let pre_saturation = tweak.get::<f32>("color_grading_pre_saturation").unwrap();
let post_saturation = tweak.get::<f32>("color_grading_post_saturation").unwrap();
query.iter_mut().for_each(|mut cg| {
*cg = ColorGrading {
exposure,
gamma,
pre_saturation,
post_saturation,
}
})
}
fn fog_tweak(
mut query: Query<&mut FogSettings>,
tweaks: Res<Assets<Tweaks>>,
tweaks_file: Res<tweak::GameTweaks>,
) {
query.iter_mut().for_each(|mut fog| {
let tweak = tweaks
.get(tweaks_file.handle.clone())
.expect("Load tweakfile");
fog.falloff = FogFalloff::Exponential {
density: tweak.get::<f32>("color_fog_density").unwrap(),
};
})
}
fn bloom_tweak(
mut query: Query<&mut BloomSettings>,
tweaks: Res<Assets<Tweaks>>,
tweaks_file: Res<tweak::GameTweaks>,
) {
query.iter_mut().for_each(|mut bloom| {
let tweak = tweaks
.get(tweaks_file.handle.clone())
.expect("Load tweakfile");
bloom.intensity = tweak.get::<f32>("color_bloom_intensity").unwrap();
})
}
fn fade_title_in(
query: Query<Entity, With<TitleText>>,
tweaks: Res<Assets<Tweaks>>,
tweaks_file: Res<tweak::GameTweaks>,
mut commands: Commands,
) {
let tweak = tweaks
.get(tweaks_file.handle.clone())
.expect("Load tweakfile");
let seconds = tweak.get::<f32>("title_fade_in_seconds").unwrap();
query.iter().for_each(|e| {
commands.entity(e).insert(Fading::In(seconds));
})
}
fn fade_title_out(
query: Query<Entity, With<TitleText>>,
tweaks: Res<Assets<Tweaks>>,
tweaks_file: Res<tweak::GameTweaks>,
mut commands: Commands,
) {
let tweak = tweaks
.get(tweaks_file.handle.clone())
.expect("Load tweakfile");
let seconds = tweak.get::<f32>("title_fade_in_seconds").unwrap();
query.iter().for_each(|e| {
commands.entity(e).insert(Fading::Out(seconds));
})
}
fn fade_title(
mut query: Query<(Entity, &mut BackgroundColor, &mut Visibility, &Fading), With<TitleText>>,
time: Res<Time>,
mut commands: Commands,
) {
query.iter_mut().for_each(|(e, mut bgc, mut v, d)| {
if *v != Visibility::Inherited {
*v = Visibility::Inherited;
}
// Determine how much to change alpha
let step = match d {
Fading::In(duration) => {
// If we are fully saturated, remove dissolving
if bgc.0.a() >= 1.0 {
commands.entity(e).remove::<Fading>().insert(Visibility::Inherited);
}
// Delta is simple
time.delta_seconds() / duration
},
Fading::Out(duration) => {
// If we are fully saturated, remove dissolving
if bgc.0.a() <= 0.0 {
commands.entity(e).remove::<Fading>().insert(Visibility::Hidden);
}
// Negative delta because we are fading out
-(time.delta_seconds() / duration)
},
};
// Increment/decrement the alpha value
let new_a = (bgc.0.a() + step).min(1.0).max(0.0);
bgc.0.set_a(new_a);
})
}