You cannot select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
509 lines
19 KiB
Rust
509 lines
19 KiB
Rust
// TODO: Unify the selection logic
|
|
// If you select in 2d, it should "be" selected in 3d.
|
|
// And if you select in 3d, 2d is selected.
|
|
use crate::{
|
|
game::{Board, BoardIndex, Piece, Side},
|
|
prelude::*,
|
|
};
|
|
use bevy::{
|
|
core_pipeline::Skybox,
|
|
ecs::removal_detection::RemovedComponentReader,
|
|
input::mouse::{MouseButtonInput, MouseMotion, MouseWheel},
|
|
render::render_resource::{TextureViewDescriptor, TextureViewDimension},
|
|
window::PrimaryWindow,
|
|
};
|
|
|
|
pub(crate) struct Display3dPlugin;
|
|
|
|
impl Plugin for Display3dPlugin {
|
|
fn build(&self, app: &mut App) {
|
|
app.add_systems(OnEnter(GameState::Loading), load_assets)
|
|
.add_systems(
|
|
OnExit(GameState::Loading),
|
|
(initialize, fix_skybox.before(initialize)),
|
|
)
|
|
.add_systems(
|
|
Update,
|
|
(
|
|
menu::exit_to_menu.run_if(in_state(GameState::Display3d)),
|
|
set_piece_model.run_if(any_component_added::<Piece>),
|
|
set_board_model.run_if(any_component_added::<game::BoardComponent>),
|
|
set_piece_position.run_if(any_component_changed::<BoardIndex>),
|
|
set_piece_texture.run_if(any_component_changed::<Side>),
|
|
select_3d
|
|
.run_if(in_state(GameState::Display3d))
|
|
.run_if(on_event::<MouseButtonInput>()),
|
|
pick_up.run_if(any_component_added::<game::Selected>),
|
|
put_down.run_if(any_component_removed::<game::Selected>()),
|
|
),
|
|
)
|
|
.add_systems(
|
|
Update,
|
|
(
|
|
move_camera
|
|
.run_if(in_state(GameState::Display3d))
|
|
.run_if(on_event::<MouseMotion>()),
|
|
gizmo_system.run_if(in_state(GameState::Display3d)),
|
|
mouse_zoom
|
|
.run_if(in_state(GameState::Display3d))
|
|
.run_if(on_event::<MouseWheel>()),
|
|
selected_gizmo,
|
|
)
|
|
.run_if(resource_exists::<debug::DebugEnabled>()),
|
|
)
|
|
.add_systems(
|
|
OnEnter(GameState::Display3d),
|
|
(activate::<Display3d>, set_piece_texture),
|
|
)
|
|
.add_systems(OnExit(GameState::Display3d), deactivate::<Display3d>);
|
|
}
|
|
}
|
|
|
|
#[derive(Debug, Component)]
|
|
pub(crate) struct Display3d;
|
|
|
|
#[derive(Debug, Resource)]
|
|
struct AssetsMap {
|
|
models: Handle<Gltf>,
|
|
skybox: 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(server: Res<AssetServer>, mut commands: Commands) {
|
|
commands.insert_resource(AssetsMap {
|
|
models: server.load("models/Martian Chess.glb"),
|
|
skybox: server.load("images/skybox.png"),
|
|
});
|
|
}
|
|
|
|
/// Initialize the 3d board
|
|
fn initialize(mut commands: Commands, board: Res<game::Board>, assets: Res<AssetsMap>) {
|
|
info!("Initialize 3d camera");
|
|
// let handle = server.load("images/mars.hdr");
|
|
commands.spawn((
|
|
Display3d,
|
|
Camera3dBundle {
|
|
camera: Camera {
|
|
is_active: false,
|
|
hdr: true,
|
|
..default()
|
|
},
|
|
transform: Transform::from_xyz(0.0, 20.0, 10.0).looking_at(Vec3::ZERO, Vec3::Y),
|
|
..default()
|
|
},
|
|
Skybox(assets.skybox.clone()),
|
|
EnvironmentMapLight {
|
|
diffuse_map: assets.skybox.clone(),
|
|
specular_map: assets.skybox.clone(),
|
|
},
|
|
UiCameraConfig { show_ui: true },
|
|
));
|
|
|
|
info!("Initializing root");
|
|
commands
|
|
.spawn((
|
|
SpatialBundle {
|
|
visibility: Visibility::Hidden,
|
|
..default()
|
|
},
|
|
Display3d,
|
|
))
|
|
.with_children(|parent| {
|
|
info!("Initializing 3D lights!");
|
|
parent.spawn((
|
|
Display3d,
|
|
PointLightBundle {
|
|
point_light: PointLight {
|
|
intensity: 3000.0,
|
|
shadows_enabled: true,
|
|
..default()
|
|
},
|
|
transform: Transform::from_xyz(0.0, 10.0, 5.0),
|
|
..default()
|
|
},
|
|
));
|
|
|
|
info!("Intializing 3D Board!");
|
|
parent
|
|
.spawn((Display3d, game::BoardComponent, SceneBundle { ..default() }))
|
|
.with_children(|parent| {
|
|
board.pieces().iter().for_each(|(index, piece)| {
|
|
let side = Board::side(index).expect("Spawn valid side");
|
|
|
|
parent.spawn((
|
|
side,
|
|
Display3d,
|
|
piece.clone(),
|
|
index.clone(),
|
|
SceneBundle { ..default() },
|
|
));
|
|
});
|
|
});
|
|
});
|
|
}
|
|
|
|
fn fix_skybox(mut images: ResMut<Assets<Image>>, assets: Res<AssetsMap>) {
|
|
let image = images.get_mut(&assets.skybox).unwrap();
|
|
info!("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()
|
|
});
|
|
}
|
|
}
|
|
|
|
/// Set the model for each piece based on the game::Piece::* marker
|
|
fn set_piece_model(
|
|
mut events: Query<(&mut Handle<Scene>, &Piece), (Added<game::Piece>, With<Display3d>)>,
|
|
assets_map: Res<AssetsMap>,
|
|
gltfs: Res<Assets<Gltf>>,
|
|
) {
|
|
events.iter_mut().for_each(|(mut handle, piece)| {
|
|
let gltf = gltfs.get(&assets_map.models).expect("Load GLTF content");
|
|
*handle = match piece {
|
|
game::Piece::Pawn => gltf.named_scenes.get("Pawn"),
|
|
game::Piece::Drone => gltf.named_scenes.get("Drone"),
|
|
game::Piece::Queen => gltf.named_scenes.get("Queen"),
|
|
}
|
|
.expect("Game board model")
|
|
.clone();
|
|
});
|
|
}
|
|
|
|
fn set_board_model(
|
|
mut events: Query<&mut Handle<Scene>, (With<game::BoardComponent>, With<Display3d>)>,
|
|
assets_map: Res<AssetsMap>,
|
|
gltfs: Res<Assets<Gltf>>,
|
|
) {
|
|
events.iter_mut().for_each(|mut handle| {
|
|
let gltf = gltfs.get(&assets_map.models).expect("Load GLTF content");
|
|
*handle = gltf
|
|
.named_scenes
|
|
.get("Gameboard")
|
|
.expect("Game board model")
|
|
.clone();
|
|
})
|
|
}
|
|
|
|
/// 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
|
|
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 + 0.325
|
|
} else {
|
|
x as f32 * 1.3 + 1.0
|
|
};
|
|
|
|
let y = y as f32 * 1.3 + 0.65;
|
|
|
|
Vec3::new(x, 0.0, y)
|
|
}
|
|
|
|
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::splat(1.25)),
|
|
Color::PURPLE,
|
|
)
|
|
}
|
|
}
|
|
}
|
|
|
|
/// TODO: This has bad feel, needs to be tuned
|
|
fn move_camera(
|
|
buttons: Res<Input<MouseButton>>,
|
|
mut events: EventReader<MouseMotion>,
|
|
mut camera: Query<&mut Transform, (With<Display3d>, With<Camera>)>,
|
|
) {
|
|
events.iter().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.iter().for_each(|MouseWheel { y, .. }| {
|
|
camera.iter_mut().for_each(|mut t| {
|
|
t.translation *= 1.0 - (*y / 4.0);
|
|
t.look_at(Vec3::ZERO, Vec3::Y);
|
|
});
|
|
});
|
|
}
|
|
|
|
/// 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(
|
|
events: Query<(Entity, &Piece, &Side), (With<game::Piece>, With<Display3d>, Changed<Side>)>,
|
|
all: Query<(Entity, &Piece, &Side), (With<game::Piece>, With<Display3d>)>,
|
|
gltfs: Res<Assets<Gltf>>,
|
|
assets_map: Res<AssetsMap>,
|
|
children: Query<&Children>,
|
|
mut models: Query<(&Name, &mut Handle<StandardMaterial>)>,
|
|
) {
|
|
let pieces = if events.is_empty() {
|
|
all.iter().collect::<Vec<(Entity, &Piece, &Side)>>()
|
|
} else {
|
|
events.iter().collect::<Vec<(Entity, &Piece, &Side)>>()
|
|
};
|
|
pieces.iter().for_each(|(entity, piece, side)| {
|
|
if let Some(gltf) = gltfs.get(&assets_map.models) {
|
|
children.iter_descendants(*entity).for_each(|child| {
|
|
if let Ok((n, mut m)) = models.get_mut(child) {
|
|
match (*piece, *side, n.as_str()) {
|
|
(Piece::Queen, Side::A, "Queen.0") => {
|
|
*m = gltf
|
|
.named_materials
|
|
.get("Queen")
|
|
.expect("Load Red Queen texture")
|
|
.clone()
|
|
}
|
|
(Piece::Queen, Side::A, "Queen.1") => {
|
|
*m = gltf
|
|
.named_materials
|
|
.get("Dots")
|
|
.expect("Load Red Dots texture")
|
|
.clone()
|
|
}
|
|
(Piece::Queen, Side::B, "Queen.0") => {
|
|
*m = gltf
|
|
.named_materials
|
|
.get("QueenBlue")
|
|
.expect("Load Blue Queen texture")
|
|
.clone()
|
|
}
|
|
(Piece::Queen, Side::B, "Queen.1") => {
|
|
*m = gltf
|
|
.named_materials
|
|
.get("DotsBlue")
|
|
.expect("Load Red Dots texture")
|
|
.clone()
|
|
}
|
|
(Piece::Drone, Side::A, "Drone.0") => {
|
|
*m = gltf
|
|
.named_materials
|
|
.get("Drone")
|
|
.expect("Load Red Drone texture")
|
|
.clone()
|
|
}
|
|
(Piece::Drone, Side::A, "Drone.1") => {
|
|
*m = gltf
|
|
.named_materials
|
|
.get("Dots")
|
|
.expect("Load Red Dots texture")
|
|
.clone()
|
|
}
|
|
(Piece::Drone, Side::B, "Drone.0") => {
|
|
*m = gltf
|
|
.named_materials
|
|
.get("DroneBlue")
|
|
.expect("Load Blue Drone texture")
|
|
.clone()
|
|
}
|
|
(Piece::Drone, Side::B, "Drone.1") => {
|
|
*m = gltf
|
|
.named_materials
|
|
.get("DotsBlue")
|
|
.expect("Load Blue Dots texture")
|
|
.clone()
|
|
}
|
|
(Piece::Pawn, Side::A, "Pawn.0") => {
|
|
*m = gltf
|
|
.named_materials
|
|
.get("Pawn")
|
|
.expect("Load Red Pawn texture")
|
|
.clone()
|
|
}
|
|
(Piece::Pawn, Side::A, "Pawn.1") => {
|
|
*m = gltf
|
|
.named_materials
|
|
.get("Dots")
|
|
.expect("Load Red Dots texture")
|
|
.clone()
|
|
}
|
|
(Piece::Pawn, Side::B, "Pawn.0") => {
|
|
*m = gltf
|
|
.named_materials
|
|
.get("DroneBlue") // TODO: FIX
|
|
.expect("Load Blue Pawn texture")
|
|
.clone()
|
|
}
|
|
(Piece::Pawn, Side::B, "Pawn.1") => {
|
|
*m = gltf
|
|
.named_materials
|
|
.get("DotsBlue")
|
|
.expect("Load Blue Dots texture")
|
|
.clone()
|
|
}
|
|
_ => warn!("???"),
|
|
}
|
|
}
|
|
});
|
|
}
|
|
})
|
|
}
|
|
|
|
/// Function for selecting entities based on ray intersection
|
|
/// There is a bug where we are selecting multiple entities...
|
|
fn select_3d(
|
|
mut events: EventReader<MouseButtonInput>,
|
|
query: Query<(Entity, &Handle<Mesh>, &GlobalTransform)>,
|
|
meshes: Res<Assets<Mesh>>,
|
|
cameras: Query<(&Camera, &GlobalTransform)>,
|
|
windows: Query<&Window, With<PrimaryWindow>>,
|
|
parents: Query<Entity, (With<game::Piece>, With<Display3d>)>,
|
|
children: Query<&Children>,
|
|
mut commands: Commands,
|
|
selected: Query<Entity, (With<game::Selected>, With<game::Piece>, With<Display3d>)>,
|
|
) {
|
|
events
|
|
.iter()
|
|
.filter(|ev| ev.state == ButtonState::Pressed)
|
|
.for_each(|_| {
|
|
windows.iter().for_each(|window| {
|
|
window.cursor_position().and_then(|pos| {
|
|
cameras.iter().for_each(|(camera, gt)| {
|
|
camera.viewport_to_world(gt, pos).and_then(|ray| {
|
|
query
|
|
.iter()
|
|
.filter_map(|(entity, handle, gt)| {
|
|
meshes.get(handle).map(|mesh| (entity, mesh, gt))
|
|
})
|
|
.for_each(|(entity, mesh, gt)| {
|
|
hit3d::intersects(&ray, mesh, >).and_then(|_hit| {
|
|
parents
|
|
.iter()
|
|
.find(|&parent| {
|
|
children
|
|
.iter_descendants(parent)
|
|
.any(|child| child == entity)
|
|
})
|
|
.iter()
|
|
.for_each(|&parent| {
|
|
selected.iter().for_each(|s| {
|
|
if s != parent {
|
|
commands
|
|
.entity(s)
|
|
.remove::<game::Selected>();
|
|
}
|
|
});
|
|
commands.entity(parent).insert(game::Selected);
|
|
});
|
|
Some(())
|
|
});
|
|
});
|
|
Some(())
|
|
});
|
|
});
|
|
Some(())
|
|
});
|
|
});
|
|
});
|
|
}
|
|
|
|
fn selected_gizmo(
|
|
selected: Query<&Transform, (With<game::Selected>, With<game::Piece>, With<Display3d>)>,
|
|
mut gizmos: Gizmos,
|
|
) {
|
|
selected.iter().for_each(|transform| {
|
|
gizmos.cuboid(transform.clone(), Color::GREEN);
|
|
})
|
|
}
|
|
|
|
fn pick_up(
|
|
mut events: Query<
|
|
(Entity, &game::Piece),
|
|
(With<game::Piece>, With<Display3d>, Added<game::Selected>),
|
|
>,
|
|
assets_map: Res<AssetsMap>,
|
|
gltfs: Res<Assets<Gltf>>,
|
|
children: Query<&Children>,
|
|
mut players: Query<&mut AnimationPlayer>,
|
|
) {
|
|
events.iter_mut().for_each(|(entity, piece)| {
|
|
let gltf = gltfs.get(&assets_map.models).expect("Load GLTF content");
|
|
children.iter_descendants(entity).for_each(|child| {
|
|
if let Ok(mut player) = players.get_mut(child) {
|
|
let animation = match piece {
|
|
game::Piece::Queen => gltf.named_animations.get("QueenPickup"),
|
|
game::Piece::Drone => gltf.named_animations.get("DronePickup"),
|
|
game::Piece::Pawn => gltf.named_animations.get("PawnPickup"),
|
|
};
|
|
player.play(animation.expect("Pickup Animation").clone());
|
|
}
|
|
})
|
|
});
|
|
}
|
|
|
|
fn put_down(
|
|
mut events: RemovedComponents<game::Selected>,
|
|
mut query: Query<&game::Piece, (With<game::Piece>, With<Display3d>)>,
|
|
assets_map: Res<AssetsMap>,
|
|
gltfs: Res<Assets<Gltf>>,
|
|
children: Query<&Children>,
|
|
mut players: Query<&mut AnimationPlayer>,
|
|
) {
|
|
events.iter().for_each(|entity| {
|
|
if let Ok(piece) = query.get_mut(entity) {
|
|
let gltf = gltfs.get(&assets_map.models).expect("Load GLTF content");
|
|
children.iter_descendants(entity).for_each(|child| {
|
|
if let Ok(mut player) = players.get_mut(child) {
|
|
let animation = match piece {
|
|
game::Piece::Queen => gltf.named_animations.get("QueenPutDown"),
|
|
game::Piece::Drone => gltf.named_animations.get("DronePutDown"),
|
|
game::Piece::Pawn => gltf.named_animations.get("PawnPutDown"),
|
|
};
|
|
player.play(animation.expect("PutDown Animation").clone());
|
|
}
|
|
})
|
|
}
|
|
})
|
|
}
|
|
|
|
// Animations
|
|
// * QueenPickup
|
|
// * QueenPutDown
|
|
// * QueenIdle
|
|
// * DronePickup
|
|
// * DronePutDown
|
|
// * DroneIdle
|
|
// * PawnPickup
|
|
// * PawnPutDown
|
|
// * PawnIdle
|