do a basic scene and way too much organization and fail to implement panning

This commit is contained in:
Schrottkatze 2025-05-14 23:14:41 +02:00
parent 08069c9224
commit 6d269d0c14
Signed by: schrottkatze
SSH key fingerprint: SHA256:FPOYVeBy3QP20FEM42uWF1Wa/Qhlk+L3S2+Wuau/Auo
6 changed files with 156 additions and 29 deletions

13
src/camera.rs Normal file
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//! The general app camera module, not to be confused with the `game::camera`¹ module.
//!
//! 1: I can't link to out of scope private items, so you'll have to navigate there yourself.
use bevy::prelude::*;
/// Sets up the camera for the entire app, with a starting position for the game. (TODO: probably change that)
/// This camera is also used for menu rendering etc.
pub fn setup(mut c: Commands) {
c.spawn((
Camera3d::default(),
Transform::from_xyz(-20., 15., 0.).looking_at(Vec3::ZERO, Vec3::Y),
));
}

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src/cleanup.rs Normal file
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//! Defines generic despawn/cleanup function and cleanup marker components
use bevy::prelude::*;
/// Despawn/cleanup every entity with `T`.
/// See the [bevy cheatbook's cleanup example](https://bevy-cheatbook.github.io/patterns/generic-systems.html#example-cleanup).
pub fn despawn<T: Component>(mut c: Commands, q: Query<Entity, With<T>>) {
for e in q {
c.entity(e).despawn();
}
}
#[derive(Component)]
pub struct Scene;

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src/game.rs Normal file
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use bevy::prelude::*;
use crate::{
AppState,
cleanup::{self, despawn},
};
mod camera;
mod scene;
/// Gameplay system set. All functions in this control the gameplay (duh).
#[derive(SystemSet, Debug, Clone, PartialEq, Eq, Hash)]
struct GameplaySet;
pub fn plugin(app: &mut App) {
app.add_plugins(camera::plugin)
.add_systems(OnEnter(AppState::Ingame), scene::setup.in_set(GameplaySet))
.add_systems(
OnExit(AppState::Ingame),
despawn::<cleanup::Scene>.in_set(GameplaySet),
);
app.configure_sets(Update, GameplaySet.run_if(in_state(AppState::Ingame)));
}

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src/game/camera.rs Normal file
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//! Sets up the game's camera controls etc.
use bevy::{
input::mouse::{AccumulatedMouseMotion, MouseButtonInput},
prelude::*,
};
use super::GameplaySet;
pub fn plugin(app: &mut App) {
app.init_resource::<MouseButtonsPressed>().add_systems(
Update,
(
detect_mouse_button_press,
panning_basic.after(detect_mouse_button_press),
)
.in_set(GameplaySet),
);
}
/// Resource to store current mouse button state.
#[derive(Resource, Default)]
struct MouseButtonsPressed {
left: bool,
}
/// Detect whether mouse buttons (currently only left) are pressed.
fn detect_mouse_button_press(
mut button_events: EventReader<MouseButtonInput>,
mut pressed: ResMut<MouseButtonsPressed>,
) {
for event in button_events.read() {
if event.button == MouseButton::Left {
pressed.left = dbg!(event.state.is_pressed());
}
}
}
/// is SUPPOSED to do proper panning
/// i hate 3d math
fn panning_basic(
accumulated_mouse_motion: Res<AccumulatedMouseMotion>,
mut cam_transform: Single<&mut Transform, With<Camera>>,
pressed: Res<MouseButtonsPressed>,
) {
if pressed.left && accumulated_mouse_motion.delta != Vec2::ZERO {
let yaw = Quat::from_rotation_y(accumulated_mouse_motion.delta.x / 150.);
// cam_transform.rotate_around(Vec3::ZERO, yaw);
cam_transform.rotation *= yaw;
let pitch = Quat::from_rotation_x(accumulated_mouse_motion.delta.y / 150.);
let new_rot = cam_transform.rotation * pitch;
// cam_transform.rotate_around(Vec3::ZERO, pitch);
// cam_transform.rotation *= pitch;
let up_vector = new_rot * Vec3::Y;
if up_vector.y > 0.0 {
cam_transform.rotation = new_rot;
}
}
// ???????
// TODO: figure out/understand how they do it https://github.com/The-DevBlog/bevy_third_person_camera/blob/a7c6b458573fcb0730b65eda6507ca27fb58f571/src/mouse.rs#L29-L74
//
let rot_matrix = Mat3::from_quat(cam_transform.rotation);
cam_transform.translation = rot_matrix.mul_vec3(Vec3::new(0.0, 0.0, 20.));
}

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src/game/scene.rs Normal file
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use bevy::prelude::*;
use crate::cleanup;
const NORMALSPUR: f32 = 1.435;
pub fn setup(
mut c: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
// spawn in floor plane
c.spawn((
Mesh3d(meshes.add(Plane3d::default().mesh().size(128., 128.))),
MeshMaterial3d(materials.add(Color::srgb(0.3, 0.8, 0.4))),
cleanup::Scene,
));
// track (temporary)
c.spawn((
Mesh3d(meshes.add(Cuboid::new(NORMALSPUR, 0.25, 96.))),
MeshMaterial3d(materials.add(Color::BLACK)),
cleanup::Scene,
));
}

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use bevy::prelude::*; use bevy::prelude::*;
mod camera;
mod cleanup;
mod game;
#[derive(States, Default, Debug, Clone, PartialEq, Eq, Hash)]
#[allow(unused)]
enum AppState {
Menus,
#[default]
Ingame,
PostGame,
}
fn main() { fn main() {
App::new() App::new()
.add_plugins(DefaultPlugins) .add_plugins(DefaultPlugins)
.add_systems(Startup, yeet) .init_state::<AppState>()
.add_plugins(game::plugin)
.add_systems(Startup, camera::setup)
.run(); .run();
} }
fn yeet(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
commands.spawn((
Mesh3d(meshes.add(Cuboid::new(1.0, 1.0, 1.0))),
MeshMaterial3d(materials.add(Color::srgb_u8(255, 255, 255))),
Transform::from_xyz(0.0, 0.5, 0.0),
));
commands.spawn((
Mesh3d(meshes.add(Plane3d::new(Vec3::Y, vec2(4., 4.)))),
MeshMaterial3d(materials.add(Color::srgb_u8(255, 255, 255))),
Transform::from_xyz(0., 0., 0.),
));
commands.spawn((
PointLight {
shadows_enabled: true,
..default()
},
Transform::from_xyz(4.0, 8.0, 4.0),
));
commands.spawn((
Camera3d::default(),
Transform::from_xyz(-4.5, 3.5, 4.5).looking_at(Vec3::ZERO, Vec3::Y),
));
}