Qualification-Thesis/assets/code/maze-ascension/maze_generation.rs

142 lines
4.0 KiB
Rust

pub(super) fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
config: Res<MazeConfig>,
layout: Res<Layout>,
) {
let maze = MazeBuilder::new()
.with_radius(config.radius)
.with_seed(0)
.with_generator(GeneratorType::RecursiveBacktracking)
.build()
.expect("Something went wrong while creating maze");
let assets = create_base_assets(&mut meshes, &mut materials, &config);
commands
.spawn((
Name::new("Floor"),
SpatialBundle {
transform: Transform::from_translation(Vec3::ZERO),
..default()
},
))
.with_children(|parent| {
for tile in maze.values() {
spawn_single_hex_tile(
parent,
&assets,
tile,
&layout.0,
config.height,
)
}
});
}
fn spawn_single_hex_tile(
parent: &mut ChildBuilder,
assets: &MazeAssets,
tile: &HexTile,
layout: &HexLayout,
hex_height: f32,
) {
dbg!(tile);
let world_pos = tile.to_vec3(layout);
let rotation = match layout.orientation {
HexOrientation::Pointy => Quat::from_rotation_y(0.0),
HexOrientation::Flat => Quat::from_rotation_y(FRAC_PI_6), // 30 degrees rotation
};
parent
.spawn((
Name::new(format!("Hex {}", tile.to_string())),
PbrBundle {
mesh: assets.hex_mesh.clone(),
material: assets.hex_material.clone(),
transform: Transform::from_translation(world_pos)
.with_rotation(rotation),
..default()
},
))
.with_children(|parent| {
spawn_walls(parent, assets, hex_height / 2., &tile.walls())
});
}
fn spawn_walls(
parent: &mut ChildBuilder,
assets: &MazeAssets,
y_offset: f32,
walls: &Walls,
) {
let z_rotation = Quat::from_rotation_z(-FRAC_PI_2);
for i in 0..6 {
if !walls.contains(i) {
continue;
}
let wall_angle = -FRAC_PI_3 * i as f32;
let x_offset = (HEX_SIZE - WALL_SIZE) * f32::cos(wall_angle);
let z_offset = (HEX_SIZE - WALL_SIZE) * f32::sin(wall_angle);
let pos = Vec3::new(x_offset, y_offset, z_offset);
let x_rotation = Quat::from_rotation_x(wall_angle + FRAC_PI_2);
let final_rotation = z_rotation * x_rotation;
spawn_single_wall(parent, assets, final_rotation, pos);
}
}
fn spawn_single_wall(
parent: &mut ChildBuilder,
asstets: &MazeAssets,
rotation: Quat,
offset: Vec3,
) {
parent.spawn((
Name::new("Wall"),
PbrBundle {
mesh: asstets.wall_mesh.clone(),
material: asstets.wall_material.clone(),
transform: Transform::from_translation(offset)
.with_rotation(rotation),
..default()
},
));
}
fn create_base_assets(
meshes: &mut ResMut<Assets<Mesh>>,
materials: &mut ResMut<Assets<StandardMaterial>>,
config: &Res<MazeConfig>,
) -> MazeAssets {
MazeAssets {
hex_mesh: meshes.add(generate_hex_mesh(HEX_SIZE, config.height)),
wall_mesh: meshes.add(generate_square_mesh(HEX_SIZE)),
hex_material: materials.add(white_material()),
wall_material: materials.add(Color::BLACK),
}
}
fn generate_hex_mesh(radius: f32, depth: f32) -> Mesh {
let hexagon = RegularPolygon {
sides: 6,
circumcircle: Circle::new(radius),
};
let prism_shape = Extrusion::new(hexagon, depth);
let rotation = Quat::from_rotation_x(FRAC_PI_2);
Mesh::from(prism_shape).rotated_by(rotation)
}
fn generate_square_mesh(depth: f32) -> Mesh {
let square = Rectangle::new(WALL_SIZE, WALL_SIZE);
let rectangular_prism = Extrusion::new(square, depth);
let rotation = Quat::from_rotation_x(FRAC_PI_2);
Mesh::from(rectangular_prism).rotated_by(rotation)
}