feat(walls): draw tile walls

This commit is contained in:
Kristofers Solo 2024-11-04 20:18:04 +02:00
parent 07794aa993
commit 00c90916e5
5 changed files with 118 additions and 38 deletions

View File

@ -91,7 +91,7 @@ fn spawn_camera(mut commands: Commands) {
commands.spawn((
Name::new("Camera"),
Camera3dBundle {
transform: Transform::from_xyz(0., 100., 100.).looking_at(Vec3::ZERO, Vec3::Y),
transform: Transform::from_xyz(0., 300., 300.).looking_at(Vec3::ZERO, Vec3::Y),
..default()
},
// Render all UI to this camera.

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@ -17,7 +17,7 @@ use hexx::{EdgeDirection, Hex};
use rand::{prelude::SliceRandom, rngs::ThreadRng, thread_rng};
use super::{
resource::{Layout, MazeConfig},
resource::{Layout, MazeConfig, HEX_SIZE},
tile::{Tile, TileBundle, Walls},
};
@ -213,7 +213,7 @@ pub(super) fn render_maze(
add_hex_tile(
&mut commands,
world_pos,
config.size,
HEX_SIZE,
tile,
walls,
fill_color,

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@ -1,6 +1,5 @@
use bevy::{
ecs::{system::RunSystemOnce, world::Command},
pbr::wireframe::WireframePlugin,
prelude::*,
};
@ -13,10 +12,10 @@ impl Plugin for MazePlugin {
fn build(&self, app: &mut App) {
app.add_plugins(prism::plugin);
app.add_plugins(grid::plugin);
app.insert_resource(AmbientLight {
brightness: f32::MAX,
color: Color::WHITE,
});
// app.insert_resource(AmbientLight {
// brightness: f32::MAX,
// color: Color::WHITE,
// });
}
}

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@ -1,12 +1,15 @@
use bevy::{pbr::wireframe::Wireframe, prelude::*};
use std::f32::consts::FRAC_PI_2;
use bevy::{pbr::UvChannel, prelude::*};
use core::f32;
use hexx::{EdgeDirection, GridEdge, Hex};
use std::f32::consts::{FRAC_PI_2, FRAC_PI_3, FRAC_PI_6};
use super::{
resource::{Layout, MazeConfig},
resource::{Layout, MazeConfig, HEX_SIZE},
tile::Tile,
};
pub(super) fn plugin(_app: &mut App) {}
const WALL_SIZE: f32 = 1.0;
pub(super) fn setup(
mut commands: Commands,
@ -17,11 +20,8 @@ pub(super) fn setup(
) {
let radius = config.radius as i32;
let rotation = Quat::from_rotation_x(-FRAC_PI_2);
let material = materials.add(Color::WHITE);
let prism_mesh = generate_hex_prism_mesh(layout.hex_size.x, config.height);
let mesh = meshes.add(prism_mesh);
let assets = create_base_assets(&mut meshes, &mut materials, &config);
// spawn_single_hex_tile(&mut commands, &assets, &config);
commands
.spawn((
Name::new("Floor"),
@ -30,33 +30,118 @@ pub(super) fn setup(
..default()
},
))
.with_children(|p| {
.with_children(|mut parent| {
for q in -radius..=radius {
let r1 = (-radius).max(-q - radius);
let r2 = radius.min(-q + radius);
for r in r1..=r2 {
let tile = Tile::new(q, r);
let pos = tile.to_vec3(&layout);
p.spawn((
Name::new(format!("Hex {}", &tile.to_string())),
PbrBundle {
mesh: mesh.clone(),
material: material.clone(),
transform: Transform::from_translation(pos).with_rotation(rotation),
..default()
},
));
spawn_single_hex_tile(&mut parent, &tile, &layout, &assets, &config);
}
}
});
}
fn generate_hex_prism_mesh(radius: f32, depth: f32) -> Mesh {
fn spawn_single_hex_tile(
parent: &mut ChildBuilder,
tile: &Tile,
layout: &Res<Layout>,
assets: &MazeAssets,
config: &Res<MazeConfig>,
) {
let pos = tile.to_vec3(&layout);
parent
.spawn((
Name::new(format!("Hex {}", &tile.to_string())),
PbrBundle {
mesh: assets.hex_mesh.clone(),
material: assets.hex_material.clone(),
transform: Transform::from_translation(pos),
..default()
},
))
.with_children(|parent| spawn_walls(parent, assets, config));
}
fn spawn_walls(parent: &mut ChildBuilder, asstets: &MazeAssets, config: &Res<MazeConfig>) {
let y_offset = config.height / 2.;
let z_rotation = Quat::from_rotation_z(-FRAC_PI_2);
for i in 0..6 {
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, asstets, 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)
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)
}
fn white_material() -> StandardMaterial {
let val = 10.;
StandardMaterial {
base_color: Color::WHITE,
emissive: LinearRgba::new(val, val, val, val),
..default()
}
}
struct MazeAssets {
hex_mesh: Handle<Mesh>,
wall_mesh: Handle<Mesh>,
hex_material: Handle<StandardMaterial>,
wall_material: Handle<StandardMaterial>,
}

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@ -2,11 +2,12 @@ use bevy::prelude::*;
use hexx::{Hex, HexLayout, HexOrientation};
use rand::{thread_rng, Rng};
pub(crate) const HEX_SIZE: f32 = 6.;
#[derive(Debug, Reflect, Resource)]
#[reflect(Resource)]
pub struct MazeConfig {
pub radius: u32,
pub size: f32,
pub height: f32,
pub start_pos: Hex,
pub end_pos: Hex,
@ -28,8 +29,7 @@ impl Default for MazeConfig {
debug!("End pos: ({},{})", end_pos.x, end_pos.y);
Self {
radius: radius as u32,
size: 1.,
height: 15.,
height: 20.,
start_pos,
end_pos,
}
@ -41,14 +41,10 @@ impl Default for MazeConfig {
pub struct Layout(pub HexLayout);
impl FromWorld for Layout {
fn from_world(world: &mut World) -> Self {
let size = world
.get_resource::<MazeConfig>()
.unwrap_or(&MazeConfig::default())
.size;
fn from_world(_world: &mut World) -> Self {
Self(HexLayout {
orientation: HexOrientation::Pointy,
hex_size: Vec2::splat(size),
hex_size: Vec2::splat(HEX_SIZE),
..default()
})
}