mirror of
https://github.com/kristoferssolo/maze-ascension.git
synced 2025-10-21 19:20:34 +00:00
148 lines
4.3 KiB
Rust
148 lines
4.3 KiB
Rust
use bevy::{pbr::UvChannel, prelude::*};
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use core::f32;
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use hexx::{EdgeDirection, GridEdge, Hex};
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use std::f32::consts::{FRAC_PI_2, FRAC_PI_3, FRAC_PI_6};
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use super::{
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resource::{Layout, MazeConfig, HEX_SIZE},
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tile::Tile,
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};
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pub(super) fn plugin(_app: &mut App) {}
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const WALL_SIZE: f32 = 1.0;
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pub(super) fn setup(
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mut commands: Commands,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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config: Res<MazeConfig>,
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layout: Res<Layout>,
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) {
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let radius = config.radius as i32;
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let assets = create_base_assets(&mut meshes, &mut materials, &config);
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// spawn_single_hex_tile(&mut commands, &assets, &config);
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commands
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.spawn((
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Name::new("Floor"),
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SpatialBundle {
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transform: Transform::from_translation(Vec3::ZERO),
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..default()
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},
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))
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.with_children(|mut parent| {
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for q in -radius..=radius {
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let r1 = (-radius).max(-q - radius);
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let r2 = radius.min(-q + radius);
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for r in r1..=r2 {
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let tile = Tile::new(q, r);
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spawn_single_hex_tile(&mut parent, &tile, &layout, &assets, &config);
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}
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}
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});
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}
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fn spawn_single_hex_tile(
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parent: &mut ChildBuilder,
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tile: &Tile,
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layout: &Res<Layout>,
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assets: &MazeAssets,
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config: &Res<MazeConfig>,
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) {
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let pos = tile.to_vec3(&layout);
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parent
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.spawn((
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Name::new(format!("Hex {}", &tile.to_string())),
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PbrBundle {
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mesh: assets.hex_mesh.clone(),
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material: assets.hex_material.clone(),
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transform: Transform::from_translation(pos),
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..default()
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},
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))
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.with_children(|parent| spawn_walls(parent, assets, config));
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}
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fn spawn_walls(parent: &mut ChildBuilder, asstets: &MazeAssets, config: &Res<MazeConfig>) {
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let y_offset = config.height / 2.;
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let z_rotation = Quat::from_rotation_z(-FRAC_PI_2);
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for i in 0..6 {
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let wall_angle = FRAC_PI_3 * i as f32;
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let x_offset = (HEX_SIZE - WALL_SIZE) * f32::cos(wall_angle);
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let z_offset = (HEX_SIZE - WALL_SIZE) * f32::sin(wall_angle);
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let pos = Vec3::new(x_offset, y_offset, z_offset);
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let x_rotation = Quat::from_rotation_x(wall_angle + FRAC_PI_2);
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let final_rotation = z_rotation * x_rotation;
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spawn_single_wall(parent, asstets, final_rotation, pos);
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}
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}
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fn spawn_single_wall(
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parent: &mut ChildBuilder,
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asstets: &MazeAssets,
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rotation: Quat,
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offset: Vec3,
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) {
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parent.spawn((
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Name::new("Wall"),
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PbrBundle {
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mesh: asstets.wall_mesh.clone(),
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material: asstets.wall_material.clone(),
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transform: Transform::from_translation(offset).with_rotation(rotation),
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..default()
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},
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));
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}
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fn create_base_assets(
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meshes: &mut ResMut<Assets<Mesh>>,
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materials: &mut ResMut<Assets<StandardMaterial>>,
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config: &Res<MazeConfig>,
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) -> MazeAssets {
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MazeAssets {
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hex_mesh: meshes.add(generate_hex_mesh(HEX_SIZE, config.height)),
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wall_mesh: meshes.add(generate_square_mesh(HEX_SIZE)),
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hex_material: materials.add(white_material()),
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wall_material: materials.add(Color::BLACK),
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}
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}
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fn generate_hex_mesh(radius: f32, depth: f32) -> Mesh {
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let hexagon = RegularPolygon {
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sides: 6,
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circumcircle: Circle::new(radius),
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};
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let prism_shape = Extrusion::new(hexagon, depth);
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let rotation = Quat::from_rotation_x(FRAC_PI_2);
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Mesh::from(prism_shape).rotated_by(rotation)
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}
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fn generate_square_mesh(depth: f32) -> Mesh {
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let square = Rectangle::new(WALL_SIZE, WALL_SIZE);
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let rectangular_prism = Extrusion::new(square, depth);
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let rotation = Quat::from_rotation_x(FRAC_PI_2);
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Mesh::from(rectangular_prism).rotated_by(rotation)
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}
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fn white_material() -> StandardMaterial {
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let val = 10.;
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StandardMaterial {
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base_color: Color::WHITE,
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emissive: LinearRgba::new(val, val, val, val),
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..default()
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}
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}
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struct MazeAssets {
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hex_mesh: Handle<Mesh>,
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wall_mesh: Handle<Mesh>,
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hex_material: Handle<StandardMaterial>,
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wall_material: Handle<StandardMaterial>,
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}
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