Move world into separate file/plugin
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88063a3fc9
commit
0db4cdafb7
4 changed files with 63 additions and 43 deletions
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@ -1 +1,2 @@
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pub mod player;
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pub mod world;
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50
src/main.rs
50
src/main.rs
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@ -1,9 +1,12 @@
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use bevy::prelude::*;
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use rake::player::{Player, PlayerPlugin};
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use bevy_rapier3d::rapier::dynamics::RigidBodyBuilder;
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use bevy_rapier3d::rapier::geometry::ColliderBuilder;
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use bevy_rapier3d::physics::RapierPhysicsPlugin;
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use bevy::input::system::exit_on_esc_system;
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use bevy::{input::system::exit_on_esc_system, prelude::*};
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use bevy_rapier3d::{
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physics::RapierPhysicsPlugin,
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rapier::{dynamics::RigidBodyBuilder, geometry::ColliderBuilder},
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};
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use rake::{
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player::{Player, PlayerPlugin},
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world::WorldPlugin,
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};
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fn main() {
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App::build()
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@ -19,16 +22,13 @@ fn main() {
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// note: debug renderer doesnt work for cylinder
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//.add_plugin(RapierRenderPlugin)
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.add_plugin(PlayerPlugin)
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.add_plugin(WorldPlugin)
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.add_startup_system(init.system())
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.add_system(exit_on_esc_system.system())
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.run();
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}
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fn init(
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commands: &mut Commands,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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) {
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fn init(commands: &mut Commands) {
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let player = Player::create();
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commands
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.spawn(LightBundle {
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@ -42,32 +42,4 @@ fn init(
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.with(player)
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.with(RigidBodyBuilder::new_dynamic().translation(0.0, 3.0, 0.0))
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.with(ColliderBuilder::cylinder(1.0, 0.5).friction(0.0));
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let box_mesh = meshes.add(Mesh::from(shape::Cube { size: 0.25 }));
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let box_material = materials.add(Color::rgb(1.0, 0.2, 0.3).into());
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const AMOUNT: i32 = 6;
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for x in -(AMOUNT / 2)..(AMOUNT / 2) {
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for y in -(AMOUNT / 2)..(AMOUNT / 2) {
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for z in -(AMOUNT / 2)..(AMOUNT / 2) {
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commands.spawn(PbrBundle {
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mesh: box_mesh.clone(),
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material: box_material.clone(),
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transform: Transform::from_translation(Vec3::new(x as f32, y as f32, z as f32)),
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..Default::default()
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});
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}
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}
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}
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// create a floor
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let rigid_body1 = RigidBodyBuilder::new_static();
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let collider1 = ColliderBuilder::cuboid(10.0, 1.0, 10.0);
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commands.spawn((rigid_body1, collider1));
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commands.spawn(PbrBundle {
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mesh: meshes.add(Mesh::from(shape::Plane { size: 10. })),
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material: materials.add(Color::rgb(0.5, 0.9, 0.9).into()),
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transform: Transform::from_translation(Vec3::new(0.0, 0.2, 0.0)),
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..Default::default()
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});
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}
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@ -1,7 +1,9 @@
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use bevy::{input::mouse::MouseMotion, math::clamp, prelude::*};
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use bevy_rapier3d::rapier::dynamics::{RigidBody, RigidBodySet};
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use bevy_rapier3d::physics::RigidBodyHandleComponent;
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use bevy_rapier3d::na::{Matrix3x1};
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use bevy_rapier3d::{
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na::Matrix3x1,
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physics::RigidBodyHandleComponent,
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rapier::dynamics::{RigidBody, RigidBodySet},
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};
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pub struct Player {
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/// The speed the FlyCamera moves at. Defaults to `1.0`
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@ -132,7 +134,8 @@ fn mouse_motion_system(
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let pitch_radians = options.pitch.to_radians();
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transform.rotation = Quat::from_axis_angle(Vec3::unit_y(), yaw_radians)
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* Quat::from_axis_angle(-Vec3::unit_x(), pitch_radians) * 10.;
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* Quat::from_axis_angle(-Vec3::unit_x(), pitch_radians)
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* 10.;
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body.set_angvel(Matrix3x1::new(pitch_radians, yaw_radians, 0.), true);
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}
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44
src/world.rs
Normal file
44
src/world.rs
Normal file
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@ -0,0 +1,44 @@
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use bevy::prelude::*;
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use bevy_rapier3d::rapier::{dynamics::RigidBodyBuilder, geometry::ColliderBuilder};
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pub struct WorldPlugin;
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impl Plugin for WorldPlugin {
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fn build(&self, app: &mut AppBuilder) {
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app.add_startup_system(create_world.system());
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}
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}
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fn create_world(
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commands: &mut Commands,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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) {
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let box_mesh = meshes.add(Mesh::from(shape::Cube { size: 0.25 }));
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let box_material = materials.add(Color::rgb(1.0, 0.2, 0.3).into());
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const AMOUNT: i32 = 6;
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for x in -(AMOUNT / 2)..(AMOUNT / 2) {
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for y in -(AMOUNT / 2)..(AMOUNT / 2) {
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for z in -(AMOUNT / 2)..(AMOUNT / 2) {
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commands.spawn(PbrBundle {
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mesh: box_mesh.clone(),
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material: box_material.clone(),
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transform: Transform::from_translation(Vec3::new(x as f32, y as f32, z as f32)),
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..Default::default()
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});
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}
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}
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}
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// create a floor
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let rigid_body1 = RigidBodyBuilder::new_static();
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let collider1 = ColliderBuilder::cuboid(10.0, 1.0, 10.0);
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commands.spawn((rigid_body1, collider1));
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commands.spawn(PbrBundle {
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mesh: meshes.add(Mesh::from(shape::Plane { size: 10. })),
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material: materials.add(Color::rgb(0.5, 0.9, 0.9).into()),
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transform: Transform::from_translation(Vec3::new(0.0, 0.2, 0.0)),
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..Default::default()
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});
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}
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