use bevy::{
color::palettes::basic::{GRAY, RED, WHITE},
input::mouse::{AccumulatedMouseMotion, MouseButtonInput},
math::StableInterpolate,
prelude::*,
};
use rand::{Rng, SeedableRng};
use rand_chacha::ChaCha8Rng;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.add_systems(Update, (draw_ship_axes, draw_random_axes))
.add_systems(Update, (handle_keypress, handle_mouse, rotate_ship).chain())
.run();
}
#[derive(Component, Default)]
struct Ship {
target_transform: Transform,
in_motion: bool,
}
#[derive(Component)]
struct RandomAxes(Dir3, Dir3);
#[derive(Component)]
struct Instructions;
#[derive(Resource)]
struct MousePressed(bool);
#[derive(Resource)]
struct SeededRng(ChaCha8Rng);
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
asset_server: Res<AssetServer>,
) {
let mut seeded_rng = ChaCha8Rng::seed_from_u64(19878367467712);
commands.spawn((
Camera3d::default(),
Transform::from_xyz(3., 2.5, 4.).looking_at(Vec3::ZERO, Vec3::Y),
));
commands.spawn((
Mesh3d(meshes.add(Plane3d::default().mesh().size(100.0, 100.0))),
MeshMaterial3d(materials.add(Color::srgb(0.3, 0.5, 0.3))),
Transform::from_xyz(0., -2., 0.),
));
commands.spawn((
PointLight {
shadows_enabled: true,
..default()
},
Transform::from_xyz(4.0, 7.0, -4.0),
));
let first = seeded_rng.gen();
let second = seeded_rng.gen();
commands.spawn(RandomAxes(first, second));
commands.spawn((
SceneRoot(
asset_server
.load(GltfAssetLabel::Scene(0).from_asset("models/ship/craft_speederD.gltf")),
),
Ship {
target_transform: random_axes_target_alignment(&RandomAxes(first, second)),
..default()
},
));
commands.spawn((
Text::new(
"The bright red axis is the primary alignment axis, and it will always be\n\
made to coincide with the primary target direction (white) exactly.\n\
The fainter red axis is the secondary alignment axis, and it is made to\n\
line up with the secondary target direction (gray) as closely as possible.\n\
Press 'R' to generate random target directions.\n\
Press 'T' to align the ship to those directions.\n\
Click and drag the mouse to rotate the camera.\n\
Press 'H' to hide/show these instructions.",
),
Node {
position_type: PositionType::Absolute,
top: Val::Px(12.0),
left: Val::Px(12.0),
..default()
},
Instructions,
));
commands.insert_resource(MousePressed(false));
commands.insert_resource(SeededRng(seeded_rng));
}
fn draw_ship_axes(mut gizmos: Gizmos, ship_transform: Single<&Transform, With<Ship>>) {
let z_ends = arrow_ends(*ship_transform, Vec3::NEG_Z, 1.5);
gizmos.arrow(z_ends.0, z_ends.1, RED);
let x_ends = arrow_ends(*ship_transform, Vec3::X, 1.5);
gizmos.arrow(x_ends.0, x_ends.1, Color::srgb(0.65, 0., 0.));
}
fn draw_random_axes(mut gizmos: Gizmos, random_axes: Single<&RandomAxes>) {
let RandomAxes(v1, v2) = *random_axes;
gizmos.arrow(Vec3::ZERO, 1.5 * *v1, WHITE);
gizmos.arrow(Vec3::ZERO, 1.5 * *v2, GRAY);
}
fn rotate_ship(ship: Single<(&mut Ship, &mut Transform)>, time: Res<Time>) {
let (mut ship, mut ship_transform) = ship.into_inner();
if !ship.in_motion {
return;
}
let target_rotation = ship.target_transform.rotation;
ship_transform
.rotation
.smooth_nudge(&target_rotation, 3.0, time.delta_secs());
if ship_transform.rotation.angle_between(target_rotation) <= f32::EPSILON {
ship.in_motion = false;
}
}
fn handle_keypress(
mut ship: Single<&mut Ship>,
mut random_axes: Single<&mut RandomAxes>,
mut instructions_viz: Single<&mut Visibility, With<Instructions>>,
keyboard: Res<ButtonInput<KeyCode>>,
mut seeded_rng: ResMut<SeededRng>,
) {
if keyboard.just_pressed(KeyCode::KeyR) {
let first = seeded_rng.0.gen();
let second = seeded_rng.0.gen();
**random_axes = RandomAxes(first, second);
ship.in_motion = false;
ship.target_transform = random_axes_target_alignment(&random_axes);
}
if keyboard.just_pressed(KeyCode::KeyT) {
ship.in_motion ^= true;
}
if keyboard.just_pressed(KeyCode::KeyH) {
if *instructions_viz.as_ref() == Visibility::Hidden {
**instructions_viz = Visibility::Visible;
} else {
**instructions_viz = Visibility::Hidden;
}
}
}
fn handle_mouse(
accumulated_mouse_motion: Res<AccumulatedMouseMotion>,
mut button_events: EventReader<MouseButtonInput>,
mut camera_transform: Single<&mut Transform, With<Camera>>,
mut mouse_pressed: ResMut<MousePressed>,
) {
for button_event in button_events.read() {
if button_event.button != MouseButton::Left {
continue;
}
*mouse_pressed = MousePressed(button_event.state.is_pressed());
}
if !mouse_pressed.0 {
return;
}
if accumulated_mouse_motion.delta != Vec2::ZERO {
let displacement = accumulated_mouse_motion.delta.x;
camera_transform.rotate_around(Vec3::ZERO, Quat::from_rotation_y(-displacement / 75.));
}
}
fn arrow_ends(transform: &Transform, axis: Vec3, length: f32) -> (Vec3, Vec3) {
let local_vector = length * (transform.rotation * axis);
(transform.translation, transform.translation + local_vector)
}
fn random_axes_target_alignment(random_axes: &RandomAxes) -> Transform {
let RandomAxes(first, second) = random_axes;
Transform::IDENTITY.aligned_by(Vec3::NEG_Z, *first, Vec3::X, *second)
}