forked from Jondolf/avian
-
Notifications
You must be signed in to change notification settings - Fork 0
/
cubes.rs
112 lines (99 loc) · 3.66 KB
/
cubes.rs
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
#![allow(clippy::unnecessary_cast)]
use avian3d::{math::*, prelude::*};
use bevy::prelude::*;
use examples_common_3d::ExampleCommonPlugin;
fn main() {
App::new()
.add_plugins((
DefaultPlugins,
ExampleCommonPlugin,
PhysicsPlugins::default(),
))
.insert_resource(ClearColor(Color::srgb(0.05, 0.05, 0.1)))
.insert_resource(Msaa::Sample4)
.add_systems(Startup, setup)
.add_systems(Update, movement)
.run();
}
/// The acceleration used for movement.
#[derive(Component)]
struct MovementAcceleration(Scalar);
fn setup(
mut commands: Commands,
mut materials: ResMut<Assets<StandardMaterial>>,
mut meshes: ResMut<Assets<Mesh>>,
) {
let cube_mesh = meshes.add(Cuboid::default());
// Ground
commands.spawn((
PbrBundle {
mesh: cube_mesh.clone(),
material: materials.add(Color::srgb(0.7, 0.7, 0.8)),
transform: Transform::from_xyz(0.0, -2.0, 0.0).with_scale(Vec3::new(100.0, 1.0, 100.0)),
..default()
},
RigidBody::Static,
Collider::cuboid(1.0, 1.0, 1.0),
));
let cube_size = 2.0;
// Spawn cube stacks
for x in -2..2 {
for y in -2..2 {
for z in -2..2 {
let position = Vec3::new(x as f32, y as f32 + 3.0, z as f32) * (cube_size + 0.05);
commands.spawn((
PbrBundle {
mesh: cube_mesh.clone(),
material: materials.add(Color::srgb(0.2, 0.7, 0.9)),
transform: Transform::from_translation(position)
.with_scale(Vec3::splat(cube_size as f32)),
..default()
},
RigidBody::Dynamic,
Collider::cuboid(1.0, 1.0, 1.0),
MovementAcceleration(10.0),
));
}
}
}
// Directional light
commands.spawn(DirectionalLightBundle {
directional_light: DirectionalLight {
illuminance: 5000.0,
shadows_enabled: true,
..default()
},
transform: Transform::default().looking_at(Vec3::new(-1.0, -2.5, -1.5), Vec3::Y),
..default()
});
// Camera
commands.spawn(Camera3dBundle {
transform: Transform::from_translation(Vec3::new(0.0, 12.0, 40.0))
.looking_at(Vec3::Y * 5.0, Vec3::Y),
..default()
});
}
fn movement(
time: Res<Time>,
keyboard_input: Res<ButtonInput<KeyCode>>,
mut query: Query<(&MovementAcceleration, &mut LinearVelocity)>,
) {
// Precision is adjusted so that the example works with
// both the `f32` and `f64` features. Otherwise you don't need this.
let delta_time = time.delta_seconds_f64().adjust_precision();
for (movement_acceleration, mut linear_velocity) in &mut query {
let up = keyboard_input.any_pressed([KeyCode::KeyW, KeyCode::ArrowUp]);
let down = keyboard_input.any_pressed([KeyCode::KeyS, KeyCode::ArrowDown]);
let left = keyboard_input.any_pressed([KeyCode::KeyA, KeyCode::ArrowLeft]);
let right = keyboard_input.any_pressed([KeyCode::KeyD, KeyCode::ArrowRight]);
let horizontal = right as i8 - left as i8;
let vertical = down as i8 - up as i8;
let direction =
Vector::new(horizontal as Scalar, 0.0, vertical as Scalar).normalize_or_zero();
// Move in input direction
if direction != Vector::ZERO {
linear_velocity.x += direction.x * movement_acceleration.0 * delta_time;
linear_velocity.z += direction.z * movement_acceleration.0 * delta_time;
}
}
}