Refactoring, reorganization and cleanup (#7)

### New `math` module
 * Traits for error-tolerant floating-point comparisons
 * Traits for interpolation and easing
 * Bevy plugin to manage 3D interpolations with ECS components

### `skybox` module refactor
 * ECS resource to enable external skybox selection/updates
 * System run conditions for more idiomatic/ECS-friendly control flow

### Camera controller refactor
 * Renamed from `orbit_cam` to `camera_controller`
 * Now delegates to the new interpolation plugin for WASD motion smoothing
 * Simple API for attaching the `CameraController` component to the camera from
   another module -- this resolves an awkward separation-of-concerns situation
	where we had to configure a bunch of render-quality settings in the camera
	controller module

### Scene module refactor
 * Renamed from `test_scene` to `scene`
 * This module is now responsible for configuring the skybox
 * This module is now responsible for spawning the camera and configuring the
   render settings
This commit is contained in:
Danny McGee
2023-10-31 16:39:10 -04:00
committed by GitHub
parent 4b9ea61495
commit ce6db7fc3c
11 changed files with 811 additions and 399 deletions
+267
View File
@@ -0,0 +1,267 @@
use std::f32::consts;
use bevy::{
prelude::*,
window::{CursorGrabMode, PrimaryWindow},
};
use crate::{
input::{Action, CameraMotion, InputAction, Lifecycle},
math::{Easing, InterpVelocity, Interpolation, InterpolationSystem, NearlyEq, Velocity},
};
pub struct CameraControllerPlugin;
#[derive(SystemSet, Clone, Copy, PartialEq, Eq, Hash, Debug)]
pub struct CameraMotionSystem;
impl Plugin for CameraControllerPlugin {
fn build(&self, app: &mut App) {
app.add_systems(
Update,
(
camera_control_kinematic,
process_physical_inputs.before(InterpolationSystem),
camera_control_physical.after(InterpolationSystem),
)
.in_set(CameraMotionSystem),
);
}
}
#[derive(Component)]
pub struct CameraController {
pub focus: Vec3,
pub radius: f32,
pub upside_down: bool,
}
impl Default for CameraController {
fn default() -> Self {
Self {
focus: Vec3::ZERO,
radius: 10.0,
upside_down: false,
}
}
}
#[derive(Bundle)]
pub struct CameraControllerBundle {
controller: CameraController,
velocity: Velocity,
}
impl CameraControllerBundle {
pub fn new(focus: Vec3, position: Vec3) -> Self {
Self {
controller: CameraController {
focus,
radius: Vec3::distance(position, focus),
..default()
},
velocity: Velocity(Vec3::ZERO),
}
}
}
fn camera_control_kinematic(
mut q_window: Query<&mut Window, With<PrimaryWindow>>,
mut input: EventReader<InputAction>,
mut q_camera: Query<(&mut CameraController, &mut Transform, &Projection)>,
) {
if input.is_empty() {
return;
}
let (mut controller, mut xform, proj) = q_camera.single_mut();
let mut window = q_window.single_mut();
let mut any_ongoing = false;
let mut any_started = false;
let mut any_stopped = false;
for action in input.iter().filter(|action| {
!matches!(
action,
InputAction(_, Action::Camera(CameraMotion::Translate(_)))
)
}) {
#[allow(irrefutable_let_patterns)] // Will eventually be more variants
if let InputAction(lifecycle, Action::Camera(motion)) = action {
use CameraMotion::*;
match lifecycle {
Lifecycle::Start => any_started = true,
Lifecycle::Ongoing => any_ongoing = true,
Lifecycle::Stop => any_stopped = true,
}
match motion {
Pan(delta) => do_pan(proj, &window, *delta, &mut xform, &mut controller),
Zoom(delta) => do_zoom(&window, *delta, &mut xform, &mut controller),
Orbit(delta) => do_orbit(&window, *delta, *lifecycle, &mut xform, &mut controller),
Rotate(delta) => do_rotate(&window, *delta, &mut xform, &mut controller),
_ => {}
}
}
}
if any_started {
capture_pointer(&mut window);
} else if any_stopped && !any_ongoing {
release_pointer(&mut window);
}
}
fn process_physical_inputs(
mut cmd: Commands,
mut input: EventReader<InputAction>,
q_camera: Query<(Entity, &Velocity), With<CameraController>>,
mut q_interp: Query<&mut InterpVelocity>,
) {
for action in input.iter() {
let &InputAction(_, Action::Camera(CameraMotion::Translate(delta))) = action else {
continue;
};
for (ent, velocity) in q_camera.iter() {
let target = delta * 0.075;
if let Ok(mut interp) = q_interp.get_mut(ent) {
if interp.target.nearly_eq_within(target, 1e-3) {
continue;
}
interp.initial = **velocity;
interp.target = target;
interp.t = 0.;
} else {
cmd.entity(ent).insert(InterpVelocity {
inner: Interpolation {
initial: **velocity,
target,
easing: Easing::Sine,
..default()
},
accel_zero2max: 0.333,
});
}
}
}
}
fn camera_control_physical(
mut q_camera: Query<(&mut CameraController, &mut Transform, &Velocity)>,
) {
for (mut controller, mut xform, velocity) in q_camera.iter_mut() {
let delta_pos = xform.rotation * (**velocity);
xform.translation += delta_pos;
controller.focus += delta_pos;
}
}
#[inline]
fn capture_pointer(window: &mut Window) {
window.cursor.visible = false;
window.cursor.grab_mode = CursorGrabMode::Confined;
}
#[inline]
fn release_pointer(window: &mut Window) {
window.cursor.visible = true;
window.cursor.grab_mode = CursorGrabMode::None;
}
#[inline]
fn do_orbit(
win: &Window,
delta: Vec2,
event_lifecycle: Lifecycle,
xform: &mut Transform,
controller: &mut CameraController,
) {
// Set `upside_down` flag if the event just started or stopped
if matches!(event_lifecycle, Lifecycle::Start | Lifecycle::Stop) {
controller.upside_down = xform.up().y <= 0.;
}
// Translate to origin
xform.translation += xform.forward() * controller.radius;
// Calculate rotation
let delta_x = {
let delta = delta.x / (win.physical_width() as f32) * consts::PI * 2.0;
match controller.upside_down {
true => -delta,
false => delta,
}
};
let delta_y = delta.y / (win.physical_height() as f32) * consts::PI;
let yaw = Quat::from_rotation_y(-delta_x);
let pitch = Quat::from_rotation_x(-delta_y);
// Rotate around global Y and local X
xform.rotation = yaw * xform.rotation;
xform.rotation *= pitch;
// Translate back to the original position
xform.translation += xform.back() * controller.radius;
}
#[inline]
fn do_pan(
proj: &Projection,
win: &Window,
delta: Vec2,
xform: &mut Transform,
controller: &mut CameraController,
) {
// Normalize the pan distance with respect to the window resolution
let pan = match proj {
Projection::Perspective(p) => {
delta
* Vec2 {
x: (p.fov * p.aspect_ratio) / (win.physical_width() as f32),
y: p.fov / (win.physical_height() as f32),
}
}
_ => delta,
};
// Pan along local XY plane, with the distance scaled by the radius
let up = xform.up();
let left = xform.left();
let delta = (pan.y * up + pan.x * left) * controller.radius;
// Update camera translation and focus point
xform.translation += delta;
controller.focus += delta;
}
#[inline]
fn do_zoom(win: &Window, delta: f32, xform: &mut Transform, controller: &mut CameraController) {
let delta = (delta * 1.5) / (win.physical_height() as f32);
controller.radius -= controller.radius * delta;
xform.translation = controller.focus + xform.back() * controller.radius;
}
#[inline]
fn do_rotate(win: &Window, delta: Vec2, xform: &mut Transform, controller: &mut CameraController) {
// TODO: Move this somewhere else
let sensitivity = 0.75;
let delta_x = delta.x / (win.physical_width() as f32) * consts::PI * 2.0 * sensitivity;
let delta_y = delta.y / (win.physical_height() as f32) * consts::PI * sensitivity;
let yaw = Quat::from_rotation_y(-delta_x);
let pitch = Quat::from_rotation_x(-delta_y);
// Rotate around global Y and local X
xform.rotation = yaw * xform.rotation;
xform.rotation *= pitch;
// Update focus point
controller.focus = xform.translation + xform.forward() * controller.radius;
}
+11 -8
View File
@@ -1,18 +1,20 @@
#![allow(clippy::type_complexity)]
use bevy::prelude::*;
use camera_controller::{CameraController, CameraControllerPlugin, CameraMotionSystem};
use input::StudioInputPlugin;
use orbit_cam::{CameraMotionSystem, OrbitCam, OrbitCamPlugin};
use math::InterpolationPlugin;
use scene::ScenePlugin;
use skybox::SkyboxPlugin;
use test_scene::TestScenePlugin;
use ui::UiLayerPlugin;
use viewport::ViewportSize;
use wasm_bindgen::prelude::*;
mod camera_controller;
mod input;
mod orbit_cam;
mod math;
mod scene;
mod skybox;
mod test_scene;
mod ui;
mod viewport;
@@ -36,8 +38,9 @@ pub fn init(viewport_size: ViewportSize) {
..default()
}),
StudioInputPlugin,
OrbitCamPlugin,
TestScenePlugin,
InterpolationPlugin,
CameraControllerPlugin,
ScenePlugin,
SkyboxPlugin,
UiLayerPlugin,
))
@@ -45,8 +48,8 @@ pub fn init(viewport_size: ViewportSize) {
.run();
}
fn draw_world_axes(mut gizmos: Gizmos, q: Query<&OrbitCam>) {
let &OrbitCam { focus, radius, .. } = q.single();
fn draw_world_axes(mut gizmos: Gizmos, q: Query<&CameraController>) {
let &CameraController { focus, radius, .. } = q.single();
let mut draw_axis = |direction: Vec3, color: Color| {
let end = focus + direction * radius / 15.;
+81
View File
@@ -0,0 +1,81 @@
//! Helper traits for floating-point equality checks with configurable tolerance.
use bevy::prelude::Vec3;
use super::internal::Zero;
pub trait NearlyEq<Rhs, Tolerance = Rhs> {
const DEFAULT_TOLERANCE: Tolerance;
#[inline]
fn nearly_eq(self, rhs: Rhs) -> bool
where
Self: Sized,
{
self.nearly_eq_within(rhs, Self::DEFAULT_TOLERANCE)
}
fn nearly_eq_within(self, rhs: Rhs, tolerance: Tolerance) -> bool;
}
impl NearlyEq<f32> for f32 {
const DEFAULT_TOLERANCE: f32 = f32::EPSILON;
#[inline]
fn nearly_eq_within(self, rhs: f32, tolerance: f32) -> bool {
(self - rhs).abs() < tolerance
}
}
impl NearlyEq<f64> for f64 {
const DEFAULT_TOLERANCE: f64 = f64::EPSILON;
#[inline]
fn nearly_eq_within(self, rhs: f64, tolerance: f64) -> bool {
(self - rhs).abs() < tolerance
}
}
impl NearlyEq<Vec3, f32> for Vec3 {
const DEFAULT_TOLERANCE: f32 = <f32 as NearlyEq<f32>>::DEFAULT_TOLERANCE;
fn nearly_eq_within(self, rhs: Vec3, tolerance: f32) -> bool {
self.x.nearly_eq_within(rhs.x, tolerance)
&& self.y.nearly_eq_within(rhs.y, tolerance)
&& self.z.nearly_eq_within(rhs.z, tolerance)
}
}
impl Zero for Vec3 {
#[inline]
fn zero() -> Self {
Vec3::ZERO
}
}
pub trait NearlyZero<Tolerance = Self> {
const DEFAULT_TOLERANCE: Tolerance;
#[inline]
fn nearly_zero(self) -> bool
where
Self: Sized,
{
self.nearly_zero_within(Self::DEFAULT_TOLERANCE)
}
fn nearly_zero_within(self, tolerance: Tolerance) -> bool;
}
impl<T, Tolerance> NearlyZero<Tolerance> for T
where
T: Zero,
T: NearlyEq<T, Tolerance>,
{
const DEFAULT_TOLERANCE: Tolerance = <Self as NearlyEq<T, Tolerance>>::DEFAULT_TOLERANCE;
#[inline]
fn nearly_zero_within(self, tolerance: Tolerance) -> bool {
self.nearly_eq_within(<Self as Zero>::zero(), tolerance)
}
}
+34
View File
@@ -0,0 +1,34 @@
//! Helpers to make it easier to implement traits for both `f32` and `f64`
//! without needing to copy and paste identical implementations.
#[rustfmt::skip] pub(super) trait Zero { fn zero() -> Self; }
#[rustfmt::skip] impl Zero for f32 { #[inline] fn zero() -> Self { 0_f32 } }
#[rustfmt::skip] impl Zero for f64 { #[inline] fn zero() -> Self { 0_f64 } }
#[rustfmt::skip] pub(super) trait One { fn one() -> Self; }
#[rustfmt::skip] impl One for f32 { #[inline] fn one() -> Self { 1_f32 } }
#[rustfmt::skip] impl One for f64 { #[inline] fn one() -> Self { 1_f64 } }
pub(super) trait Clamp {
fn clamp(self, min: Self, max: Self) -> Self;
}
impl<T> Clamp for T
where
T: Sized + Copy + PartialOrd + core::fmt::Debug,
{
#[inline]
fn clamp(mut self, min: Self, max: Self) -> Self {
assert!(
min <= max,
"min > max, or either was NaN. min = {min:?}, max = {max:?}"
);
if self < min {
self = min
}
if self > max {
self = max
}
self
}
}
+129
View File
@@ -0,0 +1,129 @@
use bevy::prelude::*;
use crate::math::{NearlyEq, NearlyZero};
use super::{CurveSin, Easing, Lerp};
pub struct InterpolationPlugin;
#[derive(SystemSet, Clone, Copy, PartialEq, Eq, Hash, Debug)]
pub struct InterpolationSystem;
impl Plugin for InterpolationPlugin {
fn build(&self, app: &mut App) {
app.add_systems(
Update,
(interp_velocity, interp_position).in_set(InterpolationSystem),
)
.add_systems(PostUpdate, cleanup_finished_interps);
}
}
/// A `newtype` component for a `t` interpolation parameter.
#[derive(Component, Deref, DerefMut, Debug, Clone, Copy)]
pub struct Interp(pub f32);
pub struct Interpolation<T>
where
f32: Lerp<T>,
{
pub initial: T,
pub target: T,
pub t: f32,
pub easing: Easing,
}
impl<T> Interpolation<T>
where
f32: Lerp<T>,
T: Copy,
{
fn tick(&mut self, dt: f32) -> T {
self.t = (self.t + dt).clamp(0., 1.);
self.current()
}
pub fn current(&self) -> T {
if self.t.nearly_zero() {
self.initial
} else if self.t.nearly_eq(1.) {
self.target
} else {
let t = match self.easing {
Easing::Linear => self.t,
Easing::Sine => self.t.curve_sin(),
};
t.lerp(self.initial, self.target)
}
}
}
impl<T> Default for Interpolation<T>
where
f32: Lerp<T>,
T: Default,
{
fn default() -> Self {
Self {
initial: default(),
target: default(),
t: 0.,
easing: Easing::Linear,
}
}
}
#[derive(Component, Deref, DerefMut)]
pub struct InterpVelocity {
#[deref]
pub inner: Interpolation<Vec3>,
pub accel_zero2max: f32,
}
// TODO: Does this belong here?
#[derive(Component, Deref, DerefMut)]
pub struct Velocity(pub Vec3);
#[derive(Component, Deref, DerefMut)]
pub struct InterpPosition {
#[deref]
pub inner: Interpolation<Vec3>,
pub duration: f32,
}
fn interp_velocity(time: Res<Time>, mut q_interp: Query<(&mut Velocity, &mut InterpVelocity)>) {
let delta_seconds = time.delta_seconds();
for (mut velocity, mut interp) in q_interp.iter_mut() {
let dt = delta_seconds / interp.accel_zero2max;
**velocity = interp.tick(dt);
}
}
fn interp_position(time: Res<Time>, mut q_interp: Query<&mut InterpPosition>) {
let delta_seconds = time.delta_seconds();
for mut interp in q_interp.iter_mut() {
let dt = delta_seconds / interp.duration;
interp.tick(dt);
}
}
fn cleanup_finished_interps(
mut cmd: Commands,
q_interp_velocity: Query<(Entity, &InterpVelocity)>,
q_interp_position: Query<(Entity, &InterpPosition)>,
) {
for (ent, interp) in q_interp_velocity.iter() {
if interp.t.nearly_eq(1.) {
cmd.entity(ent).remove::<InterpVelocity>();
}
}
for (ent, interp) in q_interp_position.iter() {
if interp.t.nearly_eq(1.) {
cmd.entity(ent).remove::<InterpPosition>();
}
}
}
+19
View File
@@ -0,0 +1,19 @@
//! Helpers for interpolating between values.
pub use ecs::*;
pub use traits::*;
mod ecs;
mod traits;
#[derive(Clone, Copy, Debug)]
pub enum Easing {
Linear,
Sine,
}
impl Default for Easing {
fn default() -> Self {
Self::Linear
}
}
+152
View File
@@ -0,0 +1,152 @@
use std::ops;
use bevy::prelude::Vec3;
use crate::math::{
internal::{Clamp, One, Zero},
NearlyZero,
};
pub trait Lerp<Operand> {
/// Interpolate linearly between `a` and `b`, using `self` as the `t` parameter.
fn lerp(self, a: Operand, b: Operand) -> Operand;
}
pub trait InvLerp<T: Sized> {
/// Derive a `t` interpolation parameter for `self`, where `a` is the
/// "origin" and `b` is the "destination".
///
/// # Examples
///
/// ```
/// use math::NearlyEq;
///
/// let t = 48_f32.inv_lerp(32., 64.);
/// // The expected result is 0.5, because 48 is halfway between 32 and 64.
/// assert!(t.nearly_eq(0.5));
/// ```
fn inv_lerp(self, a: Self, b: Self) -> T;
}
pub trait Remap<T: Sized>
where
Self: Sized,
{
/// Re-map a value from its interpolated position in the range `from`, to
/// the equivalent position in the range `to`.
///
/// # Examples
///
/// ```
/// use math::NearlyEq;
///
/// let x = 48_f32.remap((32., 64.), (32., 128.));
/// // The expected result is 80, because 48 is halfway between 32 and 64,
/// // and 80 is halfway between 32 and 128.
/// assert!(x.nearly_eq_within(80., 1e-3));
/// ```
fn remap(self, from: (Self, Self), to: (Self, Self)) -> Self;
}
pub trait CurveSin {
/// Fit a `t` interpolation parameter to a sine curve. Mostly useful for
/// "easing" between steps in an animation.
///
/// https://www.desmos.com/calculator/k9x4c4cr5y
///
/// # Example
///
/// ```
/// // This is fine, but it will feel "jerky" because the velocity is
/// // constant from start to end.
/// fn update_position(dt: f32, start: Vec3, end: Vec3, t: f32) -> Vec3 {
/// (t + dt).clamp(0., 1.).lerp(start, end)
/// }
///
/// // This will smoothly accelerate from a standstill at t=0, and
/// // smoothly decelerate back to a stop at t=1.
/// fn update_position_eased(dt: f32, start: Vec3, end: Vec3, t: f32) -> Vec3 {
/// (t + dt)
/// .clamp(0., 1.)
/// .curve_sin()
/// .lerp(start, end)
/// }
/// ```
fn curve_sin(self) -> Self;
}
impl<T, Operand> Lerp<Operand> for T
where
T: Copy,
T: One,
T: ops::Sub<Output = T>,
Operand: ops::Mul<T, Output = Operand>,
Operand: ops::Add<Output = Operand>,
{
#[inline]
fn lerp(self, a: Operand, b: Operand) -> Operand {
a * (Self::one() - self) + b * self
}
}
impl<T> InvLerp<T> for T
where
T: One + Zero,
T: Clamp,
T: NearlyZero,
T: Copy,
T: ops::Sub<Output = T>,
T: ops::Div<Output = T>,
{
#[inline]
fn inv_lerp(self, a: T, b: T) -> T {
let dividend = b - a;
if !dividend.nearly_zero() {
((self - a) / dividend).clamp(T::zero(), T::one())
} else {
T::one()
}
}
}
// Vector inverse lerp requires a special implementation, yoinked from here:
// https://discussions.unity.com/t/inverselerp-for-vector3/177038
impl InvLerp<f32> for Vec3 {
#[inline]
fn inv_lerp(self, a: Vec3, b: Vec3) -> f32 {
let ab = b - a;
let av = self - a;
if !ab.nearly_zero() {
av.dot(ab) / ab.length_squared()
} else {
1.
}
}
}
impl<T, Operand> Remap<T> for Operand
where
Operand: InvLerp<T>,
T: Lerp<Operand>,
{
#[inline]
fn remap(self, from: (Self, Self), to: (Self, Self)) -> Self {
self.inv_lerp(from.0, from.1).lerp(to.0, to.1)
}
}
impl CurveSin for f32 {
fn curve_sin(self) -> Self {
use std::f32::consts::PI;
-1. * ((self * PI).cos() / 2.) + 0.5
}
}
impl CurveSin for f64 {
fn curve_sin(self) -> Self {
use std::f64::consts::PI;
-1. * ((self * PI).cos() / 2.) + 0.5
}
}
+6
View File
@@ -0,0 +1,6 @@
mod float_comparison;
mod internal;
pub mod interp;
pub use float_comparison::*;
pub use interp::*;
-329
View File
@@ -1,329 +0,0 @@
use std::{f32::consts, mem};
use bevy::{
core_pipeline::{
bloom::{BloomCompositeMode, BloomPrefilterSettings, BloomSettings},
fxaa::Fxaa,
tonemapping::Tonemapping,
},
math::vec3,
prelude::*,
window::{CursorGrabMode, PrimaryWindow},
};
use crate::input::{Action, CameraMotion, InputAction, Lifecycle};
pub struct OrbitCamPlugin;
#[derive(SystemSet, Clone, Copy, PartialEq, Eq, Hash, Debug)]
pub struct CameraMotionSystem;
impl Plugin for OrbitCamPlugin {
fn build(&self, app: &mut App) {
app.add_systems(Startup, spawn_camera);
app.add_systems(
Update,
(
camera_control_kinematic.in_set(CameraMotionSystem),
update_velocity
.in_set(CameraMotionSystem)
.after(camera_control_kinematic),
camera_control_physical
.in_set(CameraMotionSystem)
.after(update_velocity),
),
);
}
}
// TODO: These don't really belong in this module
#[derive(Component)]
pub struct Velocity(pub Vec3);
#[derive(Component)]
pub struct TargetVelocity(pub Vec3);
#[derive(Component)]
pub struct Interp(pub f32);
#[derive(Component)]
pub struct OrbitCam {
pub focus: Vec3,
pub radius: f32,
pub upside_down: bool,
}
impl Default for OrbitCam {
fn default() -> Self {
Self {
focus: Vec3::ZERO,
radius: 10.0,
upside_down: false,
}
}
}
fn spawn_camera(mut cmd: Commands) {
let focus = vec3(0.35011, 0.5, -0.99576);
let camera_xform = Transform::from_xyz(-2.5, 4.5, 5.0).looking_at(focus, Vec3::Y);
cmd.spawn((
// FIXME: Come up with a good way to separate the camera controller from
// all the render settings here (all of these components need to
// be paired with the camera)
Camera3dBundle {
transform: camera_xform,
tonemapping: Tonemapping::BlenderFilmic,
camera: Camera {
hdr: true,
..default()
},
..default()
},
BloomSettings {
composite_mode: BloomCompositeMode::EnergyConserving,
intensity: 0.25,
prefilter_settings: BloomPrefilterSettings {
threshold: 0.8,
threshold_softness: 0.5,
},
..default()
},
Fxaa::default(),
OrbitCam {
focus,
radius: Vec3::distance(camera_xform.translation, focus),
..default()
},
Velocity(Vec3::ZERO),
TargetVelocity(Vec3::ZERO),
Interp(1.),
));
}
fn camera_control_kinematic(
mut q_window: Query<&mut Window, With<PrimaryWindow>>,
mut input: EventReader<InputAction>,
mut q_camera: Query<(
&mut OrbitCam,
&mut TargetVelocity,
&mut Interp,
&mut Transform,
&Projection,
)>,
) {
if input.is_empty() {
return;
}
let (mut orbit_cam, mut target_vel, mut t, mut xform, proj) = q_camera.single_mut();
let mut window = q_window.single_mut();
let mut any_ongoing = false;
let mut any_started = false;
let mut any_stopped = false;
for action in input.iter() {
#[allow(irrefutable_let_patterns)] // Will eventually be more variants
if let InputAction(lifecycle, Action::Camera(motion)) = action {
use CameraMotion::*;
// Ignore translation actions for the sake of pointer capture
if mem::discriminant(motion) != mem::discriminant(&Translate(Vec3::ZERO)) {
match lifecycle {
Lifecycle::Start => any_started = true,
Lifecycle::Ongoing => any_ongoing = true,
Lifecycle::Stop => any_stopped = true,
}
}
match motion {
Translate(delta) => do_translate(*delta, &mut target_vel, &mut t),
Pan(delta) => do_pan(proj, &window, *delta, &mut xform, &mut orbit_cam),
Zoom(delta) => do_zoom(&window, *delta, &mut xform, &mut orbit_cam),
Orbit(delta) => do_orbit(&window, *delta, *lifecycle, &mut xform, &mut orbit_cam),
Rotate(delta) => do_rotate(&window, *delta, &mut xform, &mut orbit_cam),
}
}
}
if any_started {
capture_pointer(&mut window);
} else if any_stopped && !any_ongoing {
release_pointer(&mut window);
}
}
// TODO: This doesn't really belong in this module
fn update_velocity(
time: Res<Time>,
mut q_velocity: Query<(&mut Velocity, &TargetVelocity, &mut Interp)>,
) {
let dt = time.delta_seconds();
// TODO: Move these somewhere else -- component maybe?
let accel_zero2max = 0.333;
let max_speed = 0.075;
for (mut velocity, target_vel, mut t) in q_velocity.iter_mut() {
let target_vel = target_vel.0 * max_speed;
t.0 = (t.0 + dt / accel_zero2max).clamp(0., 1.);
velocity.0 = if t.0.nearly_eq(0.) {
Vec3::ZERO
} else if t.0.nearly_eq(1.) {
target_vel
} else {
Vec3::lerp(velocity.0, target_vel, curve_sin(t.0))
};
}
}
fn camera_control_physical(mut q_camera: Query<(&mut OrbitCam, &mut Transform, &Velocity)>) {
let (mut orbit_cam, mut xform, velocity) = q_camera.single_mut();
let delta_pos = xform.rotation * velocity.0;
xform.translation += delta_pos;
orbit_cam.focus += delta_pos;
}
#[inline]
fn capture_pointer(window: &mut Window) {
window.cursor.visible = false;
window.cursor.grab_mode = CursorGrabMode::Confined;
}
#[inline]
fn release_pointer(window: &mut Window) {
window.cursor.visible = true;
window.cursor.grab_mode = CursorGrabMode::None;
}
#[inline]
fn do_translate(delta: Vec3, target_vel: &mut TargetVelocity, t: &mut Interp) {
if !delta.nearly_eq(target_vel.0) {
target_vel.0 = delta;
t.0 = 0.;
}
}
#[inline]
fn do_orbit(
win: &Window,
delta: Vec2,
event_lifecycle: Lifecycle,
xform: &mut Transform,
orbit_cam: &mut OrbitCam,
) {
// Set `upside_down` flag if the event just started or stopped
if matches!(event_lifecycle, Lifecycle::Start | Lifecycle::Stop) {
orbit_cam.upside_down = xform.up().y <= 0.;
}
// Translate to origin
xform.translation += xform.forward() * orbit_cam.radius;
// Calculate rotation
let delta_x = {
let delta = delta.x / (win.physical_width() as f32) * consts::PI * 2.0;
match orbit_cam.upside_down {
true => -delta,
false => delta,
}
};
let delta_y = delta.y / (win.physical_height() as f32) * consts::PI;
let yaw = Quat::from_rotation_y(-delta_x);
let pitch = Quat::from_rotation_x(-delta_y);
// Rotate around global Y and local X
xform.rotation = yaw * xform.rotation;
xform.rotation *= pitch;
// Translate back to the original position
xform.translation += xform.back() * orbit_cam.radius;
}
#[inline]
fn do_pan(
proj: &Projection,
win: &Window,
delta: Vec2,
xform: &mut Transform,
orbit_cam: &mut OrbitCam,
) {
// Normalize the pan distance with respect to the window resolution
let pan = match proj {
Projection::Perspective(p) => {
delta
* Vec2 {
x: (p.fov * p.aspect_ratio) / (win.physical_width() as f32),
y: p.fov / (win.physical_height() as f32),
}
}
_ => delta,
};
// Pan along local XY plane, with the distance scaled by the radius
let up = xform.up();
let left = xform.left();
let delta = (pan.y * up + pan.x * left) * orbit_cam.radius;
// Update camera translation and focus point
xform.translation += delta;
orbit_cam.focus += delta;
}
#[inline]
fn do_zoom(win: &Window, delta: f32, xform: &mut Transform, orbit_cam: &mut OrbitCam) {
let delta = (delta * 1.5) / (win.physical_height() as f32);
orbit_cam.radius -= orbit_cam.radius * delta;
xform.translation = orbit_cam.focus + xform.back() * orbit_cam.radius;
}
#[inline]
fn do_rotate(win: &Window, delta: Vec2, xform: &mut Transform, orbit_cam: &mut OrbitCam) {
// TODO: Move this somewhere else
let sensitivity = 0.75;
let delta_x = delta.x / (win.physical_width() as f32) * consts::PI * 2.0 * sensitivity;
let delta_y = delta.y / (win.physical_height() as f32) * consts::PI * sensitivity;
let yaw = Quat::from_rotation_y(-delta_x);
let pitch = Quat::from_rotation_x(-delta_y);
// Rotate around global Y and local X
xform.rotation = yaw * xform.rotation;
xform.rotation *= pitch;
// Update focus point
orbit_cam.focus = xform.translation + xform.forward() * orbit_cam.radius;
}
/// Fit a [0, 1] `t` interpolation parameter to a sine curve
///
/// https://www.desmos.com/calculator/k9x4c4cr5y
#[inline]
fn curve_sin(t: f32) -> f32 {
-1. * (f32::cos(t * consts::PI) / 2.) + 0.5
}
trait NearlyEq {
type Rhs;
fn nearly_eq(self, rhs: Self::Rhs) -> bool;
}
impl NearlyEq for f32 {
type Rhs = Self;
fn nearly_eq(self, rhs: Self::Rhs) -> bool {
(self - rhs).abs() < Self::EPSILON
}
}
impl NearlyEq for Vec3 {
type Rhs = Self;
fn nearly_eq(self, rhs: Self::Rhs) -> bool {
self.x.nearly_eq(rhs.x) && self.y.nearly_eq(rhs.y) && self.z.nearly_eq(rhs.z)
}
}
@@ -1,15 +1,24 @@
use bevy::{
core_pipeline::{
bloom::{BloomCompositeMode, BloomPrefilterSettings, BloomSettings},
fxaa::Fxaa,
tonemapping::Tonemapping,
},
math::vec3,
pbr::NotShadowCaster,
prelude::*,
reflect::{TypePath, TypeUuid},
render::render_resource::{AsBindGroup, ShaderRef},
};
use crate::orbit_cam::{CameraMotionSystem, OrbitCam};
use crate::{
camera_controller::{CameraController, CameraControllerBundle, CameraMotionSystem},
skybox::SkyboxId,
};
pub struct TestScenePlugin;
pub struct ScenePlugin;
impl Plugin for TestScenePlugin {
impl Plugin for ScenePlugin {
fn build(&self, app: &mut App) {
app.insert_resource(ClearColor(Color::hsl(0.0, 0.0, 0.25)))
.add_plugins(MaterialPlugin::<ProceduralGridMaterial>::default())
@@ -27,12 +36,41 @@ fn spawn_scene(
mut meshes: ResMut<Assets<Mesh>>,
mut mat_proc_grid: ResMut<Assets<ProceduralGridMaterial>>,
) {
// Test scene
// Skybox
cmd.insert_resource(SkyboxId("test_scene".into()));
// glTF scene
cmd.spawn(SceneBundle {
scene: assets.load("gltf/sample-room.gltf#Scene0"),
..default()
});
// Camera, graphics settings
let focus = vec3(0.35011, 0.5, -0.99576);
let camera_xform = Transform::from_xyz(-2.5, 4.5, 5.0).looking_at(focus, Vec3::Y);
cmd.spawn((
Camera3dBundle {
transform: camera_xform,
tonemapping: Tonemapping::BlenderFilmic,
camera: Camera {
hdr: true,
..default()
},
..default()
},
CameraControllerBundle::new(focus, camera_xform.translation),
BloomSettings {
composite_mode: BloomCompositeMode::EnergyConserving,
intensity: 0.25,
prefilter_settings: BloomPrefilterSettings {
threshold: 0.8,
threshold_softness: 0.5,
},
..default()
},
Fxaa::default(),
));
// Main light
// TODO: get Blender to export enough metadata to automate light placements
cmd.spawn(PointLightBundle {
@@ -95,9 +133,9 @@ fn spawn_scene(
fn move_plane_with_camera(
mut plane: Query<(&WorldGridPlane, &mut Transform)>,
camera: Query<&OrbitCam, Changed<OrbitCam>>,
camera: Query<&CameraController, Changed<CameraController>>,
) {
if let Ok(&OrbitCam { focus, .. }) = camera.get_single() {
if let Ok(&CameraController { focus, .. }) = camera.get_single() {
let (_, mut xform) = plane.single_mut();
xform.translation.x = focus.x;
+68 -56
View File
@@ -11,79 +11,91 @@ pub struct SkyboxPlugin;
impl Plugin for SkyboxPlugin {
fn build(&self, app: &mut App) {
app.add_systems(Startup, setup)
.add_systems(Update, asset_loaded);
app.add_systems(
Update,
(
load_skybox.run_if(resource_exists_and_changed::<SkyboxId>()),
spawn_skybox
.run_if(resource_exists::<SkyboxAssets>())
.run_if(skybox_assets_loaded),
),
);
}
}
#[derive(Resource, Deref, DerefMut)]
pub struct SkyboxId(pub String);
#[derive(Resource)]
pub struct Cubemap {
is_loaded: bool,
image_handle: Handle<Image>,
struct SkyboxAssets {
cubemap: Handle<Image>,
env_diffuse: Handle<Image>,
env_specular: Handle<Image>,
}
impl Cubemap {
fn new(name: impl fmt::Display, assets: &Res<AssetServer>) -> Self {
let paths = SkyboxPaths::new(name);
Self {
is_loaded: false,
image_handle: assets.load(paths.main),
env_diffuse: assets.load(paths.env_diffuse),
env_specular: assets.load(paths.env_specular),
}
}
fn load_skybox(mut cmd: Commands, assets: Res<AssetServer>, id: Res<SkyboxId>) {
let paths = SkyboxPaths::new(&**id);
cmd.insert_resource(SkyboxAssets {
cubemap: assets.load(paths.cubemap),
env_diffuse: assets.load(paths.env_diffuse),
env_specular: assets.load(paths.env_specular),
});
}
pub struct SkyboxPaths {
pub main: String,
pub env_diffuse: String,
pub env_specular: String,
fn skybox_assets_loaded(
assets: Res<AssetServer>,
skybox_assets: Option<Res<SkyboxAssets>>,
) -> bool {
let Some(skybox_assets) = skybox_assets else {
return false;
};
assets.get_load_state(skybox_assets.cubemap.clone_weak()) == LoadState::Loaded
&& assets.get_load_state(skybox_assets.env_diffuse.clone_weak()) == LoadState::Loaded
&& assets.get_load_state(skybox_assets.env_specular.clone_weak()) == LoadState::Loaded
}
fn spawn_skybox(
mut cmd: Commands,
mut images: ResMut<Assets<Image>>,
skybox_assets: Res<SkyboxAssets>,
q_camera: Query<Entity, With<Camera3d>>,
) {
// Configure the skybox texture as a cubemap
let image = images.get_mut(&skybox_assets.cubemap).unwrap();
if image.texture_descriptor.array_layer_count() == 1 {
image.reinterpret_stacked_2d_as_array(6);
image.texture_view_descriptor = Some(TextureViewDescriptor {
dimension: Some(TextureViewDimension::Cube),
..default()
});
}
// Add components to the scene camera
cmd.entity(q_camera.single()).insert((
Skybox(skybox_assets.cubemap.clone()),
EnvironmentMapLight {
diffuse_map: skybox_assets.env_diffuse.clone(),
specular_map: skybox_assets.env_specular.clone(),
},
));
// Remove the intermediate resource
cmd.remove_resource::<SkyboxAssets>();
}
struct SkyboxPaths {
cubemap: String,
env_diffuse: String,
env_specular: String,
}
impl SkyboxPaths {
fn new(name: impl fmt::Display) -> Self {
Self {
main: format!("skyboxes/{name}.hdr"),
cubemap: format!("skyboxes/{name}.hdr"),
env_diffuse: format!("skyboxes/{name}_diffuse.zstd.ktx2"),
env_specular: format!("skyboxes/{name}_specular.zstd.ktx2"),
}
}
}
fn setup(mut cmd: Commands, assets: Res<AssetServer>) {
cmd.insert_resource(Cubemap::new("test_scene", &assets));
}
fn asset_loaded(
assets: Res<AssetServer>,
camera: Query<Entity, With<Camera3d>>,
mut cmd: Commands,
mut images: ResMut<Assets<Image>>,
mut cubemap: ResMut<Cubemap>,
) {
if !cubemap.is_loaded
&& assets.get_load_state(cubemap.image_handle.clone_weak()) == LoadState::Loaded
{
let image = images.get_mut(&cubemap.image_handle).unwrap();
if image.texture_descriptor.array_layer_count() == 1 {
image.reinterpret_stacked_2d_as_array(6);
image.texture_view_descriptor = Some(TextureViewDescriptor {
dimension: Some(TextureViewDimension::Cube),
..default()
});
}
cmd.entity(camera.single()).insert((
Skybox(cubemap.image_handle.clone()),
EnvironmentMapLight {
diffuse_map: cubemap.env_diffuse.clone(),
specular_map: cubemap.env_specular.clone(),
},
));
cubemap.is_loaded = true;
}
}