Compare commits
5 Commits
feat/simul
...
master
| Author | SHA1 | Date |
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4f634306da | |
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8ff232f21b | |
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183475c60f | |
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76deff3f2f | |
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c3ea9f4513 |
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@ -2084,6 +2084,7 @@ dependencies = [
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"bevy-inspector-egui",
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"bevy_prototype_debug_lines",
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"bevy_rapier2d",
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"fastrand",
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"lazy_static",
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"noise",
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]
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@ -10,6 +10,7 @@ bevy = { version = "0.9.0", features = ["dynamic"] }
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bevy-inspector-egui = "0.14.0"
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bevy_prototype_debug_lines = "0.9.0"
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bevy_rapier2d = "0.19.0"
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fastrand = "1.8.0"
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lazy_static = "1.4.0"
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noise = "0.8.2"
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13
src/game.rs
13
src/game.rs
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@ -7,10 +7,7 @@ use crate::{
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};
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use self::{
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camera::{GameCameraPlugin, WORLD_WIDTH},
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debug::DebugPlugin,
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kinematic::KinematicPlugin,
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player::PlayerPlugin,
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camera::GameCameraPlugin, debug::DebugPlugin, kinematic::KinematicPlugin, player::PlayerPlugin,
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};
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pub mod camera;
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@ -35,15 +32,15 @@ pub fn init() {
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fn setup_window(mut windows: ResMut<Windows>) {
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if let Some(window) = windows.get_primary_mut() {
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window.set_resolution(900.0, 450.0);
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window.set_resolution(1280.0, 720.0);
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window.set_title("Kuilu".to_string());
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}
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}
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fn setup_terrain(mut commands: Commands, mut terrain: ResMut<Terrain2D>) {
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let terrain_gen = TerrainGen2D::new(432678);
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for y in 0..(WORLD_WIDTH / Chunk2D::SIZE_Y as i32) {
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for x in 0..(WORLD_WIDTH / Chunk2D::SIZE_X as i32) {
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for y in 0..(Terrain2D::WORLD_HEIGHT / Chunk2D::SIZE_Y as i32) {
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for x in 0..(Terrain2D::WORLD_WIDTH / Chunk2D::SIZE_X as i32) {
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let position = Vector2I { x, y };
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terrain.add_chunk(position, terrain_gen.gen_chunk(&position));
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}
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@ -60,6 +57,6 @@ fn setup_terrain(mut commands: Commands, mut terrain: ResMut<Terrain2D>) {
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.spawn(Name::new("Right wall"))
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.insert(Collider::halfspace(Vec2::NEG_X).unwrap())
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.insert(TransformBundle::from_transform(
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Transform::from_translation(Vec3::new(WORLD_WIDTH as f32, 0.0, 0.0)),
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Transform::from_translation(Vec3::new(Terrain2D::WORLD_WIDTH as f32, 0.0, 0.0)),
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));
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}
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@ -4,9 +4,10 @@ use bevy::{
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};
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use bevy_inspector_egui::{Inspectable, RegisterInspectable};
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use crate::util::{move_towards_vec3, vec3_lerp};
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pub const WORLD_WIDTH: i32 = 512;
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use crate::{
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terrain2d::Terrain2D,
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util::{move_towards_vec3, vec3_lerp},
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};
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pub struct GameCameraPlugin;
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@ -48,7 +49,7 @@ fn camera_setup(mut commands: Commands) {
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Name::new("Camera"),
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Camera2dBundle {
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projection: OrthographicProjection {
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scaling_mode: ScalingMode::FixedHorizontal(WORLD_WIDTH as f32),
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scaling_mode: ScalingMode::FixedHorizontal(Terrain2D::WORLD_WIDTH as f32),
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window_origin: WindowOrigin::Center,
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scale: 1.0 / 2.0,
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..default()
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@ -79,7 +80,7 @@ fn camera_system(
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for (mut camera_transform, projection) in camera_query.iter_mut() {
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let left_limit = 0.0;
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let right_limit = WORLD_WIDTH as f32;
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let right_limit = Terrain2D::WORLD_WIDTH as f32;
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let offset = Vec3::new(0.0, 0.0, 999.9);
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match follow.movement {
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FollowMovement::Instant => {
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@ -1,9 +1,7 @@
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use bevy::prelude::*;
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// use bevy_inspector_egui::*;
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use bevy_prototype_debug_lines::DebugLinesPlugin;
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// use bevy_rapier2d::prelude::*;
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mod terrain;
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pub mod terrain;
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use terrain::TerrainDebugPlugin;
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@ -12,8 +10,8 @@ pub struct DebugPlugin;
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impl Plugin for DebugPlugin {
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fn build(&self, app: &mut App) {
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app.add_plugin(DebugLinesPlugin::default())
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// .add_plugin(RapierDebugRenderPlugin::default())
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// .add_plugin(WorldInspectorPlugin::new())
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// .add_plugin(bevy_rapier2d::prelude::RapierDebugRenderPlugin::default())
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// .add_plugin(bevy_inspector_egui::WorldInspectorPlugin::new())
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.add_plugin(TerrainDebugPlugin);
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}
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}
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@ -1,3 +1,5 @@
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use std::collections::HashMap;
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use crate::{game::camera::GameCamera, terrain2d::*, util::Vector2I};
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use bevy::{input::mouse::MouseWheel, prelude::*, render::camera::RenderTarget};
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use bevy_prototype_debug_lines::DebugLines;
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@ -7,7 +9,8 @@ pub struct TerrainDebugPlugin;
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impl Plugin for TerrainDebugPlugin {
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fn build(&self, app: &mut App) {
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app.insert_resource(TerrainBrush2D::default())
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.add_system_to_stage(TerrainStages::EventHandler, dirty_rect_visualizer)
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// .add_system_to_stage(TerrainStages::EventHandler, dirty_rect_visualizer)
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// .add_system_to_stage(CoreStage::Last, chunk_debugger)
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.add_system(debug_painter);
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}
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}
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@ -20,7 +23,10 @@ struct TerrainBrush2D {
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impl Default for TerrainBrush2D {
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fn default() -> Self {
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TerrainBrush2D { radius: 5, tile: 4 }
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TerrainBrush2D {
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radius: 40,
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tile: 8,
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}
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}
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}
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@ -128,7 +134,7 @@ fn debug_painter(
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);
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if mouse_input.pressed(MouseButton::Left) || mouse_input.pressed(MouseButton::Right)
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{
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terrain.set_texel(&pos, id, None)
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terrain.set_texel(&pos, Texel2D { id, ..default() }, None)
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}
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}
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}
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@ -146,22 +152,69 @@ fn dirty_rect_visualizer(terrain: Res<Terrain2D>, mut debug_draw: ResMut<DebugLi
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continue;
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};
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let color = Color::RED;
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let offset = Vec3::from(chunk_index_to_global(chunk_index));
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let min = offset + Vec3::from(rect.min);
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let max = offset + Vec3::from(rect.max + Vector2I::ONE);
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draw_box(&mut debug_draw, min, max, Color::RED, 0.0);
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}
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}
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let points = vec![
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Vec3::new(rect.min.x as f32, rect.min.y as f32, 0.0),
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Vec3::new((rect.max.x + 1) as f32, rect.min.y as f32, 0.0),
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Vec3::new((rect.max.x + 1) as f32, (rect.max.y + 1) as f32, 0.0),
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Vec3::new(rect.min.x as f32, (rect.max.y + 1) as f32, 0.0),
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];
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for i in 0..points.len() {
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let offset = Vec3::from(chunk_index_to_global(chunk_index));
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debug_draw.line_colored(
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offset + points[i],
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offset + points[(i + 1) % points.len()],
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0.0,
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color,
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fn chunk_debugger(terrain: Res<Terrain2D>, mut debug_draw: ResMut<DebugLines>) {
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for (chunk_index, chunk) in terrain.chunk_iter() {
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println!("chunk contents: {chunk_index:?}");
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let offset = Vec3::from(chunk_index_to_global(chunk_index));
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let min = offset + Vec3::ZERO;
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let max = offset + Vec3::from(Chunk2D::SIZE);
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draw_box(
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&mut debug_draw,
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min,
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max,
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Color::rgba(0.5, 0.0, 0.5, 0.5),
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0.0,
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);
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let mut tile_counter: HashMap<TexelID, (u32, u32)> = HashMap::new();
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for y in 0..Chunk2D::SIZE_Y as i32 {
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for x in 0..Chunk2D::SIZE_X as i32 {
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let local = Vector2I::new(x, y);
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let global = local_to_global(&local, chunk_index);
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if let (Some(texel), _) = terrain.get_texel_behaviour(&global) {
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if !tile_counter.contains_key(&texel.id) {
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tile_counter.insert(texel.id, (0, 0));
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}
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let (old_count, old_density) = tile_counter[&texel.id].clone();
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tile_counter.insert(
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texel.id,
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(old_count + 1, old_density + texel.density as u32),
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);
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}
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}
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}
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let mut counts: Vec<(u8, String, u32, u32)> = vec![];
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for (id, (count, total_density)) in tile_counter.iter() {
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let name =
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TexelBehaviour2D::from_id(id).map_or("unknown".to_string(), |b| b.name.to_string());
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counts.push((*id, name, *count, *total_density));
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}
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counts.sort_unstable_by_key(|c| c.0);
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for (id, name, count, total_density) in counts {
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println!(
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"\tmaterial: {name:<24}id: {id:<8}count: {count:<8}total_density: {total_density:<8}"
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);
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}
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}
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}
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pub fn draw_box(debug_draw: &mut DebugLines, min: Vec3, max: Vec3, color: Color, duration: f32) {
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let points = vec![
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Vec3::new(min.x, min.y, min.z),
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Vec3::new(max.x, min.y, min.z),
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Vec3::new(max.x, max.y, min.z),
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Vec3::new(min.x, max.y, min.z),
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];
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for i in 0..points.len() {
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debug_draw.line_colored(points[i], points[(i + 1) % points.len()], duration, color);
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}
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}
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@ -81,9 +81,6 @@ pub fn player_spawn(mut commands: Commands) {
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},
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..default()
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})
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.insert(TransformBundle::from_transform(Transform::from_xyz(
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256.0, 128.0, 0.0,
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)))
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.insert(Collider::cuboid(3.0, 6.0))
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.insert(PlayerBundle {
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kinematic,
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@ -94,6 +91,6 @@ pub fn player_spawn(mut commands: Commands) {
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.insert(Sleeping::disabled())
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.insert(CameraFollow {
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priority: 1,
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movement: FollowMovement::Smooth(18.0),
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movement: FollowMovement::Instant,
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});
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}
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331
src/terrain2d.rs
331
src/terrain2d.rs
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@ -17,10 +17,7 @@ pub use terrain_gen2d::*;
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pub use texel2d::*;
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pub use texel_behaviour2d::*;
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use crate::{
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game::camera::WORLD_WIDTH,
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util::{frame_counter::FrameCounter, math::*, Vector2I},
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};
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use crate::util::{frame_counter::FrameCounter, math::*, Vector2I};
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pub struct Terrain2DPlugin;
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@ -46,10 +43,10 @@ impl Plugin for Terrain2DPlugin {
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app.register_type::<TerrainChunk2D>()
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.insert_resource(Terrain2D::new(
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Some(WORLD_WIDTH * 2),
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Some(Terrain2D::WORLD_HEIGHT),
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Some(0),
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Some(0),
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Some(WORLD_WIDTH),
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Some(Terrain2D::WORLD_WIDTH),
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))
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.add_event::<TerrainEvent2D>()
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.add_system_to_stage(TerrainStages::Simulation, terrain_simulation)
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@ -74,7 +71,11 @@ pub enum TerrainStages {
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ChunkSync,
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}
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fn terrain_simulation(mut terrain: ResMut<Terrain2D>, frame_counter: Res<FrameCounter>) {
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fn terrain_simulation(
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mut terrain: ResMut<Terrain2D>,
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frame_counter: Res<FrameCounter>,
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mut debug_draw: ResMut<bevy_prototype_debug_lines::DebugLines>,
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) {
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let simulation_frame = (frame_counter.frame % u8::MAX as u64) as u8 + 1;
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let indices = terrain
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@ -104,9 +105,10 @@ fn terrain_simulation(mut terrain: ResMut<Terrain2D>, frame_counter: Res<FrameCo
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} else {
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continue;
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};
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// Texel simulation
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let mut y_range: Vec<_> = (rect.min.y..rect.max.y + 1).collect();
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let mut x_range: Vec<_> = (rect.min.x..rect.max.x + 1).collect();
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if frame_counter.frame % 2 == 0 {
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y_range.reverse();
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}
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@ -120,8 +122,8 @@ fn terrain_simulation(mut terrain: ResMut<Terrain2D>, frame_counter: Res<FrameCo
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let global = local_to_global(&local, &chunk_index);
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if terrain
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.get_texel(&global)
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.map_or(true, |t| t.last_simulation == simulation_frame)
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.get_latest_simulation(&global)
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.map_or(true, |frame| frame == simulation_frame)
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{
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continue;
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};
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@ -129,6 +131,172 @@ fn terrain_simulation(mut terrain: ResMut<Terrain2D>, frame_counter: Res<FrameCo
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simulate_texel(global, &mut terrain, &frame_counter);
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}
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}
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// Gas dispersion
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let alternate_dispersion = frame_counter.frame % 2 == 0;
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let alternate = if alternate_dispersion { 1 } else { 0 };
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let y_range =
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((rect.min.y - alternate)..rect.max.y + 1 + alternate).collect::<Vec<_>>();
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let x_range =
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((rect.min.x - alternate)..rect.max.x + 1 + alternate).collect::<Vec<_>>();
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const DISPERSION_WIDTH: usize = 2;
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const DISPERSION_HEIGHT: usize = 2;
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for y_arr in y_range.chunks(DISPERSION_HEIGHT) {
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for x_arr in x_range.chunks(DISPERSION_WIDTH) {
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let mut global_positions = vec![];
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for y in y_arr.iter() {
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for x in x_arr.iter() {
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let local = Vector2I::new(*x, *y);
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let global = local_to_global(&local, &chunk_index);
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global_positions.push(global);
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}
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}
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// Distribute gas
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disperse_gas(
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global_positions,
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&mut terrain,
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&frame_counter,
|
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&mut debug_draw,
|
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)
|
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}
|
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}
|
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}
|
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}
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}
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// TODO: Don't update if the result of dispersion is similar to before
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fn disperse_gas(
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global_positions: Vec<Vector2I>,
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terrain: &mut Terrain2D,
|
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frame_counter: &FrameCounter,
|
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debug_draw: &mut bevy_prototype_debug_lines::DebugLines,
|
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) {
|
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use u32 as Capacity;
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use u8 as Min;
|
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use u8 as Max;
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let mut total_densities: HashMap<TexelID, (Capacity, Min, Max)> = HashMap::new();
|
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let mut valid_globals = vec![];
|
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for global in global_positions.iter() {
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let (texel, behaviour) = terrain.get_texel_behaviour(global);
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if behaviour.clone().map_or(true, |b| b.form == TexelForm::Gas) {
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valid_globals.push(*global);
|
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}
|
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match (texel, behaviour) {
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(Some(texel), Some(behaviour)) => {
|
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if behaviour.form == TexelForm::Gas {
|
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if let Some((old_density, old_min, old_max)) = total_densities.get(&texel.id) {
|
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total_densities.insert(
|
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texel.id,
|
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(
|
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texel.density as u32 + *old_density,
|
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texel.density.min(*old_min),
|
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texel.density.max(*old_max),
|
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),
|
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);
|
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} else {
|
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total_densities.insert(
|
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texel.id,
|
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(texel.density as u32, texel.density, texel.density),
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
(_, _) => (),
|
||||
}
|
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}
|
||||
|
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let mut total_densities: Vec<(TexelID, Capacity, Min, Max)> = total_densities
|
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.iter()
|
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.map(|(t, (d, min, max))| (*t, *d, *min, *max))
|
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.collect();
|
||||
|
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if total_densities.len() == 0 {
|
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return;
|
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}
|
||||
|
||||
total_densities.sort_unstable_by_key(|(_, density, _, _)| *density);
|
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total_densities.reverse();
|
||||
|
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const TILE_CAPACITY: u32 = u8::MAX as u32;
|
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let free_slots = valid_globals.len() as u32
|
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- total_densities
|
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.iter()
|
||||
.map(|(_, v, _, _)| (*v / (TILE_CAPACITY + 1)) + 1)
|
||||
.sum::<u32>();
|
||||
|
||||
// Stop if the gas is already close to a stable state
|
||||
const STABLE_TRESHOLD: u8 = 3;
|
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if total_densities.iter().all(|(_, _, min, max)| {
|
||||
if u8::abs_diff(*min, *max) > STABLE_TRESHOLD {
|
||||
return false;
|
||||
}
|
||||
free_slots > 0 && *max <= STABLE_TRESHOLD
|
||||
}) {
|
||||
// // DEBUG: draw box for stabilized area
|
||||
// let mut min = valid_globals.first().unwrap().clone();
|
||||
// let mut max = valid_globals.first().unwrap().clone();
|
||||
// for global in valid_globals.iter() {
|
||||
// min = Vector2I::min(&min, global);
|
||||
// max = Vector2I::max(&max, global);
|
||||
// }
|
||||
// max = max + Vector2I::ONE;
|
||||
// crate::game::debug::terrain::draw_box(
|
||||
// debug_draw,
|
||||
// Vec3::from(min),
|
||||
// Vec3::from(max),
|
||||
// Color::CYAN,
|
||||
// 0.0,
|
||||
// );
|
||||
return;
|
||||
}
|
||||
|
||||
// Allocate slots
|
||||
let mut slots: Vec<(TexelID, u32)> = vec![];
|
||||
for (id, density, _, _) in total_densities.iter() {
|
||||
let min_slots = (density / (TILE_CAPACITY + 1)) + 1;
|
||||
slots.push((*id, min_slots));
|
||||
}
|
||||
for i in 0..free_slots as usize {
|
||||
let len = slots.len();
|
||||
slots[i % len].1 += 1;
|
||||
}
|
||||
|
||||
// Disperse into given slots
|
||||
let mut texels: Vec<Texel2D> = vec![];
|
||||
for (id, total_density, _, _) in total_densities.iter() {
|
||||
let slots = slots.iter().find(|s| s.0 == *id).unwrap().1;
|
||||
let mut density_left = *total_density;
|
||||
for i in 0..slots {
|
||||
let density = if i < (slots - 1) {
|
||||
(total_density / slots).min(density_left)
|
||||
} else {
|
||||
density_left
|
||||
}
|
||||
.min(u8::MAX as u32);
|
||||
if density > 0 {
|
||||
texels.push(Texel2D {
|
||||
id: *id,
|
||||
density: density as u8,
|
||||
});
|
||||
density_left -= density;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Apply changes
|
||||
if texels.len() > valid_globals.len() {
|
||||
panic!("disperse_gas() - valid_globals is shorter than texels");
|
||||
}
|
||||
|
||||
fastrand::shuffle(&mut valid_globals);
|
||||
for i in 0..valid_globals.len() {
|
||||
let global = valid_globals[i];
|
||||
if i < texels.len() {
|
||||
let texel = texels[i];
|
||||
terrain.set_texel(&global, texel, None);
|
||||
} else {
|
||||
terrain.set_texel(&global, Texel2D::default(), None)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -146,29 +314,37 @@ fn simulate_texel(global: Vector2I, terrain: &mut Terrain2D, frame_counter: &Fra
|
|||
let grav_offset = Vector2I::from(gravity);
|
||||
let grav_pos = global + grav_offset;
|
||||
|
||||
// Try falling
|
||||
{
|
||||
let (_, other_behaviour) = terrain.get_texel_behaviour(&grav_pos);
|
||||
if TexelBehaviour2D::can_displace(&behaviour, &other_behaviour) {
|
||||
terrain.swap_texels(&global, &grav_pos, Some(simulation_frame));
|
||||
return;
|
||||
if behaviour.form != TexelForm::Gas || gravity.abs() > fastrand::u8(0..u8::MAX) {
|
||||
// Try falling
|
||||
{
|
||||
let (_, other_behaviour) = terrain.get_texel_behaviour(&grav_pos);
|
||||
if TexelBehaviour2D::can_displace(&behaviour, &other_behaviour) {
|
||||
terrain.swap_texels(&global, &grav_pos, Some(simulation_frame));
|
||||
return;
|
||||
}
|
||||
if terrain.can_transfer_density(&global, &grav_pos) {
|
||||
terrain.transfer_density(&global, &grav_pos, gravity, Some(simulation_frame))
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Try "sliding"
|
||||
let mut dirs = vec![Vector2I::RIGHT, Vector2I::LEFT];
|
||||
if ((frame_counter.frame / 73) % 2) as i32 == global.y % 2 {
|
||||
dirs.reverse();
|
||||
}
|
||||
for dir in dirs.iter() {
|
||||
let slide_pos = match behaviour.form {
|
||||
TexelForm::Solid => grav_pos + *dir,
|
||||
TexelForm::Liquid | TexelForm::Gas => global + *dir,
|
||||
};
|
||||
let (_, other_behaviour) = terrain.get_texel_behaviour(&slide_pos);
|
||||
if TexelBehaviour2D::can_displace(&behaviour, &other_behaviour) {
|
||||
terrain.swap_texels(&global, &slide_pos, Some(simulation_frame));
|
||||
return;
|
||||
// Try "sliding"
|
||||
let mut dirs = vec![Vector2I::RIGHT, Vector2I::LEFT];
|
||||
if ((frame_counter.frame / 73) % 2) as i32 == global.y % 2 {
|
||||
dirs.reverse();
|
||||
}
|
||||
for dir in dirs.iter() {
|
||||
let slide_pos = match behaviour.form {
|
||||
TexelForm::Solid => grav_pos + *dir,
|
||||
TexelForm::Liquid | TexelForm::Gas => global + *dir,
|
||||
};
|
||||
let (_, other_behaviour) = terrain.get_texel_behaviour(&slide_pos);
|
||||
if TexelBehaviour2D::can_displace(&behaviour, &other_behaviour) {
|
||||
terrain.swap_texels(&global, &slide_pos, Some(simulation_frame));
|
||||
return;
|
||||
}
|
||||
if terrain.can_transfer_density(&global, &grav_pos) {
|
||||
terrain.transfer_density(&global, &grav_pos, gravity, Some(simulation_frame))
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -205,13 +381,16 @@ pub struct Terrain2D {
|
|||
}
|
||||
|
||||
impl Terrain2D {
|
||||
pub const WORLD_WIDTH: i32 = 512;
|
||||
pub const WORLD_HEIGHT: i32 = Self::WORLD_WIDTH * 2;
|
||||
|
||||
pub fn new(
|
||||
top_boundary: Option<i32>,
|
||||
bottom_boundary: Option<i32>,
|
||||
left_boundary: Option<i32>,
|
||||
right_boundary: Option<i32>,
|
||||
) -> Terrain2D {
|
||||
Terrain2D {
|
||||
) -> Self {
|
||||
Self {
|
||||
chunk_map: HashMap::new(),
|
||||
events: Vec::new(),
|
||||
top_boundary,
|
||||
|
|
@ -278,7 +457,7 @@ impl Terrain2D {
|
|||
|
||||
pub fn is_within_boundaries(&self, global: &Vector2I) -> bool {
|
||||
if let Some(top) = self.top_boundary {
|
||||
if global.y > top {
|
||||
if global.y >= top {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
|
@ -293,7 +472,7 @@ impl Terrain2D {
|
|||
}
|
||||
}
|
||||
if let Some(right) = self.right_boundary {
|
||||
if global.x > right {
|
||||
if global.x >= right {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
|
@ -305,6 +484,12 @@ impl Terrain2D {
|
|||
.map_or(None, |chunk| chunk.get_texel(&global_to_local(global)))
|
||||
}
|
||||
|
||||
pub fn get_latest_simulation(&self, global: &Vector2I) -> Option<u8> {
|
||||
self.global_to_chunk(global).map_or(None, |chunk| {
|
||||
chunk.get_latest_simulation(&global_to_local(global))
|
||||
})
|
||||
}
|
||||
|
||||
pub fn get_texel_behaviour(
|
||||
&self,
|
||||
global: &Vector2I,
|
||||
|
|
@ -320,16 +505,22 @@ impl Terrain2D {
|
|||
)
|
||||
}
|
||||
|
||||
pub fn set_texel(&mut self, global: &Vector2I, id: TexelID, simulation_frame: Option<u8>) {
|
||||
pub fn set_texel(
|
||||
&mut self,
|
||||
global: &Vector2I,
|
||||
new_texel: Texel2D,
|
||||
simulation_frame: Option<u8>,
|
||||
) {
|
||||
if !self.is_within_boundaries(global) {
|
||||
return;
|
||||
}
|
||||
let index = global_to_chunk_index(global);
|
||||
let changed = match self.index_to_chunk_mut(&index) {
|
||||
Some(chunk) => chunk.set_texel(&global_to_local(global), id, simulation_frame),
|
||||
Some(chunk) => chunk.set_texel(&global_to_local(global), new_texel, simulation_frame),
|
||||
None => {
|
||||
let mut chunk = Chunk2D::new();
|
||||
let changed = chunk.set_texel(&global_to_local(global), id, simulation_frame);
|
||||
let changed =
|
||||
chunk.set_texel(&global_to_local(global), new_texel, simulation_frame);
|
||||
self.add_chunk(index, chunk);
|
||||
changed
|
||||
}
|
||||
|
|
@ -348,11 +539,71 @@ impl Terrain2D {
|
|||
to_global: &Vector2I,
|
||||
simulation_frame: Option<u8>,
|
||||
) {
|
||||
let from = self.get_texel(from_global).map_or(0, |t| t.id);
|
||||
let to = self.get_texel(to_global).map_or(0, |t| t.id);
|
||||
let from = self.get_texel(from_global).unwrap_or_default();
|
||||
let to = self.get_texel(to_global).unwrap_or_default();
|
||||
self.set_texel(to_global, from, simulation_frame);
|
||||
// REM: The displaced texel is also marked as simulated
|
||||
self.set_texel(from_global, to, simulation_frame);
|
||||
}
|
||||
|
||||
fn can_transfer_density(&self, from_global: &Vector2I, to_global: &Vector2I) -> bool {
|
||||
let from = self.get_texel(from_global).unwrap_or_default();
|
||||
let to = self.get_texel(to_global).unwrap_or_default();
|
||||
if from.id != to.id {
|
||||
return false;
|
||||
}
|
||||
|
||||
let behaviour = if let Some(behaviour) = from.behaviour() {
|
||||
behaviour
|
||||
} else {
|
||||
return false;
|
||||
};
|
||||
|
||||
behaviour.form == TexelForm::Gas
|
||||
}
|
||||
|
||||
fn transfer_density(
|
||||
&mut self,
|
||||
from_global: &Vector2I,
|
||||
to_global: &Vector2I,
|
||||
gravity: TexelGravity,
|
||||
simulation_frame: Option<u8>,
|
||||
) {
|
||||
let from = self.get_texel(from_global).unwrap_or_default();
|
||||
let to = self.get_texel(to_global).unwrap_or_default();
|
||||
let max_transfer = gravity.abs();
|
||||
|
||||
// DEBUG: Test this out, another property?
|
||||
const MAX_TARGET_DENSITY: u8 = 25;
|
||||
let transfer = (u8::MAX - to.density)
|
||||
.min(max_transfer)
|
||||
.min(from.density)
|
||||
.min(MAX_TARGET_DENSITY.max(to.density) - to.density);
|
||||
if transfer == 0 {
|
||||
return;
|
||||
}
|
||||
|
||||
if from.density - transfer == 0 {
|
||||
self.set_texel(&from_global, Texel2D::default(), simulation_frame);
|
||||
} else {
|
||||
self.set_texel(
|
||||
&from_global,
|
||||
Texel2D {
|
||||
density: from.density - transfer,
|
||||
..from
|
||||
},
|
||||
simulation_frame,
|
||||
);
|
||||
}
|
||||
self.set_texel(
|
||||
&to_global,
|
||||
Texel2D {
|
||||
density: to.density + transfer,
|
||||
..to
|
||||
},
|
||||
simulation_frame,
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
pub fn local_to_texel_index(position: &Vector2I) -> Option<usize> {
|
||||
|
|
|
|||
|
|
@ -1,18 +1,13 @@
|
|||
use std::collections::VecDeque;
|
||||
|
||||
use super::{
|
||||
local_to_texel_index, texel_index_to_local, Terrain2D, TerrainEvent2D, Texel2D,
|
||||
TexelBehaviour2D, TexelID, NEIGHBOUR_INDEX_MAP,
|
||||
};
|
||||
use super::*;
|
||||
use crate::util::{CollisionLayers, Segment2I, Vector2I};
|
||||
use bevy::{
|
||||
prelude::*,
|
||||
render::{render_resource::Extent3d, texture::ImageSampler},
|
||||
};
|
||||
use bevy_rapier2d::prelude::*;
|
||||
use bevy::render::{render_resource::Extent3d, texture::ImageSampler};
|
||||
use lazy_static::lazy_static;
|
||||
|
||||
type Island = VecDeque<Segment2I>;
|
||||
pub type Chunk2DIndex = Vector2I;
|
||||
pub type NeighbourMask = u8;
|
||||
|
||||
lazy_static! {
|
||||
/// Marching Square case dictionary.
|
||||
|
|
@ -49,6 +44,14 @@ lazy_static! {
|
|||
/* down */ Segment2I { from: Vector2I::RIGHT, to: Vector2I::ZERO },
|
||||
/* left */ Segment2I { from: Vector2I::ZERO, to: Vector2I::UP },
|
||||
];
|
||||
|
||||
static ref NEIGHBOUR_INDEX_MAP: HashMap<Vector2I, u8> = {
|
||||
let mut map = HashMap::new();
|
||||
for i in 0..Chunk2D::NEIGHBOUR_OFFSET_VECTORS.len() {
|
||||
map.insert(Chunk2D::NEIGHBOUR_OFFSET_VECTORS[i], i as u8);
|
||||
}
|
||||
map
|
||||
};
|
||||
}
|
||||
|
||||
#[derive(Reflect, Component, Default)]
|
||||
|
|
@ -79,8 +82,6 @@ pub struct ChunkColliderBundle {
|
|||
pub transform: TransformBundle,
|
||||
}
|
||||
|
||||
pub type Chunk2DIndex = Vector2I;
|
||||
|
||||
#[derive(Clone, Copy)]
|
||||
pub struct ChunkRect {
|
||||
pub min: Vector2I,
|
||||
|
|
@ -97,7 +98,11 @@ impl ChunkRect {
|
|||
}
|
||||
|
||||
pub struct Chunk2D {
|
||||
pub texels: [Texel2D; (Self::SIZE_X * Self::SIZE_Y) as usize],
|
||||
pub texels: [Texel2D; Self::SIZE_X * Self::SIZE_Y],
|
||||
/// bitmask of empty/non-empty neighbours, see NEIGHBOUR_OFFSET_VECTORS for the order
|
||||
pub neighbour_mask: [NeighbourMask; Self::SIZE_X * Self::SIZE_Y],
|
||||
/// Used in simulation step so that texels won't be updated twice. Value of 0 is always updated.
|
||||
pub simulation_frames: [u8; Self::SIZE_X * Self::SIZE_Y],
|
||||
// TODO: handle multiple dirty rects?
|
||||
pub dirty_rect: Option<ChunkRect>,
|
||||
}
|
||||
|
|
@ -109,65 +114,22 @@ impl Chunk2D {
|
|||
x: Self::SIZE_X as i32,
|
||||
y: Self::SIZE_Y as i32,
|
||||
};
|
||||
pub const NEIGHBOUR_OFFSET_VECTORS: [Vector2I; 4] = [
|
||||
Vector2I { x: 0, y: 1 },
|
||||
Vector2I { x: 1, y: 0 },
|
||||
Vector2I { x: 0, y: -1 },
|
||||
Vector2I { x: -1, y: 0 },
|
||||
];
|
||||
|
||||
pub fn new() -> Chunk2D {
|
||||
Chunk2D {
|
||||
texels: Self::new_texel_array(),
|
||||
texels: [Texel2D::default(); Self::SIZE_X * Self::SIZE_Y],
|
||||
neighbour_mask: [0; Self::SIZE_X * Self::SIZE_Y],
|
||||
simulation_frames: [0; Self::SIZE_X * Self::SIZE_Y],
|
||||
dirty_rect: None,
|
||||
}
|
||||
}
|
||||
|
||||
pub fn new_full() -> Chunk2D {
|
||||
let mut chunk = Chunk2D {
|
||||
texels: Self::new_texel_array(),
|
||||
dirty_rect: None,
|
||||
};
|
||||
for y in 0..Self::SIZE_Y {
|
||||
for x in 0..Self::SIZE_X {
|
||||
chunk.set_texel(&Vector2I::new(x as i32, y as i32), 1, None);
|
||||
}
|
||||
}
|
||||
chunk
|
||||
}
|
||||
|
||||
pub fn new_half() -> Chunk2D {
|
||||
let mut chunk = Chunk2D {
|
||||
texels: Self::new_texel_array(),
|
||||
dirty_rect: None,
|
||||
};
|
||||
for y in 0..Self::SIZE_Y {
|
||||
for x in 0..Self::SIZE_X {
|
||||
if x <= Self::SIZE_Y - y {
|
||||
chunk.set_texel(&Vector2I::new(x as i32, y as i32), 1, None);
|
||||
}
|
||||
}
|
||||
}
|
||||
chunk
|
||||
}
|
||||
|
||||
pub fn new_circle() -> Chunk2D {
|
||||
let mut chunk = Chunk2D {
|
||||
texels: Self::new_texel_array(),
|
||||
dirty_rect: None,
|
||||
};
|
||||
let origin = Self::SIZE / 2;
|
||||
let radius = Self::SIZE_X as i32 / 2;
|
||||
for y in 0..Self::SIZE_Y {
|
||||
for x in 0..Self::SIZE_X {
|
||||
let dx = (x as i32 - origin.x).abs();
|
||||
let dy = (y as i32 - origin.y).abs();
|
||||
if dx * dx + dy * dy <= (radius - 1) * (radius - 1) {
|
||||
chunk.set_texel(&Vector2I::new(x as i32, y as i32), 1, None);
|
||||
}
|
||||
}
|
||||
}
|
||||
chunk
|
||||
}
|
||||
|
||||
pub fn new_texel_array() -> [Texel2D; Self::SIZE_X * Self::SIZE_Y] {
|
||||
[Texel2D::default(); Self::SIZE_X * Self::SIZE_Y]
|
||||
}
|
||||
|
||||
pub fn xy_vec() -> Vec<Vector2I> {
|
||||
let mut result = Vec::with_capacity(Self::SIZE_X * Self::SIZE_Y);
|
||||
for y in 0..Self::SIZE_Y {
|
||||
|
|
@ -208,6 +170,10 @@ impl Chunk2D {
|
|||
local_to_texel_index(position).map(|i| self.texels[i])
|
||||
}
|
||||
|
||||
pub fn get_latest_simulation(&self, position: &Vector2I) -> Option<u8> {
|
||||
local_to_texel_index(position).map(|i| self.simulation_frames[i])
|
||||
}
|
||||
|
||||
pub fn get_texel_mut(&mut self, position: &Vector2I) -> Option<&mut Texel2D> {
|
||||
local_to_texel_index(position).map(|i| &mut self.texels[i])
|
||||
}
|
||||
|
|
@ -215,46 +181,44 @@ impl Chunk2D {
|
|||
pub fn set_texel(
|
||||
&mut self,
|
||||
position: &Vector2I,
|
||||
id: TexelID,
|
||||
new_texel: Texel2D,
|
||||
simulation_frame: Option<u8>,
|
||||
) -> bool {
|
||||
let i = local_to_texel_index(position).expect("Texel index out of range");
|
||||
if self.texels[i].id != id {
|
||||
self.mark_dirty(position);
|
||||
if self.texels[i] == new_texel {
|
||||
return false;
|
||||
}
|
||||
let update_neighbours = TexelBehaviour2D::has_collision(&self.texels[i].id)
|
||||
!= TexelBehaviour2D::has_collision(&id);
|
||||
let changed = self.texels[i].id != id;
|
||||
self.texels[i].id = id;
|
||||
self.mark_dirty(position);
|
||||
let update_neighbours = self.texels[i].has_collision() != new_texel.has_collision();
|
||||
self.texels[i] = new_texel;
|
||||
// Update simulation frame
|
||||
if let Some(simulation_frame) = simulation_frame {
|
||||
self.texels[i].last_simulation = simulation_frame;
|
||||
self.simulation_frames[i] = simulation_frame;
|
||||
}
|
||||
// Update neighbour mask
|
||||
if update_neighbours {
|
||||
for offset in Texel2D::NEIGHBOUR_OFFSET_VECTORS {
|
||||
for offset in Self::NEIGHBOUR_OFFSET_VECTORS {
|
||||
// Flip neighbour's bit
|
||||
match self.get_texel_mut(&(*position + offset)) {
|
||||
Some(mut neighbour) => {
|
||||
neighbour.neighbour_mask ^= 1 << NEIGHBOUR_INDEX_MAP[&-offset];
|
||||
match local_to_texel_index(&(*position + offset)) {
|
||||
Some(index) => {
|
||||
self.neighbour_mask[index] ^= 1 << NEIGHBOUR_INDEX_MAP[&-offset];
|
||||
}
|
||||
None => (),
|
||||
}
|
||||
}
|
||||
}
|
||||
changed
|
||||
true
|
||||
}
|
||||
|
||||
pub fn create_texture_data(&self) -> Vec<u8> {
|
||||
let mut image_data = Vec::with_capacity(Chunk2D::SIZE_X * Chunk2D::SIZE_Y * 4);
|
||||
for y in (0..Chunk2D::SIZE_Y).rev() {
|
||||
for x in 0..Chunk2D::SIZE_X {
|
||||
let id = &self
|
||||
.get_texel(&Vector2I::new(x as i32, y as i32))
|
||||
.unwrap()
|
||||
.id;
|
||||
let behaviour = TexelBehaviour2D::from_id(id);
|
||||
let color =
|
||||
let texel = &self.get_texel(&Vector2I::new(x as i32, y as i32)).unwrap();
|
||||
let behaviour = texel.behaviour();
|
||||
let mut color =
|
||||
behaviour.map_or(Color::rgba_u8(0, 0, 0, 0), |behaviour| behaviour.color);
|
||||
color.set_a(color.a() * ((texel.density as f32) / 256.0));
|
||||
let color_data = color.as_rgba_u32();
|
||||
let mut color_data: Vec<u8> = vec![
|
||||
((color_data >> 0) & 0xff) as u8,
|
||||
|
|
@ -268,6 +232,7 @@ impl Chunk2D {
|
|||
image_data
|
||||
}
|
||||
|
||||
// TODO: Don't create collision for falling texels, it's pretty annoying that a stream of small grains blocks movement
|
||||
pub fn create_collision_data(&self) -> Vec<Vec<Vec2>> {
|
||||
let mut islands: Vec<Island> = Vec::new();
|
||||
for i in 0..self.texels.len() {
|
||||
|
|
@ -287,7 +252,7 @@ impl Chunk2D {
|
|||
let mut sides: Vec<Segment2I>;
|
||||
let has_collision = TexelBehaviour2D::has_collision(&self.texels[i].id);
|
||||
if !has_collision {
|
||||
sides = MST_CASE_MAP[self.texels[i].neighbour_mask as usize]
|
||||
sides = MST_CASE_MAP[self.neighbour_mask[i] as usize]
|
||||
.iter()
|
||||
.clone()
|
||||
.map(|side| Segment2I {
|
||||
|
|
@ -473,9 +438,7 @@ pub fn chunk_spawner(
|
|||
}
|
||||
}
|
||||
|
||||
/**
|
||||
Update the chunk sprite as needed
|
||||
*/
|
||||
/// Update the chunk sprite as needed
|
||||
pub fn chunk_sprite_sync(
|
||||
mut terrain_events: EventReader<TerrainEvent2D>,
|
||||
mut images: ResMut<Assets<Image>>,
|
||||
|
|
@ -532,9 +495,7 @@ pub fn chunk_sprite_sync(
|
|||
}
|
||||
}
|
||||
|
||||
/**
|
||||
Create and update colliders for chunk as needed
|
||||
*/
|
||||
/// Create and update colliders for chunk as needed
|
||||
pub fn chunk_collision_sync(
|
||||
mut terrain_events: EventReader<TerrainEvent2D>,
|
||||
mut commands: Commands,
|
||||
|
|
|
|||
|
|
@ -1,6 +1,7 @@
|
|||
use noise::{NoiseFn, PerlinSurflet};
|
||||
|
||||
use super::{chunk_index_to_global, Chunk2D, Chunk2DIndex};
|
||||
use super::*;
|
||||
use crate::util::{inverse_lerp, lerp};
|
||||
|
||||
pub struct TerrainGen2D {
|
||||
pub seed: u32,
|
||||
|
|
@ -39,7 +40,7 @@ impl TerrainGen2D {
|
|||
id = 13;
|
||||
}
|
||||
|
||||
chunk.set_texel(&local, id, None);
|
||||
chunk.set_texel(&local, Texel2D { id, ..default() }, None);
|
||||
}
|
||||
chunk
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,35 +1,32 @@
|
|||
use lazy_static::lazy_static;
|
||||
use std::collections::HashMap;
|
||||
|
||||
pub use u8 as TexelID;
|
||||
pub use u8 as NeighbourMask;
|
||||
|
||||
use crate::util::Vector2I;
|
||||
use super::TexelBehaviour2D;
|
||||
|
||||
#[derive(Clone, Copy, Default)]
|
||||
#[derive(Clone, Copy, Debug, PartialEq)]
|
||||
pub struct Texel2D {
|
||||
/// Identifier for a set of properties
|
||||
pub id: TexelID,
|
||||
/// bitmask of empty/non-empty neighbours, see NEIGHBOUR_OFFSET_VECTORS for the order
|
||||
pub neighbour_mask: NeighbourMask,
|
||||
pub last_simulation: u8,
|
||||
/// Used by gas materials
|
||||
pub density: u8,
|
||||
}
|
||||
|
||||
lazy_static! {
|
||||
pub static ref NEIGHBOUR_INDEX_MAP: HashMap<Vector2I, u8> = {
|
||||
let mut map = HashMap::new();
|
||||
for i in 0..Texel2D::NEIGHBOUR_OFFSET_VECTORS.len() {
|
||||
map.insert(Texel2D::NEIGHBOUR_OFFSET_VECTORS[i], i as u8);
|
||||
impl Default for Texel2D {
|
||||
fn default() -> Self {
|
||||
Self {
|
||||
id: TexelID::default(),
|
||||
density: u8::MAX,
|
||||
}
|
||||
map
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
impl Texel2D {
|
||||
pub const EMPTY: TexelID = 0;
|
||||
pub const NEIGHBOUR_OFFSET_VECTORS: [Vector2I; 4] = [
|
||||
Vector2I { x: 0, y: 1 },
|
||||
Vector2I { x: 1, y: 0 },
|
||||
Vector2I { x: 0, y: -1 },
|
||||
Vector2I { x: -1, y: 0 },
|
||||
];
|
||||
|
||||
pub fn has_collision(&self) -> bool {
|
||||
TexelBehaviour2D::has_collision(&self.id)
|
||||
}
|
||||
|
||||
pub fn behaviour(&self) -> Option<TexelBehaviour2D> {
|
||||
TexelBehaviour2D::from_id(&self.id)
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -14,7 +14,7 @@ lazy_static! {
|
|||
TexelBehaviour2D {
|
||||
name: Cow::Borrowed("loose sand"),
|
||||
color: Color::rgb(0.61, 0.49, 0.38),
|
||||
gravity: Some(TexelGravity::Down(100)),
|
||||
gravity: Some(TexelGravity::Down(200)),
|
||||
has_collision: true,
|
||||
..default()
|
||||
},
|
||||
|
|
@ -25,7 +25,7 @@ lazy_static! {
|
|||
TexelBehaviour2D {
|
||||
name: Cow::Borrowed("loose stone"),
|
||||
color: Color::rgb(0.21, 0.19, 0.17),
|
||||
gravity: Some(TexelGravity::Down(100)),
|
||||
gravity: Some(TexelGravity::Down(200)),
|
||||
has_collision: true,
|
||||
..default()
|
||||
},
|
||||
|
|
@ -36,7 +36,7 @@ lazy_static! {
|
|||
TexelBehaviour2D {
|
||||
name: Cow::Borrowed("loose sturdy stone"),
|
||||
color: Color::rgb(0.11, 0.11, 0.11),
|
||||
gravity: Some(TexelGravity::Down(100)),
|
||||
gravity: Some(TexelGravity::Down(200)),
|
||||
has_collision: true,
|
||||
..default()
|
||||
},
|
||||
|
|
@ -48,7 +48,7 @@ lazy_static! {
|
|||
name: Cow::Borrowed("water"),
|
||||
color: Color::rgba(0.0, 0.0, 1.0, 0.5),
|
||||
form: TexelForm::Liquid,
|
||||
gravity: Some(TexelGravity::Down(10)),
|
||||
gravity: Some(TexelGravity::Down(50)),
|
||||
..default()
|
||||
},
|
||||
);
|
||||
|
|
@ -57,9 +57,9 @@ lazy_static! {
|
|||
5,
|
||||
TexelBehaviour2D {
|
||||
name: Cow::Borrowed("oil"),
|
||||
color: Color::rgba(0.0, 1.0, 0.0, 0.5),
|
||||
form: TexelForm::Gas,
|
||||
gravity: Some(TexelGravity::Up(50)),
|
||||
color: Color::rgba(0.5, 0.5, 0.25, 0.5),
|
||||
form: TexelForm::Liquid,
|
||||
gravity: Some(TexelGravity::Down(20)),
|
||||
..default()
|
||||
},
|
||||
);
|
||||
|
|
@ -67,10 +67,31 @@ lazy_static! {
|
|||
result.insert(
|
||||
6,
|
||||
TexelBehaviour2D {
|
||||
name: Cow::Borrowed("gas"),
|
||||
color: Color::rgba(0.5, 0.5, 0.25, 0.5),
|
||||
form: TexelForm::Liquid,
|
||||
gravity: Some(TexelGravity::Down(5)),
|
||||
name: Cow::Borrowed("light gas"),
|
||||
color: Color::rgba(0.0, 1.0, 0.0, 0.5),
|
||||
form: TexelForm::Gas,
|
||||
gravity: Some(TexelGravity::Up(160)),
|
||||
..default()
|
||||
},
|
||||
);
|
||||
|
||||
result.insert(
|
||||
7,
|
||||
TexelBehaviour2D {
|
||||
name: Cow::Borrowed("heavy gas"),
|
||||
color: Color::rgba(1.0, 0.5, 0.5, 0.5),
|
||||
form: TexelForm::Gas,
|
||||
gravity: Some(TexelGravity::Down(60)),
|
||||
..default()
|
||||
},
|
||||
);
|
||||
|
||||
result.insert(
|
||||
8,
|
||||
TexelBehaviour2D {
|
||||
name: Cow::Borrowed("oxygen"),
|
||||
color: Color::rgba(0.5, 0.5, 0.5, 0.5),
|
||||
form: TexelForm::Gas,
|
||||
..default()
|
||||
},
|
||||
);
|
||||
|
|
@ -107,9 +128,16 @@ lazy_static! {
|
|||
|
||||
result
|
||||
};
|
||||
static ref FORM_DISPLACEMENT_PRIORITY: HashMap<TexelForm, u8> = {
|
||||
let mut result = HashMap::new();
|
||||
result.insert(TexelForm::Gas, 0);
|
||||
result.insert(TexelForm::Liquid, 1);
|
||||
result.insert(TexelForm::Solid, 2);
|
||||
result
|
||||
};
|
||||
}
|
||||
|
||||
#[derive(Clone, Copy, Default, PartialEq)]
|
||||
#[derive(Clone, Copy, Debug, Default, PartialEq, Eq, Hash)]
|
||||
pub enum TexelForm {
|
||||
#[default]
|
||||
// Solid materials, when affected by gravity, create pyramid-like piles
|
||||
|
|
@ -120,7 +148,16 @@ pub enum TexelForm {
|
|||
Gas,
|
||||
}
|
||||
|
||||
#[derive(Clone, Copy, PartialEq)]
|
||||
impl TexelForm {
|
||||
fn priority(&self) -> u8 {
|
||||
FORM_DISPLACEMENT_PRIORITY
|
||||
.get(self)
|
||||
.cloned()
|
||||
.unwrap_or_default()
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(Clone, Copy, Debug, PartialEq)]
|
||||
pub enum TexelGravity {
|
||||
Down(u8),
|
||||
Up(u8),
|
||||
|
|
@ -135,7 +172,16 @@ impl From<TexelGravity> for Vector2I {
|
|||
}
|
||||
}
|
||||
|
||||
#[derive(Clone)]
|
||||
impl TexelGravity {
|
||||
pub fn abs(&self) -> u8 {
|
||||
match self {
|
||||
TexelGravity::Down(grav) => *grav,
|
||||
TexelGravity::Up(grav) => *grav,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(Clone, Debug)]
|
||||
pub struct TexelBehaviour2D {
|
||||
pub name: Cow<'static, str>,
|
||||
pub color: Color,
|
||||
|
|
@ -185,7 +231,10 @@ impl TexelBehaviour2D {
|
|||
let to = if let Some(to) = to { to } else { return true };
|
||||
|
||||
match (from.form, to.form) {
|
||||
(_, to_form) => {
|
||||
(from_form, to_form) => {
|
||||
if from_form.priority() != to_form.priority() {
|
||||
return from_form.priority() > to_form.priority();
|
||||
}
|
||||
if let (Some(from_grav), Some(to_grav)) = (from.gravity, to.gravity) {
|
||||
match (from_grav, to_grav) {
|
||||
(TexelGravity::Down(from_grav), TexelGravity::Down(to_grav)) => {
|
||||
|
|
|
|||
Loading…
Reference in New Issue