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2 Commits

Author SHA1 Message Date
hheik c1894235ba collider point collection 2023-09-03 19:39:14 +03:00
hheik 69c176ed88 wip: added collider point collection 2023-09-02 14:49:44 +03:00
2 changed files with 117 additions and 22 deletions

View File

@ -2,8 +2,6 @@ use crate::{debug, game_setup};
use bevy::prelude::*;
use bevy_ecs_ldtk::{LdtkWorldBundle, LevelSelection};
use self::darkness::SpotLight2D;
pub mod camera;
pub mod darkness;
pub mod ldtk;
@ -26,15 +24,4 @@ fn setup(mut commands: Commands, assets: Res<AssetServer>) {
ldtk_handle: assets.load("levels/world.ldtk"),
..default()
});
commands.spawn((
Name::new("Spot light"),
SpatialBundle::from_transform(Transform::from_xyz(32.0, 31.0, 0.0).with_rotation(
Quat::from_euler(EulerRot::YXZ, 0.0, 0.0, f32::to_radians(-90.0)),
)),
SpotLight2D {
radius: 100.0,
angle: 1.0,
},
));
}

View File

@ -8,8 +8,11 @@ use bevy::{
sprite::{Material2dPlugin, Mesh2dHandle},
};
use bevy_ecs_ldtk::{LdtkLevel, LevelEvent};
use bevy_prototype_debug_lines::DebugLines;
use bevy_rapier2d::prelude::{Collider, QueryFilter, RapierContext};
use crate::debug::DebugMode;
mod material;
pub use material::*;
@ -174,8 +177,12 @@ fn add_to_level(
fn prepare_lights(
mut materials: ResMut<Assets<DarknessMaterial>>,
mut images: ResMut<Assets<Image>>,
mut debug_draw: ResMut<DebugLines>,
debug_mode: Res<DebugMode>,
rapier_context: Res<RapierContext>,
visibility_blocker_query: Query<&VisibilityBlocker>,
transform_query: Query<&GlobalTransform>,
collider_query: Query<&Collider>,
material_query: Query<&Handle<DarknessMaterial>>,
point_light_query: Query<(&GlobalTransform, &PointLight2D)>,
spot_light_query: Query<(&GlobalTransform, &SpotLight2D)>,
@ -201,14 +208,43 @@ fn prepare_lights(
.iter()
.enumerate()
.for_each(|(i, (transform, light))| {
get_light_geometry(&rapier_context, &visibility_blocker_query, *light);
let rect = light.aabb();
let polygon = get_light_geometry(
&rapier_context,
&visibility_blocker_query,
&transform_query,
&collider_query,
Rect::from_corners(
rect.min + transform.translation().truncate(),
rect.max + transform.translation().truncate(),
),
);
if debug_mode.enabled {
for (i, arr) in polygon.iter().as_slice().windows(2).enumerate() {
let p1 = arr[0];
let p2 = arr[1];
let t1 = i as f32 / polygon.len() as f32;
let t2 = (i + 1) as f32 / polygon.len() as f32;
let color1 = Color::rgba(1.0 - t1, t1, 0.0, 1.0);
let color2 = Color::rgba(1.0 - t2, t2, 0.0, 1.0);
debug_draw.line_gradient(
p1.extend(0.0),
p2.extend(0.0),
0.0,
color1,
color2,
);
}
}
material.point_lights[i] = GpuPointLight2D {
position: transform.translation().truncate(),
radius: light.radius,
};
for x in 0..SHADOWMAP_RESOLUTION {
let offset = (i * SHADOWMAP_RESOLUTION + x) * 4;
let distance = x as f32 / SHADOWMAP_RESOLUTION as f32 * light.radius;
let distance = light.radius;
let distance_bytes = bytes_of(&distance);
shadowmap.data[offset + 0] = distance_bytes[0];
shadowmap.data[offset + 1] = distance_bytes[1];
@ -247,17 +283,89 @@ fn prepare_lights(
fn get_light_geometry(
rapier_context: &Res<RapierContext>,
visibility_blocker_query: &Query<&VisibilityBlocker>,
light: &impl LightAabb,
transform_query: &Query<&GlobalTransform>,
collider_query: &Query<&Collider>,
aabb: Rect,
) -> Vec<Vec2> {
let rect = light.aabb();
let collider = Collider::cuboid(rect.half_size().x, rect.half_size().y);
let mut points = vec![
Vec2::new(aabb.min.x, aabb.min.y),
Vec2::new(aabb.max.x, aabb.min.y),
Vec2::new(aabb.max.x, aabb.max.y),
Vec2::new(aabb.min.x, aabb.max.y),
];
let collider = Collider::cuboid(aabb.half_size().x, aabb.half_size().y);
let mut filter = QueryFilter::new().exclude_sensors();
let predicate = |coll_entity| visibility_blocker_query.get(coll_entity).is_ok();
filter.predicate = Some(&predicate);
let mut colls = vec![];
rapier_context.intersections_with_shape(rect.center(), 0.0, &collider, filter, |coll| {
colls.push(coll);
rapier_context.intersections_with_shape(aabb.center(), 0.0, &collider, filter, |coll| {
let transform = transform_query
.get(coll)
.expect("Collider should have GlobalTransform");
if let Ok(collider) = collider_query.get(coll) {
if let Some(cuboid) = collider.as_cuboid() {
let rect = Rect::from_center_half_size(
transform.translation().truncate(),
cuboid.half_extents(),
);
points.push(rect.min);
points.push(rect.max);
points.push(Vec2::new(rect.min.x, rect.max.y));
points.push(Vec2::new(rect.max.x, rect.min.y));
}
}
true
});
vec![]
let center = aabb.center();
points.sort_unstable_by(|a, b| {
f32::atan2(a.y - center.y, a.x - center.x)
.partial_cmp(&f32::atan2(b.y - center.y, b.x - center.x))
.unwrap()
});
// Build visibility polygon
let mut polygon: Vec<_> = vec![];
for point in points.drain(..) {
// We shoot 2 rays offset by this angle from the point.
const ANGLE_OFFSET: f32 = 0.0001;
offset_cast(
aabb.center(),
(point - aabb.center()).normalize_or_zero(),
aabb.size().max_element(),
true,
filter,
ANGLE_OFFSET,
&rapier_context,
)
.iter()
.for_each(|ray| polygon.push(aabb.center() + *ray));
}
polygon.push(*polygon.first().unwrap());
polygon
}
fn offset_cast(
ray_origin: Vec2,
ray_dir: Vec2,
max_toi: f32,
solid: bool,
filter: QueryFilter,
angle_offset: f32,
rapier_context: &Res<RapierContext>,
) -> Vec<Vec2> {
let dir1 = Vec2::new((-angle_offset).cos(), (-angle_offset).sin()).rotate(ray_dir);
let dir2 = Vec2::new(angle_offset.cos(), angle_offset.sin()).rotate(ray_dir);
let ray1 = rapier_context.cast_ray(ray_origin, dir1, max_toi, solid, filter);
let ray2 = rapier_context.cast_ray(ray_origin, dir2, max_toi, solid, filter);
let toi1 = ray1.map_or(max_toi, |(_, toi)| toi);
let toi2 = ray2.map_or(max_toi, |(_, toi)| toi);
if (toi1 - toi2).abs() > toi1 * 0.1 {
vec![dir1 * toi1, dir2 * toi2]
} else {
vec![(dir1 * toi1 + dir2 * toi2) / 2.0]
}
}