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35c6676e95
...
966ad4e5a4
11
Cargo.lock
generated
11
Cargo.lock
generated
@ -579,6 +579,7 @@ version = "0.0.0"
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dependencies = [
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"anyhow",
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"cgmath",
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"galactica-behavior",
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"galactica-constants",
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"galactica-content",
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"galactica-gameobject",
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@ -589,6 +590,15 @@ dependencies = [
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"winit",
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]
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[[package]]
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name = "galactica-behavior"
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version = "0.0.0"
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dependencies = [
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"cgmath",
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"galactica-content",
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"galactica-world",
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]
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[[package]]
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name = "galactica-constants"
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version = "0.0.0"
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@ -637,7 +647,6 @@ dependencies = [
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"cgmath",
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"galactica-constants",
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"galactica-content",
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"galactica-gameobject",
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"galactica-packer",
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"galactica-world",
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"image",
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@ -46,6 +46,7 @@ galactica-constants = { path = "crates/constants" }
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galactica-content = { path = "crates/content" }
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galactica-render = { path = "crates/render" }
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galactica-world = { path = "crates/world" }
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galactica-behavior = { path = "crates/behavior" }
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galactica-gameobject = { path = "crates/gameobject" }
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galactica-packer = { path = "crates/packer" }
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galactica = { path = "crates/galactica" }
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22
crates/behavior/Cargo.toml
Normal file
22
crates/behavior/Cargo.toml
Normal file
@ -0,0 +1,22 @@
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[package]
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name = "galactica-behavior"
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description = "AI behaviors for Galactica"
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categories = { workspace = true }
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keywords = { workspace = true }
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version = { workspace = true }
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rust-version = { workspace = true }
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authors = { workspace = true }
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edition = { workspace = true }
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homepage = { workspace = true }
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repository = { workspace = true }
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license = { workspace = true }
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documentation = { workspace = true }
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readme = { workspace = true }
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[lints]
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workspace = true
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[dependencies]
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galactica-content = { workspace = true }
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galactica-world = { workspace = true }
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cgmath = { workspace = true }
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23
crates/behavior/src/behavior/dummy.rs
Normal file
23
crates/behavior/src/behavior/dummy.rs
Normal file
@ -0,0 +1,23 @@
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use crate::ShipBehavior;
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use galactica_content as content;
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use galactica_world::{ShipPhysicsHandle, World};
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/// Dummy ship behavior.
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/// Does nothing.
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pub struct Dummy {
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_handle: ShipPhysicsHandle,
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}
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impl Dummy {
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/// Create a new ship controller
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pub fn new(handle: ShipPhysicsHandle) -> Self {
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Self { _handle: handle }
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}
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}
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impl ShipBehavior for Dummy {
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fn update_controls(&mut self, _physics: &mut World, _content: &content::Content) {}
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fn get_handle(&self) -> ShipPhysicsHandle {
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return self._handle;
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}
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}
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9
crates/behavior/src/behavior/mod.rs
Normal file
9
crates/behavior/src/behavior/mod.rs
Normal file
@ -0,0 +1,9 @@
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//! Various implementations of [`crate::ShipBehavior`]
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mod dummy;
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mod player;
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mod point;
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pub use dummy::Dummy;
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pub use player::Player;
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pub use point::Point;
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48
crates/behavior/src/behavior/player.rs
Normal file
48
crates/behavior/src/behavior/player.rs
Normal file
@ -0,0 +1,48 @@
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use crate::ShipBehavior;
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use galactica_content as content;
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use galactica_world::{ShipPhysicsHandle, World};
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/// Player ship behavior.
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/// Controls a ship using controller input
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pub struct Player {
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handle: ShipPhysicsHandle,
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/// Turn left
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pub key_left: bool,
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/// Turn right
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pub key_right: bool,
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/// Fire guns
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pub key_guns: bool,
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/// Foward thrust
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pub key_thrust: bool,
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}
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impl Player {
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/// Make a new ship controller
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pub fn new(handle: ShipPhysicsHandle) -> Self {
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Self {
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handle,
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key_left: false,
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key_right: false,
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key_guns: false,
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key_thrust: false,
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}
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}
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}
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impl ShipBehavior for Player {
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fn update_controls(&mut self, physics: &mut World, _content: &content::Content) {
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let s = physics.get_ship_mut(&self.handle).unwrap();
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s.controls.left = self.key_left;
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s.controls.right = self.key_right;
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s.controls.guns = self.key_guns;
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s.controls.thrust = self.key_thrust;
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}
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fn get_handle(&self) -> ShipPhysicsHandle {
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return self.handle;
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}
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}
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@ -1,30 +1,24 @@
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use cgmath::{Deg, InnerSpace};
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use galactica_gameobject::GameData;
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use crate::ShipBehavior;
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use galactica_content as content;
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use crate::World;
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use super::ShipBehavior;
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use galactica_world::{util, ShipPhysicsHandle, World};
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/// "Point" ship behavior.
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/// Point and shoot towards the nearest enemy.
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pub struct Point {}
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pub struct Point {
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handle: ShipPhysicsHandle,
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}
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impl Point {
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/// Create a new ship controller
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pub fn new() -> Self {
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Self {}
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pub fn new(handle: ShipPhysicsHandle) -> Self {
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Self { handle }
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}
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}
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impl ShipBehavior for Point {
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fn update_controls(
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&mut self,
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physics: &mut World,
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content: &content::Content,
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data: &GameData,
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) {
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fn update_controls(&mut self, physics: &mut World, content: &content::Content) {
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// Turn off all controls
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let s = physics.get_ship_mut(&self.handle).unwrap();
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s.controls.left = false;
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@ -33,22 +27,20 @@ impl ShipBehavior for Point {
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s.controls.thrust = false;
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let (my_s, my_r) = physics.get_ship_body(self.handle).unwrap();
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let my_data = data.get_ship(my_s.data_handle).unwrap();
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let my_position = util::rigidbody_position(my_r);
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let my_rotation = util::rigidbody_rotation(my_r);
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let my_angvel = my_r.angvel();
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let my_faction = content.get_faction(my_data.get_faction());
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let my_faction = content.get_faction(my_s.ship.faction);
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// Iterate all possible targets
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let mut it = physics
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.iter_ship_body()
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.filter(|(s, _)| {
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let data = data.get_ship(s.data_handle).unwrap();
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match my_faction.relationships.get(&data.get_faction()).unwrap() {
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.filter(
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|(s, _)| match my_faction.relationships.get(&s.ship.faction).unwrap() {
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content::Relationship::Hostile => true,
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_ => false,
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}
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})
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},
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)
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.map(|(_, r)| r);
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// Find the closest target
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@ -83,4 +75,8 @@ impl ShipBehavior for Point {
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s.controls.guns = true;
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s.controls.thrust = false;
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}
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fn get_handle(&self) -> ShipPhysicsHandle {
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return self.handle;
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}
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}
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21
crates/behavior/src/lib.rs
Normal file
21
crates/behavior/src/lib.rs
Normal file
@ -0,0 +1,21 @@
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#![warn(missing_docs)]
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//! Computer-controlled ship behaviors
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pub mod behavior;
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use galactica_content as content;
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use galactica_world::{ShipPhysicsHandle, World};
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/// Main behavior trait. Any struct that implements this
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/// may be used to control a ship.
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pub trait ShipBehavior
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where
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Self: Send,
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{
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/// Update a ship's controls based on world state
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fn update_controls(&mut self, physics: &mut World, content: &content::Content);
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/// Get the ship this behavior is attached to
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fn get_handle(&self) -> ShipPhysicsHandle;
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}
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@ -272,11 +272,6 @@ impl Content {
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// Access methods
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impl Content {
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/// Iterate over all valid system handles
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pub fn iter_systems(&self) -> impl Iterator<Item = SystemHandle> {
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(0..self.systems.len()).map(|x| SystemHandle { index: x })
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}
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/// Get the handle for the starfield sprite
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pub fn get_starfield_handle(&self) -> SpriteHandle {
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match self.starfield_handle {
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@ -25,6 +25,7 @@ galactica-content = { workspace = true }
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galactica-render = { workspace = true }
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galactica-constants = { workspace = true }
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galactica-world = { workspace = true }
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galactica-behavior = { workspace = true }
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galactica-gameobject = { workspace = true }
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winit = { workspace = true }
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@ -1,23 +1,23 @@
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use object::{
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ship::{OutfitSet, ShipPersonality},
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GameData, GameShipHandle,
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};
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use cgmath::Point2;
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use content::Ship;
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use object::{ship::ShipPersonality, GameData};
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use std::time::Instant;
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use winit::event::{ElementState, MouseButton, MouseScrollDelta, TouchPhase, VirtualKeyCode};
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use crate::camera::Camera;
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use crate::inputstatus::InputStatus;
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use galactica_behavior::{behavior, ShipBehavior};
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use galactica_constants;
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use galactica_content as content;
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use galactica_gameobject as object;
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use galactica_render::RenderState;
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use galactica_world::{objects::ShipControls, ParticleBuilder, StepResources, World};
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use galactica_world::{util, ParticleBuilder, ShipPhysicsHandle, World};
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pub struct Game {
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input: InputStatus,
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last_update: Instant,
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player: GameShipHandle,
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player: ShipPhysicsHandle,
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paused: bool,
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time_scale: f32,
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start_instant: Instant,
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@ -25,6 +25,9 @@ pub struct Game {
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// TODO: include system in world
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//system: object::System,
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shipbehaviors: Vec<Box<dyn ShipBehavior>>,
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playerbehavior: behavior::Player,
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gamedata: GameData,
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content: content::Content,
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@ -34,28 +37,28 @@ pub struct Game {
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impl Game {
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pub fn new(ct: content::Content) -> Self {
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let mut gamedata = GameData::new(&ct);
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let mut physics = World::new();
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let mut gamedata = GameData::new();
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let ss = ct.get_ship(content::ShipHandle { index: 0 });
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let mut o1 = OutfitSet::new(ss.space, &[]);
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o1.add(&ct.get_outfit(content::OutfitHandle { index: 0 }));
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o1.add(&ct.get_outfit(content::OutfitHandle { index: 1 }));
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//o1.add_gun(&ct, content::GunHandle { index: 0 });
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//o1.add_gun(&ct, content::GunHandle { index: 0 });
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//o1.add_gun(&ct, content::GunHandle { index: 0 });
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let mut o1 = object::OutfitSet::new(ss);
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o1.add(&ct, content::OutfitHandle { index: 0 });
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o1.add(&ct, content::OutfitHandle { index: 1 });
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o1.add_gun(&ct, content::GunHandle { index: 0 });
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o1.add_gun(&ct, content::GunHandle { index: 0 });
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o1.add_gun(&ct, content::GunHandle { index: 0 });
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let mut o1 = OutfitSet::new(ss.space, &[]);
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o1.add(&ct.get_outfit(content::OutfitHandle { index: 0 }));
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//o1.add_gun(&ct, content::GunHandle { index: 0 });
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let mut o1 = object::OutfitSet::new(ss);
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o1.add(&ct, content::OutfitHandle { index: 0 });
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o1.add_gun(&ct, content::GunHandle { index: 0 });
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let player = gamedata.create_ship(
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gamedata.create_ship(
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&ct,
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content::ShipHandle { index: 0 },
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content::FactionHandle { index: 0 },
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ShipPersonality::Player,
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o1.clone(),
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&content::SystemHandle { index: 0 },
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o1,
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);
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gamedata.create_ship(
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@ -63,8 +66,7 @@ impl Game {
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content::ShipHandle { index: 0 },
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content::FactionHandle { index: 1 },
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ShipPersonality::Dummy,
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OutfitSet::new(ss.space, &[]),
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&content::SystemHandle { index: 0 },
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object::OutfitSet::new(ss),
|
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);
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||||
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gamedata.create_ship(
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@ -73,15 +75,16 @@ impl Game {
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content::FactionHandle { index: 1 },
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ShipPersonality::Point,
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o1,
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&content::SystemHandle { index: 0 },
|
||||
);
|
||||
|
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let physics = World::new(&ct, &gamedata, content::SystemHandle { index: 0 });
|
||||
//let mut shipbehaviors: Vec<Box<dyn ShipBehavior>> = Vec::new();
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//shipbehaviors.push(Box::new(behavior::Dummy::new(h2)));
|
||||
//shipbehaviors.push(Box::new(behavior::Point::new(h3)));
|
||||
|
||||
Game {
|
||||
last_update: Instant::now(),
|
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input: InputStatus::new(),
|
||||
player,
|
||||
player: h1,
|
||||
start_instant: Instant::now(),
|
||||
|
||||
camera: Camera {
|
||||
@ -93,8 +96,10 @@ impl Game {
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||||
paused: false,
|
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time_scale: 1.0,
|
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world: physics,
|
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shipbehaviors,
|
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gamedata,
|
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content: ct,
|
||||
playerbehavior: behavior::Player::new(h1),
|
||||
new_particles: Vec::new(),
|
||||
}
|
||||
}
|
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@ -127,27 +132,39 @@ impl Game {
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||||
pub fn update(&mut self) {
|
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let t: f32 = self.last_update.elapsed().as_secs_f32() * self.time_scale;
|
||||
|
||||
let world_output = self.world.step(StepResources {
|
||||
player: self.player,
|
||||
player_controls: ShipControls {
|
||||
left: self.input.key_left,
|
||||
right: self.input.key_right,
|
||||
thrust: self.input.key_thrust,
|
||||
guns: self.input.key_guns,
|
||||
},
|
||||
ct: &self.content,
|
||||
dt: &mut self.gamedata,
|
||||
particles: &mut self.new_particles,
|
||||
t,
|
||||
self.playerbehavior.key_guns = self.input.key_guns;
|
||||
self.playerbehavior.key_thrust = self.input.key_thrust;
|
||||
self.playerbehavior.key_right = self.input.key_right;
|
||||
self.playerbehavior.key_left = self.input.key_left;
|
||||
self.playerbehavior
|
||||
.update_controls(&mut self.world, &self.content);
|
||||
|
||||
self.shipbehaviors.retain_mut(|b| {
|
||||
// Remove shipbehaviors of destroyed ships
|
||||
if self.world.get_ship_mut(&b.get_handle()).is_none() {
|
||||
false
|
||||
} else {
|
||||
b.update_controls(&mut self.world, &self.content);
|
||||
true
|
||||
}
|
||||
});
|
||||
|
||||
self.world.step(t, &self.content, &mut self.new_particles);
|
||||
|
||||
if self.input.v_scroll != 0.0 {
|
||||
self.camera.zoom = (self.camera.zoom + self.input.v_scroll)
|
||||
.clamp(galactica_constants::ZOOM_MIN, galactica_constants::ZOOM_MAX);
|
||||
self.input.v_scroll = 0.0;
|
||||
}
|
||||
|
||||
self.camera.pos = world_output.player_position;
|
||||
let r = self
|
||||
.world
|
||||
.get_ship_mut(&self.player)
|
||||
.unwrap()
|
||||
.physics_handle;
|
||||
let r = self.world.get_rigid_body(r.0).unwrap(); // TODO: r.0 shouldn't be public
|
||||
let ship_pos = util::rigidbody_position(r);
|
||||
self.camera.pos = ship_pos;
|
||||
self.last_update = Instant::now();
|
||||
}
|
||||
|
||||
@ -159,8 +176,7 @@ impl Game {
|
||||
content: &self.content,
|
||||
world: &self.world,
|
||||
particles: &mut self.new_particles,
|
||||
player_data: self.player,
|
||||
data: &self.gamedata,
|
||||
player: &self.player,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -5,33 +5,21 @@ use crate::{
|
||||
ship::Ship,
|
||||
ship::{OutfitSet, ShipPersonality},
|
||||
};
|
||||
use content::ShipHandle;
|
||||
use galactica_content as content;
|
||||
|
||||
/// Keeps track of all objects in the galaxy.
|
||||
/// This struct does NO physics, it keeps track of data exclusively.
|
||||
#[derive(Debug)]
|
||||
pub struct GameData {
|
||||
/// Universal counter.
|
||||
/// Used to create unique handles for game objects.
|
||||
// Universal counter.
|
||||
// Used to create unique handles for game objects.
|
||||
index: u64,
|
||||
|
||||
/// All ships in the galaxy
|
||||
ships: HashMap<GameShipHandle, Ship>,
|
||||
|
||||
/// Ships indexed by the system they're in.
|
||||
/// A ship must always be in exactly one system.
|
||||
system_ship_table: HashMap<content::SystemHandle, Vec<GameShipHandle>>,
|
||||
|
||||
/// Systems indexed by which ships they contain.
|
||||
/// A ship must always be in exactly one system.
|
||||
ship_system_table: HashMap<GameShipHandle, content::SystemHandle>,
|
||||
}
|
||||
|
||||
impl GameData {
|
||||
pub fn new(ct: &content::Content) -> Self {
|
||||
pub fn new() -> Self {
|
||||
Self {
|
||||
system_ship_table: ct.iter_systems().map(|s| (s, Vec::new())).collect(),
|
||||
ship_system_table: HashMap::new(),
|
||||
index: 0,
|
||||
ships: HashMap::new(),
|
||||
}
|
||||
@ -41,40 +29,19 @@ impl GameData {
|
||||
pub fn create_ship(
|
||||
&mut self,
|
||||
ct: &content::Content,
|
||||
ship: content::ShipHandle,
|
||||
ship: ShipHandle,
|
||||
faction: content::FactionHandle,
|
||||
personality: ShipPersonality,
|
||||
outfits: OutfitSet,
|
||||
system: &content::SystemHandle,
|
||||
) -> GameShipHandle {
|
||||
let handle = GameShipHandle {
|
||||
index: self.index,
|
||||
content: ship,
|
||||
};
|
||||
let handle = GameShipHandle { index: self.index };
|
||||
self.index += 1;
|
||||
|
||||
self.ships.insert(
|
||||
handle,
|
||||
Ship::new(ct, handle, ship, faction, personality, outfits),
|
||||
);
|
||||
self.system_ship_table.get_mut(system).unwrap().push(handle);
|
||||
self.ship_system_table.insert(handle, *system);
|
||||
|
||||
self.ships
|
||||
.insert(handle, Ship::new(ct, ship, faction, personality, outfits));
|
||||
return handle;
|
||||
}
|
||||
}
|
||||
|
||||
// Public getters
|
||||
impl GameData {
|
||||
pub fn get_ship(&self, handle: GameShipHandle) -> Option<&Ship> {
|
||||
self.ships.get(&handle)
|
||||
}
|
||||
|
||||
pub fn get_ship_mut(&mut self, handle: GameShipHandle) -> Option<&mut Ship> {
|
||||
self.ships.get_mut(&handle)
|
||||
}
|
||||
|
||||
pub fn iter_ships(&self) -> impl Iterator<Item = &Ship> {
|
||||
self.ships.values()
|
||||
}
|
||||
}
|
||||
|
@ -1,33 +1,5 @@
|
||||
use std::hash::Hash;
|
||||
|
||||
use galactica_content::ShipHandle;
|
||||
|
||||
/// A lightweight representation of a ship in the galaxy
|
||||
#[derive(Debug, Clone, Copy)]
|
||||
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash)]
|
||||
pub struct GameShipHandle {
|
||||
/// This ship's unique index
|
||||
pub(crate) index: u64,
|
||||
|
||||
/// This ship's content handle
|
||||
/// (technically redundant, but this greatly simplifies code)
|
||||
pub(crate) content: ShipHandle,
|
||||
}
|
||||
|
||||
impl GameShipHandle {
|
||||
pub fn content_handle(&self) -> ShipHandle {
|
||||
self.content
|
||||
}
|
||||
}
|
||||
|
||||
impl Hash for GameShipHandle {
|
||||
fn hash<H: std::hash::Hasher>(&self, state: &mut H) {
|
||||
self.index.hash(state)
|
||||
}
|
||||
}
|
||||
|
||||
impl Eq for GameShipHandle {}
|
||||
impl PartialEq for GameShipHandle {
|
||||
fn eq(&self, other: &Self) -> bool {
|
||||
self.index.eq(&other.index)
|
||||
}
|
||||
}
|
||||
|
20
crates/gameobject/src/projectile.rs
Normal file
20
crates/gameobject/src/projectile.rs
Normal file
@ -0,0 +1,20 @@
|
||||
use galactica_content as content;
|
||||
|
||||
// TODO: remove. projectiles only exist in physics
|
||||
|
||||
#[derive(Debug)]
|
||||
pub struct Projectile {
|
||||
pub content: content::Projectile,
|
||||
pub lifetime: f32,
|
||||
pub faction: content::FactionHandle,
|
||||
}
|
||||
|
||||
impl Projectile {
|
||||
pub fn tick(&mut self, t: f32) {
|
||||
self.lifetime -= t;
|
||||
}
|
||||
|
||||
pub fn is_expired(&self) -> bool {
|
||||
return self.lifetime < 0.0;
|
||||
}
|
||||
}
|
@ -29,7 +29,7 @@ pub enum OutfitRemoveResult {
|
||||
}
|
||||
|
||||
/// A simple data class, used to keep track of delayed shield generators
|
||||
#[derive(Debug, Clone)]
|
||||
#[derive(Debug)]
|
||||
pub(crate) struct ShieldGenerator {
|
||||
pub outfit: OutfitHandle,
|
||||
pub delay: f32,
|
||||
@ -37,7 +37,7 @@ pub(crate) struct ShieldGenerator {
|
||||
}
|
||||
|
||||
/// This struct keeps track of a ship's outfit loadout.
|
||||
#[derive(Debug, Clone)]
|
||||
#[derive(Debug)]
|
||||
pub struct OutfitSet {
|
||||
/// What outfits does this statsum contain?
|
||||
outfits: HashMap<OutfitHandle, u32>,
|
||||
|
@ -1,14 +1,11 @@
|
||||
use std::time::Instant;
|
||||
|
||||
use crate::GameShipHandle;
|
||||
|
||||
use super::{OutfitSet, ShipPersonality};
|
||||
use galactica_content as content;
|
||||
|
||||
#[derive(Debug)]
|
||||
pub struct Ship {
|
||||
// Metadata values
|
||||
handle: GameShipHandle,
|
||||
ct_handle: content::ShipHandle,
|
||||
faction: content::FactionHandle,
|
||||
outfits: OutfitSet,
|
||||
@ -28,7 +25,6 @@ pub struct Ship {
|
||||
impl Ship {
|
||||
pub(crate) fn new(
|
||||
ct: &content::Content,
|
||||
handle: GameShipHandle,
|
||||
ct_handle: content::ShipHandle,
|
||||
faction: content::FactionHandle,
|
||||
personality: ShipPersonality,
|
||||
@ -37,7 +33,6 @@ impl Ship {
|
||||
let s = ct.get_ship(ct_handle);
|
||||
let shields = outfits.get_shield_strength();
|
||||
Ship {
|
||||
handle,
|
||||
ct_handle,
|
||||
faction,
|
||||
outfits,
|
||||
@ -89,20 +84,10 @@ impl Ship {
|
||||
|
||||
// Misc getters, so internal state is untouchable
|
||||
impl Ship {
|
||||
/// Get a handle to this ship game object
|
||||
pub fn get_handle(&self) -> GameShipHandle {
|
||||
self.handle
|
||||
}
|
||||
|
||||
/// Get a handle to this ship's content
|
||||
pub fn get_content(&self) -> content::ShipHandle {
|
||||
self.ct_handle
|
||||
}
|
||||
|
||||
/// Get this ship's current hull.
|
||||
/// Use content handle to get maximum hull
|
||||
pub fn get_hull(&self) -> f32 {
|
||||
self.hull
|
||||
return self.hull;
|
||||
}
|
||||
|
||||
/// Get this ship's current shields.
|
||||
|
@ -21,7 +21,6 @@ galactica-content = { workspace = true }
|
||||
galactica-constants = { workspace = true }
|
||||
galactica-packer = { workspace = true }
|
||||
galactica-world = { workspace = true }
|
||||
galactica-gameobject = { workspace = true }
|
||||
|
||||
anyhow = { workspace = true }
|
||||
cgmath = { workspace = true }
|
||||
|
@ -22,12 +22,7 @@ impl GPUState {
|
||||
//let system_object_scale = 1.0 / 600.0;
|
||||
let ship_scale = 1.0 / 10.0;
|
||||
|
||||
let player_world_object = state.world.get_ship(state.player_data).unwrap();
|
||||
let player_body = state
|
||||
.world
|
||||
.get_rigid_body(player_world_object.rigid_body)
|
||||
.unwrap();
|
||||
|
||||
let (_, player_body) = state.world.get_ship_body(*state.player).unwrap();
|
||||
let player_position = util::rigidbody_position(player_body);
|
||||
//let planet_sprite = state.content.get_sprite_handle("ui::planetblip");
|
||||
let ship_sprite = state.content.get_sprite_handle("ui::shipblip");
|
||||
@ -93,8 +88,7 @@ impl GPUState {
|
||||
|
||||
// Draw ships
|
||||
for (s, r) in state.world.iter_ship_body() {
|
||||
let data = state.data.get_ship(s.data_handle).unwrap();
|
||||
let ship = state.content.get_ship(s.data_handle.content_handle());
|
||||
let ship = state.content.get_ship(s.ship.handle);
|
||||
let size = (ship.size * ship.sprite.aspect) * ship_scale;
|
||||
let p = util::rigidbody_position(r);
|
||||
let d = (p - player_position) / radar_range;
|
||||
@ -105,7 +99,7 @@ impl GPUState {
|
||||
continue;
|
||||
}
|
||||
let angle = util::rigidbody_rotation(r).angle(Vector2 { x: 0.0, y: 1.0 });
|
||||
let f = state.content.get_faction(data.get_faction()).color;
|
||||
let f = state.content.get_faction(s.ship.faction).color;
|
||||
let f = [f[0], f[1], f[2], 1.0];
|
||||
|
||||
let position = Point2 {
|
||||
@ -270,16 +264,11 @@ impl GPUState {
|
||||
panic!("UI limit exceeded!")
|
||||
}
|
||||
|
||||
let player_world_object = state.world.get_ship(state.player_data).unwrap();
|
||||
|
||||
let data = state
|
||||
.data
|
||||
.get_ship(player_world_object.data_handle)
|
||||
.unwrap();
|
||||
let max_shields = data.get_outfits().get_shield_strength();
|
||||
let current_shields = data.get_shields();
|
||||
let current_hull = data.get_hull();
|
||||
let max_hull = state.content.get_ship(data.get_content()).hull;
|
||||
let (s, _) = state.world.get_ship_body(*state.player).unwrap();
|
||||
let max_shields = s.ship.outfits.stat_sum().shield_strength;
|
||||
let current_shields = s.ship.shields;
|
||||
let current_hull = s.ship.hull;
|
||||
let max_hull = state.content.get_ship(s.ship.handle).hull;
|
||||
|
||||
self.queue.write_buffer(
|
||||
&self.vertex_buffers.ui.instances,
|
||||
|
@ -21,12 +21,11 @@ impl GPUState {
|
||||
screen_clip: (Point2<f32>, Point2<f32>),
|
||||
s: &ShipWorldObject,
|
||||
) {
|
||||
let r = state.world.get_rigid_body(s.rigid_body).unwrap();
|
||||
let ship = state.data.get_ship(s.data_handle);
|
||||
let (_, r) = state.world.get_ship_body(s.physics_handle).unwrap();
|
||||
let ship_pos = util::rigidbody_position(&r);
|
||||
let ship_rot = util::rigidbody_rotation(r);
|
||||
let ship_ang = -ship_rot.angle(Vector2 { x: 0.0, y: 1.0 }); // TODO: inconsistent angles. Fix!
|
||||
let ship_cnt = state.content.get_ship(s.data_handle.content_handle());
|
||||
let ship_cnt = state.content.get_ship(s.ship.handle);
|
||||
|
||||
// Position adjusted for parallax
|
||||
// TODO: adjust parallax for zoom?
|
||||
@ -85,10 +84,8 @@ impl GPUState {
|
||||
);
|
||||
self.vertex_buffers.object_counter += 1;
|
||||
|
||||
/*
|
||||
// Draw engine flares if necessary
|
||||
//if s.controls.thrust && !s.ship.is_dead() {
|
||||
if s.controls.thrust {
|
||||
if s.controls.thrust && !s.ship.is_dead() {
|
||||
for f in s.ship.outfits.iter_enginepoints() {
|
||||
let flare = match s.ship.outfits.get_flare_sprite() {
|
||||
None => continue,
|
||||
@ -129,7 +126,6 @@ impl GPUState {
|
||||
self.vertex_buffers.object_counter += 1;
|
||||
}
|
||||
}
|
||||
*/
|
||||
}
|
||||
|
||||
pub(super) fn world_push_projectile(
|
||||
@ -143,7 +139,7 @@ impl GPUState {
|
||||
let proj_pos = util::rigidbody_position(&r);
|
||||
let proj_rot = util::rigidbody_rotation(r);
|
||||
let proj_ang = -proj_rot.angle(Vector2 { x: 1.0, y: 0.0 });
|
||||
let proj_cnt = &p.content; // TODO: don't clone this?
|
||||
let proj_cnt = &p.projectile.content; // TODO: don't clone this?
|
||||
|
||||
// Position adjusted for parallax
|
||||
// TODO: adjust parallax for zoom?
|
||||
|
@ -1,15 +1,14 @@
|
||||
use cgmath::Point2;
|
||||
use galactica_content::Content;
|
||||
use galactica_gameobject::{GameData, GameShipHandle};
|
||||
use galactica_world::{ParticleBuilder, World};
|
||||
use galactica_world::{ParticleBuilder, ShipPhysicsHandle, World};
|
||||
|
||||
/// Bundles parameters passed to a single call to GPUState::render
|
||||
pub struct RenderState<'a> {
|
||||
/// Camera position, in world units
|
||||
pub camera_pos: Point2<f32>,
|
||||
|
||||
/// Player ship data
|
||||
pub player_data: GameShipHandle,
|
||||
/// Player ship
|
||||
pub player: &'a ShipPhysicsHandle,
|
||||
|
||||
/// Height of screen, in world units
|
||||
pub camera_zoom: f32,
|
||||
@ -24,9 +23,6 @@ pub struct RenderState<'a> {
|
||||
/// Game content
|
||||
pub content: &'a Content,
|
||||
|
||||
/// Game data
|
||||
pub data: &'a GameData,
|
||||
|
||||
/// Particles to spawn during this frame
|
||||
pub particles: &'a mut Vec<ParticleBuilder>,
|
||||
}
|
||||
|
@ -1,18 +0,0 @@
|
||||
//! Various implementations of [`crate::ShipBehavior`]
|
||||
|
||||
mod null;
|
||||
//mod point;
|
||||
|
||||
pub use null::*;
|
||||
//pub use point::Point;
|
||||
|
||||
use crate::{objects::ShipControls, StepResources};
|
||||
|
||||
/// Main behavior trait. Any struct that implements this
|
||||
/// may be used to control a ship.
|
||||
pub trait ShipBehavior {
|
||||
/// Update a ship's controls based on world state.
|
||||
/// This method does not return anything, it modifies
|
||||
/// the ship's controls in-place.
|
||||
fn update_controls(&mut self, res: &StepResources) -> ShipControls;
|
||||
}
|
@ -1,19 +0,0 @@
|
||||
use super::ShipBehavior;
|
||||
use crate::{objects::ShipControls, StepResources};
|
||||
|
||||
/// The Null behaviors is assigned to objects that are not controlled by the computer.
|
||||
/// Most notably, the player's ship has a Null behavior.
|
||||
pub struct Null {}
|
||||
|
||||
impl Null {
|
||||
/// Create a new ship controller
|
||||
pub fn new() -> Self {
|
||||
Self {}
|
||||
}
|
||||
}
|
||||
|
||||
impl ShipBehavior for Null {
|
||||
fn update_controls(&mut self, _res: &StepResources) -> ShipControls {
|
||||
ShipControls::new()
|
||||
}
|
||||
}
|
@ -3,14 +3,102 @@
|
||||
//! This module keeps track of the visible world.
|
||||
//! Ships, projectiles, collisions, etc.
|
||||
|
||||
pub mod behavior;
|
||||
pub mod objects;
|
||||
mod particlebuilder;
|
||||
mod stepresources;
|
||||
pub mod util;
|
||||
mod world;
|
||||
mod wrapper;
|
||||
|
||||
pub use particlebuilder::*;
|
||||
pub use stepresources::*;
|
||||
use cgmath::{Matrix2, Point2, Rad, Vector2};
|
||||
use galactica_content as content;
|
||||
use rand::Rng;
|
||||
pub use world::World;
|
||||
|
||||
use rapier2d::{dynamics::RigidBodyHandle, geometry::ColliderHandle};
|
||||
|
||||
/// A lightweight handle for a specific ship in our physics system
|
||||
#[derive(Debug, Copy, Clone, PartialEq, Eq)]
|
||||
pub struct ShipPhysicsHandle(pub RigidBodyHandle, ColliderHandle);
|
||||
|
||||
/// Instructions to create a new particle
|
||||
pub struct ParticleBuilder {
|
||||
/// The sprite to use for this particle
|
||||
pub sprite: content::SpriteHandle,
|
||||
|
||||
/// This object's center, in world coordinates.
|
||||
pub pos: Point2<f32>,
|
||||
|
||||
/// This particle's velocity, in world coordinates
|
||||
pub velocity: Vector2<f32>,
|
||||
|
||||
/// This particle's angle
|
||||
pub angle: Rad<f32>,
|
||||
|
||||
/// This particle's angular velocity (rad/sec)
|
||||
pub angvel: Rad<f32>,
|
||||
|
||||
/// This particle's lifetime, in seconds
|
||||
pub lifetime: f32,
|
||||
|
||||
/// The size of this particle,
|
||||
/// given as height in world units.
|
||||
pub size: f32,
|
||||
|
||||
/// Fade this particle out over this many seconds as it expires
|
||||
pub fade: f32,
|
||||
}
|
||||
|
||||
impl ParticleBuilder {
|
||||
/// Create a ParticleBuilder from an Effect
|
||||
pub fn from_content(
|
||||
effect: &content::Effect,
|
||||
pos: Point2<f32>,
|
||||
parent_angle: Rad<f32>,
|
||||
parent_velocity: Vector2<f32>,
|
||||
target_velocity: Vector2<f32>,
|
||||
) -> Self {
|
||||
let mut rng = rand::thread_rng();
|
||||
|
||||
let velocity = {
|
||||
let a =
|
||||
rng.gen_range(-effect.velocity_scale_parent_rng..=effect.velocity_scale_parent_rng);
|
||||
let b =
|
||||
rng.gen_range(-effect.velocity_scale_target_rng..=effect.velocity_scale_target_rng);
|
||||
|
||||
let velocity = ((effect.velocity_scale_parent + a) * parent_velocity)
|
||||
+ ((effect.velocity_scale_target + b) * target_velocity);
|
||||
|
||||
Matrix2::from_angle(Rad(
|
||||
rng.gen_range(-effect.direction_rng..=effect.direction_rng)
|
||||
)) * velocity
|
||||
};
|
||||
|
||||
// Rad has odd behavior when its angle is zero, so we need extra checks here
|
||||
let angvel = if effect.angvel_rng == 0.0 {
|
||||
effect.angvel
|
||||
} else {
|
||||
Rad(effect.angvel.0 + rng.gen_range(-effect.angvel_rng..=effect.angvel_rng))
|
||||
};
|
||||
let angle = if effect.angle_rng == 0.0 {
|
||||
parent_angle + effect.angle
|
||||
} else {
|
||||
parent_angle + effect.angle + Rad(rng.gen_range(-effect.angle_rng..=effect.angle_rng))
|
||||
};
|
||||
|
||||
ParticleBuilder {
|
||||
sprite: effect.sprite,
|
||||
pos,
|
||||
velocity,
|
||||
|
||||
angle,
|
||||
angvel,
|
||||
|
||||
lifetime: 0f32
|
||||
.max(effect.lifetime + rng.gen_range(-effect.lifetime_rng..=effect.lifetime_rng)),
|
||||
|
||||
// Make sure size isn't negative. This check should be on EVERY rng!
|
||||
size: 0f32.max(effect.size + rng.gen_range(-effect.size_rng..=effect.size_rng)),
|
||||
|
||||
fade: 0f32.max(effect.fade + rng.gen_range(-effect.fade_rng..=effect.fade_rng)),
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -3,4 +3,4 @@ mod projectile;
|
||||
mod ship;
|
||||
|
||||
pub use projectile::ProjectileWorldObject;
|
||||
pub use ship::{ShipControls, ShipWorldObject};
|
||||
pub use ship::ShipWorldObject;
|
||||
|
@ -1,19 +1,13 @@
|
||||
use rand::Rng;
|
||||
use rapier2d::{dynamics::RigidBodyHandle, geometry::ColliderHandle};
|
||||
|
||||
use galactica_content as content;
|
||||
use galactica_gameobject as object;
|
||||
|
||||
/// A single projectile in the world
|
||||
#[derive(Debug)]
|
||||
pub struct ProjectileWorldObject {
|
||||
/// This projectile's game data
|
||||
pub content: content::Projectile,
|
||||
|
||||
/// The remaining lifetime of this projectile, in seconds
|
||||
pub lifetime: f32,
|
||||
|
||||
/// The faction this projectile belongs to
|
||||
pub faction: content::FactionHandle,
|
||||
pub projectile: object::Projectile,
|
||||
|
||||
/// This projectile's rigidbody
|
||||
pub rigid_body: RigidBodyHandle,
|
||||
@ -26,33 +20,19 @@ pub struct ProjectileWorldObject {
|
||||
}
|
||||
|
||||
impl ProjectileWorldObject {
|
||||
/// Create a new projectile
|
||||
/// Make a new projectile
|
||||
pub fn new(
|
||||
content: content::Projectile, // TODO: use a handle
|
||||
projectile: object::Projectile,
|
||||
rigid_body: RigidBodyHandle,
|
||||
faction: content::FactionHandle,
|
||||
collider: ColliderHandle,
|
||||
) -> Self {
|
||||
let mut rng = rand::thread_rng();
|
||||
let size_rng = content.size_rng;
|
||||
let lifetime = content.lifetime;
|
||||
let size_rng = projectile.content.size_rng;
|
||||
ProjectileWorldObject {
|
||||
rigid_body,
|
||||
collider,
|
||||
content,
|
||||
lifetime,
|
||||
faction,
|
||||
projectile,
|
||||
size_rng: rng.gen_range(-size_rng..=size_rng),
|
||||
}
|
||||
}
|
||||
|
||||
/// Process this projectile's state after `t` seconds
|
||||
pub fn tick(&mut self, t: f32) {
|
||||
self.lifetime -= t;
|
||||
}
|
||||
|
||||
/// Has this projectile expired?
|
||||
pub fn is_expired(&self) -> bool {
|
||||
return self.lifetime < 0.0;
|
||||
}
|
||||
}
|
||||
|
@ -1,30 +1,17 @@
|
||||
use cgmath::{Deg, EuclideanSpace, InnerSpace, Matrix2, Rad, Vector2, Zero};
|
||||
use nalgebra::{point, vector};
|
||||
|
||||
use object::GameShipHandle;
|
||||
use rand::{rngs::ThreadRng, Rng};
|
||||
use rapier2d::{
|
||||
dynamics::{RigidBody, RigidBodyHandle},
|
||||
geometry::{Collider, ColliderHandle},
|
||||
};
|
||||
use rapier2d::{dynamics::RigidBody, geometry::Collider};
|
||||
|
||||
use crate::{behavior::ShipBehavior, util, ParticleBuilder, StepResources};
|
||||
use crate::{util, ParticleBuilder, ShipPhysicsHandle};
|
||||
use galactica_content as content;
|
||||
use galactica_gameobject as object;
|
||||
|
||||
/// A ship's controls
|
||||
#[derive(Debug, Clone)]
|
||||
pub struct ShipControls {
|
||||
/// True if turning left
|
||||
pub left: bool,
|
||||
|
||||
/// True if turning right
|
||||
pub right: bool,
|
||||
|
||||
/// True if foward thrust
|
||||
pub thrust: bool,
|
||||
|
||||
/// True if firing guns
|
||||
pub guns: bool,
|
||||
}
|
||||
|
||||
@ -48,23 +35,22 @@ struct ShipCollapseSequence {
|
||||
impl ShipCollapseSequence {
|
||||
fn new(total_length: f32) -> Self {
|
||||
Self {
|
||||
total_length,
|
||||
total_length: total_length,
|
||||
time_elapsed: 0.0,
|
||||
rng: rand::thread_rng(),
|
||||
}
|
||||
}
|
||||
|
||||
/// Has this sequence been fully played out?
|
||||
fn is_done(&self) -> bool {
|
||||
self.time_elapsed >= self.total_length
|
||||
}
|
||||
|
||||
/// Pick a random points inside a ship's collider
|
||||
fn random_in_ship(
|
||||
&mut self,
|
||||
ship_content: &content::Ship,
|
||||
collider: &Collider,
|
||||
) -> Vector2<f32> {
|
||||
// Pick a random point inside this ship's collider
|
||||
let mut y = 0.0;
|
||||
let mut x = 0.0;
|
||||
let mut a = false;
|
||||
@ -77,16 +63,17 @@ impl ShipCollapseSequence {
|
||||
Vector2 { x, y }
|
||||
}
|
||||
|
||||
/// Step this sequence `t` seconds
|
||||
fn step(
|
||||
&mut self,
|
||||
res: &mut StepResources,
|
||||
ship: GameShipHandle,
|
||||
ship: &object::Ship,
|
||||
ct: &content::Content,
|
||||
particles: &mut Vec<ParticleBuilder>,
|
||||
rigid_body: &mut RigidBody,
|
||||
collider: &mut Collider,
|
||||
t: f32,
|
||||
) {
|
||||
let h = ship.content_handle();
|
||||
let ship_content = res.ct.get_ship(h);
|
||||
let h = ship.handle;
|
||||
let ship_content = ct.get_ship(h);
|
||||
let ship_pos = util::rigidbody_position(rigid_body);
|
||||
let ship_rot = util::rigidbody_rotation(rigid_body);
|
||||
let ship_ang = ship_rot.angle(Vector2 { x: 1.0, y: 0.0 });
|
||||
@ -98,11 +85,11 @@ impl ShipCollapseSequence {
|
||||
for event in &ship_content.collapse.events {
|
||||
match event {
|
||||
content::CollapseEvent::Effect(event) => {
|
||||
if (event.time > self.time_elapsed && event.time <= self.time_elapsed + res.t)
|
||||
if (event.time > self.time_elapsed && event.time <= self.time_elapsed + t)
|
||||
|| (event.time == 0.0 && self.time_elapsed == 0.0)
|
||||
{
|
||||
for spawner in &event.effects {
|
||||
let effect = res.ct.get_effect(spawner.effect);
|
||||
let effect = ct.get_effect(spawner.effect);
|
||||
|
||||
for _ in 0..spawner.count as usize {
|
||||
let pos = if let Some(pos) = spawner.pos {
|
||||
@ -115,7 +102,7 @@ impl ShipCollapseSequence {
|
||||
|
||||
let velocity = rigid_body.velocity_at_point(&point![pos.x, pos.y]);
|
||||
|
||||
res.particles.push(ParticleBuilder::from_content(
|
||||
particles.push(ParticleBuilder::from_content(
|
||||
effect,
|
||||
pos,
|
||||
Rad::zero(),
|
||||
@ -134,7 +121,7 @@ impl ShipCollapseSequence {
|
||||
|
||||
// Create collapse effects
|
||||
for spawner in &ship_content.collapse.effects {
|
||||
let effect = res.ct.get_effect(spawner.effect);
|
||||
let effect = ct.get_effect(spawner.effect);
|
||||
|
||||
// Probability of adding a particle this frame.
|
||||
// The area of this function over [0, 1] should be 1.
|
||||
@ -149,7 +136,7 @@ impl ShipCollapseSequence {
|
||||
return y;
|
||||
};
|
||||
|
||||
let p_add = (res.t / self.total_length) * pdf(frac_done) * spawner.count;
|
||||
let p_add = (t / self.total_length) * pdf(frac_done) * spawner.count;
|
||||
|
||||
if self.rng.gen_range(0.0..=1.0) <= p_add {
|
||||
let pos = if let Some(pos) = spawner.pos {
|
||||
@ -162,7 +149,7 @@ impl ShipCollapseSequence {
|
||||
let pos = ship_pos + Matrix2::from_angle(-ship_ang - Rad::from(Deg(90.0))) * pos;
|
||||
let vel = rigid_body.velocity_at_point(&point![pos.x, pos.y]);
|
||||
|
||||
res.particles.push(ParticleBuilder {
|
||||
particles.push(ParticleBuilder {
|
||||
sprite: effect.sprite,
|
||||
pos,
|
||||
velocity: Vector2 { x: vel.x, y: vel.y },
|
||||
@ -175,28 +162,21 @@ impl ShipCollapseSequence {
|
||||
}
|
||||
}
|
||||
|
||||
self.time_elapsed += res.t;
|
||||
self.time_elapsed += t;
|
||||
}
|
||||
}
|
||||
|
||||
/// A ship instance in the physics system
|
||||
pub struct ShipWorldObject {
|
||||
/// This ship's physics handle
|
||||
pub rigid_body: RigidBodyHandle,
|
||||
|
||||
/// This ship's collider
|
||||
pub collider: ColliderHandle,
|
||||
pub physics_handle: ShipPhysicsHandle,
|
||||
|
||||
/// This ship's game data
|
||||
pub data_handle: GameShipHandle,
|
||||
pub ship: object::Ship,
|
||||
|
||||
/// This ship's controls
|
||||
pub(crate) controls: ShipControls,
|
||||
pub controls: ShipControls,
|
||||
|
||||
/// This ship's behavior
|
||||
behavior: Box<dyn ShipBehavior>,
|
||||
|
||||
/// This ship's collapse sequence
|
||||
collapse_sequence: ShipCollapseSequence,
|
||||
}
|
||||
|
||||
@ -204,45 +184,51 @@ impl ShipWorldObject {
|
||||
/// Make a new ship
|
||||
pub fn new(
|
||||
ct: &content::Content,
|
||||
data_handle: GameShipHandle,
|
||||
behavior: Box<dyn ShipBehavior>,
|
||||
rigid_body: RigidBodyHandle,
|
||||
collider: ColliderHandle,
|
||||
ship: object::Ship,
|
||||
physics_handle: ShipPhysicsHandle,
|
||||
) -> Self {
|
||||
let ship_content = ct.get_ship(data_handle.content_handle());
|
||||
let ship_content = ct.get_ship(ship.handle);
|
||||
ShipWorldObject {
|
||||
rigid_body,
|
||||
collider,
|
||||
data_handle,
|
||||
behavior,
|
||||
physics_handle,
|
||||
ship,
|
||||
controls: ShipControls::new(),
|
||||
collapse_sequence: ShipCollapseSequence::new(ship_content.collapse.length),
|
||||
}
|
||||
}
|
||||
|
||||
/// Compute this ship's controls using its behavior
|
||||
pub fn update_controls(&mut self, res: &StepResources) {
|
||||
self.controls = self.behavior.update_controls(res);
|
||||
/// Should this ship should be removed from the world?
|
||||
pub fn remove_from_world(&self) -> bool {
|
||||
return self.ship.is_dead() && self.collapse_sequence.is_done();
|
||||
}
|
||||
|
||||
/// Step this ship's state by t seconds
|
||||
pub fn step(
|
||||
&mut self,
|
||||
res: &mut StepResources,
|
||||
ct: &content::Content,
|
||||
particles: &mut Vec<ParticleBuilder>,
|
||||
rigid_body: &mut RigidBody,
|
||||
collider: &mut Collider,
|
||||
t: f32,
|
||||
) {
|
||||
let ship = res.dt.get_ship(self.data_handle).unwrap();
|
||||
let ship_content = res.ct.get_ship(self.data_handle.content_handle());
|
||||
if self.ship.is_dead() {
|
||||
return self
|
||||
.collapse_sequence
|
||||
.step(&self.ship, ct, particles, rigid_body, collider, t);
|
||||
}
|
||||
|
||||
self.ship.step(t);
|
||||
|
||||
let ship_content = ct.get_ship(self.ship.handle);
|
||||
let ship_pos = util::rigidbody_position(&rigid_body);
|
||||
let ship_rot = util::rigidbody_rotation(rigid_body);
|
||||
let ship_ang = ship_rot.angle(Vector2 { x: 1.0, y: 0.0 });
|
||||
let mut rng = rand::thread_rng();
|
||||
|
||||
if ship.get_hull() <= ship_content.damage.hull {
|
||||
if self.ship.hull <= ship_content.damage.hull {
|
||||
for e in &ship_content.damage.effects {
|
||||
if rng.gen_range(0.0..=1.0) <= res.t / e.frequency {
|
||||
let effect = res.ct.get_effect(e.effect);
|
||||
if rng.gen_range(0.0..=1.0) <= t / e.frequency {
|
||||
let effect = ct.get_effect(e.effect);
|
||||
let ship_content = ct.get_ship(self.ship.handle);
|
||||
|
||||
let pos = if let Some(pos) = e.pos {
|
||||
pos.to_vec()
|
||||
@ -266,7 +252,7 @@ impl ShipWorldObject {
|
||||
|
||||
let velocity = rigid_body.velocity_at_point(&point![pos.x, pos.y]);
|
||||
|
||||
res.particles.push(ParticleBuilder::from_content(
|
||||
particles.push(ParticleBuilder::from_content(
|
||||
effect,
|
||||
pos,
|
||||
Rad::zero(),
|
||||
@ -280,27 +266,28 @@ impl ShipWorldObject {
|
||||
}
|
||||
}
|
||||
|
||||
let engine_force = ship_rot * res.t;
|
||||
let engine_force = ship_rot * t;
|
||||
|
||||
if self.controls.thrust {
|
||||
rigid_body.apply_impulse(
|
||||
vector![engine_force.x, engine_force.y] * ship.get_outfits().get_engine_thrust(),
|
||||
vector![engine_force.x, engine_force.y]
|
||||
* self.ship.outfits.stat_sum().engine_thrust,
|
||||
true,
|
||||
);
|
||||
}
|
||||
|
||||
if self.controls.right {
|
||||
rigid_body
|
||||
.apply_torque_impulse(ship.get_outfits().get_steer_power() * -100.0 * res.t, true);
|
||||
.apply_torque_impulse(self.ship.outfits.stat_sum().steer_power * -100.0 * t, true);
|
||||
}
|
||||
|
||||
if self.controls.left {
|
||||
rigid_body
|
||||
.apply_torque_impulse(ship.get_outfits().get_steer_power() * 100.0 * res.t, true);
|
||||
.apply_torque_impulse(self.ship.outfits.stat_sum().steer_power * 100.0 * t, true);
|
||||
}
|
||||
|
||||
//for i in self.ship.outfits.iter_guns() {
|
||||
// i.cooldown -= t;
|
||||
//}
|
||||
for i in self.ship.outfits.iter_guns() {
|
||||
i.cooldown -= t;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -1,88 +0,0 @@
|
||||
use cgmath::{Matrix2, Point2, Rad, Vector2};
|
||||
use galactica_content as content;
|
||||
use rand::Rng;
|
||||
|
||||
/// Instructions to create a new particle
|
||||
#[derive(Debug)]
|
||||
pub struct ParticleBuilder {
|
||||
/// The sprite to use for this particle
|
||||
pub sprite: content::SpriteHandle,
|
||||
|
||||
/// This object's center, in world coordinates.
|
||||
pub pos: Point2<f32>,
|
||||
|
||||
/// This particle's velocity, in world coordinates
|
||||
pub velocity: Vector2<f32>,
|
||||
|
||||
/// This particle's angle
|
||||
pub angle: Rad<f32>,
|
||||
|
||||
/// This particle's angular velocity (rad/sec)
|
||||
pub angvel: Rad<f32>,
|
||||
|
||||
/// This particle's lifetime, in seconds
|
||||
pub lifetime: f32,
|
||||
|
||||
/// The size of this particle,
|
||||
/// given as height in world units.
|
||||
pub size: f32,
|
||||
|
||||
/// Fade this particle out over this many seconds as it expires
|
||||
pub fade: f32,
|
||||
}
|
||||
|
||||
impl ParticleBuilder {
|
||||
/// Create a ParticleBuilder from an Effect
|
||||
pub fn from_content(
|
||||
effect: &content::Effect,
|
||||
pos: Point2<f32>,
|
||||
parent_angle: Rad<f32>,
|
||||
parent_velocity: Vector2<f32>,
|
||||
target_velocity: Vector2<f32>,
|
||||
) -> Self {
|
||||
let mut rng = rand::thread_rng();
|
||||
|
||||
let velocity = {
|
||||
let a =
|
||||
rng.gen_range(-effect.velocity_scale_parent_rng..=effect.velocity_scale_parent_rng);
|
||||
let b =
|
||||
rng.gen_range(-effect.velocity_scale_target_rng..=effect.velocity_scale_target_rng);
|
||||
|
||||
let velocity = ((effect.velocity_scale_parent + a) * parent_velocity)
|
||||
+ ((effect.velocity_scale_target + b) * target_velocity);
|
||||
|
||||
Matrix2::from_angle(Rad(
|
||||
rng.gen_range(-effect.direction_rng..=effect.direction_rng)
|
||||
)) * velocity
|
||||
};
|
||||
|
||||
// Rad has odd behavior when its angle is zero, so we need extra checks here
|
||||
let angvel = if effect.angvel_rng == 0.0 {
|
||||
effect.angvel
|
||||
} else {
|
||||
Rad(effect.angvel.0 + rng.gen_range(-effect.angvel_rng..=effect.angvel_rng))
|
||||
};
|
||||
let angle = if effect.angle_rng == 0.0 {
|
||||
parent_angle + effect.angle
|
||||
} else {
|
||||
parent_angle + effect.angle + Rad(rng.gen_range(-effect.angle_rng..=effect.angle_rng))
|
||||
};
|
||||
|
||||
ParticleBuilder {
|
||||
sprite: effect.sprite,
|
||||
pos,
|
||||
velocity,
|
||||
|
||||
angle,
|
||||
angvel,
|
||||
|
||||
lifetime: 0f32
|
||||
.max(effect.lifetime + rng.gen_range(-effect.lifetime_rng..=effect.lifetime_rng)),
|
||||
|
||||
// Make sure size isn't negative. This check should be on EVERY rng!
|
||||
size: 0f32.max(effect.size + rng.gen_range(-effect.size_rng..=effect.size_rng)),
|
||||
|
||||
fade: 0f32.max(effect.fade + rng.gen_range(-effect.fade_rng..=effect.fade_rng)),
|
||||
}
|
||||
}
|
||||
}
|
@ -1,33 +0,0 @@
|
||||
use crate::{objects::ShipControls, ParticleBuilder};
|
||||
use cgmath::Point2;
|
||||
use galactica_content::Content;
|
||||
use galactica_gameobject::{GameData, GameShipHandle};
|
||||
|
||||
/// External resources we need to compute time steps
|
||||
#[derive(Debug)]
|
||||
pub struct StepResources<'a> {
|
||||
/// Game content
|
||||
pub ct: &'a Content,
|
||||
|
||||
/// Game data
|
||||
pub dt: &'a mut GameData,
|
||||
|
||||
/// Length of time step
|
||||
pub t: f32,
|
||||
|
||||
/// Particles to create
|
||||
pub particles: &'a mut Vec<ParticleBuilder>,
|
||||
|
||||
/// Player inputs
|
||||
pub player_controls: ShipControls,
|
||||
|
||||
/// The ship that the player controls
|
||||
pub player: GameShipHandle,
|
||||
}
|
||||
|
||||
/// Return values after computing time steps
|
||||
#[derive(Debug)]
|
||||
pub struct StepOutput {
|
||||
/// The player's position in world coordinates
|
||||
pub player_position: Point2<f32>,
|
||||
}
|
@ -1,7 +1,6 @@
|
||||
use cgmath::{Deg, EuclideanSpace, InnerSpace, Matrix2, Point2, Rad, Vector2, Zero};
|
||||
use crossbeam::channel::Receiver;
|
||||
use nalgebra::{point, vector};
|
||||
use object::{ship::Ship, GameData, GameShipHandle};
|
||||
use rand::Rng;
|
||||
use rapier2d::{
|
||||
dynamics::{RigidBody, RigidBodyBuilder, RigidBodyHandle},
|
||||
@ -11,24 +10,21 @@ use rapier2d::{
|
||||
use std::{collections::HashMap, f32::consts::PI};
|
||||
|
||||
use crate::{
|
||||
behavior, objects,
|
||||
objects,
|
||||
objects::{ProjectileWorldObject, ShipWorldObject},
|
||||
util,
|
||||
wrapper::Wrapper,
|
||||
ParticleBuilder, StepOutput, StepResources,
|
||||
ParticleBuilder, ShipPhysicsHandle,
|
||||
};
|
||||
use galactica_content as content;
|
||||
use galactica_gameobject as object;
|
||||
|
||||
/// Manages the physics state of one system
|
||||
/// Keeps track of all objects in the world that we can interact with.
|
||||
/// Also wraps our physics engine
|
||||
pub struct World {
|
||||
/// The system this world is attached to
|
||||
system: content::SystemHandle,
|
||||
|
||||
wrapper: Wrapper,
|
||||
projectiles: HashMap<ColliderHandle, objects::ProjectileWorldObject>,
|
||||
ships: HashMap<GameShipHandle, objects::ShipWorldObject>,
|
||||
collider_ship_table: HashMap<ColliderHandle, GameShipHandle>,
|
||||
ships: HashMap<ColliderHandle, objects::ShipWorldObject>,
|
||||
|
||||
collision_handler: ChannelEventCollector,
|
||||
collision_queue: Receiver<CollisionEvent>,
|
||||
@ -60,25 +56,23 @@ impl<'a> World {
|
||||
return Some((r, p));
|
||||
}
|
||||
|
||||
fn remove_ship(&mut self, s: &ShipWorldObject) {
|
||||
fn remove_ship(&mut self, h: ShipPhysicsHandle) {
|
||||
self.wrapper.rigid_body_set.remove(
|
||||
s.rigid_body,
|
||||
h.0,
|
||||
&mut self.wrapper.im,
|
||||
&mut self.wrapper.collider_set,
|
||||
&mut self.wrapper.ij,
|
||||
&mut self.wrapper.mj,
|
||||
true,
|
||||
);
|
||||
let h = self.collider_ship_table.remove(&s.collider).unwrap();
|
||||
self.ships.remove(&h);
|
||||
self.ships.remove(&h.1);
|
||||
}
|
||||
|
||||
/*
|
||||
/// Add a projectile fired from a ship
|
||||
fn add_projectiles(
|
||||
&mut self,
|
||||
s: ShipPhysicsHandle,
|
||||
p: Vec<(ProjectileWorldObject, content::GunPoint)>,
|
||||
p: Vec<(object::Projectile, content::GunPoint)>,
|
||||
) {
|
||||
let mut rng = rand::thread_rng();
|
||||
for (projectile, point) in p {
|
||||
@ -132,44 +126,37 @@ impl<'a> World {
|
||||
);
|
||||
}
|
||||
}
|
||||
*/
|
||||
|
||||
fn collide_projectile_ship(
|
||||
&mut self,
|
||||
res: &mut StepResources,
|
||||
ct: &content::Content,
|
||||
particles: &mut Vec<ParticleBuilder>,
|
||||
projectile_h: ColliderHandle,
|
||||
ship_h: ColliderHandle,
|
||||
) {
|
||||
let projectile = self.projectiles.get(&projectile_h);
|
||||
let ship = self
|
||||
.ships
|
||||
.get_mut(self.collider_ship_table.get(&ship_h).unwrap());
|
||||
let ship = self.ships.get_mut(&ship_h);
|
||||
if projectile.is_none() || ship.is_none() {
|
||||
return;
|
||||
}
|
||||
let projectile = projectile.unwrap();
|
||||
let ship = ship.unwrap();
|
||||
|
||||
let ship_d = res.dt.get_ship_mut(ship.data_handle).unwrap();
|
||||
|
||||
// TODO: check faction
|
||||
ship_d.apply_damage(projectile.content.damage);
|
||||
|
||||
if true {
|
||||
let hit = ship
|
||||
.ship
|
||||
.handle_projectile_collision(ct, &projectile.projectile);
|
||||
let s = ship.physics_handle;
|
||||
if hit {
|
||||
let pr = self
|
||||
.wrapper
|
||||
.rigid_body_set
|
||||
.get(projectile.rigid_body)
|
||||
.unwrap();
|
||||
let v = util::rigidbody_velocity(pr).normalize() * projectile.content.force;
|
||||
let v = util::rigidbody_velocity(pr).normalize() * projectile.projectile.content.force;
|
||||
let pos = util::rigidbody_position(pr);
|
||||
let _ = pr;
|
||||
|
||||
let r = self
|
||||
.wrapper
|
||||
.rigid_body_set
|
||||
.get_mut(ship.rigid_body)
|
||||
.unwrap();
|
||||
let r = self.wrapper.rigid_body_set.get_mut(s.0).unwrap();
|
||||
r.apply_impulse_at_point(vector![v.x, v.y], point![pos.x, pos.y], true);
|
||||
|
||||
// Borrow again, we can only have one at a time
|
||||
@ -181,17 +168,16 @@ impl<'a> World {
|
||||
let pos = util::rigidbody_position(pr);
|
||||
let angle = util::rigidbody_rotation(pr).angle(Vector2 { x: 1.0, y: 0.0 });
|
||||
|
||||
match &projectile.content.impact_effect {
|
||||
match &projectile.projectile.content.impact_effect {
|
||||
None => {}
|
||||
Some(x) => {
|
||||
let effect = res.ct.get_effect(*x);
|
||||
let r = ship.rigid_body;
|
||||
let sr = self.get_rigid_body(r).unwrap();
|
||||
let effect = ct.get_effect(*x);
|
||||
let (_, sr) = self.get_ship_body(s).unwrap();
|
||||
let parent_velocity = util::rigidbody_velocity(pr);
|
||||
let target_velocity =
|
||||
sr.velocity_at_point(&nalgebra::Point2::new(pos.x, pos.y));
|
||||
|
||||
res.particles.push(ParticleBuilder::from_content(
|
||||
particles.push(ParticleBuilder::from_content(
|
||||
effect,
|
||||
pos,
|
||||
-angle,
|
||||
@ -212,41 +198,27 @@ impl<'a> World {
|
||||
// Public methods
|
||||
impl<'a> World {
|
||||
/// Create a new physics system
|
||||
pub fn new(ct: &content::Content, dt: &GameData, system: content::SystemHandle) -> Self {
|
||||
pub fn new() -> Self {
|
||||
let (collision_send, collision_queue) = crossbeam::channel::unbounded();
|
||||
let (contact_force_send, _) = crossbeam::channel::unbounded();
|
||||
|
||||
let mut w = Self {
|
||||
system,
|
||||
Self {
|
||||
wrapper: Wrapper::new(),
|
||||
projectiles: HashMap::new(),
|
||||
ships: HashMap::new(),
|
||||
collider_ship_table: HashMap::new(),
|
||||
collision_handler: ChannelEventCollector::new(collision_send, contact_force_send),
|
||||
collision_queue,
|
||||
};
|
||||
|
||||
// TODO: guarantee not touching
|
||||
// TODO: add, remove ships each tick
|
||||
// Maybe store position in gamedata?
|
||||
let mut rng = rand::thread_rng();
|
||||
for s in dt.iter_ships() {
|
||||
w.add_ship(
|
||||
ct,
|
||||
s,
|
||||
Point2 {
|
||||
x: rng.gen_range(-500.0..=500.0),
|
||||
y: rng.gen_range(-500.0..=500.0),
|
||||
},
|
||||
);
|
||||
}
|
||||
|
||||
return w;
|
||||
}
|
||||
|
||||
/// Add a ship to this physics system
|
||||
pub fn add_ship(&mut self, ct: &content::Content, ship: &Ship, position: Point2<f32>) {
|
||||
let ship_content = ct.get_ship(ship.get_content());
|
||||
pub fn add_ship(
|
||||
&mut self,
|
||||
ct: &content::Content,
|
||||
ship: object::Ship,
|
||||
position: Point2<f32>,
|
||||
) -> ShipPhysicsHandle {
|
||||
let ship_content = ct.get_ship(ship.handle);
|
||||
let cl = ColliderBuilder::convex_decomposition(
|
||||
&ship_content.collision.points[..],
|
||||
&ship_content.collision.indices[..],
|
||||
@ -270,60 +242,42 @@ impl<'a> World {
|
||||
&mut self.wrapper.rigid_body_set,
|
||||
);
|
||||
|
||||
self.collider_ship_table.insert(c, ship.get_handle());
|
||||
self.ships.insert(
|
||||
ship.get_handle(),
|
||||
objects::ShipWorldObject::new(
|
||||
ct,
|
||||
ship.get_handle(),
|
||||
Box::new(behavior::Null::new()),
|
||||
r,
|
||||
c,
|
||||
),
|
||||
);
|
||||
let h = ShipPhysicsHandle(r, c);
|
||||
self.ships
|
||||
.insert(c, objects::ShipWorldObject::new(ct, ship, h));
|
||||
return h;
|
||||
}
|
||||
|
||||
/// Step this physics system by `t` seconds
|
||||
pub fn step(&mut self, mut res: StepResources) -> StepOutput {
|
||||
let mut output = StepOutput {
|
||||
player_position: Point2 { x: 0.0, y: 0.0 },
|
||||
};
|
||||
|
||||
pub fn step(&mut self, t: f32, ct: &content::Content, particles: &mut Vec<ParticleBuilder>) {
|
||||
// Run ship updates
|
||||
// TODO: maybe reorganize projectile creation?
|
||||
//let mut projectiles = Vec::new();
|
||||
let mut projectiles = Vec::new();
|
||||
let mut to_remove = Vec::new();
|
||||
for (_, s) in &mut self.ships {
|
||||
let r = &mut self.wrapper.rigid_body_set[s.rigid_body];
|
||||
let c = &mut self.wrapper.collider_set[s.collider];
|
||||
|
||||
if s.data_handle == res.player {
|
||||
s.controls = res.player_controls.clone();
|
||||
output.player_position = util::rigidbody_position(r);
|
||||
} else {
|
||||
s.update_controls(&res);
|
||||
}
|
||||
let r = &mut self.wrapper.rigid_body_set[s.physics_handle.0];
|
||||
let c = &mut self.wrapper.collider_set[s.physics_handle.1];
|
||||
|
||||
// TODO: unified step info struct
|
||||
s.step(&mut res, r, c);
|
||||
//if s.controls.guns {
|
||||
// projectiles.push((s.physics_handle, s.ship.fire_guns()));
|
||||
//}
|
||||
s.step(ct, particles, r, c, t);
|
||||
if s.controls.guns {
|
||||
projectiles.push((s.physics_handle, s.ship.fire_guns()));
|
||||
}
|
||||
|
||||
//if s.remove_from_world() {
|
||||
// to_remove.push(s.physics_handle);
|
||||
// continue;
|
||||
//}
|
||||
if s.remove_from_world() {
|
||||
to_remove.push(s.physics_handle);
|
||||
continue;
|
||||
}
|
||||
}
|
||||
for (s, p) in projectiles {
|
||||
self.add_projectiles(s, p);
|
||||
}
|
||||
//for (s, p) in projectiles {
|
||||
// self.add_projectiles(s, p);
|
||||
//}
|
||||
for s in to_remove {
|
||||
self.remove_ship(s);
|
||||
}
|
||||
|
||||
// Update physics
|
||||
self.wrapper.step(res.t, &self.collision_handler);
|
||||
self.wrapper.step(t, &self.collision_handler);
|
||||
|
||||
// Handle collision events
|
||||
while let Ok(event) = &self.collision_queue.try_recv() {
|
||||
@ -340,21 +294,19 @@ impl<'a> World {
|
||||
};
|
||||
|
||||
let p = self.projectiles.get(&a);
|
||||
let s = self
|
||||
.ships
|
||||
.get_mut(self.collider_ship_table.get(&b).unwrap());
|
||||
let s = self.ships.get_mut(&b);
|
||||
if p.is_none() || s.is_none() {
|
||||
continue;
|
||||
}
|
||||
self.collide_projectile_ship(&mut res, a, b);
|
||||
self.collide_projectile_ship(ct, particles, a, b);
|
||||
}
|
||||
}
|
||||
|
||||
// Delete projectiles
|
||||
let mut to_remove = Vec::new();
|
||||
for (c, p) in &mut self.projectiles {
|
||||
p.tick(res.t);
|
||||
if p.is_expired() {
|
||||
p.projectile.tick(t);
|
||||
if p.projectile.is_expired() {
|
||||
to_remove.push(*c);
|
||||
}
|
||||
}
|
||||
@ -363,10 +315,10 @@ impl<'a> World {
|
||||
for c in to_remove {
|
||||
let (pr, p) = self.remove_projectile(c).unwrap();
|
||||
|
||||
match &p.content.expire_effect {
|
||||
match &p.projectile.content.expire_effect {
|
||||
None => {}
|
||||
Some(x) => {
|
||||
let x = res.ct.get_effect(*x);
|
||||
let x = ct.get_effect(*x);
|
||||
let pos = util::rigidbody_position(&pr);
|
||||
let vel = util::rigidbody_velocity(&pr);
|
||||
let angle = util::rigidbody_rotation(&pr).angle(Vector2 { x: 1.0, y: 0.0 });
|
||||
@ -380,7 +332,7 @@ impl<'a> World {
|
||||
velocity
|
||||
};
|
||||
|
||||
res.particles.push(ParticleBuilder::from_content(
|
||||
particles.push(ParticleBuilder::from_content(
|
||||
x,
|
||||
pos,
|
||||
-angle,
|
||||
@ -390,12 +342,6 @@ impl<'a> World {
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
return output;
|
||||
}
|
||||
|
||||
pub fn get_ship(&self, ship: GameShipHandle) -> Option<&ShipWorldObject> {
|
||||
self.ships.get(&ship)
|
||||
}
|
||||
|
||||
/// Get a rigid body from a handle
|
||||
@ -408,13 +354,29 @@ impl<'a> World {
|
||||
self.wrapper.rigid_body_set.get_mut(r)
|
||||
}
|
||||
|
||||
/// Get a ship from a handle
|
||||
pub fn get_ship_mut(&mut self, s: &ShipPhysicsHandle) -> Option<&mut objects::ShipWorldObject> {
|
||||
self.ships.get_mut(&s.1)
|
||||
}
|
||||
|
||||
/// Get a ship and its rigidbody from a handle
|
||||
pub fn get_ship_body(
|
||||
&self,
|
||||
s: ShipPhysicsHandle,
|
||||
) -> Option<(&objects::ShipWorldObject, &RigidBody)> {
|
||||
Some((self.ships.get(&s.1)?, self.wrapper.rigid_body_set.get(s.0)?))
|
||||
}
|
||||
|
||||
/// Iterate over all ships in this physics system
|
||||
pub fn iter_ship_body(
|
||||
&self,
|
||||
) -> impl Iterator<Item = (&objects::ShipWorldObject, &RigidBody)> + '_ {
|
||||
self.ships
|
||||
.values()
|
||||
.map(|x| (x, self.wrapper.rigid_body_set.get(x.rigid_body).unwrap()))
|
||||
self.ships.values().map(|x| {
|
||||
(
|
||||
x,
|
||||
self.wrapper.rigid_body_set.get(x.physics_handle.0).unwrap(),
|
||||
)
|
||||
})
|
||||
}
|
||||
|
||||
/// Iterate over all ships in this physics system
|
||||
|
Loading…
x
Reference in New Issue
Block a user