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planet_demo.rs
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planet_demo.rs
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#![allow(clippy::type_complexity, clippy::identity_op)]
use bevy::{math::Vec3Swizzles, prelude::*, render::render_resource::PrimitiveTopology};
use bevy_inspector_egui::{Inspectable, InspectorPlugin};
use noise::NoiseFn;
#[derive(Default)]
struct GenerateEvent;
#[derive(Inspectable)]
struct Data {
#[inspectable(min = 0.2, max = 2.0)]
radius: f32,
#[inspectable(min = 2, max = 24)]
resolution: u8,
color: Color,
#[inspectable(collapse)]
noise_settings: NoiseSettings,
}
#[derive(Clone, Inspectable)]
pub struct NoiseSettings {
#[inspectable(min = 1, max = 4)]
octaves: u8,
#[inspectable(min = 0.1, max = 3.0, speed = 0.1)]
persistence: f32,
#[inspectable(min = 0.0, max = 2.0)]
strength: f32,
#[inspectable(min = 0.0, max = 2.0)]
base_roughness: f32,
#[inspectable(min = 0.0, max = 5.0)]
roughness: f32,
#[inspectable(min = 0.0, max = 3.0)]
min_value: f32,
#[inspectable(visual, min = Vec2::splat(-2.0), max = Vec2::splat(2.0))]
offset: Vec2,
}
impl Default for Data {
fn default() -> Self {
Data {
radius: 1.4,
resolution: 16,
color: Color::rgb(0.4, 0.2, 0.6),
noise_settings: Default::default(),
}
}
}
impl Default for NoiseSettings {
fn default() -> Self {
Self {
octaves: 5,
persistence: 0.54,
strength: 1.0,
base_roughness: 0.71,
roughness: 1.83,
min_value: 1.1,
offset: Vec2::ZERO,
}
}
}
fn main() {
#[cfg(debug_assertions)]
eprintln!("Try running with --release, it is much more responsive.");
App::new()
.insert_resource(ClearColor(Color::rgb(0.058, 0.078, 0.098)))
.add_plugins(DefaultPlugins)
.add_plugin(InspectorPlugin::<Data>::new())
.add_startup_system(setup)
.add_system(generate)
.run();
}
fn generate(
data: Res<Data>,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
query: Query<(&Planet, &Handle<Mesh>, &Handle<StandardMaterial>)>,
) {
if !data.is_changed() {
return;
}
for (_, mesh, material) in query.iter() {
let mesh = meshes.get_mut(mesh.clone()).unwrap();
let material = materials.get_mut(material.clone()).unwrap();
*mesh = data.as_mesh();
material.base_color = data.color;
}
}
#[derive(Component)]
struct Planet;
fn setup(
mut commands: Commands,
data: Res<Data>,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
let mesh = data.as_mesh();
commands
.spawn_bundle(PbrBundle {
mesh: meshes.add(mesh),
material: materials.add(data.color.into()),
transform: Transform::from_xyz(0.0, 0.5, 0.0),
..Default::default()
})
.insert(Planet);
commands.spawn_bundle(PointLightBundle {
transform: Transform::from_xyz(4.0, 8.0, 4.0),
..Default::default()
});
commands.spawn_bundle(PerspectiveCameraBundle {
transform: Transform::from_xyz(-3.0, 5.0, 10.0).looking_at(Vec3::default(), Vec3::Y),
..Default::default()
});
}
impl Data {
fn as_mesh(&self) -> Mesh {
let planet_shape = PlanetShape::new(self.resolution, self.radius, &self.noise_settings);
planet_shape.into()
}
}
pub struct PlanetShape<'a> {
resolution: u8,
radius: f32,
noise: &'a NoiseSettings,
}
impl<'a> PlanetShape<'a> {
pub fn new(resolution: u8, radius: f32, noise_settings: &'a NoiseSettings) -> PlanetShape<'a> {
assert!(resolution > 0);
PlanetShape {
resolution,
radius,
noise: noise_settings,
}
}
fn elevation_at_point(&self, point: Vec3) -> f32 {
let settings = &self.noise;
let noise_fn = noise::SuperSimplex::new();
let mut noise_value = 0.0;
let mut frequency = settings.base_roughness;
let mut amplitude = 1.0;
for _ in 0..settings.octaves {
let p = point * frequency + settings.offset.extend(0.0);
let p = [p.x as f64, p.y as f64, p.z as f64];
let v = (noise_fn.get(p) + 1.0) * 0.5;
noise_value += v as f32 * amplitude;
frequency *= settings.roughness;
amplitude *= settings.persistence;
}
noise_value = (noise_value - settings.min_value).max(0.0);
noise_value * settings.strength
}
fn point_on_planet(&self, point_on_unit_sphere: Vec3) -> Vec3 {
let elevation = self.elevation_at_point(point_on_unit_sphere);
point_on_unit_sphere * self.radius * (1.0 + elevation)
}
fn mesh_attributes(&self) -> (Vec<[f32; 3]>, Vec<[f32; 3]>, Vec<[f32; 2]>, Vec<u32>) {
let n_attributes: u32 = self.resolution as u32 * self.resolution as u32 * 6;
let mut positions: Vec<[f32; 3]> = vec![[0.0, 0.0, 0.0]; n_attributes as usize];
let mut normals: Vec<[f32; 3]> = vec![[0.0, 0.0, 0.0]; n_attributes as usize];
let uvs: Vec<[f32; 2]> = vec![[0.0, 0.0]; n_attributes as usize];
let n_indices = (self.resolution as u32 - 1) * (self.resolution as u32 - 1) * 2 * 3 * 6;
let mut indices = vec![0u32; n_indices as usize];
let mut tri_index = 0;
let faces = [Vec3::X, -Vec3::X, Vec3::Y, -Vec3::Y, Vec3::Z, -Vec3::Z];
let mut i = 0;
for &local_up in &faces {
let axis_a = local_up.yzx();
let axis_b = local_up.cross(axis_a);
for y in 0..self.resolution {
for x in 0..self.resolution {
let percent: Vec2 =
Vec2::new(x as f32, y as f32) / (self.resolution as f32 - 1.0);
let point_on_unit_cube: Vec3 = local_up
+ (percent.x - 0.5) * 2.0 * axis_a
+ (percent.y - 0.5) * 2.0 * axis_b;
let point_on_unit_sphere = point_on_unit_cube.normalize();
positions[i as usize] = self.point_on_planet(point_on_unit_sphere).into();
normals[i as usize] = point_on_unit_sphere.into();
if x != self.resolution - 1 && y != self.resolution - 1 {
indices[tri_index + 0] = i;
indices[tri_index + 1] = i + self.resolution as u32 + 1;
indices[tri_index + 2] = i + self.resolution as u32;
indices[tri_index + 3] = i;
indices[tri_index + 4] = i + 1;
indices[tri_index + 5] = i + self.resolution as u32 + 1;
tri_index += 6;
}
i += 1;
}
}
}
(positions, normals, uvs, indices)
}
}
impl From<PlanetShape<'_>> for Mesh {
fn from(s: PlanetShape) -> Self {
let (positions, normals, uvs, indices) = s.mesh_attributes();
let mut mesh = Mesh::new(PrimitiveTopology::TriangleList);
mesh.insert_attribute(Mesh::ATTRIBUTE_POSITION, positions);
mesh.insert_attribute(Mesh::ATTRIBUTE_NORMAL, normals);
mesh.insert_attribute(Mesh::ATTRIBUTE_UV_0, uvs);
mesh.set_indices(Some(bevy::render::mesh::Indices::U32(indices)));
mesh
}
}