161 lines
5.4 KiB
Rust
161 lines
5.4 KiB
Rust
use avian2d::prelude::*;
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use bevy::{prelude::*, window::PrimaryWindow};
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use crate::birdoids::{
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Boid, center_of_boids, physics::Force, physics::Velocity, velocity_of_boids,
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};
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const SCANRADIUS: f32 = 50.0;
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pub struct BoidsDebugPlugin;
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impl Plugin for BoidsDebugPlugin {
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fn build(&self, app: &mut App) {
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app.add_systems(Startup, setup)
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.add_systems(FixedUpdate, (update_cursor, update_scanner_mode, do_scan));
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}
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}
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fn setup(
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mut commands: Commands,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<ColorMaterial>>,
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) {
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commands.spawn((
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ScannerWidget::default(),
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Mesh2d(meshes.add(Annulus::new(SCANRADIUS - 1.0, SCANRADIUS))),
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MeshMaterial2d(materials.add(Color::srgb(0.0, 0.0, 0.0))),
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));
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}
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#[derive(Bundle)]
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struct ScannerWidget {
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cursor: Cursor,
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select: SelectionMode,
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scan: ScannerMode,
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}
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impl Default for ScannerWidget {
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fn default() -> Self {
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Self {
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cursor: Cursor,
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select: SelectionMode::CircularArea,
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scan: ScannerMode::CenterOfMass,
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}
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}
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}
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#[derive(Component)]
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struct Cursor;
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#[derive(Component, Debug)]
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enum SelectionMode {
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NearestSingle,
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CircularArea,
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}
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#[derive(Component, Debug)]
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enum ScannerMode {
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CenterOfMass,
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Velocity,
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}
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fn update_cursor(
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window: Query<&Window, With<PrimaryWindow>>,
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camera: Query<(&Camera, &GlobalTransform)>,
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mut cursor_query: Query<&mut Transform, With<Cursor>>,
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) {
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// I'm trusting that only one thing has the `Cursor` component
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// It's defined here in this module, so that *should* be the case...
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let win = window.single().unwrap();
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let (cam, cam_transform) = camera.single().unwrap();
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// the cursor might not be on the window. Only adjust position when it is.
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if let Some(cursor_pos_in_window) = win.cursor_position() {
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// transform the window position into world space
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// I'm trusting that this viewport actually displays this camera
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// (or at least that the coordinates can map correctly)
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let cursor_in_world = cam
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.viewport_to_world_2d(cam_transform, cursor_pos_in_window)
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.unwrap();
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let mut cursor = cursor_query.single_mut().unwrap();
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cursor.translation = cursor_in_world.extend(0.0);
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}
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}
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// System to monitor for mouse and keyboard input and then update
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// the scanner's modes accordingly.
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fn update_scanner_mode(
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keycodes: Res<ButtonInput<KeyCode>>,
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mousebuttons: Res<ButtonInput<MouseButton>>,
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mut scanner_query: Query<(&mut SelectionMode, &mut ScannerMode), With<Cursor>>,
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) {
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// I'm making another assertion that there is exactly one scanner.
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let (mut select_mode, mut scan_mode) = scanner_query.single_mut().unwrap();
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// Assign selection mode
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if keycodes.just_pressed(KeyCode::Digit1) {
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*select_mode = SelectionMode::NearestSingle;
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} else if keycodes.just_pressed(KeyCode::Digit2) {
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*select_mode = SelectionMode::CircularArea;
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}
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// Select property scanning mode
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if mousebuttons.just_pressed(MouseButton::Left) {
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*scan_mode = ScannerMode::CenterOfMass;
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} else if mousebuttons.just_pressed(MouseButton::Right) {
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*scan_mode = ScannerMode::Velocity;
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}
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}
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fn do_scan(
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boids_query: Query<(&Transform, &Velocity, &Force), With<Boid>>,
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scanner_query: Query<(&Transform, &SelectionMode, &ScannerMode), With<Cursor>>,
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spatial: SpatialQuery,
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/* Push info to summary somewhere */
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mut gizmos: Gizmos,
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) {
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let (cursor_pos, select_mode, scan_mode) = scanner_query.single().unwrap();
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match select_mode {
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SelectionMode::NearestSingle => todo!(),
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SelectionMode::CircularArea => {
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let boids = spatial
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.shape_intersections(
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&Collider::circle(SCANRADIUS),
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cursor_pos.translation.xy(),
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0.0,
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&SpatialQueryFilter::default(),
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)
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.into_iter()
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.map(|entt| {
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let (tsfm, vel, _) = boids_query
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.get(entt)
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.expect("Debugger scanned a Boid missing one of it's components!");
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(tsfm, vel)
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});
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match scan_mode {
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ScannerMode::CenterOfMass => {
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if let Some(center_mass) = center_of_boids(
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// `center_of_boids` needs an Iterator<Item = Vec2>, so we map over
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// the output tuple to make one.
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boids.map(|item| item.0.translation.xy()),
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) {
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gizmos.circle_2d(center_mass, 1.0, bevy::color::palettes::css::RED);
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}
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}
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ScannerMode::Velocity => {
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if let Some(avg_velocity) =
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velocity_of_boids(boids.map(|item| (*item.1).xy() * 1.0))
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{
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// cursor_pos.translation is already in world space, so I can skip the window -> world transform like in update_cursor()
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gizmos.line_2d(
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cursor_pos.translation.xy(),
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cursor_pos.translation.xy() + avg_velocity,
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bevy::color::palettes::css::RED,
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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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}
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