fix: particles on win, fmt

This commit is contained in:
Pascal Engélibert 2022-08-24 09:58:56 +02:00
commit 6809a30faa
Signed by: tuxmain
GPG key ID: 3504BC6D362F7DCA
4 changed files with 50 additions and 48 deletions

View file

@ -1,24 +1,25 @@
use bevy::{prelude::*, sprite::Mesh2dHandle};
use rand::Rng;
use rand_distr::{UnitCircle, Distribution};
use rand_distr::{Distribution, UnitCircle};
pub const POOL_COUNT: usize = 100;
pub const MIN_VELOCITY: f32 = 10.0;
pub const MAX_VELOCITY: f32 = 100.0;
pub const VELOCITY_SCALE: f32 = 0.1;
pub const _VELOCITY_SCALE: f32 = 0.1;
pub const PARTICLE_EFFECT_RADIUS: f32 = 70.0;
pub struct ParticleEffectPlugin;
impl Plugin for ParticleEffectPlugin {
fn build(&self, app: &mut App) {
app
.init_resource::<ParticleMesh>()
.insert_resource(ParticleEffectResource::new(Vec3::new(10000.0, 10000.0, 0.0)))
.add_startup_system(particle_effect_startup)
fn build(&self, app: &mut App) {
app.init_resource::<ParticleMesh>()
.insert_resource(ParticleEffectResource::new(Vec3::new(
10000.0, 10000.0, 0.0,
)))
.add_startup_system(particle_effect_startup)
.add_system(particle_effect_system);
}
}
}
pub struct ParticleMesh {
@ -42,9 +43,9 @@ impl FromWorld for ParticleMesh {
#[derive(bevy_inspector_egui::Inspectable)]
pub struct ParticleEffectResource {
pub translation: Vec3,
pub translation: Vec3,
pub prev_translation: Vec3,
pub radius_squared: f32,
pub radius_squared: f32,
pub color: Color,
}
@ -67,60 +68,69 @@ pub struct ParticleComponent {
impl ParticleComponent {
pub fn new() -> Self {
let mut particle_component: Self = Self::default();
particle_component.randomize_velocity(MIN_VELOCITY, MAX_VELOCITY);
return particle_component;
particle_component.randomize_velocity(MIN_VELOCITY, MAX_VELOCITY);
particle_component
}
pub fn randomize_velocity(&mut self, min_velocity: f32, max_velocity: f32) {
let random_direction: [f32; 2] = UnitCircle.sample(&mut rand::thread_rng());
let random_magnitude: f32 = rand::thread_rng().gen_range(min_velocity .. max_velocity);
self.velocity = Vec3::new(random_direction[0], random_direction[1], 0.0) * random_magnitude;
let random_direction: [f32; 2] = UnitCircle.sample(&mut rand::thread_rng());
let random_magnitude: f32 = rand::thread_rng().gen_range(min_velocity..max_velocity);
self.velocity = Vec3::new(random_direction[0], random_direction[1], 0.0) * random_magnitude;
}
}
fn particle_effect_startup(
mut commands: Commands,
mut commands: Commands,
particle_mesh: Res<ParticleMesh>,
mut materials: ResMut<Assets<ColorMaterial>>,
) {
for _p in 0 .. POOL_COUNT {
let color_mesh = ColorMesh2dBundle {
for _p in 0..POOL_COUNT {
let color_mesh = ColorMesh2dBundle {
mesh: particle_mesh.square.clone(),
material: materials.add(ColorMaterial::from(Color::WHITE)),
..default()
};
commands
.spawn_bundle(color_mesh)
.insert(ParticleComponent::new());
}
commands
.spawn_bundle(color_mesh)
.insert(ParticleComponent::new());
}
}
fn particle_effect_system(
mut materials: ResMut<Assets<ColorMaterial>>,
mut query: Query<(&mut Transform, &mut ParticleComponent, &Handle<ColorMaterial>)>,
mut particle_effect: ResMut<ParticleEffectResource>,
time: Res<Time>,
mut query: Query<(
&mut Transform,
&mut ParticleComponent,
&Handle<ColorMaterial>,
)>,
mut particle_effect: ResMut<ParticleEffectResource>,
time: Res<Time>,
) {
let delta_seconds: f32 = f32::max(0.001, time.delta_seconds());
let delta_seconds: f32 = f32::max(0.001, time.delta_seconds());
let delta_position: Vec3 = particle_effect.translation - particle_effect.prev_translation;
// let overall_velocity: Vec3 = delta_position / delta_seconds;
particle_effect.prev_translation = particle_effect.translation;
for (mut transform, mut particle_component, color_material) in query.iter_mut() {
// particle_component.velocity -= overall_velocity * VELOCITY_SCALE;
transform.translation += particle_component.velocity * delta_seconds + delta_position;
// particle_component.velocity -= overall_velocity * VELOCITY_SCALE;
transform.translation += particle_component.velocity * delta_seconds + delta_position;
let squared_distance: f32 = transform.translation.distance_squared(particle_effect.translation);
if squared_distance > particle_effect.radius_squared {
let squared_distance: f32 = transform
.translation
.distance_squared(particle_effect.translation);
if squared_distance > particle_effect.radius_squared {
transform.translation = particle_effect.translation;
particle_component.randomize_velocity(MIN_VELOCITY, MAX_VELOCITY);
}
if let Some(material) = materials.get_mut(color_material) {
material.color = particle_effect.color;
material.color.set_a((particle_effect.radius_squared - squared_distance) / particle_effect.radius_squared);
material.color.set_a(
(particle_effect.radius_squared - squared_distance)
/ particle_effect.radius_squared,
);
}
}
}
}