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https://github.com/eliasstepanik/voxel-simulation.git
synced 2026-01-10 05:18:30 +00:00
Update to Bevy 0.16.1
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@ -9,7 +9,7 @@ build = "build.rs"
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[dependencies]
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bevy = { version = "0.15.1", features = ["jpeg", "trace_tracy", "trace_tracy_memory", "serialize"] }
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bevy = { version = "0.16.1", features = ["jpeg", "trace_tracy", "trace_tracy_memory", "serialize"] }
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rand = "0.8.5"
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serde = { version = "1.0", features = ["derive"] }
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toml = "0.8"
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@ -1,5 +1,7 @@
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use bevy::math::DVec3;
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use bevy::prelude::*;
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use bevy::ecs::prelude::ChildOf;
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use big_space::prelude::*;
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/// Plugin enabling high precision coordinates using `big_space`.
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@ -31,7 +33,7 @@ fn spawn_root(mut commands: Commands) {
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// 2) cache the root entity for later use
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fn cache_root(
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mut commands: Commands,
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roots: Query<Entity, (With<BigSpace>, Without<Parent>)>, // top-level grid
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roots: Query<Entity, (With<BigSpace>, Without<ChildOf>)>, // top-level grid
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) {
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if let Ok(entity) = roots.get_single() {
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@ -42,7 +44,7 @@ fn cache_root(
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fn fix_invalid_children(
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mut commands: Commands,
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bad: Query<Entity, (With<FloatingOrigin>, Without<GridCell<i64>>, With<Parent>)>,
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bad: Query<Entity, (With<FloatingOrigin>, Without<GridCell<i64>>, With<ChildOf>)>,
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) {
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for e in &bad {
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commands.entity(e).insert(GridCell::<i64>::ZERO);
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@ -65,10 +67,10 @@ pub fn teleport_to<P: GridPrecision>(
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e: Entity,
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target: DVec3,
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grids: Grids<'_, '_, P>,
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mut q: Query<(&Parent, &mut GridCell<P>, &mut Transform)>,
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mut q: Query<(&ChildOf, &mut GridCell<P>, &mut Transform)>,
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) {
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let (parent, mut cell, mut tf) = q.get_mut(e).unwrap();
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let grid = grids.parent_grid(parent.get()).unwrap();
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let (child_of, mut cell, mut tf) = q.get_mut(e).unwrap();
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let grid = grids.parent_grid(child_of.parent()).unwrap();
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let (new_cell, local) = grid.translation_to_grid(target);
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@ -64,10 +64,12 @@ fn log_mesh_count(meshes: Res<Assets<Mesh>>, time: Res<Time>) {
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}
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}
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fn should_visualize_octree(octree_query: Query<&SparseVoxelOctree>,) -> bool {
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octree_query.single().show_wireframe
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fn should_visualize_octree(octree_query: Query<&SparseVoxelOctree>) -> bool {
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let Ok(octree) = octree_query.get_single() else { return false };
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octree.show_wireframe
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}
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fn should_draw_grid(octree_query: Query<&SparseVoxelOctree>,) -> bool {
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octree_query.single().show_world_grid
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fn should_draw_grid(octree_query: Query<&SparseVoxelOctree>) -> bool {
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let Ok(octree) = octree_query.get_single() else { return false };
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octree.show_world_grid
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}
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@ -20,8 +20,9 @@ pub fn despawn_distant_chunks(
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mut materials: ResMut<Assets<StandardMaterial>>,
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cfg : Res<ChunkCullingCfg>,
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) {
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let tree = tree_q.single();
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let cam = cam_q.single().translation();
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let Ok(tree) = tree_q.get_single() else { return };
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let Ok(cam_tf) = cam_q.get_single() else { return };
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let cam = cam_tf.translation();
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let centre = world_to_chunk(tree, cam);
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for (ent, chunk, mesh3d, mat3d) in chunk_q.iter() {
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@ -100,7 +100,7 @@ pub fn draw_grid(
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camera_query: Query<&Transform, With<Camera>>,
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octree_query: Query<(&SparseVoxelOctree, &Transform)>,
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) {
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let camera_tf = camera_query.single();
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let Ok(camera_tf) = camera_query.get_single() else { return };
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let camera_pos = camera_tf.translation;
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for (octree, octree_tf) in octree_query.iter() {
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@ -10,10 +10,11 @@ pub fn update_chunk_lods(
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mut tree_q: Query<&mut SparseVoxelOctree>,
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cfg: Res<ChunkCullingCfg>,
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) {
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let cam_pos = cam_q.single().translation();
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let Ok(cam_tf) = cam_q.get_single() else { return };
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let cam_pos = cam_tf.translation();
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// Borrow the octree only once to avoid repeated query lookups
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let mut tree = tree_q.single_mut();
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let Ok(mut tree) = tree_q.get_single_mut() else { return };
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let max_depth = tree.max_depth - 1;
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let range_step = cfg.view_distance_chunks as f32 / (max_depth as f32 - 1.0);
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let chunk_size = CHUNK_SIZE as f32 * tree.get_spacing_at_depth(max_depth);
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@ -14,8 +14,9 @@ pub fn enqueue_visible_chunks(
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cam_q : Query<&GlobalTransform, With<Camera>>,
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tree_q : Query<&SparseVoxelOctree>,
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) {
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let tree = tree_q.single();
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let cam_pos = cam_q.single().translation();
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let Ok(tree) = tree_q.get_single() else { return };
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let Ok(cam_tf) = cam_q.get_single() else { return };
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let cam_pos = cam_tf.translation();
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let centre = world_to_chunk(tree, cam_pos);
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if prev_cam.0 == Some(centre) {
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@ -54,7 +55,7 @@ pub fn process_chunk_queue(
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budget : Res<ChunkBudget>,
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mut tree_q : Query<&mut SparseVoxelOctree>,
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) {
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let mut tree = tree_q.single_mut();
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let Ok(mut tree) = tree_q.get_single_mut() else { return };
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for _ in 0..budget.per_frame {
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if let Some(key) = queue.keys.pop_front() {
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queue.set.remove(&key);
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@ -37,9 +37,9 @@ pub fn flight_systems(
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// 1) Rotation & speed input (borrow transform/controller)
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//------------------------------------------------------------
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let delta_vec3 = {
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let mut window = windows.single_mut();
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let mut transform = xforms.single_mut();
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let mut controller = ctrls.single_mut();
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let Ok(mut window) = windows.get_single_mut() else { return };
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let Ok(mut transform) = xforms.get_single_mut() else { return };
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let Ok(mut controller) = ctrls.get_single_mut() else { return };
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//------------------ mouse look --------------------------
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if !window.cursor_options.visible {
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@ -8,7 +8,7 @@ pub fn ui_system(
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mut app_exit_events: EventWriter<AppExit>,
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mut windows: Query<&mut Window>,
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) {
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let mut window = windows.single_mut();
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let Ok(mut window) = windows.get_single_mut() else { return };
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if keyboard_input.just_pressed(KeyCode::KeyL) {
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// Toggle between locked and unlocked
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@ -24,6 +24,6 @@ pub fn ui_system(
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}
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if keyboard_input.pressed(KeyCode::Escape) {
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app_exit_events.send(Default::default());
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app_exit_events.write(Default::default());
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}
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}
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@ -14,8 +14,8 @@ pub fn voxel_system(
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mut query: Query<(&mut Transform, &mut CameraController)>,
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mut windows: Query<&mut Window>,
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) {
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let mut window = windows.single_mut();
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let (mut transform, _) = query.single_mut();
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let Ok(mut window) = windows.get_single_mut() else { return };
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let Ok((mut transform, _)) = query.get_single_mut() else { return };
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// =======================
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// 5) Octree Keys
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