support setting spawn point

This commit is contained in:
2025-02-27 14:33:53 +01:00
parent a5e9b11109
commit 3819bde882
4 changed files with 60 additions and 3 deletions

View File

@@ -1,6 +1,9 @@
use bevy::core_pipeline::tonemapping::Tonemapping;
use bevy::ecs::component::ComponentId;
use bevy::ecs::world::DeferredWorld;
use bevy::math::*;
use bevy::prelude::*;
use bevy::render::view::ColorGrading;
use bevy_flycam::prelude::*;
use bevy_trenchbroom::prelude::*;
@@ -22,6 +25,37 @@ pub struct MyBaseClass {
struct DebugVisuals {
pub unlit: bool,
pub tonemapping: Tonemapping,
pub exposure: f32,
pub shadows: bool,
}
#[derive(PointClass, Component, Reflect, Default)]
#[reflect(Component)]
#[require(Transform)]
#[component(on_add = Self::on_add)]
#[model({ "path": "models/spawn.glb", "scale": scale })]
pub struct SpawnPoint {
scale: f32,
}
impl SpawnPoint {
fn on_add(mut world: DeferredWorld, entity: Entity, _id: ComponentId) {
let Some(asset_server) = world.get_resource::<AssetServer>() else {
return;
};
// let scale = world.entity(entity).get::<Self>().unwrap().scale;
let mut t = world.entity(entity).get::<Transform>().unwrap().clone();
t.scale = Vec3::splat(1.0);
let mesh = asset_server.load(GltfAssetLabel::Scene(0).from_asset("models/spawn.glb"));
world
.commands()
.entity(entity)
.insert((Name::new("spawn"), SceneRoot(mesh), t));
}
}
fn main() {
@@ -31,6 +65,8 @@ fn main() {
app.insert_resource(DebugVisuals {
unlit: true,
tonemapping: Tonemapping::None,
exposure: 0.,
shadows: false,
});
app.add_plugins(DefaultPlugins.set(ImagePlugin {
@@ -54,7 +90,7 @@ fn main() {
app.add_systems(Startup, write_trenchbroom_config);
app.add_systems(PostStartup, setup_scene);
app.add_systems(Update, (set_materials_unlit, set_tonemapping));
app.add_systems(Update, (set_materials_unlit, set_tonemapping, set_shadows));
app.run();
}
@@ -84,9 +120,13 @@ fn write_trenchbroom_config(server: Res<TrenchBroomServer>) {
server.config.write_folder("trenchbroom/hedz").unwrap()
}
fn set_tonemapping(mut cams: Query<&mut Tonemapping, With<Camera>>, visuals: Res<DebugVisuals>) {
for mut tm in cams.iter_mut() {
fn set_tonemapping(
mut cams: Query<(&mut Tonemapping, &mut ColorGrading), With<Camera>>,
visuals: Res<DebugVisuals>,
) {
for (mut tm, mut color) in cams.iter_mut() {
*tm = visuals.tonemapping;
color.global.exposure = visuals.exposure;
}
}
@@ -102,3 +142,9 @@ fn set_materials_unlit(
material.unlit = visuals.unlit;
}
}
fn set_shadows(mut lights: Query<&mut DirectionalLight>, visuals: Res<DebugVisuals>) {
for mut l in lights.iter_mut() {
l.shadows_enabled = visuals.shadows;
}
}