DEVELOPMENT ENVIRONMENT

~liljamo/bevy_dice

ref: d36780bff059c6dc4c3c655622a528667c316910 bevy_dice/crates/bevy_dice/src/lib.rs -rw-r--r-- 5.4 KiB
d36780bfJonni Liljamo feat(demo): don't prevent default event handling 8 days ago
                                                                                
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/*
 * Copyright (C) 2025 Jonni Liljamo <jonni@liljamo.com>
 *
 * This file is licensed under MIT, see LICENSE for more information.
 */

use std::collections::HashMap;

use avian3d::prelude::*;
use bevy::{gltf::GltfMesh, prelude::*};
use bevy_rand::{global::GlobalEntropy, plugin::EntropyPlugin, prelude::WyRand};
use rand::prelude::Rng;

mod die;
pub use die::Die;
mod face;
pub(crate) use face::Face;

pub struct DicePlugin;

impl Plugin for DicePlugin {
    fn build(&self, app: &mut App) {
        app.register_type::<DicePluginConfig>()
            .register_type::<DieVariant>()
            .register_type::<Die>()
            .register_type::<Face>()
            .add_event::<DieResult>()
            .add_plugins(EntropyPlugin::<WyRand>::new())
            .add_observer(throw_die)
            .add_observer(die::die_stopped)
            .add_systems(
                Update,
                (
                    die::die_wait_for_stop,
                    #[cfg(feature = "debug")]
                    face::draw_face_gizmos,
                ),
            );
    }
}

#[derive(Resource, Reflect)]
pub struct DicePluginConfig {
    /// Gltf handle to get the meshes from.
    pub gltf_handle: Handle<Gltf>,
    /// Mapping of variants to Gltf mesh names.
    pub variant_mesh_names: HashMap<DieVariant, String>,
    /// Mesh rotation overrides, used to correct the mesh rotation relative to
    /// the face positions.
    pub override_mesh_rotations: HashMap<DieVariant, Vec3>,
    /// Face position overrides, used to completely remap what value is in what
    /// face position.
    ///
    /// Can also be used to just override the values of faces.
    pub override_face_positions: HashMap<DieVariant, HashMap<u8, u8>>,
}

#[derive(Reflect, Debug, Clone, Copy, PartialEq, Eq, Hash)]
pub enum DieVariant {
    D4,
    D6,
    D8,
    D10,
    D10P,
    D12,
    D20,
}

impl DieVariant {
    pub const VALUES: [Self; 7] = [
        Self::D4,
        Self::D6,
        Self::D8,
        Self::D10,
        Self::D10P,
        Self::D12,
        Self::D20,
    ];

    fn faces(&self) -> Vec<(Face, Transform)> {
        match self {
            Self::D4 => face::D4_FACE_CONFIGS.to_vec(),
            Self::D6 => face::D6_FACE_CONFIGS.to_vec(),
            Self::D8 => face::D8_FACE_CONFIGS.to_vec(),
            Self::D10 => face::D10_FACE_CONFIGS.to_vec(),
            Self::D10P => face::D10P_FACE_CONFIGS.to_vec(),
            Self::D12 => face::D12_FACE_CONFIGS.to_vec(),
            Self::D20 => face::D20_FACE_CONFIGS.to_vec(),
        }
    }
}

#[derive(Event)]
pub struct ThrowDie {
    /// Die ID, required to identify DieResult events.
    pub id: u32,
    /// Die variant.
    pub variant: DieVariant,
    /// Initial angular velocity, random if not set.
    pub angular_velocity: Option<Vec3>,
    /// Initial rotation, random if not set.
    pub rotation: Option<Quat>,
}

/// Result of a die roll.
#[derive(Event)]
pub struct DieResult {
    /// The ID of the die rolled.
    pub id: u32,
    /// The result.
    pub result: u8,
}

fn throw_die(
    trigger: Trigger<ThrowDie>,
    mut commands: Commands,
    mut rng: GlobalEntropy<WyRand>,
    r_gltfs: Res<Assets<Gltf>>,
    r_gltf_meshes: Res<Assets<GltfMesh>>,
    r_meshes: Res<Assets<Mesh>>,
    r_config: Res<DicePluginConfig>,
) {
    let gltf = r_gltfs.get(&r_config.gltf_handle).unwrap();
    let gltf_mesh = r_gltf_meshes
        .get(&gltf.named_meshes[&*r_config.variant_mesh_names[&trigger.variant]])
        .unwrap();
    let mesh = r_meshes.get(&gltf_mesh.primitives[0].mesh).unwrap();

    let angular_velocity = match trigger.angular_velocity {
        Some(v) => AngularVelocity(v),
        None => AngularVelocity(Vec3 {
            x: rng.random_range(0u32..=10u32) as f32,
            y: rng.random_range(0u32..=10u32) as f32,
            z: rng.random_range(0u32..=10u32) as f32,
        }),
    };

    let mesh_rotation = match r_config.override_mesh_rotations.get(&trigger.variant) {
        Some(rotation) => Quat::from_euler(
            EulerRot::XYZ,
            rotation.x.to_radians(),
            rotation.y.to_radians(),
            rotation.z.to_radians(),
        ),
        None => Quat::default(),
    };

    let mut die = commands.spawn((
        Visibility::Inherited,
        // Place the mesh in a child to allow correcting the rotation.
        children![(
            Mesh3d(gltf_mesh.primitives[0].mesh.clone()),
            MeshMaterial3d(gltf_mesh.primitives[0].material.clone().unwrap()),
            Transform {
                rotation: mesh_rotation,
                ..Default::default()
            },
        )],
        Transform {
            translation: Vec3::new(0.0, 4.0, 0.0),
            //rotation: Quat::from_rng(rng.as_mut()),
            ..Default::default()
        },
        RigidBody::Dynamic,
        Collider::convex_hull_from_mesh(mesh).unwrap(),
        angular_velocity,
        Die::new(trigger.id),
    ));

    die.with_children(|parent| {
        if let Some(overrides) = r_config.override_face_positions.get(&trigger.variant) {
            let defaults = trigger.variant.faces();
            for default in defaults {
                if let Some(new_value) = overrides.get(&default.0.value()) {
                    parent.spawn((Face::new(*new_value), default.1));
                } else {
                    parent.spawn(default.clone());
                }
            }
        } else {
            for face in trigger.variant.faces() {
                parent.spawn(face);
            }
        }
    });
}