Move systems to own module

This commit is contained in:
Jarrod Doyle 2024-02-01 11:36:11 +00:00
parent 020260a2f3
commit ae18dbac3d
Signed by: Jayrude
GPG Key ID: 38B57B16E7C0ADF7
2 changed files with 114 additions and 104 deletions

View File

@ -1,5 +1,6 @@
mod element;
mod rules;
mod systems;
use bevy::{
app::{Plugin, Startup},
@ -18,10 +19,7 @@ use rand::Rng;
use crate::util::DirtyRect;
use self::{
element::Element,
rules::{to_rule_state, FallingSandRules},
};
use self::{element::Element, rules::FallingSandRules};
pub struct FallingSandPlugin;
@ -31,9 +29,9 @@ impl Plugin for FallingSandPlugin {
app.add_systems(
Update,
(
place_sand_system,
simulate_chunk_system,
update_chunk_texture_system,
systems::place_sand,
systems::simulate_chunk,
systems::update_chunk_texture,
)
.chain(),
);
@ -129,100 +127,3 @@ impl Chunk {
Some(self.cells[x + y * self.width])
}
}
pub fn place_sand_system(mut query: Query<&mut Chunk>) {
for mut chunk in &mut query {
let frac = chunk.width / 2;
let x = (chunk.width - frac) / 2 + rand::thread_rng().gen_range(0..frac);
let y = chunk.height - 1;
chunk.set_cell(x, y, Element::Sand);
}
}
pub fn simulate_chunk_system(rules: Res<FallingSandRules>, mut query: Query<&mut Chunk>) {
for mut chunk in &mut query {
// Determine which Margolus neighbourhood offset we're using this update
let offset = if chunk.step == 0 {
(0, 0)
} else if chunk.step == 1 {
(1, 1)
} else if chunk.step == 2 {
(0, 1)
} else {
(1, 0)
};
chunk.step = (chunk.step + 1) % 4;
// We're operating on 2x2 blocks of cells
for block_y in 0..(chunk.height / 2) {
let y = block_y * 2 + offset.1;
for block_x in 0..(chunk.width / 2) {
let x = block_x * 2 + offset.0;
// Get all the cells in our block and convert them to a rule state for lookup
// Because our offset can cause cell look-ups to go ourside of the grid we have
// a default `Element::None`
// Cells are obtained in the order top-left, top-right, bottom-left, bottom-right
let start_state = to_rule_state((
chunk.get_cell(x, y + 1).unwrap_or(Element::None),
chunk.get_cell(x + 1, y + 1).unwrap_or(Element::None),
chunk.get_cell(x, y).unwrap_or(Element::None),
chunk.get_cell(x + 1, y).unwrap_or(Element::None),
));
let end_state = rules.get_result(start_state);
// We only need to actually update things if the state changed
// Same ordering as above.
if start_state != end_state {
if (start_state & 0xFF000000) != (end_state & 0xFF000000) {
chunk.set_cell(x, y + 1, Element::from((end_state >> 24) & 0xFF));
}
if (start_state & 0x00FF0000) != (end_state & 0x00FF0000) {
chunk.set_cell(x + 1, y + 1, Element::from((end_state >> 16) & 0xFF));
}
if (start_state & 0x0000FF00) != (end_state & 0x0000FF00) {
chunk.set_cell(x, y, Element::from((end_state >> 8) & 0xFF));
}
if (start_state & 0x000000FF) != (end_state & 0x000000FF) {
chunk.set_cell(x + 1, y, Element::from(end_state & 0xFF));
}
}
}
}
}
}
pub fn update_chunk_texture_system(
mut images: ResMut<Assets<Image>>,
mut query: Query<(&mut Chunk, &Handle<Image>)>,
) {
for (mut chunk, image_handle) in &mut query {
if !chunk.dirty_rect.is_dirty() {
return;
}
if let Some(image) = images.get_mut(image_handle) {
for y in chunk.dirty_rect.range_y() {
for x in chunk.dirty_rect.range_x() {
let mut colour = (0, 0, 0);
if let Some(element) = chunk.cells.get(x + y * chunk.width) {
match element {
Element::Air => colour = (25, 24, 26),
Element::Sand => colour = (255, 216, 102),
Element::Water => colour = (120, 220, 232),
_ => {}
}
}
let index = (x + y * chunk.width) * 4;
image.data[index] = colour.0;
image.data[index + 1] = colour.1;
image.data[index + 2] = colour.2;
image.data[index + 3] = 255;
}
}
}
chunk.dirty_rect.reset();
}
}

109
src/falling_sand/systems.rs Normal file
View File

@ -0,0 +1,109 @@
use bevy::{
asset::{Assets, Handle},
ecs::system::{Query, Res, ResMut},
render::texture::Image,
};
use rand::Rng;
use super::{
element::Element,
rules::{to_rule_state, FallingSandRules},
Chunk,
};
pub fn place_sand(mut query: Query<&mut Chunk>) {
for mut chunk in &mut query {
let frac = chunk.width / 2;
let x = (chunk.width - frac) / 2 + rand::thread_rng().gen_range(0..frac);
let y = chunk.height - 1;
chunk.set_cell(x, y, Element::Sand);
}
}
pub fn simulate_chunk(rules: Res<FallingSandRules>, mut query: Query<&mut Chunk>) {
for mut chunk in &mut query {
// Determine which Margolus neighbourhood offset we're using this update
let offset = if chunk.step == 0 {
(0, 0)
} else if chunk.step == 1 {
(1, 1)
} else if chunk.step == 2 {
(0, 1)
} else {
(1, 0)
};
chunk.step = (chunk.step + 1) % 4;
// We're operating on 2x2 blocks of cells
for block_y in 0..(chunk.height / 2) {
let y = block_y * 2 + offset.1;
for block_x in 0..(chunk.width / 2) {
let x = block_x * 2 + offset.0;
// Get all the cells in our block and convert them to a rule state for lookup
// Because our offset can cause cell look-ups to go ourside of the grid we have
// a default `Element::None`
// Cells are obtained in the order top-left, top-right, bottom-left, bottom-right
let start_state = to_rule_state((
chunk.get_cell(x, y + 1).unwrap_or(Element::None),
chunk.get_cell(x + 1, y + 1).unwrap_or(Element::None),
chunk.get_cell(x, y).unwrap_or(Element::None),
chunk.get_cell(x + 1, y).unwrap_or(Element::None),
));
let end_state = rules.get_result(start_state);
// We only need to actually update things if the state changed
// Same ordering as above.
if start_state != end_state {
if (start_state & 0xFF000000) != (end_state & 0xFF000000) {
chunk.set_cell(x, y + 1, Element::from((end_state >> 24) & 0xFF));
}
if (start_state & 0x00FF0000) != (end_state & 0x00FF0000) {
chunk.set_cell(x + 1, y + 1, Element::from((end_state >> 16) & 0xFF));
}
if (start_state & 0x0000FF00) != (end_state & 0x0000FF00) {
chunk.set_cell(x, y, Element::from((end_state >> 8) & 0xFF));
}
if (start_state & 0x000000FF) != (end_state & 0x000000FF) {
chunk.set_cell(x + 1, y, Element::from(end_state & 0xFF));
}
}
}
}
}
}
pub fn update_chunk_texture(
mut images: ResMut<Assets<Image>>,
mut query: Query<(&mut Chunk, &Handle<Image>)>,
) {
for (mut chunk, image_handle) in &mut query {
if !chunk.dirty_rect.is_dirty() {
return;
}
if let Some(image) = images.get_mut(image_handle) {
for y in chunk.dirty_rect.range_y() {
for x in chunk.dirty_rect.range_x() {
let mut colour = (0, 0, 0);
if let Some(element) = chunk.cells.get(x + y * chunk.width) {
match element {
Element::Air => colour = (25, 24, 26),
Element::Sand => colour = (255, 216, 102),
Element::Water => colour = (120, 220, 232),
_ => {}
}
}
let index = (x + y * chunk.width) * 4;
image.data[index] = colour.0;
image.data[index + 1] = colour.1;
image.data[index + 2] = colour.2;
image.data[index + 3] = 255;
}
}
}
chunk.dirty_rect.reset();
}
}