1use std::f32::consts::PI;
4
5use bevy::{
6 core_pipeline::{bloom::Bloom, tonemapping::Tonemapping},
7 input::mouse::{AccumulatedMouseMotion, AccumulatedMouseScroll, MouseButtonInput},
8 math::prelude::*,
9 prelude::*,
10};
11use rand::{seq::SliceRandom, Rng, SeedableRng};
12use rand_chacha::ChaCha8Rng;
13
14fn main() {
15 App::new()
16 .add_plugins(DefaultPlugins)
17 .insert_resource(SampledShapes::new())
18 .add_systems(Startup, setup)
19 .add_systems(
20 Update,
21 (
22 handle_mouse,
23 handle_keypress,
24 spawn_points,
25 despawn_points,
26 animate_spawning,
27 animate_despawning,
28 update_camera,
29 update_lights,
30 ),
31 )
32 .run();
33}
34
35const MAX_CAMERA_DISTANCE: f32 = 12.0;
40
41const MIN_CAMERA_DISTANCE: f32 = 1.0;
44
45const DISTANCE_BETWEEN_SHAPES: Vec3 = Vec3::new(2.0, 0.0, 0.0);
47
48const MAX_POINTS: usize = 3000; const POINTS_PER_FRAME: usize = 3;
54
55const INSIDE_POINT_COLOR: LinearRgba = LinearRgba::rgb(0.855, 1.1, 0.01);
57const BOUNDARY_POINT_COLOR: LinearRgba = LinearRgba::rgb(0.08, 0.2, 0.90);
59
60const ANIMATION_TIME: f32 = 1.0;
62
63const SKY_COLOR: Color = Color::srgb(0.02, 0.06, 0.15);
65
66const SMALL_3D: f32 = 0.5;
67const BIG_3D: f32 = 1.0;
68
69const CUBOID: Cuboid = Cuboid {
72 half_size: Vec3::new(SMALL_3D, BIG_3D, SMALL_3D),
73};
74
75const SPHERE: Sphere = Sphere {
76 radius: 1.5 * SMALL_3D,
77};
78
79const TRIANGLE_3D: Triangle3d = Triangle3d {
80 vertices: [
81 Vec3::new(BIG_3D, -BIG_3D * 0.5, 0.0),
82 Vec3::new(0.0, BIG_3D, 0.0),
83 Vec3::new(-BIG_3D, -BIG_3D * 0.5, 0.0),
84 ],
85};
86
87const CAPSULE_3D: Capsule3d = Capsule3d {
88 radius: SMALL_3D,
89 half_length: SMALL_3D,
90};
91
92const CYLINDER: Cylinder = Cylinder {
93 radius: SMALL_3D,
94 half_height: SMALL_3D,
95};
96
97const TETRAHEDRON: Tetrahedron = Tetrahedron {
98 vertices: [
99 Vec3::new(-BIG_3D, -BIG_3D * 0.67, BIG_3D * 0.5),
100 Vec3::new(BIG_3D, -BIG_3D * 0.67, BIG_3D * 0.5),
101 Vec3::new(0.0, -BIG_3D * 0.67, -BIG_3D * 1.17),
102 Vec3::new(0.0, BIG_3D, 0.0),
103 ],
104};
105
106#[derive(Resource)]
110enum SamplingMode {
111 Interior,
112 Boundary,
113}
114
115#[derive(Resource)]
117enum SpawningMode {
118 Manual,
119 Automatic,
120}
121
122#[derive(Resource)]
124struct SpawnQueue(usize);
125
126#[derive(Resource)]
127struct PointCounter(usize);
128
129#[derive(Resource)]
131struct SampledShapes(Vec<(Shape, Vec3)>);
132
133impl SampledShapes {
134 fn new() -> Self {
135 let shapes = Shape::list_all_shapes();
136
137 let n_shapes = shapes.len();
138
139 let translations =
140 (0..n_shapes).map(|i| (i as f32 - n_shapes as f32 / 2.0) * DISTANCE_BETWEEN_SHAPES);
141
142 SampledShapes(shapes.into_iter().zip(translations).collect())
143 }
144}
145
146#[derive(Clone, Copy)]
148enum Shape {
149 Cuboid,
150 Sphere,
151 Capsule,
152 Cylinder,
153 Tetrahedron,
154 Triangle,
155}
156struct ShapeMeshBuilder {
157 shape: Shape,
158}
159
160impl Shape {
161 fn list_all_shapes() -> Vec<Shape> {
163 vec![
164 Shape::Cuboid,
165 Shape::Sphere,
166 Shape::Capsule,
167 Shape::Cylinder,
168 Shape::Tetrahedron,
169 Shape::Triangle,
170 ]
171 }
172}
173
174impl ShapeSample for Shape {
175 type Output = Vec3;
176 fn sample_interior<R: Rng + ?Sized>(&self, rng: &mut R) -> Vec3 {
177 match self {
178 Shape::Cuboid => CUBOID.sample_interior(rng),
179 Shape::Sphere => SPHERE.sample_interior(rng),
180 Shape::Capsule => CAPSULE_3D.sample_interior(rng),
181 Shape::Cylinder => CYLINDER.sample_interior(rng),
182 Shape::Tetrahedron => TETRAHEDRON.sample_interior(rng),
183 Shape::Triangle => TRIANGLE_3D.sample_interior(rng),
184 }
185 }
186
187 fn sample_boundary<R: Rng + ?Sized>(&self, rng: &mut R) -> Self::Output {
188 match self {
189 Shape::Cuboid => CUBOID.sample_boundary(rng),
190 Shape::Sphere => SPHERE.sample_boundary(rng),
191 Shape::Capsule => CAPSULE_3D.sample_boundary(rng),
192 Shape::Cylinder => CYLINDER.sample_boundary(rng),
193 Shape::Tetrahedron => TETRAHEDRON.sample_boundary(rng),
194 Shape::Triangle => TRIANGLE_3D.sample_boundary(rng),
195 }
196 }
197}
198
199impl Meshable for Shape {
200 type Output = ShapeMeshBuilder;
201
202 fn mesh(&self) -> Self::Output {
203 ShapeMeshBuilder { shape: *self }
204 }
205}
206
207impl MeshBuilder for ShapeMeshBuilder {
208 fn build(&self) -> Mesh {
209 match self.shape {
210 Shape::Cuboid => CUBOID.mesh().into(),
211 Shape::Sphere => SPHERE.mesh().into(),
212 Shape::Capsule => CAPSULE_3D.mesh().into(),
213 Shape::Cylinder => CYLINDER.mesh().into(),
214 Shape::Tetrahedron => TETRAHEDRON.mesh().into(),
215 Shape::Triangle => TRIANGLE_3D.mesh().into(),
216 }
217 }
218}
219
220#[derive(Resource)]
222struct RandomSource(ChaCha8Rng);
223
224#[derive(Resource)]
226struct PointMesh(Handle<Mesh>);
227
228#[derive(Resource)]
230struct PointMaterial {
231 interior: Handle<StandardMaterial>,
232 boundary: Handle<StandardMaterial>,
233}
234
235#[derive(Component)]
237struct SamplePoint;
238
239#[derive(Component)]
241struct SpawningPoint {
242 progress: f32,
243}
244
245#[derive(Component)]
247struct DespawningPoint {
248 progress: f32,
249}
250
251#[derive(Component)]
253struct FireflyLights;
254
255#[derive(Resource)]
257struct MousePressed(bool);
258
259#[derive(Component)]
261struct CameraRig {
262 pub yaw: f32,
265 pub pitch: f32,
268 pub distance: f32,
270 pub target: Vec3,
272}
273
274fn setup(
275 mut commands: Commands,
276 mut meshes: ResMut<Assets<Mesh>>,
277 mut materials: ResMut<Assets<StandardMaterial>>,
278 shapes: Res<SampledShapes>,
279) {
280 let seeded_rng = ChaCha8Rng::seed_from_u64(4); commands.insert_resource(RandomSource(seeded_rng));
283
284 commands.spawn((
286 Mesh3d(meshes.add(Plane3d::default().mesh().size(20.0, 20.0))),
287 MeshMaterial3d(materials.add(StandardMaterial {
288 base_color: Color::srgb(0.3, 0.5, 0.3),
289 perceptual_roughness: 0.95,
290 metallic: 0.0,
291 ..default()
292 })),
293 Transform::from_xyz(0.0, -2.5, 0.0),
294 ));
295
296 let shape_material = materials.add(StandardMaterial {
297 base_color: Color::srgba(0.2, 0.1, 0.6, 0.3),
298 reflectance: 0.0,
299 alpha_mode: AlphaMode::Blend,
300 cull_mode: None,
301 ..default()
302 });
303
304 for (shape, translation) in shapes.0.iter() {
306 commands.spawn((
308 Mesh3d(meshes.add(shape.mesh())),
309 MeshMaterial3d(shape_material.clone()),
310 Transform::from_translation(*translation),
311 ));
312
313 commands.spawn((
315 PointLight {
316 range: 4.0,
317 radius: 0.6,
318 intensity: 1.0,
319 shadows_enabled: false,
320 color: Color::LinearRgba(INSIDE_POINT_COLOR),
321 ..default()
322 },
323 Transform::from_translation(*translation),
324 FireflyLights,
325 ));
326 }
327
328 commands.spawn((
330 PointLight {
331 color: SKY_COLOR,
332 intensity: 2_000.0,
333 shadows_enabled: false,
334 ..default()
335 },
336 Transform::from_xyz(4.0, 8.0, 4.0),
337 ));
338
339 commands.spawn((
341 Camera3d::default(),
342 Camera {
343 hdr: true, clear_color: ClearColorConfig::Custom(SKY_COLOR),
345 ..default()
346 },
347 Tonemapping::TonyMcMapface,
348 Transform::from_xyz(-2.0, 3.0, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
349 Bloom::NATURAL,
350 CameraRig {
351 yaw: 0.56,
352 pitch: 0.45,
353 distance: 8.0,
354 target: Vec3::ZERO,
355 },
356 ));
357
358 commands.insert_resource(PointMesh(
360 meshes.add(Sphere::new(0.03).mesh().ico(1).unwrap()),
361 ));
362 commands.insert_resource(PointMaterial {
363 interior: materials.add(StandardMaterial {
364 base_color: Color::BLACK,
365 reflectance: 0.05,
366 emissive: 2.5 * INSIDE_POINT_COLOR,
367 ..default()
368 }),
369 boundary: materials.add(StandardMaterial {
370 base_color: Color::BLACK,
371 reflectance: 0.05,
372 emissive: 1.5 * BOUNDARY_POINT_COLOR,
373 ..default()
374 }),
375 });
376
377 commands.spawn((
379 Text::new(
380 "Controls:\n\
381 M: Toggle between sampling boundary and interior.\n\
382 A: Toggle automatic spawning & despawning of points.\n\
383 R: Restart (erase all samples).\n\
384 S: Add one random sample.\n\
385 D: Add 100 random samples.\n\
386 Rotate camera by holding left mouse and panning.\n\
387 Zoom camera by scrolling via mouse or +/-.\n\
388 Move camera by L/R arrow keys.\n\
389 Tab: Toggle this text",
390 ),
391 Node {
392 position_type: PositionType::Absolute,
393 top: Val::Px(12.0),
394 left: Val::Px(12.0),
395 ..default()
396 },
397 ));
398
399 commands.insert_resource(SpawnQueue(0));
401
402 commands.insert_resource(PointCounter(0));
404
405 commands.insert_resource(SamplingMode::Interior);
407
408 commands.insert_resource(SpawningMode::Automatic);
410
411 commands.insert_resource(MousePressed(false));
413}
414
415fn handle_keypress(
417 mut commands: Commands,
418 keyboard: Res<ButtonInput<KeyCode>>,
419 mut mode: ResMut<SamplingMode>,
420 mut spawn_mode: ResMut<SpawningMode>,
421 samples: Query<Entity, With<SamplePoint>>,
422 shapes: Res<SampledShapes>,
423 mut spawn_queue: ResMut<SpawnQueue>,
424 mut counter: ResMut<PointCounter>,
425 mut text_menus: Query<&mut Visibility, With<Text>>,
426 mut camera_rig: Single<&mut CameraRig>,
427) {
428 if keyboard.just_pressed(KeyCode::KeyR) {
430 counter.0 = 0;
432 for entity in &samples {
433 commands.entity(entity).despawn();
434 }
435 }
436
437 if keyboard.just_pressed(KeyCode::KeyS) {
439 spawn_queue.0 += 1;
440 }
441
442 if keyboard.just_pressed(KeyCode::KeyD) {
444 spawn_queue.0 += 100;
445 }
446
447 if keyboard.just_pressed(KeyCode::KeyM) {
449 match *mode {
450 SamplingMode::Interior => *mode = SamplingMode::Boundary,
451 SamplingMode::Boundary => *mode = SamplingMode::Interior,
452 }
453 }
454
455 if keyboard.just_pressed(KeyCode::KeyA) {
457 match *spawn_mode {
458 SpawningMode::Manual => *spawn_mode = SpawningMode::Automatic,
459 SpawningMode::Automatic => *spawn_mode = SpawningMode::Manual,
460 }
461 }
462
463 if keyboard.just_pressed(KeyCode::Tab) {
465 for mut visibility in text_menus.iter_mut() {
466 *visibility = match *visibility {
467 Visibility::Hidden => Visibility::Visible,
468 _ => Visibility::Hidden,
469 };
470 }
471 }
472
473 if keyboard.just_pressed(KeyCode::NumpadSubtract) || keyboard.just_pressed(KeyCode::Minus) {
475 camera_rig.distance += MAX_CAMERA_DISTANCE / 15.0;
476 camera_rig.distance = camera_rig
477 .distance
478 .clamp(MIN_CAMERA_DISTANCE, MAX_CAMERA_DISTANCE);
479 }
480
481 if keyboard.just_pressed(KeyCode::NumpadAdd) {
482 camera_rig.distance -= MAX_CAMERA_DISTANCE / 15.0;
483 camera_rig.distance = camera_rig
484 .distance
485 .clamp(MIN_CAMERA_DISTANCE, MAX_CAMERA_DISTANCE);
486 }
487
488 let left = keyboard.just_pressed(KeyCode::ArrowLeft);
490 let right = keyboard.just_pressed(KeyCode::ArrowRight);
491
492 if left || right {
493 let mut closest = 0;
494 let mut closest_distance = f32::MAX;
495 for (i, (_, position)) in shapes.0.iter().enumerate() {
496 let distance = camera_rig.target.distance(*position);
497 if distance < closest_distance {
498 closest = i;
499 closest_distance = distance;
500 }
501 }
502 if closest > 0 && left {
503 camera_rig.target = shapes.0[closest - 1].1;
504 }
505 if closest < shapes.0.len() - 1 && right {
506 camera_rig.target = shapes.0[closest + 1].1;
507 }
508 }
509}
510
511fn handle_mouse(
513 accumulated_mouse_motion: Res<AccumulatedMouseMotion>,
514 accumulated_mouse_scroll: Res<AccumulatedMouseScroll>,
515 mut button_events: EventReader<MouseButtonInput>,
516 mut camera_rig: Single<&mut CameraRig>,
517 mut mouse_pressed: ResMut<MousePressed>,
518) {
519 for button_event in button_events.read() {
521 if button_event.button != MouseButton::Left {
522 continue;
523 }
524 *mouse_pressed = MousePressed(button_event.state.is_pressed());
525 }
526
527 if accumulated_mouse_scroll.delta != Vec2::ZERO {
528 let mouse_scroll = accumulated_mouse_scroll.delta.y;
529 camera_rig.distance -= mouse_scroll / 15.0 * MAX_CAMERA_DISTANCE;
530 camera_rig.distance = camera_rig
531 .distance
532 .clamp(MIN_CAMERA_DISTANCE, MAX_CAMERA_DISTANCE);
533 }
534
535 if !mouse_pressed.0 {
537 return;
538 }
539 if accumulated_mouse_motion.delta != Vec2::ZERO {
540 let displacement = accumulated_mouse_motion.delta;
541 camera_rig.yaw += displacement.x / 90.;
542 camera_rig.pitch += displacement.y / 90.;
543 camera_rig.pitch = camera_rig.pitch.clamp(-PI / 2.01, PI / 2.01);
545 }
546}
547
548fn spawn_points(
549 mut commands: Commands,
550 mode: ResMut<SamplingMode>,
551 shapes: Res<SampledShapes>,
552 mut random_source: ResMut<RandomSource>,
553 sample_mesh: Res<PointMesh>,
554 sample_material: Res<PointMaterial>,
555 mut spawn_queue: ResMut<SpawnQueue>,
556 mut counter: ResMut<PointCounter>,
557 spawn_mode: ResMut<SpawningMode>,
558) {
559 if let SpawningMode::Automatic = *spawn_mode {
560 spawn_queue.0 += POINTS_PER_FRAME;
561 }
562
563 if spawn_queue.0 == 0 {
564 return;
565 }
566
567 let rng = &mut random_source.0;
568
569 for _ in 0..1000 {
571 if spawn_queue.0 == 0 {
572 break;
573 }
574 spawn_queue.0 -= 1;
575 counter.0 += 1;
576
577 let (shape, offset) = shapes.0.choose(rng).expect("There is at least one shape");
578
579 let sample: Vec3 = *offset
581 + match *mode {
582 SamplingMode::Interior => shape.sample_interior(rng),
583 SamplingMode::Boundary => shape.sample_boundary(rng),
584 };
585
586 commands.spawn((
588 Mesh3d(sample_mesh.0.clone()),
589 MeshMaterial3d(match *mode {
590 SamplingMode::Interior => sample_material.interior.clone(),
591 SamplingMode::Boundary => sample_material.boundary.clone(),
592 }),
593 Transform::from_translation(sample).with_scale(Vec3::ZERO),
594 SamplePoint,
595 SpawningPoint { progress: 0.0 },
596 ));
597 }
598}
599
600fn despawn_points(
601 mut commands: Commands,
602 samples: Query<Entity, With<SamplePoint>>,
603 spawn_mode: Res<SpawningMode>,
604 mut counter: ResMut<PointCounter>,
605 mut random_source: ResMut<RandomSource>,
606) {
607 if let SpawningMode::Manual = *spawn_mode {
609 return;
610 }
611
612 if counter.0 < MAX_POINTS {
613 return;
614 }
615
616 let rng = &mut random_source.0;
617 let skip = rng.gen_range(0..counter.0);
619 let despawn_amount = (counter.0 - MAX_POINTS).min(100);
620 counter.0 -= samples
621 .iter()
622 .skip(skip)
623 .take(despawn_amount)
624 .map(|entity| {
625 commands
626 .entity(entity)
627 .insert(DespawningPoint { progress: 0.0 })
628 .remove::<SpawningPoint>()
629 .remove::<SamplePoint>();
630 })
631 .count();
632}
633
634fn animate_spawning(
635 mut commands: Commands,
636 time: Res<Time>,
637 mut samples: Query<(Entity, &mut Transform, &mut SpawningPoint)>,
638) {
639 let dt = time.delta_secs();
640
641 for (entity, mut transform, mut point) in samples.iter_mut() {
642 point.progress += dt / ANIMATION_TIME;
643 transform.scale = Vec3::splat(point.progress.min(1.0));
644 if point.progress >= 1.0 {
645 commands.entity(entity).remove::<SpawningPoint>();
646 }
647 }
648}
649
650fn animate_despawning(
651 mut commands: Commands,
652 time: Res<Time>,
653 mut samples: Query<(Entity, &mut Transform, &mut DespawningPoint)>,
654) {
655 let dt = time.delta_secs();
656
657 for (entity, mut transform, mut point) in samples.iter_mut() {
658 point.progress += dt / ANIMATION_TIME;
659 point.progress = f32::max(point.progress, 1.0 - transform.scale.x);
661 transform.scale = Vec3::splat((1.0 - point.progress).max(0.0));
662 if point.progress >= 1.0 {
663 commands.entity(entity).despawn();
664 }
665 }
666}
667
668fn update_camera(mut camera: Query<(&mut Transform, &CameraRig), Changed<CameraRig>>) {
669 for (mut transform, rig) in camera.iter_mut() {
670 let looking_direction =
671 Quat::from_rotation_y(-rig.yaw) * Quat::from_rotation_x(rig.pitch) * Vec3::Z;
672 transform.translation = rig.target - rig.distance * looking_direction;
673 transform.look_at(rig.target, Dir3::Y);
674 }
675}
676
677fn update_lights(
678 mut lights: Query<&mut PointLight, With<FireflyLights>>,
679 counter: Res<PointCounter>,
680) {
681 let saturation = (counter.0 as f32 / MAX_POINTS as f32).min(2.0);
682 let intensity = 40_000.0 * saturation;
683 for mut light in lights.iter_mut() {
684 light.intensity = light.intensity.lerp(intensity, 0.04);
685 }
686}