astraea/src/main.rs

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Rust
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//! A simple 3D scene with light shining over a cube sitting on a plane.
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use bevy::prelude::*;
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//use bevy::render::*;
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use bevy::math::*;
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use std::fs::File;
use std::io::Read;
use serde::{Deserialize, Serialize};
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use std::f64::consts::PI;
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use rand::seq::SliceRandom;
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#[derive(Serialize, Deserialize, Debug, Clone)]
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struct StarData {
#[serde(rename = "Dec")]
dec: String,
#[serde(rename = "HR")]
hr: String,
#[serde(rename = "K")]
k: Option<String>,
#[serde(rename = "RA")]
ra: String,
#[serde(rename = "V")]
v: String,
#[serde(rename = "C")]
constellation: Option<String>, // Optional field
#[serde(rename = "F")]
f: Option<String>, // Optional field
#[serde(rename = "B")]
bayer_designation: Option<String>, // Optional field
#[serde(rename = "N")]
name: Option<String>, // Optional field
}
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#[derive(Resource, Default)]
struct Sky {
content: Vec<Constellation>, // or use a specific array size, e.g., [String; 10]
}
#[derive(Serialize, Deserialize, Debug, Clone)]
struct Constellation {
#[serde(rename = "Name")]
name: String, // Name of the constellation
#[serde(rename = "RAh")]
rah: f64, // Right Ascension of the constellation in hours
#[serde(rename = "DEd")]
dec: f64, // Declination of the constellation in degrees
stars: Vec<StarPos>, // List of stars in the constellation
lines: Vec<[u32; 2]>, // Star connection lines as pairs of star IDs
}
#[derive(Serialize, Deserialize, Debug, Clone)]
struct StarPos {
id: usize,
#[serde(rename = "bfID")]
bfid: String,
#[serde(rename = "RAh")]
rah: f64,
#[serde(rename = "DEd")]
dec: f64,
}
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fn main() {
App::new()
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.add_plugins(DefaultPlugins)
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.insert_resource(Sky::default())
.add_systems(Startup, star_setup)
.add_systems(Startup, cons_setup)
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.add_systems(Startup, ui_setup)
//.add_systems(Update, button_interaction)
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.add_systems(Update, player_rotate)
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.run();
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}
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#[derive(Component)]
struct Star;
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#[derive(Component)]
struct Player {
target_rotation: Option<Quat>,
}
fn star_setup(
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mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
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) {
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// plane
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commands.insert_resource(ClearColor(Color::BLACK));
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let stars = get_stars().unwrap();
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let star_scale = 0.02;
let sky_radius = 4.0;
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//let mesh = meshes.add(Cuboid::new(star_size, star_size, star_size));
let star_mesh = meshes.add(Sphere::new(1.0).mesh().ico(3).unwrap());
//let material = materials.add(Color::srgb(1.0, 1.0, 1.0));
let star_material = materials.add(StandardMaterial {
emissive: LinearRgba::rgb(1.0, 1.0, 1.0),
..default()
});
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for star in stars {
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let star_pos = star_position(star.clone()) * sky_radius;
let star_mag = star.v.parse::<f32>().unwrap();
let mut star_size = star_scale * 2.512f32.powf(-star_mag*0.5);
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if star.constellation.is_some() {
star_size *= 1.5;
}
star_size = star_size.min(0.63*star_scale);
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commands.spawn((
PbrBundle {
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mesh: star_mesh.clone(),
material: star_material.clone(),
transform: Transform::from_xyz(star_pos.x, star_pos.y, star_pos.z)
.with_scale(Vec3::splat(star_size)),
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..default()
},
Star,
));
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}
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// camera
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commands.spawn((
Camera3dBundle {
transform: Transform::from_xyz(0.0, 0.0, 0.0),
..default()
},
Player {
target_rotation: Some(Quat::from_rotation_y(-1.5))
},
));
}
fn cons_setup(mut sky: ResMut<Sky>) {
info!("setup");
sky.content = get_cons().unwrap();
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}
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fn get_stars() -> std::io::Result<Vec<StarData>> {
let mut file = File::open("data/stars.json")?;
let mut data = String::new();
file.read_to_string(&mut data)?;
info!("###");
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let stars: Vec<StarData> = serde_json::from_str(&data).unwrap();
Ok(stars)
}
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fn get_cons() -> std::io::Result<Vec<Constellation>> {
let mut file = File::open("data/constellations.json")?;
let mut data = String::new();
file.read_to_string(&mut data)?;
info!("###");
let sky_data: Vec<Constellation> = serde_json::from_str(&data).unwrap();
Ok(sky_data)
}
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fn star_position(star_data: StarData) -> Vec3 {
// Convert declination to decimal degrees
let text_ra = star_data.ra;
let text_dec = star_data.dec;
let ra_seconds: f64 = 3600.0 * text_ra[0..2].parse::<f64>().unwrap()
+ 60.0 * text_ra[4..6].parse::<f64>().unwrap()
+ text_ra[8..12].parse::<f64>().unwrap();
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// Parse Dec
let formated_dec = text_dec
.replace("°", " ")
.replace("", " ")
.replace("", " ");
let dec_parts: Vec<&str> = formated_dec.split_whitespace().collect();
let dec_deg: f64 = dec_parts[0].parse::<f64>().unwrap()
+ dec_parts[1].parse::<f64>().unwrap() / 60.0
+ dec_parts[2].parse::<f64>().unwrap() / 3600.0;
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celestial_to_cartesian(ra_seconds/3600.0, dec_deg)
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}
fn celestial_to_cartesian(rah: f64, ded: f64) -> Vec3 {
let y_rot = 2.0 * PI * rah / 24.0;
let x_rot = 2.0 * PI * ded / 360.0;
let x : f32 = (y_rot.sin() * x_rot.cos()) as f32;
let y : f32 = x_rot.sin() as f32;
let z : f32 = (y_rot.cos() * x_rot.cos()) as f32;
Vec3::new(x, y, z)
}
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fn player_rotate(
keys: Res<ButtonInput<KeyCode>>,
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mut query: Query<(&mut Player, &mut Transform)>, // Query to get Player and Transform
sky: Res<Sky>, // Res to access the Sky resource
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//mut commands: Commands,
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) {
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for (mut player, mut transform) in query.iter_mut() {
// If the space key was just pressed
if keys.just_pressed(KeyCode::Space) {
info!("space pressed");
// Select a random constellation from the Sky's content
if let Some(constellation) = sky.content.choose(&mut rand::thread_rng()) {
// Create a target rotation quaternion from the constellation's direction
let target_rotation = Quat::from_rotation_arc(Vec3::Z, celestial_to_cartesian(constellation.rah, constellation.dec));
// Store the target rotation in the player component
player.target_rotation = Some(target_rotation);
}
}
// If there is a target rotation, smoothly rotate the player towards it
if let Some(target_rotation) = player.target_rotation {
// Get the current rotation of the player
let current_rotation = transform.rotation;
// Slerp between the current rotation and the target rotation
transform.rotation = current_rotation.slerp(target_rotation, 0.1); // 0.1 is the interpolation factor
// Optionally, you could clear the target rotation when close enough
if transform.rotation.angle_between(target_rotation) < 0.01 {
player.target_rotation = None; // Clear once the rotation is close enough
}
}
}
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}
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fn ui_setup(
mut commands: Commands,
//asset_server: Res<AssetServer>,
//mut materials: ResMut<Assets<ColorMaterial>>
) {
let text = "Hello world!";
commands.spawn(
TextBundle::from_section(
text,
TextStyle {
font_size: 100.0,
color: Color::WHITE,
..default()
},
) // Set the alignment of the Text
.with_text_justify(JustifyText::Center)
// Set the style of the TextBundle itself.
.with_style(Style {
position_type: PositionType::Absolute,
bottom: Val::Px(5.0),
right: Val::Px(5.0),
..default()
})
);
}
// System to handle button interaction
// fn button_interaction(
// mut interaction_query: Query<(&Interaction, &mut BackgroundColor), (Changed<Interaction>, With<Button>)>,
// ) {
// for (interaction, mut color) in &mut interaction_query {
// match *interaction {
// Interaction::Pressed => {
// *color = Color::srgb(0.35, 0.75, 0.35).into(); // Change color on click
// info!("Button clicked!");
// }
// Interaction::Hovered => {
// *color = Color::srgb(0.25, 0.25, 0.25).into(); // Change color on hover
// }
// Interaction::None => {
// *color = Color::srgb(0.15, 0.15, 0.15).into(); // Default color
// }
// }
// }
// }