//! A simple 3D scene with light shining over a cube sitting on a plane. use bevy::prelude::*; //use bevy::render::*; use bevy::math::*; use std::fs::File; use std::io::Read; use serde::{Deserialize, Serialize}; use std::f64::consts::PI; use rand::seq::SliceRandom; #[derive(Serialize, Deserialize, Debug, Clone)] struct StarData { #[serde(rename = "Dec")] dec: String, #[serde(rename = "HR")] hr: String, #[serde(rename = "K")] k: Option, #[serde(rename = "RA")] ra: String, #[serde(rename = "V")] v: String, #[serde(rename = "C")] constellation: Option, // Optional field #[serde(rename = "F")] f: Option, // Optional field #[serde(rename = "B")] bayer_designation: Option, // Optional field #[serde(rename = "N")] name: Option, // Optional field } #[derive(Resource, Default)] struct Sky { content: Vec, // 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, // 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, } fn main() { App::new() .add_plugins(DefaultPlugins) .insert_resource(Sky::default()) .add_systems(Startup, star_setup) .add_systems(Startup, cons_setup) .add_systems(Startup, ui_setup) .add_systems(Update, player_rotate) .add_systems(Update, button_system) .run(); } #[derive(Component)] struct Star; #[derive(Component)] struct Player { target_rotation: Option, } fn star_setup( mut commands: Commands, mut meshes: ResMut>, mut materials: ResMut>, ) { // plane commands.insert_resource(ClearColor(Color::BLACK)); let stars = get_stars().unwrap(); let star_scale = 0.02; let sky_radius = 4.0; //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() }); for star in stars { let star_pos = star_position(star.clone()) * sky_radius; let star_mag = star.v.parse::().unwrap(); let mut star_size = star_scale * 2.512f32.powf(-star_mag*0.5); if star.constellation.is_some() { star_size *= 1.5; } star_size = star_size.min(0.63*star_scale); commands.spawn(( PbrBundle { 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)), ..default() }, Star, )); } // camera 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) { info!("setup"); sky.content = get_cons().unwrap(); } fn get_stars() -> std::io::Result> { let mut file = File::open("data/stars.json")?; let mut data = String::new(); file.read_to_string(&mut data)?; info!("###"); let stars: Vec = serde_json::from_str(&data).unwrap(); Ok(stars) } fn get_cons() -> std::io::Result> { let mut file = File::open("data/constellations.json")?; let mut data = String::new(); file.read_to_string(&mut data)?; info!("###"); let sky_data: Vec = serde_json::from_str(&data).unwrap(); Ok(sky_data) } 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::().unwrap() + 60.0 * text_ra[4..6].parse::().unwrap() + text_ra[8..12].parse::().unwrap(); // 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::().unwrap() + dec_parts[1].parse::().unwrap() / 60.0 + dec_parts[2].parse::().unwrap() / 3600.0; celestial_to_cartesian(ra_seconds/3600.0, dec_deg) } 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) } fn player_rotate( keys: Res>, mut query: Query<(&mut Player, &mut Transform)>, // Query to get Player and Transform sky: Res, // Res to access the Sky resource //mut commands: Commands, ) { 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 } } } } const NORMAL_BUTTON: Color = Color::srgb(0.15, 0.15, 0.15); const PRESSED_BUTTON: Color = Color::srgb(0.50, 0.15, 0.15); fn ui_setup(mut commands: Commands, asset_server: Res) { // Create a container node that places its children (buttons) at the bottom of the screen let container_node = NodeBundle { style: Style { width: Val::Percent(100.0), // Full width of the screen height: Val::Percent(100.0), // Full height of the screen flex_direction: FlexDirection::Row, // Arrange children in a row (horizontal) justify_content: JustifyContent::Center, // Center horizontally align_items: AlignItems::FlexEnd, // Place at the bottom of the screen padding: UiRect::all(Val::Px(10.0)), // Optional padding ..default() }, ..default() }; // Button style (same for all buttons) let button_style = Style { width: Val::Px(150.0), height: Val::Px(65.0), margin: UiRect::all(Val::Px(10.0)), // Add margin between buttons justify_content: JustifyContent::Center, // Center text horizontally align_items: AlignItems::Center, // Center text vertically border: UiRect::all(Val::Px(5.0)), ..default() }; // Create the container for the buttons let container = commands.spawn(container_node).id(); // Function to create buttons with different text for i in 1..=4 { let button_node = ButtonBundle { style: button_style.clone(), border_color: BorderColor(Color::BLACK), background_color: NORMAL_BUTTON.into(), ..default() }; let button_text_node = TextBundle::from_section( format!("Button {}", i), TextStyle { //font: asset_server.load("fonts/FiraSans-Bold.ttf"), // Load font font_size: 15.0, color: Color::srgb(0.9, 0.9, 0.9), ..default() }, ); // Spawn the button and its text as children of the container let button = commands.spawn(button_node).id(); let button_text = commands.spawn(button_text_node).id(); commands.entity(button).push_children(&[button_text]); commands.entity(container).push_children(&[button]); } } fn button_system( mut interaction_query: Query< ( &Interaction, &mut BackgroundColor, &mut BorderColor, &Children, ), ( Changed, With