outfly/src/camera.rs

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7.2 KiB
Rust
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use bevy::prelude::*;
use bevy::input::mouse::MouseMotion;
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use bevy::window::PrimaryWindow;
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use std::f32::consts::*;
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use crate::{settings, audio, actor};
pub struct CameraControllerPlugin;
impl Plugin for CameraControllerPlugin {
fn build(&self, app: &mut App) {
app.add_systems(Update, run_camera_controller);
}
}
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// Based on Valorant's default sensitivity, not entirely sure why it is exactly 1.0 / 180.0,
// but I'm guessing it is a misunderstanding between degrees/radians and then sticking with
// it because it felt nice.
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pub const RADIANS_PER_DOT: f32 = 1.0 / 180.0;
#[derive(Component)]
pub struct CameraController {
pub enabled: bool,
pub initialized: bool,
pub sensitivity: f32,
pub pitch: f32,
pub yaw: f32,
}
impl Default for CameraController {
fn default() -> Self {
Self {
enabled: true,
initialized: false,
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sensitivity: 0.5,
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pitch: 1.0, // pitch=0/yaw=0 -> face sun
yaw: 0.3,
}
}
}
#[allow(clippy::too_many_arguments)]
fn run_camera_controller(
time: Res<Time>,
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settings: Res<settings::Settings>,
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mut windows: Query<&mut Window, With<PrimaryWindow>>,
mut mouse_events: EventReader<MouseMotion>,
key_input: Res<ButtonInput<KeyCode>>,
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thruster_sound_controller: Query<&AudioSink, With<audio::ComponentThrusterSound>>,
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rocket_sound_controller: Query<&AudioSink, With<audio::ComponentRocketSound>>,
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ion_sound_controller: Query<&AudioSink, With<audio::ComponentIonSound>>,
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mut q_engine: Query<&mut actor::Engine, With<actor::PlayerDrivesThis>>,
mut query: Query<(
&mut Transform,
&mut CameraController,
&mut Projection,
&mut actor::Actor,
&actor::LifeForm,
&mut actor::Engine
), (With<Camera>, Without<actor::PlayerDrivesThis>)>,
) {
let dt = time.delta_seconds();
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let mut play_thruster_sound = false;
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let window_result = windows.get_single_mut();
let mut focused = true;
if window_result.is_ok() {
focused = window_result.unwrap().focused;
}
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if let Ok((mut transform, mut controller, mut projection, mut actor, lifeform, player_engine)) = query.get_single_mut() {
if !controller.initialized {
controller.initialized = true;
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transform.rotation =
Quat::from_euler(EulerRot::ZYX, 0.0, controller.yaw, controller.pitch);
}
if !controller.enabled {
mouse_events.clear();
return;
}
// Handle key input
let mut axis_input = Vec3::ZERO;
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if focused {
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if key_input.pressed(settings.key_forward) {
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axis_input.z -= 1.2;
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}
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if key_input.pressed(settings.key_back) {
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axis_input.z += 1.2;
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}
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if key_input.pressed(settings.key_right) {
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axis_input.x += 1.2;
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}
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if key_input.pressed(settings.key_left) {
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axis_input.x -= 1.2;
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}
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if key_input.pressed(settings.key_up) {
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axis_input.y += 1.2;
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}
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if key_input.pressed(settings.key_down) {
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axis_input.y -= 1.2;
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}
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if key_input.pressed(settings.key_stop) {
let stop_direction = -actor.v.normalize();
if stop_direction.length_squared() > 0.3 {
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axis_input += 1.0 * (transform.rotation.inverse() * stop_direction);
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}
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}
}
// In typical games we would normalize the input vector so that diagonal movement is as
// fast as forward or sideways movement. But here, we merely clamp each direction to an
// absolute maximum of 1, since every thruster can be used separately. If the forward
// thrusters and the leftward thrusters are active at the same time, then of course the
// total diagonal acceleration is faster than the forward acceleration alone.
axis_input = axis_input.clamp(Vec3::splat(-1.0), Vec3::splat(1.0));
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let mut engine = if let Ok(engine) = q_engine.get_single_mut() { engine } else { player_engine };
// Apply movement update
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let forward_factor = engine.current_warmup * (if axis_input.z < 0.0 {
engine.thrust_forward
} else {
engine.thrust_back
});
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let right_factor = engine.thrust_sideways * engine.current_warmup;
let up_factor = engine.thrust_sideways * engine.current_warmup;
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let factor = Vec3::new(right_factor, up_factor, forward_factor);
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if axis_input.length_squared() > 0.003 {
let acceleration_global = transform.rotation * (axis_input * factor);
let mut acceleration_total = actor::ENGINE_SPEED_FACTOR * dt * acceleration_global;
let threshold = 1e-5;
if key_input.pressed(settings.key_stop) {
for i in 0..3 {
if actor.v[i].abs() < threshold {
actor.v[i] = 0.0;
}
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else if actor.v[i].signum() != (actor.v[i] + acceleration_total[i]).signum() {
// Overshoot
actor.v[i] = 0.0;
acceleration_total[i] = 0.0;
}
}
}
actor.v += acceleration_total;
engine.current_warmup = (engine.current_warmup + dt / engine.warmup_seconds).clamp(0.0, 1.0);
play_thruster_sound = !settings.mute_sfx;
}
else {
engine.current_warmup = (engine.current_warmup - dt / engine.warmup_seconds).clamp(0.0, 1.0);
}
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// Handle mouse input
let mut mouse_delta = Vec2::ZERO;
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for mouse_event in mouse_events.read() {
mouse_delta += mouse_event.delta;
}
if mouse_delta != Vec2::ZERO {
// Apply look update
controller.pitch = (controller.pitch
- mouse_delta.y * RADIANS_PER_DOT * controller.sensitivity)
.clamp(-PI / 2., PI / 2.);
controller.yaw -= mouse_delta.x * RADIANS_PER_DOT * controller.sensitivity;
transform.rotation =
Quat::from_euler(EulerRot::ZYX, 0.0, controller.yaw, controller.pitch);
}
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let fov = (lifeform.adrenaline * lifeform.adrenaline * lifeform.adrenaline * 45.0 + 45.0).to_radians();
*projection = Projection::Perspective(PerspectiveProjection { fov: fov, ..default() });
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if let Ok(sink) = thruster_sound_controller.get_single() {
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if play_thruster_sound && engine.engine_type == actor::EngineType::Monopropellant {
sink.play()
} else {
sink.pause()
}
}
if let Ok(sink) = rocket_sound_controller.get_single() {
if play_thruster_sound && engine.engine_type == actor::EngineType::Rocket {
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sink.play()
} else {
sink.pause()
}
}
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if let Ok(sink) = ion_sound_controller.get_single() {
if play_thruster_sound && engine.engine_type == actor::EngineType::Ion {
sink.play()
} else {
sink.pause()
}
}
}
}