outfly/src/camera.rs

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//
// This module manages the game's viewport, handles camera- and
// movement-related keyboard input, and provides some camera-
// related computation functions.
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use bevy::prelude::*;
use bevy::input::mouse::{MouseMotion, MouseWheel};
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use bevy::window::PrimaryWindow;
use bevy::core_pipeline::bloom::{BloomCompositeMode, BloomSettings};
use bevy::core_pipeline::tonemapping::Tonemapping;
use bevy::pbr::{CascadeShadowConfigBuilder, DirectionalLightShadowMap};
use bevy::transform::TransformSystem;
use bevy::math::{DVec3, DQuat};
use bevy_xpbd_3d::prelude::*;
use std::f32::consts::PI;
use std::f64::consts::PI as PI64;
use crate::{actor, audio, hud, var};
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pub const INITIAL_ZOOM_LEVEL: f64 = 10.0;
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pub struct CameraPlugin;
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impl Plugin for CameraPlugin {
fn build(&self, app: &mut App) {
app.add_systems(Startup, setup_camera);
app.add_systems(Update, handle_input);
app.add_systems(Update, update_map_only_object_visibility);
app.add_systems(Update, manage_player_actor.after(handle_input));
app.add_systems(PostUpdate, sync_camera_to_player
.after(PhysicsSet::Sync)
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.after(apply_input_to_player)
.before(TransformSystem::TransformPropagate));
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app.add_systems(Update, update_map_camera);
app.add_systems(Update, update_fov);
app.add_systems(PostUpdate, apply_input_to_player
.after(PhysicsSet::Sync)
.before(TransformSystem::TransformPropagate));
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app.insert_resource(MapCam::default());
}
}
#[derive(Component)]
pub struct ShowOnlyInMap {
pub min_distance: f64,
pub distance_to_id: String,
}
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#[derive(Resource)]
pub struct MapCam {
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pub initialized: bool,
pub zoom_level: f64,
pub target_zoom_level: f64,
pub pitch: f64,
pub yaw: f64,
pub offset_x: f64,
pub offset_z: f64,
pub center: DVec3,
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}
impl Default for MapCam {
fn default() -> Self {
Self {
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initialized: false,
zoom_level: 2.0,
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target_zoom_level: INITIAL_ZOOM_LEVEL,
pitch: PI64 * 0.3,
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yaw: 0.0,
offset_x: 0.0,
offset_z: 0.0,
center: DVec3::new(0.0, 0.0, 0.0),
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}
}
}
pub fn setup_camera(
mut commands: Commands,
settings: Res<var::Settings>,
) {
// Add player
commands.spawn((
Camera3dBundle {
camera: Camera {
hdr: true, // HDR is required for bloom
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clear_color: ClearColorConfig::Custom(Color::BLACK),
..default()
},
tonemapping: Tonemapping::TonyMcMapface,
transform: Transform::from_xyz(0.0, 0.0, 8.0).looking_at(Vec3::ZERO, Vec3::Y),
..default()
},
BloomSettings {
composite_mode: BloomCompositeMode::EnergyConserving,
..default()
},
));
// Add Light from the Sun
commands.spawn(DirectionalLightBundle {
directional_light: DirectionalLight {
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illuminance: 3000.0,
shadows_enabled: settings.shadows_sun,
..default()
},
transform: Transform::from_rotation(Quat::from_rotation_y(PI/2.0)),
cascade_shadow_config: CascadeShadowConfigBuilder {
num_cascades: 4,
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minimum_distance: 0.1,
maximum_distance: 5000.0,
..default()
}.into(),
..default()
});
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commands.insert_resource(DirectionalLightShadowMap {
size: settings.shadowmap_resolution,
});
}
pub fn sync_camera_to_player(
settings: Res<var::Settings>,
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mut q_camera: Query<&mut Transform, (With<Camera>, Without<actor::PlayerCamera>)>,
q_playercam: Query<(&actor::Actor, &Transform), (With<actor::PlayerCamera>, Without<Camera>)>,
) {
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if settings.map_active || q_camera.is_empty() || q_playercam.is_empty() {
return;
}
let mut camera_transform = q_camera.get_single_mut().unwrap();
let (actor, player_transform) = q_playercam.get_single().unwrap();
// Rotation
camera_transform.rotation = player_transform.rotation * Quat::from_array([0.0, -1.0, 0.0, 0.0]);
// Translation
if settings.third_person {
camera_transform.translation = player_transform.translation + camera_transform.rotation * (actor.camdistance * Vec3::new(0.0, 0.2, 1.0));
}
else {
camera_transform.translation = player_transform.translation;
}
}
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pub fn update_map_camera(
settings: Res<var::Settings>,
mut mapcam: ResMut<MapCam>,
mut q_camera: Query<&mut Transform, (With<Camera>, Without<actor::PlayerCamera>)>,
q_playercam: Query<&Transform, (With<actor::PlayerCamera>, Without<Camera>)>,
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q_target: Query<&Transform, (With<hud::IsTargeted>, Without<Camera>, Without<actor::PlayerCamera>)>,
q_target_changed: Query<(), Changed<hud::IsTargeted>>,
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mut mouse_events: EventReader<MouseMotion>,
mut er_mousewheel: EventReader<MouseWheel>,
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keyboard_input: Res<ButtonInput<KeyCode>>,
) {
if !settings.map_active || q_camera.is_empty() || q_playercam.is_empty() {
return;
}
let mut camera_transform = q_camera.get_single_mut().unwrap();
let player_transform = q_playercam.get_single().unwrap();
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let target = if let Ok(target) = q_target.get_single() {
target
} else {
player_transform
};
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// Get mouse movement
let mut mouse_delta = Vec2::ZERO;
for mouse_event in mouse_events.read() {
mouse_delta += mouse_event.delta;
}
// NOTE: we need to subtract a bit from PI/2, otherwise the "up"
// direction parameter for the Transform.look_at function is ambiguous
// at the extreme values and the orientation will flicker back/forth.
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let epsilon = 0.001;
let min_zoom: f64 = target.scale.x as f64 * 2.0;
let max_zoom: f64 = 17e18; // at this point, camera starts glitching
mapcam.pitch = (mapcam.pitch + mouse_delta.y as f64 / 180.0 * settings.mouse_sensitivity as f64).clamp(-PI64 / 2.0 + epsilon, PI64 / 2.0 - epsilon);
mapcam.yaw += mouse_delta.x as f64 / 180.0 * settings.mouse_sensitivity as f64;
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// Reset movement offset if target changes
if !q_target_changed.is_empty() {
mapcam.offset_x = 0.0;
mapcam.offset_z = 0.0;
}
// Get keyboard movement
let mut offset_x: f64 = 0.0;
let mut offset_z: f64 = 0.0;
if keyboard_input.pressed(settings.key_forward) {
offset_x -= 1.0;
}
if keyboard_input.pressed(settings.key_back) {
offset_x += 1.0;
}
if keyboard_input.pressed(settings.key_right) {
offset_z -= 1.0;
}
if keyboard_input.pressed(settings.key_left) {
offset_z += 1.0;
}
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if keyboard_input.pressed(settings.key_stop) {
mapcam.offset_x = 0.0;
mapcam.offset_z = 0.0;
}
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// Update zoom level
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if !mapcam.initialized {
let factor: f64 = if target == player_transform { 7.0 } else { 1.0 };
mapcam.target_zoom_level *= target.scale.x as f64 * factor;
mapcam.zoom_level *= target.scale.x as f64 * factor;
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mapcam.initialized = true;
}
let mut change_zoom: f64 = 0.0;
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if keyboard_input.pressed(settings.key_map_zoom_out) {
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change_zoom += 0.5;
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}
if keyboard_input.pressed(settings.key_map_zoom_in) {
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change_zoom -= 0.5;
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}
for wheel_event in er_mousewheel.read() {
change_zoom -= wheel_event.y as f64 * 3.0;
}
mapcam.target_zoom_level = (mapcam.target_zoom_level * 1.1f64.powf(change_zoom)).clamp(min_zoom, max_zoom);
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let zoom_speed = 0.05; // should be between 0.0001 (slow) and 1.0 (instant)
mapcam.zoom_level = (zoom_speed * mapcam.target_zoom_level + (1.0 - zoom_speed) * mapcam.zoom_level).clamp(min_zoom, max_zoom);
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// Update point of view
let pov_rotation = DQuat::from_euler(EulerRot::XYZ, 0.0, mapcam.yaw as f64, mapcam.pitch as f64);
let offset = DVec3::new(mapcam.offset_x, 0.0, mapcam.offset_z);
let point_of_view = offset + pov_rotation * (mapcam.zoom_level as f64 * DVec3::new(1.0, 0.0, 0.0));
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// Update movement offset
let mut direction = pov_rotation * DVec3::new(offset_x, 0.0, offset_z);
let speed = direction.length();
direction.y = 0.0;
let direction = speed * direction.normalize_or_zero();
mapcam.offset_x += 0.01 * (direction.x * mapcam.zoom_level);
mapcam.offset_z += 0.01 * (direction.z * mapcam.zoom_level);
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// Apply updates to camera
mapcam.center = target.translation.as_dvec3() + offset;
camera_transform.translation = target.translation + point_of_view.as_vec3();
camera_transform.look_at(mapcam.center.as_vec3(), Vec3::Y);
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}
pub fn update_fov(
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q_player: Query<&actor::ExperiencesGForce, With<actor::Player>>,
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mouse_input: Res<ButtonInput<MouseButton>>,
mut settings: ResMut<var::Settings>,
mut q_camera: Query<&mut Projection, With<Camera>>,
) {
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if let (Ok(gforce), Ok(mut projection)) = (q_player.get_single(), q_camera.get_single_mut())
{
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let fov: f32;
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if settings.hud_active && mouse_input.pressed(settings.key_zoom) {
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fov = settings.zoom_fov.to_radians();
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if !settings.is_zooming {
settings.is_zooming = true;
}
} else {
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fov = (gforce.visual_effect.clamp(0.0, 1.0) * settings.fov_highspeed + settings.fov).to_radians();
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if settings.is_zooming {
settings.is_zooming = false;
}
};
*projection = Projection::Perspective(PerspectiveProjection { fov: fov, ..default() });
}
}
pub fn handle_input(
keyboard_input: Res<ButtonInput<KeyCode>>,
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mut q_light: Query<&mut DirectionalLight>,
mut settings: ResMut<var::Settings>,
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mut mapcam: ResMut<MapCam>,
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mut ew_sfx: EventWriter<audio::PlaySfxEvent>,
mut ew_updateoverlays: EventWriter<hud::UpdateOverlayVisibility>,
) {
if keyboard_input.just_pressed(settings.key_camera) {
settings.third_person ^= true;
}
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if keyboard_input.just_pressed(settings.key_shadows) {
ew_sfx.send(audio::PlaySfxEvent(audio::Sfx::Click));
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settings.shadows_sun ^= true;
for mut light in &mut q_light {
light.shadows_enabled = settings.shadows_sun;
}
}
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if keyboard_input.just_pressed(settings.key_map) {
settings.map_active ^= true;
if settings.map_active {
ew_sfx.send(audio::PlaySfxEvent(audio::Sfx::Woosh));
}
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*mapcam = MapCam::default();
ew_updateoverlays.send(hud::UpdateOverlayVisibility);
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}
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if keyboard_input.just_pressed(settings.key_rotation_stabilizer) {
ew_sfx.send(audio::PlaySfxEvent(audio::Sfx::Switch));
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settings.rotation_stabilizer_active ^= true;
}
}
fn manage_player_actor(
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mut commands: Commands,
settings: Res<var::Settings>,
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mut q_playercam: Query<&mut Visibility, With<actor::PlayerCamera>>,
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mut q_hiddenplayer: Query<(Entity, &mut Visibility, &mut Position, &mut Rotation, &mut LinearVelocity, &mut AngularVelocity, Option<&mut actor::ExperiencesGForce>, Option<&actor::JustNowEnteredVehicle>), (With<actor::Player>, Without<actor::PlayerCamera>)>,
q_ride: Query<(&Transform, &Position, &Rotation, &LinearVelocity, &AngularVelocity), (With<actor::PlayerDrivesThis>, Without<actor::Player>)>,
) {
for mut vis in &mut q_playercam {
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if settings.third_person || settings.map_active {
*vis = Visibility::Inherited;
}
else {
*vis = Visibility::Hidden;
}
}
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for (entity, mut vis, mut pos, mut rot, mut v, mut angv, mut gforce, entering) in &mut q_hiddenplayer {
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// If we are riding a vehicle, place the player at the position where
// it would be after exiting the vehicle.
// I would rather place it in the center of the vehicle, but at the time
// of writing, I couldn't set the position/rotation of the player *during*
// exiting the vehicle, so I'm doing it here instead, as a workaround.
*vis = Visibility::Hidden;
if let Ok((ride_trans, ride_pos, ride_rot, ride_v, ride_angv)) = q_ride.get_single() {
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pos.0 = ride_pos.0 + DVec3::from(ride_trans.rotation * Vec3::new(0.0, 0.0, ride_trans.scale.z * 2.0));
rot.0 = ride_rot.0 * DQuat::from_array([-1.0, 0.0, 0.0, 0.0]);
*v = ride_v.clone();
*angv = ride_angv.clone();
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// I really don't want people to die from the g-forces of entering
// vehicles at high relative speed, even though they probably should.
if let (Some(gforce), Some(_)) = (&mut gforce, entering) {
gforce.last_linear_velocity = v.0;
commands.entity(entity).remove::<actor::JustNowEnteredVehicle>();
}
}
}
}
#[allow(clippy::too_many_arguments)]
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pub fn apply_input_to_player(
time: Res<Time>,
settings: Res<var::Settings>,
windows: Query<&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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electricmotor_sound_controller: Query<&AudioSink, With<audio::ComponentElectricMotorSound>>,
q_target: Query<&LinearVelocity, (With<hud::IsTargeted>, Without<actor::PlayerCamera>)>,
mut q_playercam: Query<(
&Transform,
&mut actor::Engine,
&mut AngularVelocity,
&mut LinearVelocity,
&mut ExternalTorque,
Option<&actor::PlayerDrivesThis>,
), (With<actor::PlayerCamera>, Without<Camera>)>,
) {
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if settings.map_active {
return;
}
let dt = time.delta_seconds();
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let mut play_thruster_sound = false;
let mut axis_input: DVec3 = DVec3::ZERO;
let (win_res_x, win_res_y): (f32, f32);
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let mut focused = true;
if let Ok(window) = &windows.get_single() {
focused = window.focused;
win_res_x = window.resolution.width();
win_res_y = window.resolution.height();
}
else {
win_res_x = 1920.0;
win_res_y = 1050.0;
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}
let target_v: DVec3 = if let Ok(target) = q_target.get_single() {
target.0
} else {
DVec3::splat(0.0)
};
if let Ok((player_transform, mut engine, mut angularvelocity, mut v, mut torque, bike)) = q_playercam.get_single_mut() {
// Handle key input
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if focused {
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if key_input.pressed(settings.key_forward) {
axis_input.z += 1.2;
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}
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if key_input.pressed(settings.key_back) {
axis_input.z -= 1.2;
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}
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if key_input.pressed(settings.key_right) {
axis_input.x -= 1.2;
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}
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if key_input.pressed(settings.key_left) {
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 = (target_v - v.0).normalize();
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if stop_direction.length_squared() > 0.3 {
axis_input += 1.0 * DVec3::from(player_transform.rotation.inverse() * stop_direction.as_vec3());
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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(DVec3::splat(-1.0), DVec3::splat(1.0));
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// 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;
let factor = DVec3::new(right_factor as f64, up_factor as f64, forward_factor as f64);
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if axis_input.length_squared() > 0.003 {
let acceleration_global: DVec3 = DVec3::from(player_transform.rotation * (axis_input * factor).as_vec3());
let mut acceleration_total: DVec3 = (actor::ENGINE_SPEED_FACTOR * dt) as f64 * acceleration_global;
let threshold = 1e-5;
if key_input.pressed(settings.key_stop) {
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// Decelerate (or match velocity to target_v)
let dv = v.0 - target_v;
for i in 0..3 {
if dv[i].abs() < threshold {
v[i] = target_v[i];
}
else if dv[i].signum() != (dv[i] + acceleration_total[i]).signum() {
// Almost stopped, but we overshot v=0
v[i] = target_v[i];
acceleration_total[i] = 0.0;
}
}
}
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// TODO: handle mass
v.0 += acceleration_total;
engine.current_warmup = (engine.current_warmup + dt / engine.warmup_seconds).clamp(0.0, 1.0);
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play_thruster_sound = true;
}
else {
engine.current_warmup = (engine.current_warmup - dt / engine.warmup_seconds).clamp(0.0, 1.0);
}
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// Handle mouse input and mouse-like key bindings
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let mut play_reactionwheel_sound = false;
let mut mouse_delta = Vec2::ZERO;
let mut pitch_yaw_rot = Vec3::ZERO;
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let sensitivity_factor = if settings.is_zooming { settings.zoom_sensitivity_factor } else { 1.0 };
let mouseless_sensitivity = 8.0 * sensitivity_factor;
let mouseless_rotation_sensitivity = 40.0 * sensitivity_factor;
if key_input.pressed(settings.key_mouseup) {
pitch_yaw_rot[0] -= mouseless_sensitivity;
}
if key_input.pressed(settings.key_mousedown) {
pitch_yaw_rot[0] += mouseless_sensitivity;
}
if key_input.pressed(settings.key_mouseleft) {
pitch_yaw_rot[1] += mouseless_sensitivity; }
if key_input.pressed(settings.key_mouseright) {
pitch_yaw_rot[1] -= mouseless_sensitivity;
}
if key_input.pressed(settings.key_rotateleft) {
pitch_yaw_rot[2] -= mouseless_rotation_sensitivity;
}
if key_input.pressed(settings.key_rotateright) {
pitch_yaw_rot[2] += mouseless_rotation_sensitivity;
}
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for mouse_event in mouse_events.read() {
mouse_delta += mouse_event.delta;
}
if mouse_delta != Vec2::ZERO {
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if key_input.pressed(settings.key_rotate) {
pitch_yaw_rot[2] += 1000.0 * mouse_delta.x / win_res_x;
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} else {
pitch_yaw_rot[0] += 1000.0 * mouse_delta.y / win_res_y;
pitch_yaw_rot[1] -= 1000.0 * mouse_delta.x / win_res_x;
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}
}
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let angular_slowdown: f64 = if settings.rotation_stabilizer_active {
(2.0 - engine.reaction_wheels.powf(0.01).clamp(1.001, 1.1)) as f64
} else {
1.0
};
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if pitch_yaw_rot.length_squared() > 1.0e-18 {
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play_reactionwheel_sound = true;
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pitch_yaw_rot *= settings.mouse_sensitivity * sensitivity_factor * engine.reaction_wheels;
torque.apply_torque(DVec3::from(
player_transform.rotation * Vec3::new(
pitch_yaw_rot[0],
pitch_yaw_rot[1],
pitch_yaw_rot[2])));
angularvelocity.0 *= angular_slowdown.clamp(0.97, 1.0) as f64;
}
else {
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if angularvelocity.length_squared() > 1.0e-18 {
angularvelocity.0 *= angular_slowdown;
}
else {
angularvelocity.0 = DVec3::splat(0.0);
}
}
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// Play sound effects
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if let Ok(sink) = electricmotor_sound_controller.get_single() {
let volume = sink.volume();
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let speed = sink.speed();
let action = pitch_yaw_rot.length_squared().powf(0.2) * 0.0005;
if play_reactionwheel_sound && !settings.mute_sfx && bike.is_some() {
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sink.set_volume((volume + action).clamp(0.0, 1.0));
sink.set_speed((speed + action * 0.2).clamp(0.2, 0.5));
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sink.play()
} else {
if volume <= 0.01 {
sink.pause()
} else {
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sink.set_volume((volume - 0.01).clamp(0.0, 1.0));
sink.set_speed((speed - 0.03).clamp(0.2, 0.5));
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}
}
}
let sinks = vec![
(1.2, actor::EngineType::Monopropellant, thruster_sound_controller.get_single()),
(1.0, actor::EngineType::Rocket, rocket_sound_controller.get_single()),
(1.4, actor::EngineType::Ion, ion_sound_controller.get_single()),
];
let seconds_to_max_vol = 0.05;
let seconds_to_min_vol = 0.05;
for sink_data in sinks {
if let (vol_boost, engine_type, Ok(sink)) = sink_data {
if settings.mute_sfx {
sink.pause();
}
else {
let volume = sink.volume();
if engine.engine_type == engine_type {
if play_thruster_sound {
sink.play();
if volume < 1.0 {
let maxvol = vol_boost;
//let maxvol = engine.current_warmup * vol_boost;
sink.set_volume((volume + dt / seconds_to_max_vol).clamp(0.0, maxvol));
}
} else {
sink.set_volume((volume - dt / seconds_to_min_vol).clamp(0.0, 1.0));
}
}
else if volume > 0.0 {
sink.set_volume((volume - dt / seconds_to_min_vol).clamp(0.0, 1.0));
}
if volume < 0.0001 {
sink.pause();
}
}
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}
}
}
}
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pub fn update_map_only_object_visibility(
settings: Res<var::Settings>,
q_camera: Query<&Transform, With<Camera>>,
q_player: Query<&Position, With<actor::PlayerCamera>>,
mut q_onlyinmap: Query<(&mut Visibility, &ShowOnlyInMap), Without<Camera>>,
id2pos: Res<actor::Id2Pos>,
) {
if q_camera.is_empty() || q_player.is_empty() {
return;
}
let cam: &Transform = q_camera.get_single().unwrap();
let player_pos: &Position = q_player.get_single().unwrap();
let cam_pos: Vec3 = cam.translation + player_pos.as_vec3();
for (mut vis, onlyinmap) in &mut q_onlyinmap {
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if settings.map_active && settings.hud_active {
if let Some(pos) = id2pos.0.get(&onlyinmap.distance_to_id) {
let dist = cam_pos.distance(pos.as_vec3());
if dist >= onlyinmap.min_distance as f32 {
*vis = Visibility::Inherited;
}
else {
*vis = Visibility::Hidden;
}
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} else {
error!("Failed get position of actor ID '{}'", &onlyinmap.distance_to_id);
*vis = Visibility::Hidden;
}
} else {
*vis = Visibility::Hidden;
}
}
}
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// Find the closest world object that the player is looking at
#[inline]
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pub fn find_closest_target<TargetSpecifier>(
objects: Vec<(TargetSpecifier, &Transform)>,
camera_transform: &Transform,
) -> (Option<TargetSpecifier>, f32)
where TargetSpecifier: Clone
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{
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let mut closest_entity: Option<TargetSpecifier> = None;
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let mut closest_distance: f32 = f32::MAX;
let target_vector: Vec3 = (camera_transform.rotation * Vec3::new(0.0, 0.0, -1.0))
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.normalize_or_zero();
for (entity, trans) in objects {
// Use Transform instead of Position because we're basing this
// not on the player mesh but on the camera, which doesn't have a position.
let (angular_diameter, angle, distance) = calc_angular_diameter_known_target_vector(
trans, camera_transform, &target_vector);
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if angle <= angular_diameter.clamp(0.01, PI) {
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// It's in the field of view!
//commands.entity(entity).insert(IsTargeted);
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let distance_to_surface = distance - trans.scale.x;
if distance_to_surface < closest_distance {
closest_distance = distance_to_surface;
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closest_entity = Some(entity);
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}
}
}
return (closest_entity, closest_distance);
}
#[inline]
pub fn calc_angular_diameter_known_target_vector(
target: &Transform,
camera: &Transform,
target_vector: &Vec3,
) -> (f32, f32, f32) {
let pos_vector: Vec3 = (target.translation - camera.translation)
.normalize_or_zero();
let cosine_of_angle: f32 = target_vector.dot(pos_vector);
let angle: f32 = cosine_of_angle.acos();
let distance: f32 = target.translation.distance(camera.translation);
let leeway: f32 = 1.3;
let angular_diameter: f32 = if distance > 0.0 {
// Angular Diameter
leeway * (target.scale[0] / distance).asin()
}
else {
0.0
};
return (angular_diameter, angle, distance);
}
#[inline]
pub fn calc_angular_diameter(
target: &Transform,
camera: &Transform,
) -> (f32, f32, f32) {
let target_vector: Vec3 = (camera.rotation * Vec3::new(0.0, 0.0, -1.0))
.normalize_or_zero();
return calc_angular_diameter_known_target_vector(target, camera, &target_vector);
}