outfly/src/camera.rs

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9.2 KiB
Rust
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use bevy::prelude::*;
use bevy::input::mouse::MouseMotion;
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use bevy::window::PrimaryWindow;
use bevy::core_pipeline::bloom::{BloomCompositeMode, BloomSettings};
use bevy::core_pipeline::tonemapping::Tonemapping;
use bevy_xpbd_3d::prelude::*;
use bevy_xpbd_3d::{PhysicsSchedule, PhysicsStepSet};
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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(Startup, setup_camera);
app.add_systems(Update, handle_input);
app.add_systems(Update, manage_player_actor);
app.add_systems(PhysicsSchedule, sync_camera_to_player.in_set(PhysicsStepSet::BroadPhase));
app.add_systems(Update, update_fov);
app.add_systems(Update, apply_input_to_player);
}
}
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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;
fn setup_camera(
mut commands: Commands,
) {
// Add player
commands.spawn((
Camera3dBundle {
camera: Camera {
hdr: true, // HDR is required for bloom
..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()
},
));
}
pub fn sync_camera_to_player(
settings: Res<settings::Settings>,
mut q_camera: Query<&mut Transform, With<Camera>>,
q_playercam: Query<(&actor::Actor, &Transform), (With<actor::PlayerCamera>, Without<Camera>)>,
) {
if 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;
}
}
pub fn update_fov(
q_player: Query<&actor::LifeForm, With<actor::Player>>,
mut q_camera: Query<&mut Projection, With<Camera>>,
) {
if let (Ok(lifeform), Ok(mut projection)) = (q_player.get_single(), q_camera.get_single_mut())
{
let fov = (lifeform.adrenaline.powf(3.0) * 45.0 + 45.0).to_radians();
*projection = Projection::Perspective(PerspectiveProjection { fov: fov, ..default() });
}
}
pub fn handle_input(
keyboard_input: Res<ButtonInput<KeyCode>>,
mut settings: ResMut<settings::Settings>,
) {
if keyboard_input.just_pressed(settings.key_camera) {
settings.third_person ^= true;
}
}
fn manage_player_actor(
mut commands: Commands,
settings: Res<settings::Settings>,
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mut q_playercam: Query<&mut Visibility, With<actor::PlayerCamera>>,
mut q_hiddenplayer: Query<&mut Visibility, (With<actor::Player>, Without<actor::PlayerCamera>)>,
) {
for mut vis in &mut q_playercam {
if settings.third_person {
*vis = Visibility::Inherited;
}
else {
*vis = Visibility::Hidden;
}
}
for mut vis in &mut q_hiddenplayer {
*vis = Visibility::Hidden;
}
}
#[allow(clippy::too_many_arguments)]
fn apply_input_to_player(
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>>,
mut q_playercam: Query<(
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&mut Transform,
&mut actor::Engine,
&mut AngularVelocity,
&mut LinearVelocity,
), (With<actor::PlayerCamera>, Without<Camera>)>,
) {
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;
}
if let Ok((mut player_transform, mut engine, mut angularvelocity, mut v)) = q_playercam.get_single_mut() {
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if angularvelocity.length_squared() > 0.0001 {
angularvelocity.x *= 0.98;
angularvelocity.y *= 0.98;
angularvelocity.z *= 0.98;
}
else {
angularvelocity.0 = Vec3::splat(0.0);
}
// 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) {
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 = -v.normalize();
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if stop_direction.length_squared() > 0.3 {
axis_input += 1.0 * (player_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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// 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 = player_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 v[i].abs() < threshold {
v[i] = 0.0;
}
else if v[i].signum() != (v[i] + acceleration_total[i]).signum() {
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// Overshoot
v[i] = 0.0;
acceleration_total[i] = 0.0;
}
}
}
v.0 += 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
let pitch = (mouse_delta.y * RADIANS_PER_DOT * settings.mouse_sensitivity).clamp(-PI / 2., PI / 2.);
let yaw = mouse_delta.x * RADIANS_PER_DOT * settings.mouse_sensitivity;
player_transform.rotation *= Quat::from_euler(EulerRot::ZYX, 0.0, -yaw, pitch).normalize();
}
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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()
}
}
}
}