2024-03-16 20:00:40 +00:00
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use bevy::prelude::*;
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use bevy::input::mouse::MouseMotion;
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2024-03-16 23:24:47 +00:00
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use bevy::window::PrimaryWindow;
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2024-03-29 18:41:46 +00:00
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use bevy::core_pipeline::bloom::{BloomCompositeMode, BloomSettings};
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2024-03-30 14:50:36 +00:00
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use bevy::core_pipeline::tonemapping::Tonemapping;
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2024-04-01 16:06:41 +00:00
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use bevy::pbr::CascadeShadowConfigBuilder;
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2024-03-30 17:50:53 +00:00
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use bevy::transform::TransformSystem;
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2024-04-03 10:26:56 +00:00
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use bevy::math::{DVec3, DQuat};
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2024-03-29 15:33:12 +00:00
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use bevy_xpbd_3d::prelude::*;
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2024-04-01 16:06:41 +00:00
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use std::f32::consts::PI;
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2024-04-05 18:57:21 +00:00
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use crate::{actor, audio, hud, settings};
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2024-03-16 20:00:40 +00:00
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2024-03-31 20:08:26 +00:00
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pub struct CameraPlugin;
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2024-03-16 20:00:40 +00:00
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2024-03-31 20:08:26 +00:00
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impl Plugin for CameraPlugin {
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2024-03-16 20:00:40 +00:00
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fn build(&self, app: &mut App) {
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2024-03-29 18:41:46 +00:00
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app.add_systems(Startup, setup_camera);
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app.add_systems(Update, handle_input);
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2024-03-30 17:56:24 +00:00
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app.add_systems(Update, manage_player_actor.after(handle_input));
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2024-03-30 17:50:53 +00:00
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app.add_systems(PostUpdate, sync_camera_to_player
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.after(PhysicsSet::Sync)
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2024-03-30 18:51:41 +00:00
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.after(apply_input_to_player)
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2024-03-30 17:50:53 +00:00
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.before(TransformSystem::TransformPropagate));
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2024-03-30 15:41:22 +00:00
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app.add_systems(Update, update_fov);
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2024-03-30 18:49:47 +00:00
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app.add_systems(PostUpdate, apply_input_to_player
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.after(PhysicsSet::Sync)
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.before(TransformSystem::TransformPropagate));
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2024-03-16 20:00:40 +00:00
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}
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}
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2024-03-30 21:36:04 +00:00
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pub fn setup_camera(
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2024-03-29 18:41:46 +00:00
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mut commands: Commands,
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) {
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// Add player
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commands.spawn((
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Camera3dBundle {
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camera: Camera {
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hdr: true, // HDR is required for bloom
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2024-03-31 20:08:26 +00:00
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clear_color: ClearColorConfig::Custom(Color::BLACK),
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2024-03-29 18:41:46 +00:00
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..default()
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},
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2024-03-30 14:50:36 +00:00
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tonemapping: Tonemapping::TonyMcMapface,
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2024-03-29 18:41:46 +00:00
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transform: Transform::from_xyz(0.0, 0.0, 8.0).looking_at(Vec3::ZERO, Vec3::Y),
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..default()
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},
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BloomSettings {
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composite_mode: BloomCompositeMode::EnergyConserving,
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..default()
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},
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));
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2024-04-01 16:06:41 +00:00
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// Add Light from the Sun
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commands.spawn(DirectionalLightBundle {
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directional_light: DirectionalLight {
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illuminance: 1000.0,
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shadows_enabled: false,
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..default()
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},
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transform: Transform::from_rotation(Quat::from_rotation_y(PI/2.0)),
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cascade_shadow_config: CascadeShadowConfigBuilder {
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first_cascade_far_bound: 7.0,
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maximum_distance: 25.0,
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..default()
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}
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.into(),
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..default()
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});
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2024-03-29 18:41:46 +00:00
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}
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2024-03-30 15:18:49 +00:00
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pub fn sync_camera_to_player(
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settings: Res<settings::Settings>,
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mut q_camera: Query<&mut Transform, (With<Camera>, Without<actor::PlayerCamera>)>,
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q_playercam: Query<(&actor::Actor, &Transform), (With<actor::PlayerCamera>, Without<Camera>)>,
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) {
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if q_camera.is_empty() || q_playercam.is_empty() {
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return;
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}
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let mut camera_transform = q_camera.get_single_mut().unwrap();
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let (actor, player_transform) = q_playercam.get_single().unwrap();
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// Rotation
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camera_transform.rotation = player_transform.rotation * Quat::from_array([0.0, -1.0, 0.0, 0.0]);
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// Translation
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if settings.third_person {
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camera_transform.translation = player_transform.translation + camera_transform.rotation * (actor.camdistance * Vec3::new(0.0, 0.2, 1.0));
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}
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else {
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camera_transform.translation = player_transform.translation;
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}
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}
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2024-03-30 15:41:22 +00:00
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pub fn update_fov(
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q_player: Query<&actor::LifeForm, With<actor::Player>>,
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mut q_camera: Query<&mut Projection, With<Camera>>,
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) {
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if let (Ok(lifeform), Ok(mut projection)) = (q_player.get_single(), q_camera.get_single_mut())
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{
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let fov = (lifeform.adrenaline.powf(3.0) * 45.0 + 45.0).to_radians();
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*projection = Projection::Perspective(PerspectiveProjection { fov: fov, ..default() });
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}
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}
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2024-03-29 18:41:46 +00:00
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pub fn handle_input(
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keyboard_input: Res<ButtonInput<KeyCode>>,
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mut settings: ResMut<settings::Settings>,
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) {
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if keyboard_input.just_pressed(settings.key_camera) {
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settings.third_person ^= true;
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}
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}
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fn manage_player_actor(
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settings: Res<settings::Settings>,
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mut q_playercam: Query<&mut Visibility, With<actor::PlayerCamera>>,
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2024-04-03 10:26:56 +00:00
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mut q_hiddenplayer: Query<(&mut Visibility, &mut Position, &mut Rotation, &mut LinearVelocity, &mut AngularVelocity), (With<actor::Player>, Without<actor::PlayerCamera>)>,
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q_ride: Query<(&Transform, &Position, &Rotation, &LinearVelocity, &AngularVelocity), (With<actor::PlayerDrivesThis>, Without<actor::Player>)>,
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2024-03-29 18:41:46 +00:00
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) {
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for mut vis in &mut q_playercam {
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if settings.third_person {
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*vis = Visibility::Inherited;
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}
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else {
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*vis = Visibility::Hidden;
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}
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}
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2024-04-03 10:26:56 +00:00
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for (mut vis, mut pos, mut rot, mut v, mut angv) in &mut q_hiddenplayer {
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2024-04-03 11:53:49 +00:00
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// If we are riding a vehicle, place the player at the position where
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// it would be after exiting the vehicle.
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// I would rather place it in the center of the vehicle, but at the time
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// of writing, I couldn't set the position/rotation of the player *during*
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// exiting the vehicle, so I'm doing it here instead, as a workaround.
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2024-03-30 17:48:19 +00:00
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*vis = Visibility::Hidden;
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2024-04-03 10:26:56 +00:00
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if let Ok((ride_trans, ride_pos, ride_rot, ride_v, ride_angv)) = q_ride.get_single() {
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2024-04-03 11:53:49 +00:00
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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));
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2024-04-03 10:26:56 +00:00
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rot.0 = ride_rot.0 * DQuat::from_array([-1.0, 0.0, 0.0, 0.0]);
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2024-03-30 21:31:07 +00:00
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*v = ride_v.clone();
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*angv = ride_angv.clone();
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}
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2024-03-30 17:48:19 +00:00
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}
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2024-03-29 18:41:46 +00:00
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}
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2024-03-16 20:00:40 +00:00
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#[allow(clippy::too_many_arguments)]
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2024-04-05 20:16:01 +00:00
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pub fn apply_input_to_player(
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time: Res<Time>,
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2024-03-18 03:10:08 +00:00
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settings: Res<settings::Settings>,
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2024-03-16 23:24:47 +00:00
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mut windows: Query<&mut Window, With<PrimaryWindow>>,
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2024-03-16 20:00:40 +00:00
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mut mouse_events: EventReader<MouseMotion>,
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key_input: Res<ButtonInput<KeyCode>>,
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2024-03-16 23:41:06 +00:00
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thruster_sound_controller: Query<&AudioSink, With<audio::ComponentThrusterSound>>,
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2024-03-28 13:10:10 +00:00
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rocket_sound_controller: Query<&AudioSink, With<audio::ComponentRocketSound>>,
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2024-03-29 03:36:20 +00:00
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ion_sound_controller: Query<&AudioSink, With<audio::ComponentIonSound>>,
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2024-03-31 00:07:35 +00:00
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electricmotor_sound_controller: Query<&AudioSink, With<audio::ComponentElectricMotorSound>>,
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2024-04-05 18:57:21 +00:00
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q_target: Query<&LinearVelocity, (With<hud::IsTargeted>, Without<actor::PlayerCamera>)>,
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2024-03-29 18:41:46 +00:00
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mut q_playercam: Query<(
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2024-03-31 01:09:14 +00:00
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&Transform,
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2024-03-29 15:33:12 +00:00
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&mut actor::Engine,
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&mut AngularVelocity,
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&mut LinearVelocity,
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&mut ExternalTorque,
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), (With<actor::PlayerCamera>, Without<Camera>)>,
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2024-03-16 20:00:40 +00:00
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) {
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let dt = time.delta_seconds();
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2024-03-16 23:41:06 +00:00
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let mut play_thruster_sound = false;
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2024-04-01 14:29:14 +00:00
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let mut axis_input: DVec3 = DVec3::ZERO;
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2024-03-16 20:00:40 +00:00
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2024-03-16 23:24:47 +00:00
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let window_result = windows.get_single_mut();
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let mut focused = true;
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if window_result.is_ok() {
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focused = window_result.unwrap().focused;
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}
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2024-04-05 18:57:21 +00:00
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let target_v: DVec3 = if let Ok(target) = q_target.get_single() {
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target.0
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} else {
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DVec3::splat(0.0)
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};
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2024-03-31 01:09:14 +00:00
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if let Ok((player_transform, mut engine, mut angularvelocity, mut v, mut torque)) = q_playercam.get_single_mut() {
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2024-03-16 20:00:40 +00:00
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// Handle key input
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2024-03-16 23:24:47 +00:00
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if focused {
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2024-03-18 03:39:26 +00:00
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if key_input.pressed(settings.key_forward) {
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2024-03-29 18:41:46 +00:00
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axis_input.z += 1.2;
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2024-03-16 23:24:47 +00:00
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}
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2024-03-18 03:39:26 +00:00
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if key_input.pressed(settings.key_back) {
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2024-03-29 18:41:46 +00:00
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axis_input.z -= 1.2;
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2024-03-16 23:24:47 +00:00
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}
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2024-03-18 03:39:26 +00:00
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if key_input.pressed(settings.key_right) {
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2024-03-29 18:41:46 +00:00
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axis_input.x -= 1.2;
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2024-03-16 23:24:47 +00:00
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}
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2024-03-18 03:39:26 +00:00
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if key_input.pressed(settings.key_left) {
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2024-03-29 18:41:46 +00:00
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axis_input.x += 1.2;
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2024-03-16 23:24:47 +00:00
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}
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2024-03-18 03:39:26 +00:00
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if key_input.pressed(settings.key_up) {
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2024-03-29 01:49:16 +00:00
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axis_input.y += 1.2;
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2024-03-16 23:24:47 +00:00
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}
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2024-03-18 03:39:26 +00:00
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if key_input.pressed(settings.key_down) {
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2024-03-29 01:49:16 +00:00
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axis_input.y -= 1.2;
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2024-03-16 23:24:47 +00:00
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}
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2024-03-29 01:40:55 +00:00
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if key_input.pressed(settings.key_stop) {
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2024-04-05 18:57:21 +00:00
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let stop_direction = (target_v - v.0).normalize();
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2024-03-29 01:40:55 +00:00
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if stop_direction.length_squared() > 0.3 {
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2024-04-01 14:29:14 +00:00
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axis_input += 1.0 * DVec3::from(player_transform.rotation.inverse() * stop_direction.as_vec3());
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2024-03-29 01:40:55 +00:00
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}
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2024-03-21 17:45:43 +00:00
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}
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}
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2024-03-29 01:41:05 +00:00
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// In typical games we would normalize the input vector so that diagonal movement is as
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// fast as forward or sideways movement. But here, we merely clamp each direction to an
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// absolute maximum of 1, since every thruster can be used separately. If the forward
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// thrusters and the leftward thrusters are active at the same time, then of course the
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// total diagonal acceleration is faster than the forward acceleration alone.
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2024-04-01 14:29:14 +00:00
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axis_input = axis_input.clamp(DVec3::splat(-1.0), DVec3::splat(1.0));
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2024-03-17 13:39:42 +00:00
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2024-03-16 20:00:40 +00:00
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// Apply movement update
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2024-03-30 17:58:45 +00:00
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let forward_factor = engine.current_warmup * (if axis_input.z > 0.0 {
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2024-03-28 12:26:14 +00:00
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engine.thrust_forward
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} else {
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engine.thrust_back
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});
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2024-03-29 00:40:58 +00:00
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let right_factor = engine.thrust_sideways * engine.current_warmup;
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let up_factor = engine.thrust_sideways * engine.current_warmup;
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2024-04-01 14:29:14 +00:00
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let factor = DVec3::new(right_factor as f64, up_factor as f64, forward_factor as f64);
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2024-03-29 00:40:58 +00:00
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2024-03-29 01:40:55 +00:00
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if axis_input.length_squared() > 0.003 {
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2024-04-01 14:29:14 +00:00
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let acceleration_global: DVec3 = DVec3::from(player_transform.rotation * (axis_input * factor).as_vec3());
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let mut acceleration_total: DVec3 = (actor::ENGINE_SPEED_FACTOR * dt) as f64 * acceleration_global;
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2024-03-29 01:56:48 +00:00
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let threshold = 1e-5;
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if key_input.pressed(settings.key_stop) {
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2024-03-30 18:36:43 +00:00
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// Decelerate
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2024-04-05 21:10:40 +00:00
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let dv = v.0 - target_v;
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2024-03-29 01:56:48 +00:00
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for i in 0..3 {
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2024-04-05 18:57:21 +00:00
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if dv[i].abs() < threshold {
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v[i] = target_v[i];
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2024-03-29 01:56:48 +00:00
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}
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2024-04-05 18:57:21 +00:00
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else if dv[i].signum() != (dv[i] + acceleration_total[i]).signum() {
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2024-03-30 18:36:43 +00:00
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// Almost stopped, but we overshot v=0
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2024-04-05 18:57:21 +00:00
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v[i] = target_v[i];
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2024-03-29 01:56:48 +00:00
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acceleration_total[i] = 0.0;
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}
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}
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}
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2024-03-29 15:33:12 +00:00
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v.0 += acceleration_total;
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2024-03-29 01:21:28 +00:00
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engine.current_warmup = (engine.current_warmup + dt / engine.warmup_seconds).clamp(0.0, 1.0);
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2024-04-03 12:27:44 +00:00
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play_thruster_sound = true;
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2024-03-29 01:21:28 +00:00
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}
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else {
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engine.current_warmup = (engine.current_warmup - dt / engine.warmup_seconds).clamp(0.0, 1.0);
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}
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2024-03-21 17:45:43 +00:00
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2024-03-30 18:36:43 +00:00
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|
// Handle mouse input and mouse-like key bindings
|
2024-03-31 00:07:35 +00:00
|
|
|
let mut play_reactionwheel_sound = false;
|
2024-03-16 20:00:40 +00:00
|
|
|
let mut mouse_delta = Vec2::ZERO;
|
2024-03-30 18:36:43 +00:00
|
|
|
let mut pitch_yaw_rot = Vec3::ZERO;
|
2024-03-31 01:09:14 +00:00
|
|
|
let mouseless_sensitivity = 40.0;
|
2024-03-30 18:36:43 +00:00
|
|
|
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) {
|
2024-03-31 01:09:14 +00:00
|
|
|
pitch_yaw_rot[1] += mouseless_sensitivity; }
|
2024-03-30 18:36:43 +00:00
|
|
|
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_sensitivity;
|
|
|
|
}
|
|
|
|
if key_input.pressed(settings.key_rotateright) {
|
|
|
|
pitch_yaw_rot[2] += mouseless_sensitivity;
|
|
|
|
}
|
2024-03-18 03:39:26 +00:00
|
|
|
for mouse_event in mouse_events.read() {
|
|
|
|
mouse_delta += mouse_event.delta;
|
2024-03-16 20:00:40 +00:00
|
|
|
}
|
|
|
|
if mouse_delta != Vec2::ZERO {
|
2024-03-30 18:14:59 +00:00
|
|
|
if key_input.pressed(settings.key_rotate) {
|
2024-03-30 18:36:43 +00:00
|
|
|
pitch_yaw_rot[2] += mouse_delta.x;
|
2024-03-30 18:14:59 +00:00
|
|
|
} else {
|
2024-03-30 18:36:43 +00:00
|
|
|
pitch_yaw_rot[0] += mouse_delta.y;
|
|
|
|
pitch_yaw_rot[1] -= mouse_delta.x;
|
2024-03-30 18:14:59 +00:00
|
|
|
}
|
2024-03-30 18:36:43 +00:00
|
|
|
}
|
2024-03-31 01:19:15 +00:00
|
|
|
|
2024-04-01 14:29:14 +00:00
|
|
|
let angular_slowdown: f64 = (2.0 - engine.reaction_wheels.powf(0.01).clamp(1.001, 1.1)) as f64;
|
2024-03-30 18:36:43 +00:00
|
|
|
if pitch_yaw_rot.length_squared() > 0.0001 {
|
2024-03-31 00:07:35 +00:00
|
|
|
play_reactionwheel_sound = true;
|
2024-03-31 01:09:14 +00:00
|
|
|
pitch_yaw_rot *= settings.mouse_sensitivity * engine.reaction_wheels;
|
2024-04-01 14:29:14 +00:00
|
|
|
torque.apply_torque(DVec3::from(
|
|
|
|
player_transform.rotation * Vec3::new(
|
|
|
|
pitch_yaw_rot[0] * 2.0,
|
|
|
|
pitch_yaw_rot[1],
|
|
|
|
pitch_yaw_rot[2])));
|
|
|
|
angularvelocity.0 *= angular_slowdown.clamp(0.97, 1.0) as f64;
|
2024-03-31 01:09:14 +00:00
|
|
|
}
|
|
|
|
else {
|
2024-03-31 03:13:13 +00:00
|
|
|
if angularvelocity.length_squared() > 0.001 {
|
2024-03-31 01:19:15 +00:00
|
|
|
angularvelocity.0 *= angular_slowdown;
|
2024-03-31 01:09:14 +00:00
|
|
|
}
|
|
|
|
else {
|
2024-04-01 14:29:14 +00:00
|
|
|
angularvelocity.0 = DVec3::splat(0.0);
|
2024-03-31 01:09:14 +00:00
|
|
|
}
|
2024-03-16 20:00:40 +00:00
|
|
|
}
|
2024-03-16 23:41:06 +00:00
|
|
|
|
2024-03-30 18:36:43 +00:00
|
|
|
// Play sound effects
|
2024-03-31 00:07:35 +00:00
|
|
|
if let Ok(sink) = electricmotor_sound_controller.get_single() {
|
|
|
|
let volume = sink.volume();
|
2024-03-31 03:13:13 +00:00
|
|
|
let speed = sink.speed();
|
|
|
|
let action = pitch_yaw_rot.length_squared().powf(0.2) * 0.0005;
|
2024-04-03 12:27:44 +00:00
|
|
|
if play_reactionwheel_sound && !settings.mute_sfx {
|
2024-03-31 03:13:13 +00:00
|
|
|
sink.set_volume((volume + action).clamp(0.0, 1.0));
|
|
|
|
sink.set_speed((speed + action * 0.2).clamp(0.2, 0.5));
|
2024-03-31 00:07:35 +00:00
|
|
|
sink.play()
|
|
|
|
} else {
|
|
|
|
if volume <= 0.01 {
|
|
|
|
sink.pause()
|
|
|
|
} else {
|
2024-03-31 03:13:13 +00:00
|
|
|
sink.set_volume((volume - 0.01).clamp(0.0, 1.0));
|
|
|
|
sink.set_speed((speed - 0.03).clamp(0.2, 0.5));
|
2024-03-31 00:07:35 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
2024-03-16 23:41:06 +00:00
|
|
|
if let Ok(sink) = thruster_sound_controller.get_single() {
|
2024-04-03 12:27:44 +00:00
|
|
|
if play_thruster_sound && !settings.mute_sfx && engine.engine_type == actor::EngineType::Monopropellant {
|
2024-03-28 13:10:10 +00:00
|
|
|
sink.play()
|
|
|
|
} else {
|
|
|
|
sink.pause()
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if let Ok(sink) = rocket_sound_controller.get_single() {
|
2024-04-03 12:27:44 +00:00
|
|
|
if play_thruster_sound && !settings.mute_sfx && engine.engine_type == actor::EngineType::Rocket {
|
2024-03-16 23:41:06 +00:00
|
|
|
sink.play()
|
|
|
|
} else {
|
|
|
|
sink.pause()
|
|
|
|
}
|
|
|
|
}
|
2024-03-29 03:36:20 +00:00
|
|
|
if let Ok(sink) = ion_sound_controller.get_single() {
|
2024-04-03 12:27:44 +00:00
|
|
|
if play_thruster_sound && !settings.mute_sfx && engine.engine_type == actor::EngineType::Ion {
|
2024-03-29 03:36:20 +00:00
|
|
|
sink.play()
|
|
|
|
} else {
|
|
|
|
sink.pause()
|
|
|
|
}
|
|
|
|
}
|
2024-03-16 20:00:40 +00:00
|
|
|
}
|
|
|
|
}
|
2024-04-05 17:11:34 +00:00
|
|
|
|
|
|
|
// Find the closest world object that the player is looking at
|
2024-04-05 20:06:58 +00:00
|
|
|
#[inline]
|
2024-04-05 17:34:01 +00:00
|
|
|
pub fn find_closest_target<TargetSpecifier>(
|
|
|
|
objects: Vec<(TargetSpecifier, &Transform)>,
|
|
|
|
camera_transform: &Transform,
|
|
|
|
) -> (Option<TargetSpecifier>, f32)
|
2024-04-05 17:57:55 +00:00
|
|
|
where TargetSpecifier: Clone
|
2024-04-05 17:11:34 +00:00
|
|
|
{
|
2024-04-05 17:34:01 +00:00
|
|
|
let mut closest_entity: Option<TargetSpecifier> = None;
|
2024-04-05 17:11:34 +00:00
|
|
|
let mut closest_distance: f32 = f32::MAX;
|
2024-04-05 20:06:58 +00:00
|
|
|
let target_vector: Vec3 = (camera_transform.rotation * Vec3::new(0.0, 0.0, -1.0))
|
2024-04-05 17:34:01 +00:00
|
|
|
.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.
|
2024-04-05 20:06:58 +00:00
|
|
|
let (angular_diameter, angle, distance) = calc_angular_diameter_known_target_vector(
|
|
|
|
trans, camera_transform, &target_vector);
|
2024-04-05 18:28:28 +00:00
|
|
|
if angle <= angular_diameter.clamp(0.001, PI) {
|
2024-04-05 17:34:01 +00:00
|
|
|
// It's in the field of view!
|
|
|
|
//commands.entity(entity).insert(IsTargeted);
|
|
|
|
if distance < closest_distance {
|
|
|
|
closest_distance = distance;
|
2024-04-05 17:59:53 +00:00
|
|
|
closest_entity = Some(entity);
|
2024-04-05 17:11:34 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return (closest_entity, closest_distance);
|
|
|
|
}
|
2024-04-05 20:06:58 +00:00
|
|
|
|
|
|
|
#[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);
|
|
|
|
}
|