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 15:33:12 +00:00
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use bevy_xpbd_3d::prelude::*;
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2024-03-18 03:39:26 +00:00
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use std::f32::consts::*;
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2024-03-21 17:45:43 +00:00
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use crate::{settings, audio, actor};
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2024-03-16 20:00:40 +00:00
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pub struct CameraControllerPlugin;
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impl Plugin for CameraControllerPlugin {
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fn build(&self, app: &mut App) {
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app.add_systems(Update, run_camera_controller);
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}
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}
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2024-03-18 03:39:26 +00:00
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// Based on Valorant's default sensitivity, not entirely sure why it is exactly 1.0 / 180.0,
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// but I'm guessing it is a misunderstanding between degrees/radians and then sticking with
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// it because it felt nice.
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2024-03-18 02:06:41 +00:00
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pub const RADIANS_PER_DOT: f32 = 1.0 / 180.0;
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2024-03-16 20:00:40 +00:00
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#[derive(Component)]
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pub struct CameraController {
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pub enabled: bool,
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pub initialized: bool,
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pub sensitivity: f32,
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pub pitch: f32,
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pub yaw: f32,
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}
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impl Default for CameraController {
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fn default() -> Self {
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Self {
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enabled: true,
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initialized: false,
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2024-03-18 02:06:41 +00:00
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sensitivity: 0.5,
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2024-03-18 02:13:44 +00:00
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pitch: 1.0, // pitch=0/yaw=0 -> face sun
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yaw: 0.3,
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2024-03-16 20:00:40 +00:00
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}
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}
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}
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#[allow(clippy::too_many_arguments)]
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fn run_camera_controller(
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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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2024-03-28 23:01:17 +00:00
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mut q_engine: Query<&mut actor::Engine, With<actor::PlayerDrivesThis>>,
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mut query: Query<(
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&mut Transform,
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&mut CameraController,
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&mut Projection,
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&mut actor::Actor,
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&actor::LifeForm,
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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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), (With<Camera>, Without<actor::PlayerDrivesThis>)>,
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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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2024-03-16 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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2024-03-29 15:33:12 +00:00
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if let Ok((mut transform, mut controller, mut projection, mut actor, lifeform, player_engine, mut angularvelocity, mut v)) = query.get_single_mut() {
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2024-03-16 20:00:40 +00:00
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if !controller.initialized {
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controller.initialized = true;
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2024-03-18 02:13:44 +00:00
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transform.rotation =
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Quat::from_euler(EulerRot::ZYX, 0.0, controller.yaw, controller.pitch);
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2024-03-16 20:00:40 +00:00
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}
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if !controller.enabled {
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mouse_events.clear();
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return;
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}
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2024-03-29 15:58:42 +00:00
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if angularvelocity.length_squared() > 0.0001 {
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angularvelocity.x *= 0.98;
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angularvelocity.y *= 0.98;
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angularvelocity.z *= 0.98;
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}
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else {
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angularvelocity.0 = Vec3::splat(0.0);
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}
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2024-03-29 15:33:12 +00:00
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2024-03-16 20:00:40 +00:00
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// Handle key input
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let mut axis_input = Vec3::ZERO;
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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 01:49:16 +00:00
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axis_input.z -= 1.2;
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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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axis_input.z += 1.2;
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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 01:49:16 +00:00
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axis_input.x += 1.2;
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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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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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2024-03-29 01:40:55 +00:00
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if key_input.pressed(settings.key_stop) {
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2024-03-29 15:33:12 +00:00
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let stop_direction = -v.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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2024-03-29 01:49:16 +00:00
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axis_input += 1.0 * (transform.rotation.inverse() * stop_direction);
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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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axis_input = axis_input.clamp(Vec3::splat(-1.0), Vec3::splat(1.0));
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2024-03-17 13:39:42 +00:00
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2024-03-28 23:01:17 +00:00
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let mut engine = if let Ok(engine) = q_engine.get_single_mut() { engine } else { player_engine };
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2024-03-16 20:00:40 +00:00
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// Apply movement update
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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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2024-03-29 00:55:23 +00:00
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let factor = Vec3::new(right_factor, up_factor, forward_factor);
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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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2024-03-29 01:41:05 +00:00
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let acceleration_global = transform.rotation * (axis_input * factor);
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2024-03-29 01:56:48 +00:00
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let mut acceleration_total = actor::ENGINE_SPEED_FACTOR * dt * acceleration_global;
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let threshold = 1e-5;
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if key_input.pressed(settings.key_stop) {
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for i in 0..3 {
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2024-03-29 15:33:12 +00:00
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if v[i].abs() < threshold {
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v[i] = 0.0;
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2024-03-29 01:56:48 +00:00
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}
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else if v[i].signum() != (v[i] + acceleration_total[i]).signum() {
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2024-03-29 02:31:15 +00:00
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// Overshoot
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v[i] = 0.0;
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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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play_thruster_sound = !settings.mute_sfx;
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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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2024-03-16 20:00:40 +00:00
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// Handle mouse input
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let mut mouse_delta = Vec2::ZERO;
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2024-03-18 03:39:26 +00:00
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for mouse_event in mouse_events.read() {
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mouse_delta += mouse_event.delta;
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2024-03-16 20:00:40 +00:00
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}
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if mouse_delta != Vec2::ZERO {
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// Apply look update
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controller.pitch = (controller.pitch
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- mouse_delta.y * RADIANS_PER_DOT * controller.sensitivity)
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.clamp(-PI / 2., PI / 2.);
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controller.yaw -= mouse_delta.x * RADIANS_PER_DOT * controller.sensitivity;
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transform.rotation =
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Quat::from_euler(EulerRot::ZYX, 0.0, controller.yaw, controller.pitch);
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}
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2024-03-16 23:41:06 +00:00
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2024-03-28 22:38:24 +00:00
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let fov = (lifeform.adrenaline * lifeform.adrenaline * lifeform.adrenaline * 45.0 + 45.0).to_radians();
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*projection = Projection::Perspective(PerspectiveProjection { fov: fov, ..default() });
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2024-03-16 23:41:06 +00:00
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if let Ok(sink) = thruster_sound_controller.get_single() {
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2024-03-28 13:10:10 +00:00
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if play_thruster_sound && engine.engine_type == actor::EngineType::Monopropellant {
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sink.play()
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} else {
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sink.pause()
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}
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}
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if let Ok(sink) = rocket_sound_controller.get_single() {
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if play_thruster_sound && engine.engine_type == actor::EngineType::Rocket {
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2024-03-16 23:41:06 +00:00
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sink.play()
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} else {
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sink.pause()
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}
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}
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2024-03-29 03:36:20 +00:00
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if let Ok(sink) = ion_sound_controller.get_single() {
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if play_thruster_sound && engine.engine_type == actor::EngineType::Ion {
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sink.play()
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} else {
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sink.pause()
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}
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}
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2024-03-16 20:00:40 +00:00
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}
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}
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