refactoring
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1906366463
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d90c2f82a6
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@ -8,7 +8,7 @@ use bevy::transform::TransformSystem;
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use bevy::math::{DVec3, DQuat};
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use bevy_xpbd_3d::prelude::*;
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use std::f32::consts::PI;
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use crate::{settings, audio, actor};
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use crate::{actor, audio, hud, settings};
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pub struct CameraPlugin;
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@ -334,3 +334,37 @@ fn apply_input_to_player(
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}
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}
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}
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// Find the closest world object that the player is looking at
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pub fn find_closest_target(
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q_objects: Query<(Entity, &Transform), (With<hud::IsClickable>, Without<hud::IsTargeted>)>,
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q_camera: Query<&Transform, With<Camera>>,
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) -> (Option<Entity>, f32)
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{
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let mut closest_entity: Option<Entity> = None;
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let mut closest_distance: f32 = f32::MAX;
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if let Ok(camtrans) = q_camera.get_single() {
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let target_vector = (camtrans.rotation * Vec3::new(0.0, 0.0, -1.0))
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.normalize_or_zero();
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let field_of_view = 20.0f32.to_radians();
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let max_angle = field_of_view / 2.0;
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for (entity, trans) in &q_objects {
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// Use Transform instead of Position because we're basing this
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// not on the player mesh but on the camera, which doesn't have a position.
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let pos_vector = (trans.translation - camtrans.translation)
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.normalize_or_zero();
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let cosine_of_angle = target_vector.dot(pos_vector);
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let angle = cosine_of_angle.acos();
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if angle <= max_angle {
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// It's in the field of view!
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//commands.entity(entity).insert(IsTargeted);
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let distance = trans.translation.distance(camtrans.translation);
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if distance < closest_distance {
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closest_distance = distance;
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closest_entity = Some(entity);
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}
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}
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}
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}
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return (closest_entity, closest_distance);
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}
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33
src/hud.rs
33
src/hud.rs
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@ -1,4 +1,4 @@
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use crate::{actor, audio, chat, nature, settings};
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use crate::{actor, audio, camera, chat, nature, settings};
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use bevy::prelude::*;
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use bevy::diagnostic::{DiagnosticsStore, FrameTimeDiagnosticsPlugin};
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use bevy_xpbd_3d::prelude::*;
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@ -600,35 +600,8 @@ fn handle_input(
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if mouse_input.just_pressed(settings.key_selectobject) {
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//ew_sfx.send(audio::PlaySfxEvent(audio::Sfx::Switch));
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if q_target.is_empty() {
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if let Ok(camtrans) = q_camera.get_single() {
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let mut closest_entity: Option<Entity> = None;
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let mut closest_distance: f32 = f32::MAX;
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let target_vector = (camtrans.rotation * Vec3::new(0.0, 0.0, -1.0))
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.normalize_or_zero();
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let field_of_view = 20.0f32.to_radians();
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let max_angle = field_of_view / 2.0;
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let max_cosine_of_angle = max_angle.cos();
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//let maximum_cosine_of_angle = (field_of_view / 2.0).cos();
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for (entity, trans) in &q_objects {
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// Use Transform instead of Position because we're basing this
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// not on the player mesh but on the camera, which doesn't have a position.
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let pos_vector = (trans.translation - camtrans.translation)
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.normalize_or_zero();
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let cosine_of_angle = target_vector.dot(pos_vector);
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let angle = cosine_of_angle.acos();
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if angle <= max_angle {
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// It's in the field of view!
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//commands.entity(entity).insert(IsTargeted);
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let distance = trans.translation.distance(camtrans.translation);
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if distance < closest_distance {
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closest_distance = distance;
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closest_entity = Some(entity);
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}
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}
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}
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if let Some(entity) = closest_entity {
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commands.entity(entity).insert(IsTargeted);
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}
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if let (Some(entity), _dist) = camera::find_closest_target(q_objects, q_camera) {
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commands.entity(entity).insert(IsTargeted);
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}
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}
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else {
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