refactoring

This commit is contained in:
yuni 2024-04-05 19:11:34 +02:00
parent 1906366463
commit d90c2f82a6
2 changed files with 38 additions and 31 deletions

View file

@ -8,7 +8,7 @@ use bevy::transform::TransformSystem;
use bevy::math::{DVec3, DQuat};
use bevy_xpbd_3d::prelude::*;
use std::f32::consts::PI;
use crate::{settings, audio, actor};
use crate::{actor, audio, hud, settings};
pub struct CameraPlugin;
@ -334,3 +334,37 @@ fn apply_input_to_player(
}
}
}
// Find the closest world object that the player is looking at
pub fn find_closest_target(
q_objects: Query<(Entity, &Transform), (With<hud::IsClickable>, Without<hud::IsTargeted>)>,
q_camera: Query<&Transform, With<Camera>>,
) -> (Option<Entity>, f32)
{
let mut closest_entity: Option<Entity> = None;
let mut closest_distance: f32 = f32::MAX;
if let Ok(camtrans) = q_camera.get_single() {
let target_vector = (camtrans.rotation * Vec3::new(0.0, 0.0, -1.0))
.normalize_or_zero();
let field_of_view = 20.0f32.to_radians();
let max_angle = field_of_view / 2.0;
for (entity, trans) in &q_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 pos_vector = (trans.translation - camtrans.translation)
.normalize_or_zero();
let cosine_of_angle = target_vector.dot(pos_vector);
let angle = cosine_of_angle.acos();
if angle <= max_angle {
// It's in the field of view!
//commands.entity(entity).insert(IsTargeted);
let distance = trans.translation.distance(camtrans.translation);
if distance < closest_distance {
closest_distance = distance;
closest_entity = Some(entity);
}
}
}
}
return (closest_entity, closest_distance);
}

View file

@ -1,4 +1,4 @@
use crate::{actor, audio, chat, nature, settings};
use crate::{actor, audio, camera, chat, nature, settings};
use bevy::prelude::*;
use bevy::diagnostic::{DiagnosticsStore, FrameTimeDiagnosticsPlugin};
use bevy_xpbd_3d::prelude::*;
@ -600,35 +600,8 @@ fn handle_input(
if mouse_input.just_pressed(settings.key_selectobject) {
//ew_sfx.send(audio::PlaySfxEvent(audio::Sfx::Switch));
if q_target.is_empty() {
if let Ok(camtrans) = q_camera.get_single() {
let mut closest_entity: Option<Entity> = None;
let mut closest_distance: f32 = f32::MAX;
let target_vector = (camtrans.rotation * Vec3::new(0.0, 0.0, -1.0))
.normalize_or_zero();
let field_of_view = 20.0f32.to_radians();
let max_angle = field_of_view / 2.0;
let max_cosine_of_angle = max_angle.cos();
//let maximum_cosine_of_angle = (field_of_view / 2.0).cos();
for (entity, trans) in &q_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 pos_vector = (trans.translation - camtrans.translation)
.normalize_or_zero();
let cosine_of_angle = target_vector.dot(pos_vector);
let angle = cosine_of_angle.acos();
if angle <= max_angle {
// It's in the field of view!
//commands.entity(entity).insert(IsTargeted);
let distance = trans.translation.distance(camtrans.translation);
if distance < closest_distance {
closest_distance = distance;
closest_entity = Some(entity);
}
}
}
if let Some(entity) = closest_entity {
commands.entity(entity).insert(IsTargeted);
}
if let (Some(entity), _dist) = camera::find_closest_target(q_objects, q_camera) {
commands.entity(entity).insert(IsTargeted);
}
}
else {