649 lines
26 KiB
Rust
649 lines
26 KiB
Rust
// ▄████████▄ + ███ + ▄█████████ ███ +
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// ███▀ ▀███ + + ███ ███▀ + ███ + +
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// ███ + ███ ███ ███ █████████ ███ ███ ███ ███
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// ███ +███ ███ ███ ███ ███▐██████ ███ ███ ███
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// ███ + ███ ███+ ███ +███ ███ + ███ ███ + ███
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// ███▄ ▄███ ███▄ ███ ███ + ███ + ███ ███▄ ███
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// ▀████████▀ + ▀███████ ███▄ ███▄ ▀████ ▀███████
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// + + + ███
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// + ▀████████████████████████████████████████████████████▀
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use bevy::prelude::*;
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use bevy::input::mouse::{MouseMotion, MouseWheel};
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use bevy::window::PrimaryWindow;
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use bevy::core_pipeline::bloom::{BloomCompositeMode, BloomSettings};
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use bevy::core_pipeline::tonemapping::Tonemapping;
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use bevy::pbr::CascadeShadowConfigBuilder;
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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 std::f64::consts::PI as PI64;
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use crate::{actor, audio, hud, var};
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pub struct CameraPlugin;
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impl Plugin for CameraPlugin {
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fn build(&self, app: &mut App) {
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app.add_systems(Startup, setup_camera);
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app.add_systems(Update, handle_input);
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app.add_systems(Update, update_map_only_object_visibility);
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app.add_systems(Update, manage_player_actor.after(handle_input));
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app.add_systems(PostUpdate, sync_camera_to_player
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.after(PhysicsSet::Sync)
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.after(apply_input_to_player)
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.before(TransformSystem::TransformPropagate));
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app.add_systems(Update, update_map_camera);
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app.add_systems(Update, update_fov);
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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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app.insert_resource(MapCam::default());
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}
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}
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#[derive(Component)]
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pub struct ShowOnlyInMap {
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pub min_distance: f64,
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pub distance_to_id: String,
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}
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#[derive(Resource)]
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pub struct MapCam {
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pub initialized: bool,
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pub zoom_level: f64,
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pub target_zoom_level: f64,
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pub pitch: f64,
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pub yaw: f64,
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pub offset_x: f64,
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pub offset_z: f64,
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pub center: DVec3,
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}
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impl Default for MapCam {
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fn default() -> Self {
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Self {
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initialized: false,
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zoom_level: 2.0,
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target_zoom_level: 10.0,
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pitch: PI64 * 0.3,
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yaw: 0.0,
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offset_x: 0.0,
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offset_z: 0.0,
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center: DVec3::new(0.0, 0.0, 0.0),
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}
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}
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}
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pub fn setup_camera(
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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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clear_color: ClearColorConfig::Custom(Color::BLACK),
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..default()
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},
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tonemapping: Tonemapping::TonyMcMapface,
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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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// 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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}
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pub fn sync_camera_to_player(
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settings: Res<var::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 settings.map_active || 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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pub fn update_map_camera(
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settings: Res<var::Settings>,
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mut mapcam: ResMut<MapCam>,
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mut q_camera: Query<&mut Transform, (With<Camera>, Without<actor::PlayerCamera>)>,
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q_playercam: Query<&Transform, (With<actor::PlayerCamera>, Without<Camera>)>,
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q_target: Query<&Transform, (With<hud::IsTargeted>, Without<Camera>, Without<actor::PlayerCamera>)>,
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q_target_changed: Query<(), Changed<hud::IsTargeted>>,
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mut mouse_events: EventReader<MouseMotion>,
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mut er_mousewheel: EventReader<MouseWheel>,
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keyboard_input: Res<ButtonInput<KeyCode>>,
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) {
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if !settings.map_active || 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 player_transform = q_playercam.get_single().unwrap();
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let target = if let Ok(target) = q_target.get_single() {
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target
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} else {
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player_transform
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};
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// Get mouse movement
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let mut mouse_delta = Vec2::ZERO;
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for mouse_event in mouse_events.read() {
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mouse_delta += mouse_event.delta;
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}
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// NOTE: we need to subtract a bit from PI/2, otherwise the "up"
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// direction parameter for the Transform.look_at function is ambiguous
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// at the extreme values and the orientation will flicker back/forth.
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let epsilon = 0.001;
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let min_zoom: f64 = target.scale.x as f64 * 2.0;
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let max_zoom: f64 = 17e18; // at this point, camera starts glitching
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mapcam.pitch = (mapcam.pitch + mouse_delta.y as f64 / 180.0 * settings.mouse_sensitivity as f64).clamp(-PI64 / 2.0 + epsilon, PI64 / 2.0 - epsilon);
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mapcam.yaw += mouse_delta.x as f64 / 180.0 * settings.mouse_sensitivity as f64;
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// Reset movement offset if target changes
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if !q_target_changed.is_empty() {
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mapcam.offset_x = 0.0;
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mapcam.offset_z = 0.0;
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}
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// Get keyboard movement
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let mut offset_x: f64 = 0.0;
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let mut offset_z: f64 = 0.0;
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if keyboard_input.pressed(settings.key_forward) {
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offset_x -= 1.0;
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}
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if keyboard_input.pressed(settings.key_back) {
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offset_x += 1.0;
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}
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if keyboard_input.pressed(settings.key_right) {
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offset_z -= 1.0;
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}
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if keyboard_input.pressed(settings.key_left) {
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offset_z += 1.0;
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}
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// Update zoom level
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if !mapcam.initialized {
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let factor: f64 = if target == player_transform { 7.0 } else { 1.0 };
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mapcam.target_zoom_level *= target.scale.x as f64 * factor;
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mapcam.zoom_level *= target.scale.x as f64 * factor;
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mapcam.initialized = true;
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}
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let mut change_zoom: f64 = 0.0;
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if keyboard_input.pressed(settings.key_map_zoom_out) {
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change_zoom += 0.5;
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}
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if keyboard_input.pressed(settings.key_map_zoom_in) {
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change_zoom -= 0.5;
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}
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for wheel_event in er_mousewheel.read() {
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change_zoom -= wheel_event.y as f64 * 3.0;
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}
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mapcam.target_zoom_level = (mapcam.target_zoom_level * 1.1f64.powf(change_zoom)).clamp(min_zoom, max_zoom);
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let zoom_speed = 0.05; // should be between 0.0001 (slow) and 1.0 (instant)
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mapcam.zoom_level = (zoom_speed * mapcam.target_zoom_level + (1.0 - zoom_speed) * mapcam.zoom_level).clamp(min_zoom, max_zoom);
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// Update point of view
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let pov_rotation = DQuat::from_euler(EulerRot::XYZ, 0.0, mapcam.yaw as f64, mapcam.pitch as f64);
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let offset = DVec3::new(mapcam.offset_x, 0.0, mapcam.offset_z);
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let point_of_view = offset + pov_rotation * (mapcam.zoom_level as f64 * DVec3::new(1.0, 0.0, 0.0));
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// Update movement offset
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let mut direction = pov_rotation * DVec3::new(offset_x, 0.0, offset_z);
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let speed = direction.length();
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direction.y = 0.0;
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let direction = speed * direction.normalize_or_zero();
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mapcam.offset_x += 0.01 * (direction.x * mapcam.zoom_level);
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mapcam.offset_z += 0.01 * (direction.z * mapcam.zoom_level);
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// Apply updates to camera
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mapcam.center = target.translation.as_dvec3() + offset;
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camera_transform.translation = target.translation + point_of_view.as_vec3();
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camera_transform.look_at(mapcam.center.as_vec3(), Vec3::Y);
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}
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pub fn update_fov(
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q_player: Query<&actor::ExperiencesGForce, With<actor::Player>>,
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mouse_input: Res<ButtonInput<MouseButton>>,
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mut settings: ResMut<var::Settings>,
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mut q_camera: Query<&mut Projection, With<Camera>>,
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) {
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if let (Ok(gforce), Ok(mut projection)) = (q_player.get_single(), q_camera.get_single_mut())
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{
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let fov: f32;
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if settings.hud_active && mouse_input.pressed(settings.key_zoom) {
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fov = settings.zoom_fov.to_radians();
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if !settings.is_zooming {
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settings.is_zooming = true;
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}
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} else {
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fov = (gforce.visual_effect.clamp(0.0, 1.0) * settings.fov_highspeed + settings.fov).to_radians();
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if settings.is_zooming {
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settings.is_zooming = false;
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}
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};
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*projection = Projection::Perspective(PerspectiveProjection { fov: fov, ..default() });
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}
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}
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pub fn handle_input(
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keyboard_input: Res<ButtonInput<KeyCode>>,
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mut settings: ResMut<var::Settings>,
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mut mapcam: ResMut<MapCam>,
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mut ew_sfx: EventWriter<audio::PlaySfxEvent>,
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mut ew_updateoverlays: EventWriter<hud::UpdateOverlayVisibility>,
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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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if keyboard_input.just_pressed(settings.key_map) {
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settings.map_active ^= true;
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*mapcam = MapCam::default();
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ew_updateoverlays.send(hud::UpdateOverlayVisibility);
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}
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if keyboard_input.just_pressed(settings.key_rotation_stabilizer) {
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ew_sfx.send(audio::PlaySfxEvent(audio::Sfx::Click));
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settings.rotation_stabilizer_active ^= true;
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}
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}
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fn manage_player_actor(
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mut commands: Commands,
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settings: Res<var::Settings>,
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mut q_playercam: Query<&mut Visibility, With<actor::PlayerCamera>>,
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mut q_hiddenplayer: Query<(Entity, &mut Visibility, &mut Position, &mut Rotation, &mut LinearVelocity, &mut AngularVelocity, Option<&mut actor::ExperiencesGForce>, Option<&actor::JustNowEnteredVehicle>), (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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) {
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for mut vis in &mut q_playercam {
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if settings.third_person || settings.map_active {
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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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for (entity, mut vis, mut pos, mut rot, mut v, mut angv, mut gforce, entering) in &mut q_hiddenplayer {
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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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*vis = Visibility::Hidden;
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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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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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rot.0 = ride_rot.0 * DQuat::from_array([-1.0, 0.0, 0.0, 0.0]);
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*v = ride_v.clone();
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*angv = ride_angv.clone();
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// I really don't want people to die from the g-forces of entering
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// vehicles at high relative speed, even though they probably should.
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if let (Some(gforce), Some(_)) = (&mut gforce, entering) {
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gforce.last_linear_velocity = v.0;
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commands.entity(entity).remove::<actor::JustNowEnteredVehicle>();
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}
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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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pub fn apply_input_to_player(
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time: Res<Time>,
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settings: Res<var::Settings>,
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windows: Query<&Window, With<PrimaryWindow>>,
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mut mouse_events: EventReader<MouseMotion>,
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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>>,
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electricmotor_sound_controller: Query<&AudioSink, With<audio::ComponentElectricMotorSound>>,
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q_target: Query<&LinearVelocity, (With<hud::IsTargeted>, Without<actor::PlayerCamera>)>,
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mut q_playercam: Query<(
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&Transform,
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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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Option<&actor::PlayerDrivesThis>,
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), (With<actor::PlayerCamera>, Without<Camera>)>,
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) {
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if settings.map_active {
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return;
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}
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let dt = time.delta_seconds();
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let mut play_thruster_sound = false;
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let mut axis_input: DVec3 = DVec3::ZERO;
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let (win_res_x, win_res_y): (f32, f32);
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let mut focused = true;
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if let Ok(window) = &windows.get_single() {
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focused = window.focused;
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win_res_x = window.resolution.width();
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win_res_y = window.resolution.height();
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}
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else {
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win_res_x = 1920.0;
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win_res_y = 1050.0;
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}
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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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if let Ok((player_transform, mut engine, mut angularvelocity, mut v, mut torque, bike)) = q_playercam.get_single_mut() {
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// Handle key input
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if focused {
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if key_input.pressed(settings.key_forward) {
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axis_input.z += 1.2;
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}
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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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if key_input.pressed(settings.key_right) {
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axis_input.x -= 1.2;
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}
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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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if key_input.pressed(settings.key_stop) {
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let stop_direction = (target_v - v.0).normalize();
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if stop_direction.length_squared() > 0.3 {
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axis_input += 1.0 * DVec3::from(player_transform.rotation.inverse() * stop_direction.as_vec3());
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}
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}
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}
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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(DVec3::splat(-1.0), DVec3::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 {
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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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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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let factor = DVec3::new(right_factor as f64, up_factor as f64, forward_factor as f64);
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if axis_input.length_squared() > 0.003 {
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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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let threshold = 1e-5;
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if key_input.pressed(settings.key_stop) {
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// Decelerate (or match velocity to target_v)
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let dv = v.0 - target_v;
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for i in 0..3 {
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if dv[i].abs() < threshold {
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v[i] = target_v[i];
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}
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else if dv[i].signum() != (dv[i] + acceleration_total[i]).signum() {
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// Almost stopped, but we overshot v=0
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v[i] = target_v[i];
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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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// TODO: handle mass
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v.0 += acceleration_total;
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engine.current_warmup = (engine.current_warmup + dt / engine.warmup_seconds).clamp(0.0, 1.0);
|
|
play_thruster_sound = true;
|
|
}
|
|
else {
|
|
engine.current_warmup = (engine.current_warmup - dt / engine.warmup_seconds).clamp(0.0, 1.0);
|
|
}
|
|
|
|
// Handle mouse input and mouse-like key bindings
|
|
let mut play_reactionwheel_sound = false;
|
|
let mut mouse_delta = Vec2::ZERO;
|
|
let mut pitch_yaw_rot = Vec3::ZERO;
|
|
let sensitivity_factor = if settings.is_zooming { settings.zoom_sensitivity_factor } else { 1.0 };
|
|
let mouseless_sensitivity = 8.0 * sensitivity_factor;
|
|
let mouseless_rotation_sensitivity = 40.0 * sensitivity_factor;
|
|
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) {
|
|
pitch_yaw_rot[1] += mouseless_sensitivity; }
|
|
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_rotation_sensitivity;
|
|
}
|
|
if key_input.pressed(settings.key_rotateright) {
|
|
pitch_yaw_rot[2] += mouseless_rotation_sensitivity;
|
|
}
|
|
for mouse_event in mouse_events.read() {
|
|
mouse_delta += mouse_event.delta;
|
|
}
|
|
if mouse_delta != Vec2::ZERO {
|
|
if key_input.pressed(settings.key_rotate) {
|
|
pitch_yaw_rot[2] += 1000.0 * mouse_delta.x / win_res_x;
|
|
} else {
|
|
pitch_yaw_rot[0] += 1000.0 * mouse_delta.y / win_res_y;
|
|
pitch_yaw_rot[1] -= 1000.0 * mouse_delta.x / win_res_x;
|
|
}
|
|
}
|
|
|
|
let angular_slowdown: f64 = if settings.rotation_stabilizer_active {
|
|
(2.0 - engine.reaction_wheels.powf(0.01).clamp(1.001, 1.1)) as f64
|
|
} else {
|
|
1.0
|
|
};
|
|
if pitch_yaw_rot.length_squared() > 1.0e-18 {
|
|
play_reactionwheel_sound = true;
|
|
pitch_yaw_rot *= settings.mouse_sensitivity * sensitivity_factor * engine.reaction_wheels;
|
|
torque.apply_torque(DVec3::from(
|
|
player_transform.rotation * Vec3::new(
|
|
pitch_yaw_rot[0],
|
|
pitch_yaw_rot[1],
|
|
pitch_yaw_rot[2])));
|
|
angularvelocity.0 *= angular_slowdown.clamp(0.97, 1.0) as f64;
|
|
}
|
|
else {
|
|
if angularvelocity.length_squared() > 1.0e-18 {
|
|
angularvelocity.0 *= angular_slowdown;
|
|
}
|
|
else {
|
|
angularvelocity.0 = DVec3::splat(0.0);
|
|
}
|
|
}
|
|
|
|
// Play sound effects
|
|
if let Ok(sink) = electricmotor_sound_controller.get_single() {
|
|
let volume = sink.volume();
|
|
let speed = sink.speed();
|
|
let action = pitch_yaw_rot.length_squared().powf(0.2) * 0.0005;
|
|
if play_reactionwheel_sound && !settings.mute_sfx && bike.is_some() {
|
|
sink.set_volume((volume + action).clamp(0.0, 1.0));
|
|
sink.set_speed((speed + action * 0.2).clamp(0.2, 0.5));
|
|
sink.play()
|
|
} else {
|
|
if volume <= 0.01 {
|
|
sink.pause()
|
|
} else {
|
|
sink.set_volume((volume - 0.01).clamp(0.0, 1.0));
|
|
sink.set_speed((speed - 0.03).clamp(0.2, 0.5));
|
|
}
|
|
}
|
|
}
|
|
let sinks = vec![
|
|
(1.2, actor::EngineType::Monopropellant, thruster_sound_controller.get_single()),
|
|
(1.0, actor::EngineType::Rocket, rocket_sound_controller.get_single()),
|
|
(1.4, actor::EngineType::Ion, ion_sound_controller.get_single()),
|
|
];
|
|
let seconds_to_max_vol = 0.05;
|
|
let seconds_to_min_vol = 0.05;
|
|
for sink_data in sinks {
|
|
if let (vol_boost, engine_type, Ok(sink)) = sink_data {
|
|
if settings.mute_sfx {
|
|
sink.pause();
|
|
}
|
|
else {
|
|
let volume = sink.volume();
|
|
if engine.engine_type == engine_type {
|
|
if play_thruster_sound {
|
|
sink.play();
|
|
if volume < 1.0 {
|
|
let maxvol = vol_boost;
|
|
//let maxvol = engine.current_warmup * vol_boost;
|
|
sink.set_volume((volume + dt / seconds_to_max_vol).clamp(0.0, maxvol));
|
|
}
|
|
} else {
|
|
sink.set_volume((volume - dt / seconds_to_min_vol).clamp(0.0, 1.0));
|
|
}
|
|
}
|
|
else if volume > 0.0 {
|
|
sink.set_volume((volume - dt / seconds_to_min_vol).clamp(0.0, 1.0));
|
|
}
|
|
if volume < 0.0001 {
|
|
sink.pause();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
pub fn update_map_only_object_visibility(
|
|
settings: Res<var::Settings>,
|
|
q_camera: Query<&Transform, With<Camera>>,
|
|
q_player: Query<&Position, With<actor::PlayerCamera>>,
|
|
mut q_onlyinmap: Query<(&mut Visibility, &ShowOnlyInMap), Without<Camera>>,
|
|
id2pos: Res<actor::Id2Pos>,
|
|
) {
|
|
if q_camera.is_empty() || q_player.is_empty() {
|
|
return;
|
|
}
|
|
let cam: &Transform = q_camera.get_single().unwrap();
|
|
let player_pos: &Position = q_player.get_single().unwrap();
|
|
let cam_pos: Vec3 = cam.translation + player_pos.as_vec3();
|
|
for (mut vis, onlyinmap) in &mut q_onlyinmap {
|
|
if settings.map_active && settings.hud_active {
|
|
if let Some(pos) = id2pos.0.get(&onlyinmap.distance_to_id) {
|
|
let dist = cam_pos.distance(pos.as_vec3());
|
|
if dist >= onlyinmap.min_distance as f32 {
|
|
*vis = Visibility::Inherited;
|
|
}
|
|
else {
|
|
*vis = Visibility::Hidden;
|
|
}
|
|
} else {
|
|
error!("Failed get position of actor ID '{}'", &onlyinmap.distance_to_id);
|
|
*vis = Visibility::Hidden;
|
|
}
|
|
} else {
|
|
*vis = Visibility::Hidden;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Find the closest world object that the player is looking at
|
|
#[inline]
|
|
pub fn find_closest_target<TargetSpecifier>(
|
|
objects: Vec<(TargetSpecifier, &Transform)>,
|
|
camera_transform: &Transform,
|
|
) -> (Option<TargetSpecifier>, f32)
|
|
where TargetSpecifier: Clone
|
|
{
|
|
let mut closest_entity: Option<TargetSpecifier> = None;
|
|
let mut closest_distance: f32 = f32::MAX;
|
|
let target_vector: Vec3 = (camera_transform.rotation * Vec3::new(0.0, 0.0, -1.0))
|
|
.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.
|
|
let (angular_diameter, angle, distance) = calc_angular_diameter_known_target_vector(
|
|
trans, camera_transform, &target_vector);
|
|
if angle <= angular_diameter.clamp(0.001, PI) {
|
|
// It's in the field of view!
|
|
//commands.entity(entity).insert(IsTargeted);
|
|
let distance_to_surface = distance - trans.scale.x;
|
|
if distance_to_surface < closest_distance {
|
|
closest_distance = distance_to_surface;
|
|
closest_entity = Some(entity);
|
|
}
|
|
}
|
|
}
|
|
return (closest_entity, closest_distance);
|
|
}
|
|
|
|
#[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);
|
|
}
|