outfly/src/visual.rs
2024-09-17 16:41:19 +02:00

328 lines
12 KiB
Rust

// ▄████████▄ + ███ + ▄█████████ ███ +
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// ▀████████▀ + ▀███████ ███▄ ███▄ ▀████ ▀███████
// + + + ███
// + ▀████████████████████████████████████████████████████▀
//
// This module manages visual effects.
use crate::prelude::*;
use bevy::prelude::*;
use bevy_xpbd_3d::prelude::*;
use std::time::Duration;
pub struct VisualPlugin;
impl Plugin for VisualPlugin {
fn build(&self, app: &mut App) {
app.add_systems(Startup, setup.after(menu::setup).after(hud::setup));
app.add_systems(
Startup,
spawn_effects.after(setup).after(camera::setup_camera),
);
app.add_systems(Update, spawn_effects);
app.add_systems(Update, update_fadein);
app.add_systems(Update, update_fadeout);
app.add_systems(Update, update_fade_material);
app.add_systems(Update, update_grow);
app.add_systems(Update, play_animations);
// Blackout disabled for now
//app.add_systems(Update, update_blackout);
app.add_event::<SpawnEffectEvent>();
}
}
#[derive(Clone)]
pub enum Effects {
FadeIn(Color),
FadeOut(Color),
ThrusterParticle(Position, LinearVelocity),
}
// Blackout disabled for now
//#[derive(Component)] pub struct BlackOutOverlay;
#[derive(Component)]
pub struct IsEffect;
#[derive(Component)]
pub struct FadeInSprite;
#[derive(Component)]
pub struct FadeOutSprite;
#[derive(Component)]
pub struct FadeMaterial {
pub start_time: f64,
pub duration: f64,
pub value_start: f32,
pub value_end: f32,
}
#[derive(Component)]
pub struct Grow3DObject {
pub start_time: f64,
pub duration: f64,
pub scale_start: f32,
pub scale_end: f32,
}
#[derive(Component)]
pub struct Effect {
pub class: Effects,
pub duration: f64,
pub start_time: f64,
}
#[derive(Event)]
pub struct SpawnEffectEvent {
pub class: Effects,
pub duration: f64,
}
#[derive(Resource)]
pub struct SuitAnimation {
index: AnimationNodeIndex,
graph: Handle<AnimationGraph>,
}
pub fn setup(
settings: Res<var::Settings>,
asset_server: Res<AssetServer>,
mut commands: Commands,
mut ew_effect: EventWriter<SpawnEffectEvent>,
mut graphs: ResMut<Assets<AnimationGraph>>,
) {
if !settings.dev_mode {
ew_effect.send(SpawnEffectEvent {
class: Effects::FadeIn(Color::BLACK),
duration: 4.0,
});
}
let mut graph = AnimationGraph::new();
let index = graph.add_clip(
asset_server.load(GltfAssetLabel::Animation(0).from_asset("models/suit_v2/suit_v2.glb")),
1.0,
graph.root,
);
let graph = graphs.add(graph);
commands.insert_resource(SuitAnimation { index, graph });
// Blackout disabled for now
// commands.spawn((
// BlackOutOverlay,
// NodeBundle {
// style: Style {
// width: Val::Vw(100.0),
// height: Val::Vh(100.0),
// position_type: PositionType::Absolute,
// top: Val::Px(0.0),
// left: Val::Px(0.0),
// ..default()
// },
// background_color: Color::BLACK.into(),
// ..default()
// },
// ));
}
pub fn spawn_effects(
mut commands: Commands,
settings: Res<var::Settings>,
mut er_effect: EventReader<SpawnEffectEvent>,
mut materials: ResMut<Assets<StandardMaterial>>,
mut meshes: ResMut<Assets<Mesh>>,
asset_server: Res<AssetServer>,
time: Res<Time>,
) {
let now = time.elapsed_seconds_f64();
for effect in er_effect.read() {
match effect.class {
Effects::FadeIn(color) => {
commands.spawn((
IsEffect,
Effect {
class: effect.class.clone(),
duration: effect.duration,
start_time: now,
},
FadeInSprite,
NodeBundle {
style: style_fullscreen(),
background_color: color.into(),
..default()
},
));
}
Effects::FadeOut(color) => {
commands.spawn((
IsEffect,
Effect {
class: effect.class.clone(),
duration: effect.duration,
start_time: now,
},
FadeOutSprite,
NodeBundle {
style: style_fullscreen(),
background_color: color.with_alpha(0.0).into(),
..default()
},
));
}
Effects::ThrusterParticle(pos, v) => {
let texture = asset_server.load("textures/exhaust.png");
commands.spawn((
IsEffect,
hud::ToggleableHudElement,
RigidBody::Kinematic,
bevy::pbr::NotShadowCaster,
pos,
v,
Grow3DObject {
start_time: now,
duration: effect.duration,
scale_start: 1.0,
scale_end: 20.0,
},
FadeMaterial {
start_time: now,
duration: effect.duration,
value_start: 0.01,
value_end: 0.0,
},
world::DespawnAt(now + effect.duration),
world::DespawnOnPlayerDeath,
actor::WantsToLookAt(cmd::ID_SPECIAL_PLAYERCAM.into()),
PbrBundle {
mesh: meshes.add(Mesh::from(Rectangle::new(0.2, 0.2))),
material: materials.add(StandardMaterial {
base_color_texture: Some(texture),
// Make sure to make the particle invisible on spawn,
// since rotation from WantsToLookAt hasn't been applied yet
base_color: Color::srgba(1.0, 1.0, 1.0, 0.0),
perceptual_roughness: 1.0,
metallic: 0.5,
unlit: true,
alpha_mode: AlphaMode::Blend,
..Default::default()
}),
visibility: if settings.hud_active {
Visibility::Inherited
} else {
Visibility::Hidden
},
..default()
},
));
}
}
}
}
pub fn update_fadein(
mut commands: Commands,
mut q_effect: Query<(Entity, &Effect, &mut BackgroundColor), With<FadeInSprite>>,
time: Res<Time>,
) {
for (entity, effect, mut bgcolor) in &mut q_effect {
let now = time.elapsed_seconds_f64();
if effect.start_time + effect.duration < now {
commands.entity(entity).despawn();
continue;
}
let alpha = (1.3 - 1.3 * (now - effect.start_time) / effect.duration).clamp(0.0, 1.0);
bgcolor.0.set_alpha(alpha as f32);
}
}
pub fn update_fadeout(
mut commands: Commands,
mut q_effect: Query<(Entity, &Effect, &mut BackgroundColor), With<FadeOutSprite>>,
time: Res<Time>,
) {
for (entity, effect, mut bgcolor) in &mut q_effect {
let now = time.elapsed_seconds_f64();
if effect.start_time + effect.duration < now {
commands.entity(entity).despawn();
continue;
}
let alpha = ((now - effect.start_time) / effect.duration).clamp(0.0, 1.0);
bgcolor.0.set_alpha(alpha as f32);
}
}
pub fn update_fade_material(
mut commands: Commands,
mut q_object: Query<(Entity, &Handle<StandardMaterial>, &FadeMaterial)>,
time: Res<Time>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
let now = time.elapsed_seconds_f64();
for (entity, material_handle, data) in q_object.iter_mut() {
let end_time = data.start_time + data.duration;
let material = materials.get_mut(material_handle).unwrap();
if now > end_time {
material.base_color.set_alpha(data.value_end);
commands.entity(entity).remove::<FadeMaterial>();
} else if now < data.start_time {
material.base_color.set_alpha(data.value_start);
} else {
let progress = ((now - data.start_time) / data.duration) as f32;
let value = data.value_start + progress * (data.value_end - data.value_start);
material.base_color.set_alpha(value);
}
}
}
pub fn update_grow(
mut commands: Commands,
mut q_object: Query<(Entity, &mut Transform, &Grow3DObject)>,
time: Res<Time>,
) {
let now = time.elapsed_seconds_f64();
for (entity, mut trans, data) in q_object.iter_mut() {
let end_time = data.start_time + data.duration;
if now > end_time {
trans.scale = Vec3::splat(data.scale_end);
commands.entity(entity).remove::<Grow3DObject>();
} else if now < data.start_time {
trans.scale = Vec3::splat(data.scale_start);
} else {
let progress = ((now - data.start_time) / data.duration) as f32;
let scale = data.scale_start + progress * (data.scale_end - data.scale_start);
trans.scale = Vec3::splat(scale);
}
}
}
fn play_animations(
mut commands: Commands,
mut players: Query<(Entity, &mut AnimationPlayer), Added<AnimationPlayer>>,
suit_animation: Res<SuitAnimation>,
) {
for (entity, mut player) in &mut players {
let mut transitions = AnimationTransitions::new();
transitions
.play(&mut player, suit_animation.index, Duration::ZERO)
.repeat();
commands
.entity(entity)
.insert(suit_animation.graph.clone())
.insert(transitions);
//player.play(suit_ani_node_index.0).repeat();
}
}
// Blackout disabled for now
//pub fn update_blackout(
// mut q_effect: Query<&mut BackgroundColor, With<BlackOutOverlay>>,
// q_player: Query<&actor::ExperiencesGForce, With<actor::Player>>
//) {
// if let (Ok(gforce), Ok(mut bgcolor)) = (q_player.get_single(), q_effect.get_single_mut()) {
// let threshold = 0.3;
// let factor = 1.0 / (1.0 - threshold);
// let alpha = (factor * (gforce.blackout - threshold)).clamp(0.0, 1.0);
// bgcolor.0.set_alpha(alpha as f32);
// }
//}