Mostly resisted the urge to add or change functionality. Checks clean and should have the foundation for real game-focused devel going forward.
161 lines
3.9 KiB
Rust
161 lines
3.9 KiB
Rust
use bevy::prelude::*;
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use heron::prelude::*;
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use crate::{geometry::CyberBike, input::InputState};
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/// Mouse sensitivity and movement speed
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pub struct MovementSettings {
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pub sensitivity: f32,
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pub accel: f32,
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pub drag: f32,
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pub gravity: f32,
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}
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impl Default for MovementSettings {
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fn default() -> Self {
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Self {
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sensitivity: 1.0,
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accel: 40.,
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drag: 0.0005,
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gravity: 10.0,
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}
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}
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}
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#[derive(Component, Default)]
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pub(crate) struct PlayerState {
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pub velocity: Vec3,
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pub colliding: bool,
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}
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fn falling_cat(time: Res<Time>, mut bike_query: Query<(&mut Transform, &CyberBike)>) {
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let dt = time.delta_seconds();
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let (mut bike_xform, _) = bike_query.single_mut();
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let up = bike_xform.translation.normalize();
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let cam_up = bike_xform.up();
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let cos = up.dot(cam_up);
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let theta = cos.acos();
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let rate = if !theta.is_normal() {
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0.0
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} else if theta.is_sign_negative() {
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-0.4
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} else {
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0.4
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} * dt;
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let angle = if rate.is_sign_negative() {
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rate.max(theta)
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} else {
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rate.min(theta)
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};
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let rot = Quat::from_axis_angle(cam_up.cross(up).normalize(), angle);
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if rot.is_finite() && theta.abs() > 0.0085 {
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bike_xform.rotate(rot);
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}
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}
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fn apply_velocity(
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time: Res<Time>,
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mut bike_query: Query<(&mut Transform, &PlayerState, &CyberBike)>,
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) {
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let dt = time.delta_seconds();
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let (mut bike_xform, player_state, _) = bike_query.single_mut();
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if player_state.velocity.is_finite() {
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bike_xform.translation += player_state.velocity * dt;
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}
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}
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fn update_player_vel(
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time: Res<Time>,
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settings: Res<MovementSettings>,
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input: Res<InputState>,
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mut query: Query<(&Transform, &mut PlayerState, &CyberBike)>,
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) {
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let dt = time.delta_seconds();
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let (xform, mut pstate, _) = query.single_mut();
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// first gravity
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let down = -xform.translation.normalize();
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let dvel = down * settings.gravity * dt;
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let mut vel = if pstate.velocity.is_finite() {
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pstate.velocity + dvel
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} else {
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dvel
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};
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// thrust or brake
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let accel = xform.forward() * input.throttle * dt * settings.accel;
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if pstate.velocity.is_finite() {
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vel += accel;
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} else {
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vel = accel;
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}
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// brake
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if input.brake {
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let s = vel.length_squared();
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if s < 0.05 {
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vel = Vec3::ZERO;
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} else {
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vel -= vel.normalize() * settings.accel * dt;
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}
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}
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// drag
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let v2 = vel.length_squared().min(100_000.0);
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if v2 < 0.05 {
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vel = Vec3::ZERO;
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} else {
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let drag = vel * settings.drag * v2 * dt;
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vel -= drag;
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}
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pstate.velocity = vel;
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}
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fn collision_detection(
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mut events: EventReader<CollisionEvent>,
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mut query: Query<&mut PlayerState>,
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) {
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let mut pstate = query.single_mut();
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for event in events.iter() {
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if let CollisionEvent::Started(_, _) = event {
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pstate.colliding = true;
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} else {
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pstate.colliding = false;
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}
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}
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}
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fn collision_reaction(mut query: Query<(&mut PlayerState, &Transform)>) {
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let (mut pstate, xform) = query.single_mut();
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let down = -xform.translation.normalize();
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// now see if we're currently colliding
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if pstate.colliding {
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let vel = pstate.velocity;
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let dvel = down * vel.dot(down) * 1.02;
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pstate.velocity -= dvel;
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}
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}
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pub struct CyberPhysicsPlugin;
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impl Plugin for CyberPhysicsPlugin {
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fn build(&self, app: &mut App) {
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app.init_resource::<PlayerState>()
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.init_resource::<MovementSettings>()
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.add_plugin(PhysicsPlugin::default())
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.add_system(collision_detection)
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.add_system(collision_reaction)
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.add_system(falling_cat)
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.add_system(update_player_vel)
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.add_system(apply_velocity);
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}
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}
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