Use correct transform when computing offsets.
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1020f818b9
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@ -8,32 +8,16 @@ use crate::{commands::RunIfExistsExt, core::GlobalTransformExt};
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pub struct Volumetric;
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fn update(
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mut commands: Commands,
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listener: Query<(&Collider, &GlobalTransform), With<Listener>>,
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mut sounds: Query<
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(
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Entity,
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Option<&Collider>,
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Option<&Parent>,
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&mut Transform,
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&GlobalTransform,
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),
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With<Volumetric>,
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>,
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colliders: Query<&Collider>,
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mut sounds: Query<(&Sound, &Parent, &mut Transform), With<Volumetric>>,
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colliders: Query<(&Collider, &GlobalTransform)>,
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) {
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if let Ok((listener_collider, listener_global_transform)) = listener.get_single() {
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for (sound_entity, sound_collider, parent, mut sound_transform, sound_global_transform) in
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&mut sounds
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{
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let sound_collider = if sound_collider.is_some() {
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sound_collider
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} else if let Some(parent) = parent {
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colliders.get(**parent).ok()
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} else {
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None
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};
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if let Some(sound_collider) = sound_collider {
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for (sound, parent, mut sound_transform) in &mut sounds {
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if sound.paused {
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continue;
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}
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if let Ok((sound_collider, sound_global_transform)) = colliders.get(**parent) {
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let closest = listener_global_transform.closest_points(
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listener_collider,
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sound_global_transform,
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@ -41,23 +25,13 @@ fn update(
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);
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if let ClosestPoints::WithinMargin(_p1, p2) = closest {
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let p2 = Vec3::new(p2.x, p2.y, 0.);
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if p2.distance(sound_global_transform.translation()) >= 1. {
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sound_transform.translation.x =
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p2.x - sound_global_transform.translation().x;
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sound_transform.translation.y =
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p2.y - sound_global_transform.translation().y;
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}
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sound_transform.translation.x = p2.x - sound_global_transform.translation().x;
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sound_transform.translation.y = p2.y - sound_global_transform.translation().y;
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} else if closest == ClosestPoints::Intersecting {
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if sound_global_transform
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.translation()
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.distance(listener_global_transform.translation())
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>= 1.
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{
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sound_transform.translation.x = listener_global_transform.translation().x
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- sound_global_transform.translation().x;
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sound_transform.translation.y = listener_global_transform.translation().y
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- sound_global_transform.translation().y;
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}
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sound_transform.translation.x = listener_global_transform.translation().x
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- sound_global_transform.translation().x;
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sound_transform.translation.y = listener_global_transform.translation().y
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- sound_global_transform.translation().y;
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}
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}
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}
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