Add snapping.
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This commit is contained in:
Nolan Darilek 2022-03-21 21:58:34 -05:00
parent cadaeceba9
commit 4357a5838a

View File

@ -1,4 +1,7 @@
use std::{collections::HashMap, error::Error, fmt::Debug, hash::Hash, marker::PhantomData};
use std::{
collections::HashMap, error::Error, f32::consts::PI, fmt::Debug, hash::Hash,
marker::PhantomData,
};
use bevy::prelude::*;
use bevy_input_actionmap::InputMap;
@ -41,11 +44,15 @@ pub struct Speed(pub f32);
#[reflect(Component)]
pub struct Sprinting;
#[derive(Default, Deref, DerefMut)]
struct Snapping(bool);
fn movement_controls<S, A: 'static>(
mut commands: Commands,
config: Res<NavigationConfig<S, A>>,
input: Res<InputMap<A>>,
time: Res<Time>,
mut snapping: ResMut<Snapping>,
mut query: Query<
(
Entity,
@ -66,114 +73,209 @@ fn movement_controls<S, A: 'static>(
for (entity, mut velocity, mut speed, max_speed, rotation_speed, mut position, destination) in
query.iter_mut()
{
let sprinting = if let Some(action) = config.action_sprint.clone() {
input.active(action)
if **snapping {
if let Some(action) = config.action_forward.clone() {
if input.active(action) {
continue;
}
}
if let Some(action) = config.action_backward.clone() {
if input.active(action) {
continue;
}
}
if let Some(action) = config.action_left.clone() {
if input.active(action) {
continue;
}
}
if let Some(action) = config.action_right.clone() {
if input.active(action) {
continue;
}
}
if let (Some(_), Some(rotate_left), Some(rotate_right)) = (
rotation_speed,
config.action_rotate_left.clone(),
config.action_rotate_right.clone(),
) {
if input.active(rotate_left) {
continue;
}
if input.active(rotate_right) {
continue;
}
}
**snapping = false;
} else {
false
};
if sprinting {
commands.entity(entity).insert(Sprinting::default());
} else {
commands.entity(entity).remove::<Sprinting>();
}
let mut direction = Vec2::default();
if let Some(action) = config.action_forward.clone() {
if input.active(action) {
direction.x += 1.;
let sprinting = if let Some(action) = config.action_sprint.clone() {
input.active(action)
} else {
false
};
if sprinting {
commands.entity(entity).insert(Sprinting::default());
} else {
commands.entity(entity).remove::<Sprinting>();
}
}
if let Some(action) = config.action_backward.clone() {
if input.active(action) {
direction.x -= 1.;
let mut direction = Vec2::default();
if let Some(action) = config.action_forward.clone() {
if input.active(action) {
direction.x += 1.;
}
}
}
if let Some(action) = config.action_left.clone() {
if input.active(action) {
direction.y += 1.;
if let Some(action) = config.action_backward.clone() {
if input.active(action) {
direction.x -= 1.;
}
}
}
if let Some(action) = config.action_right.clone() {
if input.active(action) {
direction.y -= 1.;
if let Some(action) = config.action_left.clone() {
if input.active(action) {
direction.y += 1.;
}
}
}
if let (Some(rotation_speed), Some(rotate_left), Some(rotate_right)) = (
rotation_speed,
config.action_rotate_left.clone(),
config.action_rotate_right.clone(),
) {
let delta = rotation_speed.radians() * time.delta_seconds();
if input.active(rotate_left) {
position.position.rotation *= UnitComplex::new(delta);
if let Some(action) = config.action_right.clone() {
if input.active(action) {
direction.y -= 1.;
}
}
if input.active(rotate_right) {
position.position.rotation *= UnitComplex::new(-delta);
if let (Some(rotation_speed), Some(rotate_left), Some(rotate_right)) = (
rotation_speed,
config.action_rotate_left.clone(),
config.action_rotate_right.clone(),
) {
let delta = rotation_speed.radians() * time.delta_seconds();
if input.active(rotate_left) {
position.position.rotation *= UnitComplex::new(delta);
}
if input.active(rotate_right) {
position.position.rotation *= UnitComplex::new(-delta);
} else {
velocity.angvel = 0.;
}
} else {
velocity.angvel = 0.;
}
} else {
velocity.angvel = 0.;
}
if direction.length_squared() != 0. {
commands.entity(entity).remove::<Destination>();
commands.entity(entity).remove::<Exploring>();
for entity in exploration_focused.iter() {
commands.entity(entity).remove::<ExplorationFocused>();
}
direction = direction.normalize();
if direction.x > 0. {
direction.x *= config.forward_movement_factor;
} else if direction.x < 0. {
direction.x *= config.backward_movement_factor;
}
if direction.y != 0. {
direction.y *= config.strafe_movement_factor;
}
let strength = if let (Some(forward), Some(backward), Some(left), Some(right)) = (
config.action_forward.clone(),
config.action_backward.clone(),
config.action_left.clone(),
config.action_right.clone(),
) {
let forward_x = input.strength(forward).abs();
let backward_x = input.strength(backward).abs();
let x = if forward_x > backward_x {
forward_x
if direction.length_squared() != 0. {
commands.entity(entity).remove::<Destination>();
commands.entity(entity).remove::<Exploring>();
for entity in exploration_focused.iter() {
commands.entity(entity).remove::<ExplorationFocused>();
}
direction = direction.normalize();
if direction.x > 0. {
direction.x *= config.forward_movement_factor;
} else if direction.x < 0. {
direction.x *= config.backward_movement_factor;
}
if direction.y != 0. {
direction.y *= config.strafe_movement_factor;
}
let strength = if let (Some(forward), Some(backward), Some(left), Some(right)) = (
config.action_forward.clone(),
config.action_backward.clone(),
config.action_left.clone(),
config.action_right.clone(),
) {
let forward_x = input.strength(forward).abs();
let backward_x = input.strength(backward).abs();
let x = if forward_x > backward_x {
forward_x
} else {
backward_x
};
let right_y = input.strength(right).abs();
let left_y = input.strength(left).abs();
let y = if right_y > left_y { right_y } else { left_y };
Some(Vec2::new(x, y))
} else {
backward_x
None
};
let right_y = input.strength(right).abs();
let left_y = input.strength(left).abs();
let y = if right_y > left_y { right_y } else { left_y };
Some(Vec2::new(x, y))
let s = if sprinting {
**max_speed
} else {
**max_speed / config.sprint_movement_factor
};
**speed = s;
if let Some(strength) = strength {
direction *= strength;
}
let mut v: Vector<Real> = (direction * **speed).into();
v = position.position.rotation.transform_vector(&v);
velocity.linvel = v;
//velocity.linvel = position.position.rotation.transform_vector(&velocity.linvel);
} else if destination.is_none() {
velocity.linvel = Vec2::ZERO.into();
**speed = 0.;
} else if sprinting {
**speed = **max_speed;
} else {
None
};
let s = if sprinting {
**max_speed
} else {
**max_speed / config.sprint_movement_factor
};
**speed = s;
if let Some(strength) = strength {
direction *= strength;
velocity.linvel = Vec2::ZERO.into();
**speed = **max_speed / 3.;
}
let mut v: Vector<Real> = (direction * **speed).into();
v = position.position.rotation.transform_vector(&v);
velocity.linvel = v;
//velocity.linvel = position.position.rotation.transform_vector(&velocity.linvel);
} else if destination.is_none() {
velocity.linvel = Vec2::ZERO.into();
**speed = 0.;
} else if sprinting {
**speed = **max_speed;
} else {
velocity.linvel = Vec2::ZERO.into();
**speed = **max_speed / 3.;
}
}
}
fn snap<S, A: 'static>(
mut tts: ResMut<Tts>,
input: Res<InputMap<A>>,
config: Res<NavigationConfig<S, A>>,
mut snapping: ResMut<Snapping>,
mut position: Query<(&mut RigidBodyPositionComponent, &CardinalDirection), With<Player>>,
) -> Result<(), Box<dyn Error>>
where
S: bevy::ecs::component::Component + Clone + Debug + Eq + Hash,
A: Hash + Eq + Clone + Send + Sync,
{
if let Some(action) = config.action_snap_left.clone() {
if input.just_active(action) {
for (mut position, direction) in position.iter_mut() {
**snapping = true;
position.position.rotation = UnitComplex::new(match direction {
CardinalDirection::North => PI,
CardinalDirection::East => PI / 2.,
CardinalDirection::South => 0.,
CardinalDirection::West => PI * 1.5,
});
}
}
}
if let Some(action) = config.action_snap_right.clone() {
if input.just_active(action) {
for (mut position, direction) in position.iter_mut() {
**snapping = true;
position.position.rotation = UnitComplex::new(match direction {
CardinalDirection::North => 0.,
CardinalDirection::East => PI * 1.5,
CardinalDirection::South => PI,
CardinalDirection::West => PI / 2.,
});
}
}
}
if let Some(action) = config.action_snap_cardinal.clone() {
if input.just_active(action) {
for (mut position, direction) in position.iter_mut() {
**snapping = true;
let yaw: Angle = direction.into();
let yaw = yaw.radians();
position.position.rotation = UnitComplex::new(yaw);
tts.speak(direction.to_string(), true)?;
}
}
}
if let Some(action) = config.action_snap_reverse.clone() {
if input.just_active(action) {
for (mut position, _) in position.iter_mut() {
**snapping = true;
position.position.rotation *= UnitComplex::new(PI);
}
}
}
Ok(())
}
fn update_direction(
mut commands: Commands,
mut query: Query<
@ -230,6 +332,10 @@ pub struct NavigationConfig<S, A> {
pub action_right: Option<A>,
pub action_rotate_left: Option<A>,
pub action_rotate_right: Option<A>,
pub action_snap_left: Option<A>,
pub action_snap_right: Option<A>,
pub action_snap_reverse: Option<A>,
pub action_snap_cardinal: Option<A>,
pub action_sprint: Option<A>,
pub forward_movement_factor: f32,
pub backward_movement_factor: f32,
@ -247,6 +353,10 @@ impl<S, A> Default for NavigationConfig<S, A> {
action_right: None,
action_rotate_left: None,
action_rotate_right: None,
action_snap_left: None,
action_snap_right: None,
action_snap_reverse: None,
action_snap_cardinal: None,
action_sprint: None,
forward_movement_factor: 1.,
backward_movement_factor: 1.,
@ -280,19 +390,23 @@ where
.get_resource::<NavigationConfig<S, A>>()
.unwrap()
.clone();
app.register_type::<MaxSpeed>()
app.init_resource::<Snapping>()
.register_type::<MaxSpeed>()
.register_type::<RotationSpeed>()
.register_type::<Sprinting>()
.add_system(update_direction)
.add_system(speak_direction.chain(error_handler))
.add_system_to_stage(CoreStage::PostUpdate, remove_speed);
if config.movement_control_states.is_empty() {
app.add_system(movement_controls::<S, A>);
app.add_system(movement_controls::<S, A>)
.add_system(snap::<S, A>.chain(error_handler));
} else {
let states = config.movement_control_states;
for state in states {
app.add_system_set(
SystemSet::on_update(state).with_system(movement_controls::<S, A>),
SystemSet::on_update(state)
.with_system(movement_controls::<S, A>)
.with_system(snap::<S, A>.chain(error_handler)),
);
}
}