custom camera rig
* should not go into level geometry anymore
This commit is contained in:
12
Cargo.lock
generated
12
Cargo.lock
generated
@@ -697,17 +697,6 @@ dependencies = [
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"sysinfo",
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]
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[[package]]
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name = "bevy_dolly"
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version = "0.0.5"
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source = "registry+https://github.com/rust-lang/crates.io-index"
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checksum = "68783929254625d3ffa54a6fed7ff7216abf90296eea5e3885cde419d5daead0"
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dependencies = [
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"bevy",
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"bevy_math",
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"bevy_transform",
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]
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[[package]]
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name = "bevy_ecs"
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version = "0.15.3"
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@@ -2816,7 +2805,6 @@ dependencies = [
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"bevy-tnua",
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"bevy-tnua-avian3d",
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"bevy_asset_loader",
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"bevy_dolly",
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"bevy_sprite3d",
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"bevy_trenchbroom",
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"nil",
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@@ -14,7 +14,6 @@ nil = "0.14.0"
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bevy-inspector-egui = "0.29.1"
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bevy-tnua = "0.21.0"
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bevy-tnua-avian3d = "0.2.0"
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bevy_dolly = { version = "0.0.5", default-features = false }
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bevy_asset_loader = "0.22.0"
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bevy_sprite3d = "4.0.0"
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rand = "0.8.5"
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@@ -1,6 +1,6 @@
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use crate::{
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billboards::Billboard,
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player::{Player, PlayerHead},
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player::{Player, PlayerRig},
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tb_entities::EnemySpawn,
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};
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use bevy::prelude::*;
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@@ -84,7 +84,7 @@ fn update(
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mut state: ResMut<AimState>,
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query: Query<(Entity, &Transform), With<EnemySpawn>>,
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player_pos: Query<&Transform, With<Player>>,
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player_rot: Query<&Transform, With<PlayerHead>>,
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player_rot: Query<&Transform, With<PlayerRig>>,
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) {
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let Some(player_pos) = player_pos.iter().next().map(|t| t.translation) else {
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return;
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101
src/camera.rs
101
src/camera.rs
@@ -1,38 +1,77 @@
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use avian3d::prelude::*;
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use bevy::prelude::*;
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use bevy_dolly::prelude::*;
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impl GameCameraRig {
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pub fn new_with_arm(arm: Vec3) -> Self {
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Self(
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CameraRig::builder()
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.with(Position::new(Vec3::ZERO))
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.with(Rotation::new(Quat::IDENTITY))
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.with(Smooth::new_position(1.25).predictive(true))
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.with(Smooth::new_rotation(0.5))
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.with(Arm::new(arm))
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.with(
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LookAt::new(Vec3::ZERO + Vec3::Y)
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.tracking_smoothness(0.2)
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.tracking_predictive(true),
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)
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.build(),
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)
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}
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use crate::physics_layers::GameLayer;
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pub fn set_position_target(&mut self, target_position: Vec3, target_rotation: Quat) {
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self.driver_mut::<Position>().position = target_position;
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self.driver_mut::<Rotation>().rotation = target_rotation;
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self.driver_mut::<LookAt>().target = target_position + Vec3::Y;
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#[derive(Component, Reflect, Debug)]
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pub struct CameraTarget;
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#[derive(Component, Reflect, Debug)]
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pub struct CameraArmRotation;
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#[derive(Component, Reflect, Debug)]
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pub struct MainCamera {
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arm: Vec3,
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}
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impl MainCamera {
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fn new(arm: Vec3) -> Self {
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Self { arm }
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}
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}
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/// A custom camera rig which combines smoothed movement with a look-at driver.
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#[derive(Component, Debug, Deref, DerefMut)]
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pub struct GameCameraRig(CameraRig);
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// Turn the nested rig into a driver, so it can be used in another rig.
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impl RigDriver for GameCameraRig {
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fn update(&mut self, params: RigUpdateParams) -> Transform {
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self.0.update(params.delta_time_seconds)
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}
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pub fn plugin(app: &mut App) {
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app.add_systems(Startup, startup);
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app.add_systems(Update, update);
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}
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fn startup(mut commands: Commands) {
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commands.spawn((
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Camera3d::default(),
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MainCamera::new(Vec3::new(0., 1., -12.)),
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));
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}
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fn update(
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mut cam: Query<
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(&MainCamera, &mut Transform),
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(Without<CameraTarget>, Without<CameraArmRotation>),
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>,
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target: Query<&GlobalTransform, (With<CameraTarget>, Without<CameraArmRotation>)>,
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arm_rotation: Query<&Transform, With<CameraArmRotation>>,
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spatial_query: SpatialQuery,
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) {
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let Ok(target) = target.get_single().map(|t| t.translation()) else {
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return;
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};
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let Ok(rotation) = arm_rotation.get_single() else {
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return;
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};
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let Ok((camera, mut cam_transform)) = cam.get_single_mut() else {
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return;
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};
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let target_transform = Transform::from_translation(target)
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* Transform::from_rotation(rotation.rotation)
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* Transform::from_translation(camera.arm);
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let ideal_cam_pos = target_transform.translation;
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let max_distance = camera.arm.length();
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let Ok(direction) = Dir3::new(ideal_cam_pos - target) else {
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return;
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};
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let filter = SpatialQueryFilter::from_mask(LayerMask(GameLayer::Level.to_bits()));
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let cam_pos = if let Some(first_hit) =
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spatial_query.cast_ray(target, direction, max_distance, false, &filter)
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{
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target + (direction * first_hit.distance)
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} else {
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ideal_cam_pos
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};
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*cam_transform = Transform::from_translation(cam_pos).looking_at(target, Vec3::Y);
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}
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27
src/main.rs
27
src/main.rs
@@ -10,6 +10,7 @@ mod heads_ui;
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mod keys;
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mod movables;
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mod npc;
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mod physics_layers;
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mod platforms;
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mod player;
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mod shooting;
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@@ -25,11 +26,10 @@ use bevy::core_pipeline::tonemapping::Tonemapping;
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use bevy::prelude::*;
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use bevy::render::view::ColorGrading;
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use bevy::scene::SceneInstanceReady;
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use bevy_dolly::prelude::*;
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use bevy_tnua::prelude::TnuaControllerPlugin;
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use bevy_tnua_avian3d::TnuaAvian3dPlugin;
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use bevy_trenchbroom::prelude::*;
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use camera::GameCameraRig;
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use physics_layers::GameLayer;
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#[derive(Resource, Reflect, Debug)]
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#[reflect(Resource)]
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@@ -41,9 +41,6 @@ struct DebugVisuals {
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pub cam_follow: bool,
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}
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#[derive(Component, Debug)]
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pub struct MainCamera;
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fn main() {
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let mut app = App::new();
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@@ -73,8 +70,6 @@ fn main() {
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// app.add_plugins(PhysicsDebugPlugin::default());
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// app.add_plugins(bevy_inspector_egui::quick::WorldInspectorPlugin::default());
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app.add_systems(Update, Dolly::<MainCamera>::update_active);
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app.add_plugins(alien::plugin);
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app.add_plugins(cash::plugin);
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app.add_plugins(player::plugin);
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@@ -91,6 +86,7 @@ fn main() {
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app.add_plugins(cutscene::plugin);
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app.add_plugins(controls::plugin);
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app.add_plugins(sounds::plugin);
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app.add_plugins(camera::plugin);
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app.insert_resource(AmbientLight {
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color: Color::WHITE,
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@@ -99,7 +95,7 @@ fn main() {
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app.add_plugins(TrenchBroomPlugin(TrenchBroomConfig::new("hedz")));
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app.add_systems(Startup, (setup_cam, write_trenchbroom_config, music));
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app.add_systems(Startup, (write_trenchbroom_config, music));
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app.add_systems(PostStartup, setup_scene);
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app.add_systems(
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Update,
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@@ -109,19 +105,12 @@ fn main() {
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app.run();
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}
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fn setup_cam(mut commands: Commands) {
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commands.spawn((
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Camera3d::default(),
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MainCamera,
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Rig::builder()
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.with(GameCameraRig::new_with_arm(Vec3::new(0., 5., 14.)))
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.build(),
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));
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}
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fn setup_scene(mut commands: Commands, asset_server: Res<AssetServer>) {
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commands
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.spawn(SceneRoot(asset_server.load("maps/map1.map#Scene")))
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.spawn((
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CollisionLayers::new(LayerMask(GameLayer::Level.to_bits()), LayerMask::ALL),
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SceneRoot(asset_server.load("maps/map1.map#Scene")),
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))
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.observe(|_t: Trigger<SceneInstanceReady>| {
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//TODO: use for state driven map loading
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info!("map loaded");
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8
src/physics_layers.rs
Normal file
8
src/physics_layers.rs
Normal file
@@ -0,0 +1,8 @@
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use avian3d::prelude::PhysicsLayer;
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#[derive(PhysicsLayer, Clone, Copy, Debug, Default)]
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pub enum GameLayer {
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#[default]
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Level,
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Player,
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}
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@@ -1,10 +1,10 @@
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use crate::{
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DebugVisuals,
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alien::{ALIEN_ASSET_PATH, Animations},
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camera::GameCameraRig,
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camera::{CameraArmRotation, CameraTarget},
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cash::{Cash, CashCollectEvent},
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controls::Controls,
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heads_ui::HeadChanged,
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physics_layers::GameLayer,
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tb_entities::SpawnPoint,
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};
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use avian3d::prelude::*;
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@@ -12,10 +12,9 @@ use bevy::{
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prelude::*,
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window::{CursorGrabMode, PrimaryWindow},
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};
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use bevy_dolly::prelude::Rig;
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use bevy_tnua::{TnuaUserControlsSystemSet, prelude::*};
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use bevy_tnua_avian3d::TnuaAvian3dSensorShape;
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use std::{f32::consts::PI, time::Duration};
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use std::time::Duration;
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#[derive(Component, Default)]
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pub struct Player;
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@@ -24,7 +23,7 @@ pub struct Player;
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struct PlayerAnimations;
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#[derive(Component, Default)]
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pub struct PlayerHead;
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struct PlayerHead;
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#[derive(Component, Default)]
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pub struct PlayerRig;
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@@ -47,7 +46,6 @@ pub fn plugin(app: &mut App) {
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Update,
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(
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spawn,
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update_camera,
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collect_cash,
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toggle_animation,
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setup_animations_marker_for_player,
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@@ -86,30 +84,39 @@ fn spawn(
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.spawn((
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Name::from("player"),
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Player,
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CameraTarget,
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transform,
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TransformInterpolation,
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TransformExtrapolation,
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Visibility::default(),
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RigidBody::Dynamic,
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Collider::capsule(1.2, 1.5),
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CollisionLayers::new(LayerMask(GameLayer::Player.to_bits()), LayerMask::ALL),
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LockedAxes::ROTATION_LOCKED,
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TnuaController::default(),
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TnuaAvian3dSensorShape(Collider::cylinder(0.8, 0.0)),
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))
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.with_children(|parent| {
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parent
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.spawn((
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Name::from("body rig"),
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PlayerRig,
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CameraArmRotation,
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Transform::from_translation(Vec3::new(0., -3., 0.))
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.with_rotation(Quat::from_rotation_y(std::f32::consts::PI))
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.with_scale(Vec3::splat(1.4)),
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SceneRoot(
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asset_server.load(GltfAssetLabel::Scene(0).from_asset(ALIEN_ASSET_PATH)),
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),
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))
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.with_child((
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Name::from("head"),
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PlayerHead,
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Transform::from_translation(Vec3::new(0., -0.5, 0.))
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.with_rotation(Quat::from_rotation_y(std::f32::consts::PI)),
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Transform::from_translation(Vec3::new(0., 1.6, 0.))
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.with_scale(Vec3::splat(0.7)),
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SceneRoot(mesh),
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))
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.with_child((
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Name::from("body rig"),
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PlayerRig,
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Transform::from_translation(Vec3::new(0., -3., 0.))
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.with_rotation(Quat::from_rotation_y(std::f32::consts::PI))
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.with_scale(Vec3::splat(1.5)),
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SceneRoot(asset_server.load(GltfAssetLabel::Scene(0).from_asset(ALIEN_ASSET_PATH))),
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));
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});
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commands.spawn((
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AudioPlayer::new(asset_server.load("sfx/heads/angry demonstrator.ogg")),
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@@ -122,7 +129,7 @@ fn spawn(
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fn rotate_view(
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mut controls: ResMut<Controls>,
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// todo: Put the player head as a child of the rig to avoid this mess:
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mut player: Query<&mut Transform, Or<(With<PlayerRig>, With<PlayerHead>)>>,
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mut player: Query<&mut Transform, With<PlayerRig>>,
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) {
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for mut tr in &mut player {
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tr.rotate_y(controls.keyboard_state.look_dir.x * -0.001);
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@@ -207,25 +214,6 @@ fn apply_controls(
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}
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}
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fn update_camera(
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player: Query<&GlobalTransform, With<PlayerRig>>,
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mut rig: Single<&mut Rig>,
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res: Res<DebugVisuals>,
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) {
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let Some(player) = player.iter().next() else {
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return;
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};
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if !res.cam_follow {
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return;
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}
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rig.driver_mut::<GameCameraRig>().set_position_target(
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player.translation(),
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player.rotation() * Quat::from_rotation_y(PI),
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);
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}
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fn collect_cash(
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mut commands: Commands,
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mut collision_event_reader: EventReader<CollisionStarted>,
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Reference in New Issue
Block a user