Files
HEDZReloaded/src/control/controller_common.rs
2025-05-10 00:19:58 +02:00

180 lines
5.3 KiB
Rust

use avian3d::{math::*, prelude::*};
use bevy::prelude::*;
use crate::{
GameState, control::collisions::kinematic_controller_collisions, player::PlayerBodyMesh,
};
use super::ControllerSwitchEvent;
pub fn plugin(app: &mut App) {
app.init_resource::<PlayerMovement>();
app.init_resource::<MovementSettings>();
app.register_type::<MovementSettings>();
app.register_type::<MovementDampingFactor>();
app.register_type::<JumpImpulse>();
app.register_type::<ControllerGravity>();
app.register_type::<MovementSpeed>();
app.add_systems(
// Run collision handling after collision detection.
//
// NOTE: The collision implementation here is very basic and a bit buggy.
// A collide-and-slide algorithm would likely work better.
PhysicsSchedule,
kinematic_controller_collisions
.in_set(NarrowPhaseSet::Last)
.run_if(in_state(GameState::Playing)),
);
}
/// Reset the pitch and velocity of the character if the controller was switched.
pub fn reset_upon_switch(
mut event_controller_switch: EventReader<ControllerSwitchEvent>,
mut rig_transform_q: Option<Single<&mut Transform, With<PlayerBodyMesh>>>,
mut controllers: Query<&mut LinearVelocity>,
) {
for _ in event_controller_switch.read() {
// Reset velocity
for mut linear_velocity in &mut controllers {
linear_velocity.0 = Vec3::ZERO;
}
// Reset pitch but keep yaw the same
if let Some(ref mut rig_transform) = rig_transform_q {
let euler_rot = rig_transform.rotation.to_euler(EulerRot::YXZ);
let yaw = euler_rot.0;
rig_transform.rotation = Quat::from_euler(EulerRot::YXZ, yaw, 0.0, 0.0);
}
}
}
#[derive(Resource, Default)]
pub struct PlayerMovement {
pub any_direction: bool,
pub shooting: bool,
}
/// A marker component indicating that an entity is using a character controller.
#[derive(Component)]
pub struct CharacterController;
/// A marker component indicating that an entity is on the ground.
#[derive(Component)]
#[component(storage = "SparseSet")]
pub struct Grounded;
#[derive(Resource, Reflect)]
#[reflect(Resource)]
pub struct MovementSettings {
pub damping_normal: f32,
pub damping_brake: f32,
pub damping_brake_air: f32,
}
// todo some duplicate with player.rs settings
impl Default for MovementSettings {
fn default() -> Self {
Self {
damping_normal: 1.0,
damping_brake: 30.0,
damping_brake_air: 1.0,
}
}
}
#[derive(Component, Reflect)]
#[reflect(Component)]
pub struct MovementSpeedFactor(pub f32);
/// The speed used for character movement.
#[derive(Component, Reflect)]
#[reflect(Component)]
pub struct MovementSpeed(pub Scalar);
/// The damping factor used for slowing down movement.
#[derive(Component, Reflect)]
#[reflect(Component)]
pub struct MovementDampingFactor(pub Scalar);
/// The strength of a jump.
#[derive(Component, Reflect)]
#[reflect(Component)]
pub struct JumpImpulse(pub Scalar);
/// The gravitational acceleration used for a character controller.
#[derive(Component, Reflect)]
#[reflect(Component)]
pub struct ControllerGravity(pub Vector);
/// The maximum angle a slope can have for a character controller
/// to be able to climb and jump. If the slope is steeper than this angle,
/// the character will slide down.
#[derive(Component, Reflect)]
#[reflect(Component)]
pub struct MaxSlopeAngle(pub Scalar);
/// A bundle that contains the components needed for a basic
/// kinematic character controller.
#[derive(Bundle)]
pub struct CharacterControllerBundle {
character_controller: CharacterController,
rigid_body: RigidBody,
collider: Collider,
ground_caster: ShapeCaster,
gravity: ControllerGravity,
movement: MovementBundle,
collision_events: CollisionEventsEnabled,
}
/// A bundle that contains components for character movement.
#[derive(Bundle)]
pub struct MovementBundle {
acceleration: MovementSpeed,
jump_impulse: JumpImpulse,
max_slope_angle: MaxSlopeAngle,
factor: MovementSpeedFactor,
}
impl MovementBundle {
pub const fn new(acceleration: Scalar, jump_impulse: Scalar, max_slope_angle: Scalar) -> Self {
Self {
acceleration: MovementSpeed(acceleration),
jump_impulse: JumpImpulse(jump_impulse),
max_slope_angle: MaxSlopeAngle(max_slope_angle),
factor: MovementSpeedFactor(1.0),
}
}
}
impl Default for MovementBundle {
fn default() -> Self {
Self::new(30.0, 18.0, (60.0 as Scalar).to_radians())
}
}
impl CharacterControllerBundle {
pub fn new(collider: Collider, gravity: Vector) -> Self {
// Create shape caster as a slightly smaller version of collider
let mut caster_shape = collider.clone();
caster_shape.set_scale(Vector::ONE * 0.98, 10);
Self {
character_controller: CharacterController,
rigid_body: RigidBody::Kinematic,
collider,
ground_caster: ShapeCaster::new(
caster_shape,
Vector::ZERO,
Quaternion::default(),
Dir3::NEG_Y,
)
.with_max_distance(0.2),
gravity: ControllerGravity(gravity),
movement: MovementBundle::default(),
collision_events: CollisionEventsEnabled,
}
}
}