Files
HEDZReloaded/src/control/controller.rs

247 lines
7.6 KiB
Rust

use super::{ControllerSet, Controls, collisions::kinematic_controller_collisions};
use crate::{GameState, player::PlayerBodyMesh};
use avian3d::{math::*, prelude::*};
use bevy::{ecs::query::Has, prelude::*};
pub struct CharacterControllerPlugin;
impl Plugin for CharacterControllerPlugin {
fn build(&self, app: &mut App) {
app.init_resource::<PlayerMovement>();
app.register_type::<JumpImpulse>();
app.register_type::<ControllerGravity>();
app.register_type::<MovementAcceleration>();
app.add_systems(
Update,
(set_movement_flag, update_grounded, apply_gravity, movement)
.chain()
.in_set(ControllerSet::ApplyControls)
.run_if(in_state(GameState::Playing)),
);
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.
PostProcessCollisions,
kinematic_controller_collisions.run_if(in_state(GameState::Playing)),
);
}
}
/// 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, Default)]
pub struct PlayerMovement {
pub any_direction: bool,
}
/// The acceleration used for character movement.
#[derive(Component, Reflect)]
#[reflect(Component)]
pub struct MovementAcceleration(Scalar);
#[derive(Component, Reflect)]
#[reflect(Component)]
pub struct MovementSpeedFactor(pub f32);
/// The strength of a jump.
#[derive(Component, Reflect)]
#[reflect(Component)]
pub struct JumpImpulse(Scalar);
/// The gravitational acceleration used for a character controller.
#[derive(Component, Reflect)]
#[reflect(Component)]
pub struct ControllerGravity(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,
}
/// A bundle that contains components for character movement.
#[derive(Bundle)]
pub struct MovementBundle {
acceleration: MovementAcceleration,
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: MovementAcceleration(acceleration),
jump_impulse: JumpImpulse(jump_impulse),
max_slope_angle: MaxSlopeAngle(max_slope_angle),
factor: MovementSpeedFactor(1.),
}
}
}
impl CharacterControllerBundle {
pub fn new(collider: Collider, gravity: Vector, movement: MovementBundle) -> 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,
}
}
}
/// Updates the [`Grounded`] status for character controllers.
fn update_grounded(
mut commands: Commands,
mut query: Query<
(Entity, &ShapeHits, &Rotation, Option<&MaxSlopeAngle>),
With<CharacterController>,
>,
) {
for (entity, hits, rotation, max_slope_angle) in &mut query {
// The character is grounded if the shape caster has a hit with a normal
// that isn't too steep.
let is_grounded = hits.iter().any(|hit| {
if let Some(angle) = max_slope_angle {
(rotation * -hit.normal2).angle_between(Vector::Y).abs() <= angle.0
} else {
true
}
});
if is_grounded {
debug!("grounded");
commands.entity(entity).insert(Grounded);
} else {
debug!("not grounded");
commands.entity(entity).remove::<Grounded>();
}
}
}
/// Sets the movement flag, which is an indicator for the rig animation and the braking system.
fn set_movement_flag(mut player_movement: ResMut<PlayerMovement>, controls: Res<Controls>) {
let mut direction = controls.keyboard_state.move_dir;
let deadzone = 0.2;
if let Some(gamepad) = controls.gamepad_state {
direction += gamepad.move_dir;
}
if player_movement.any_direction {
if direction.length_squared() < deadzone {
player_movement.any_direction = false;
}
} else if direction.length_squared() > deadzone {
player_movement.any_direction = true;
}
}
/// Responds to [`MovementAction`] events and moves character controllers accordingly.
fn movement(
time: Res<Time>,
controls: Res<Controls>,
mut controllers: Query<(
&MovementAcceleration,
&MovementSpeedFactor,
&JumpImpulse,
&mut LinearVelocity,
Has<Grounded>,
)>,
rig_transform_q: Option<Single<&GlobalTransform, With<PlayerBodyMesh>>>,
mut jump_used: Local<bool>,
) {
let delta_time = time.delta_secs();
let mut direction = controls.keyboard_state.move_dir;
let mut jump_requested = controls.keyboard_state.jump;
if let Some(gamepad) = controls.gamepad_state {
direction += gamepad.move_dir;
jump_requested |= gamepad.jump;
}
direction = direction.normalize_or_zero();
for (movement_acceleration, factor, jump_impulse, mut linear_velocity, is_grounded) in
&mut controllers
{
let mut direction = direction.extend(0.0).xzy();
if let Some(ref rig_transform) = rig_transform_q {
direction =
(rig_transform.forward() * direction.z) + (rig_transform.right() * direction.x);
}
linear_velocity.x = -direction.x * movement_acceleration.0 * delta_time * factor.0;
linear_velocity.z = -direction.z * movement_acceleration.0 * delta_time * factor.0;
if is_grounded && jump_requested && !*jump_used {
linear_velocity.y = jump_impulse.0;
debug!("jump");
*jump_used = true;
}
if !controls.keyboard_state.jump
&& !controls
.gamepad_state
.map(|state| state.jump)
.unwrap_or_default()
{
*jump_used = false;
}
}
}
/// Applies [`ControllerGravity`] to character controllers.
fn apply_gravity(
time: Res<Time>,
mut controllers: Query<(&ControllerGravity, &mut LinearVelocity, Option<&Grounded>)>,
) {
let delta_time = time.delta_secs();
for (gravity, mut linear_velocity, grounded) in &mut controllers {
if grounded.is_none() {
linear_velocity.0 += gravity.0 * delta_time;
}
}
}