drag but bad rotation

This commit is contained in:
WanderingPenwing 2024-10-07 12:53:51 +02:00
parent cb74487f1b
commit 7dde61a98d
4 changed files with 142 additions and 9 deletions

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@ -2,3 +2,6 @@
A Stellarium game made for The icam Game jam 2024, using the Bevy game engine A Stellarium game made for The icam Game jam 2024, using the Bevy game engine
Star data from : [YaleBrightStarCatalog (Bretton Wade)](https://github.com/brettonw/YaleBrightStarCatalog/blob/master/bsc5-short.json) (MIT License, Copyright (c) 2016 Bretton Wade)
Constellation data from :[Lizard Tail (Isana Kashiwai)](https://www.lizard-tail.com/isana/lab/starlitnight/)

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@ -1,4 +1,6 @@
use bevy::prelude::*; use bevy::prelude::*;
use bevy::render::render_resource::PrimitiveTopology;
use bevy::render::render_asset::RenderAssetUsages;
use std::f64::consts::PI; use std::f64::consts::PI;
use rand::seq::SliceRandom; use rand::seq::SliceRandom;
use rand::RngCore; use rand::RngCore;
@ -17,6 +19,7 @@ use crate::spawn_cons_lines;
use crate::NORMAL_BUTTON; use crate::NORMAL_BUTTON;
use crate::RIGHT_BUTTON; use crate::RIGHT_BUTTON;
use crate::WRONG_BUTTON; use crate::WRONG_BUTTON;
use crate::SKY_RADIUS;
#[derive(Component)] #[derive(Component)]
pub struct AnswerButton; pub struct AnswerButton;
@ -30,7 +33,14 @@ pub struct ScoreLabel;
#[derive(Component)] #[derive(Component)]
pub struct HintLabel; pub struct HintLabel;
pub fn setup(mut commands: Commands, _asset_server: Res<AssetServer>) { #[derive(Component)]
pub struct DebugLine;
pub fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
let container_node = NodeBundle { let container_node = NodeBundle {
style: Style { style: Style {
width: Val::Percent(100.0), width: Val::Percent(100.0),
@ -160,6 +170,30 @@ pub fn setup(mut commands: Commands, _asset_server: Res<AssetServer>) {
commands.entity(centered_container).push_children(&[hint_label]); commands.entity(centered_container).push_children(&[hint_label]);
let line_material = materials.add(StandardMaterial {
emissive: LinearRgba::rgb(2.0, 0.5, 0.5),
..default()
});
let vertices = vec![
Vec3::new(0.0, 0.0, 0.0),
Vec3::new(1.0, 0.0, 0.0)
];
let mut mesh = Mesh::new(PrimitiveTopology::LineList, RenderAssetUsages::RENDER_WORLD);
mesh.insert_attribute(Mesh::ATTRIBUTE_POSITION, vertices);
commands.spawn((
PbrBundle {
mesh: meshes.add(mesh),
material: line_material.clone(),
transform: Transform::default(),
..default()
},
DebugLine,
MainGame
));
} }
@ -229,6 +263,94 @@ pub fn player_interact(
} }
} }
pub fn player_mouse_move (
buttons: Res<ButtonInput<MouseButton>>,
mut player_query: Query<(&mut Player, &mut Transform)>,
camera_query: Query<(&Camera, &GlobalTransform), With<Player>>,
window_query: Query<&Window, With<bevy::window::PrimaryWindow>>,
mut debug_line_query: Query<&mut Transform, (With<DebugLine>, Without<Player>)>,
) {
let Ok((mut player, mut player_transform)) = player_query.get_single_mut() else {
return;
};
if !buttons.pressed(MouseButton::Left) {
player.dragging_pos = None;
return
}
let window = window_query.single();
let Some(cursor_position) = window.cursor_position() else {
return;
};
let (camera, camera_transform) = camera_query.single();
let Some(ray) = camera.viewport_to_world(camera_transform, cursor_position) else {
return;
};
let new_global_cursor = ray.get_point(SKY_RADIUS);
let Some(old_global_cursor) = player.dragging_pos else {
player.dragging_pos = Some(new_global_cursor);
return;
};
if let Ok(mut debug_transform) = debug_line_query.get_single_mut() {
let direction = old_global_cursor - new_global_cursor ;
let distance = direction.length();
// Scale the line to match the distance between the points
debug_transform.scale = Vec3::new(distance*5.0, 1.0, 1.0);
// Position the line at old_pos
debug_transform.translation = new_global_cursor;
// Rotate the line to point from old_pos to new_pos
if distance > f32::EPSILON {
let rotation = Quat::from_rotation_arc(Vec3::X, direction.normalize());
debug_transform.rotation = rotation;
}
} else {
info!("no debug line");
}
if old_global_cursor != new_global_cursor {
let target_rotation = player_transform.rotation * rotate_to_align(old_global_cursor, new_global_cursor);
player_transform.rotation = player_transform.rotation.slerp(target_rotation, 0.8);
}
player.dragging_pos = Some(new_global_cursor);
}
fn rotate_to_align(old_pos: Vec3, new_pos: Vec3) -> Quat {
// Step 1: Normalize the input vectors (assuming they're not already normalized)
let old_pos_normalized = old_pos.normalize();
let new_pos_normalized = new_pos.normalize();
// Step 2: Compute the axis of rotation (cross product between old and new positions)
let axis_of_rotation = old_pos_normalized.cross(new_pos_normalized).normalize();
if axis_of_rotation.length_squared() < f32::EPSILON {
return Quat::IDENTITY;
}
// Step 3: Compute the angle of rotation (dot product and arccosine)
//let dot_product = old_pos_normalized.dot(new_pos_normalized);
let dot_product = new_pos_normalized.dot(old_pos_normalized);
let angle_of_rotation = dot_product.acos(); // This gives us the angle in radians
if angle_of_rotation.is_nan() || angle_of_rotation.is_infinite() {
return Quat::IDENTITY;
}
// Step 4: Create a quaternion representing the rotation
Quat::from_axis_angle(axis_of_rotation, angle_of_rotation)
}
pub fn ui_labels( pub fn ui_labels(

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@ -90,6 +90,20 @@ struct Player {
score: usize, score: usize,
health: usize, health: usize,
state: PlayerState, state: PlayerState,
dragging_pos: Option<Vec3>,
}
impl Default for Player {
fn default() -> Self {
Player {
target_rotation: None,
target_cons_name: None,
score: 0,
health: 3,
state: PlayerState::Playing,
dragging_pos: None,
}
}
} }
#[derive(PartialEq)] #[derive(PartialEq)]
@ -120,6 +134,7 @@ fn main() {
.add_systems(OnExit(GameState::Start), despawn_screen::<StartMenu>) .add_systems(OnExit(GameState::Start), despawn_screen::<StartMenu>)
.add_systems(OnEnter(GameState::Game), game_state::setup) .add_systems(OnEnter(GameState::Game), game_state::setup)
.add_systems(Update, game_state::player_interact.run_if(in_state(GameState::Game))) .add_systems(Update, game_state::player_interact.run_if(in_state(GameState::Game)))
.add_systems(Update, game_state::player_mouse_move.run_if(in_state(GameState::Game)))
.add_systems(Update, game_state::ui_buttons.run_if(in_state(GameState::Game))) .add_systems(Update, game_state::ui_buttons.run_if(in_state(GameState::Game)))
.add_systems(Update, game_state::ui_labels.run_if(in_state(GameState::Game))) .add_systems(Update, game_state::ui_labels.run_if(in_state(GameState::Game)))
.add_systems(OnExit(GameState::Game), despawn_screen::<MainGame>) .add_systems(OnExit(GameState::Game), despawn_screen::<MainGame>)

View file

@ -5,7 +5,6 @@ use crate::Player;
use crate::GameState; use crate::GameState;
use crate::GameOver; use crate::GameOver;
use crate::StartMenu; use crate::StartMenu;
use crate::PlayerState;
#[derive(Component)] #[derive(Component)]
struct AudioPlayer; struct AudioPlayer;
@ -67,13 +66,7 @@ pub fn setup(mut commands: Commands, _asset_server: Res<AssetServer>) {
transform: Transform::from_xyz(0.0, 0.0, 0.0), transform: Transform::from_xyz(0.0, 0.0, 0.0),
..default() ..default()
}, },
Player { Player::default(),
target_rotation: None,
target_cons_name: None,
score: 0,
health: 3,
state: PlayerState::Playing,
},
GameOver, GameOver,
)); ));
} }