cleaned up

This commit is contained in:
WanderingPenwing 2024-10-07 17:05:22 +02:00
parent f4440dd06e
commit ab804fb9b5
3 changed files with 85 additions and 136 deletions

83
src/explo_state.rs Normal file
View file

@ -0,0 +1,83 @@
use bevy::prelude::*;
use crate::Player;
pub fn player_mouse_move (
buttons: Res<ButtonInput<MouseButton>>,
mut player_query: Query<(&mut Player, &Camera, &mut GlobalTransform)>,
window_query: Query<&Window, With<bevy::window::PrimaryWindow>>,
// debug_line_query: Query<&mut Transform, (With<DebugLine>, Without<Player>)>,
) {
let Ok((mut player, camera, global_transform)) = player_query.get_single_mut() else {
return;
};
let local_transform = &global_transform.compute_transform();
// Check if left mouse button is pressed
if !buttons.pressed(MouseButton::Left) {
player.dragging_pos = None;
return;
}
let window = window_query.single();
let Some(new_cursor) = window.cursor_position() else {
return;
};
let Some(old_cursor) = player.dragging_pos else {
player.dragging_pos = Some(new_cursor);
return;
};
// Check if cursor has moved significantly
if old_cursor.distance(new_cursor) < 3.0 {
return;
}
// Raycasting from the camera based on the cursor positions
let Some(old_ray) = camera.viewport_to_world(&global_transform, old_cursor) else {
return;
};
let Some(new_ray) = camera.viewport_to_world(&global_transform, new_cursor) else {
return;
};
let delta_rotation = rotate_to_align(new_ray, old_ray); // oposite direction and never stop
//debug_vector(debug_line_query, new_ray.get_point(SKY_RADIUS), axis*10.0);
player.target_rotation = Some(delta_rotation * local_transform.rotation );
player.dragging_pos = Some(new_cursor);
}
fn rotate_to_align(ray_1: Ray3d, ray_2: Ray3d) -> Quat {
// Step 1: Get the direction vectors from the rays
let pos_1 = ray_1.get_point(1.0);
let pos_2 = ray_2.get_point(1.0);
// Compute direction vectors
let dir_1 = (pos_1 - Vec3::ZERO).normalize(); // Change Vec3::ZERO to the origin or a relevant point
let dir_2 = (pos_2 - Vec3::ZERO).normalize();
// Step 2: Compute the axis of rotation (cross product)
let axis_of_rotation = dir_1.cross(dir_2).normalize();
// Check if vectors are parallel
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 = dir_1.dot(dir_2).clamp(-1.0, 1.0); // Clamp the value to prevent NaN from acos
let angle_of_rotation = dot_product.acos() * 6.0; // Ensure the angle is in radians
// Handle any potential invalid angle values
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)
}

View file

@ -1,6 +1,4 @@
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;
@ -32,13 +30,8 @@ pub struct ScoreLabel;
#[derive(Component)] #[derive(Component)]
pub struct HintLabel; pub struct HintLabel;
#[derive(Component)]
pub struct DebugLine;
pub fn setup( pub fn setup(
mut commands: Commands, 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 {
@ -168,31 +161,6 @@ pub fn setup(
let hint_label = commands.spawn((hint_label_node, MainGame, HintLabel)).id(); let hint_label = commands.spawn((hint_label_node, MainGame, HintLabel)).id();
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
));
} }
@ -275,109 +243,6 @@ pub fn player_interact(
} }
} }
pub fn player_mouse_move (
buttons: Res<ButtonInput<MouseButton>>,
mut player_query: Query<(&mut Player, &Camera, &mut GlobalTransform)>,
window_query: Query<&Window, With<bevy::window::PrimaryWindow>>,
// debug_line_query: Query<&mut Transform, (With<DebugLine>, Without<Player>)>,
) {
let Ok((mut player, camera, global_transform)) = player_query.get_single_mut() else {
return;
};
let local_transform = &global_transform.compute_transform();
// Check if left mouse button is pressed
if !buttons.pressed(MouseButton::Left) {
player.dragging_pos = None;
return;
}
let window = window_query.single();
let Some(new_cursor) = window.cursor_position() else {
return;
};
let Some(old_cursor) = player.dragging_pos else {
player.dragging_pos = Some(new_cursor);
return;
};
// Check if cursor has moved significantly
if old_cursor.distance(new_cursor) < 3.0 {
return;
}
// Raycasting from the camera based on the cursor positions
let Some(old_ray) = camera.viewport_to_world(&global_transform, old_cursor) else {
return;
};
let Some(new_ray) = camera.viewport_to_world(&global_transform, new_cursor) else {
return;
};
let delta_rotation = rotate_to_align(new_ray, old_ray); // oposite direction and never stop
//debug_vector(debug_line_query, new_ray.get_point(SKY_RADIUS), axis*10.0);
player.target_rotation = Some(delta_rotation * local_transform.rotation );
player.dragging_pos = Some(new_cursor);
}
fn rotate_to_align(ray_1: Ray3d, ray_2: Ray3d) -> Quat {
// Step 1: Get the direction vectors from the rays
let pos_1 = ray_1.get_point(1.0);
let pos_2 = ray_2.get_point(1.0);
// Compute direction vectors
let dir_1 = (pos_1 - Vec3::ZERO).normalize(); // Change Vec3::ZERO to the origin or a relevant point
let dir_2 = (pos_2 - Vec3::ZERO).normalize();
// Step 2: Compute the axis of rotation (cross product)
let axis_of_rotation = dir_1.cross(dir_2).normalize();
// Check if vectors are parallel
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 = dir_1.dot(dir_2).clamp(-1.0, 1.0); // Clamp the value to prevent NaN from acos
let angle_of_rotation = dot_product.acos() * 6.0; // Ensure the angle is in radians
// Handle any potential invalid angle values
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)
}
// fn debug_vector(
// mut debug_line_query: Query<&mut Transform, (With<DebugLine>, Without<Player>)>,
// pos: Vec3, vec: Vec3
// ) {
// let Ok(mut debug_transform) = debug_line_query.get_single_mut() else {
// info!("no debug line");
// return;
// };
//
// let vec_norm = vec.length();
//
// debug_transform.scale = Vec3::new(vec_norm, 1.0, 1.0);
//
// debug_transform.translation = pos;
//
// if vec_norm > f32::EPSILON {
// let rotation = Quat::from_rotation_arc(Vec3::X, vec.normalize());
// debug_transform.rotation = rotation;
// }
// }
pub fn ui_labels( pub fn ui_labels(
mut param_set: ParamSet<( mut param_set: ParamSet<(
Query<&mut Text, With<HealthLabel>>, Query<&mut Text, With<HealthLabel>>,

View file

@ -8,6 +8,7 @@ use std::f64::consts::PI;
mod end_state; mod end_state;
mod start_state; mod start_state;
mod game_state; mod game_state;
mod explo_state;
const NORMAL_BUTTON: Color = Color::srgb(0.15, 0.15, 0.15); const NORMAL_BUTTON: Color = Color::srgb(0.15, 0.15, 0.15);
const WRONG_BUTTON: Color = Color::srgb(0.50, 0.15, 0.15); const WRONG_BUTTON: Color = Color::srgb(0.50, 0.15, 0.15);
@ -134,7 +135,7 @@ 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, explo_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>)