added right click rot
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0d0673a0af
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c0103ec247
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@ -13,7 +13,8 @@ use crate::MainGame;
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use crate::spawn_cons_lines;
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use crate::spawn_cons_lines;
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use crate::CONS_VIEW_RADIUS;
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use crate::CONS_VIEW_RADIUS;
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use crate::MOUSE_SPEED;
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use crate::MOVE_SPEED;
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use crate::ROT_SPEED;
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#[derive(Component)]
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#[derive(Component)]
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pub struct InfoLabel;
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pub struct InfoLabel;
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@ -75,7 +76,7 @@ pub fn player_mouse_move (
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let local_transform = &global_transform.compute_transform();
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let local_transform = &global_transform.compute_transform();
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if !buttons.pressed(MouseButton::Left) {
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if !buttons.pressed(MouseButton::Left) {
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player.dragging_pos = None;
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player.l_drag_pos = None;
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return;
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return;
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}
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}
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@ -85,8 +86,8 @@ pub fn player_mouse_move (
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return;
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return;
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};
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};
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let Some(old_cursor) = player.dragging_pos else {
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let Some(old_cursor) = player.l_drag_pos else {
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player.dragging_pos = Some(new_cursor);
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player.l_drag_pos = Some(new_cursor);
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return;
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return;
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};
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};
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@ -105,7 +106,69 @@ pub fn player_mouse_move (
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let delta_rotation = rotate_to_align(new_ray, old_ray);
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let delta_rotation = rotate_to_align(new_ray, old_ray);
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player.target_rotation = Some(delta_rotation * local_transform.rotation );
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player.target_rotation = Some(delta_rotation * local_transform.rotation );
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player.dragging_pos = Some(new_cursor);
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player.l_drag_pos = Some(new_cursor);
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}
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pub fn player_mouse_rotate (
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buttons: Res<ButtonInput<MouseButton>>,
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mut player_query: Query<(&mut Player, &mut GlobalTransform)>,
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window_query: Query<&Window, With<bevy::window::PrimaryWindow>>,
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ui_query: Query<&Interaction, With<Button>>,
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) {
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for interaction in ui_query.iter() {
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if *interaction == Interaction::Pressed {
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// Button clicked
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return;
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}
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}
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let Ok((mut player, global_transform)) = player_query.get_single_mut() else {
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return;
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};
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let local_transform = &global_transform.compute_transform();
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if !buttons.pressed(MouseButton::Right) {
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player.r_drag_pos = None;
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return;
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}
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let window = window_query.single();
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let Some(new_cursor) = window.cursor_position() else {
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return;
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};
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let Some(old_cursor) = player.r_drag_pos else {
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player.r_drag_pos = Some(new_cursor);
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return;
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};
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if old_cursor.distance(new_cursor) < 1.0 {
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return;
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}
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let center = Vec2::new(window.width()/2.0, window.height()/2.0);
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let old_vec = old_cursor - center;
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let new_vec = new_cursor - center;
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if new_vec.length() < f32::EPSILON || old_vec.length() < f32::EPSILON {
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player.r_drag_pos = Some(new_cursor);
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return;
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}
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let angle = (old_vec.dot(new_vec) / (old_vec.length() * new_vec.length())).acos() * ROT_SPEED;
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let signed_angle = if old_vec.perp_dot(new_vec) < 0.0 {
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angle
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} else {
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-angle
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};
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let delta_rotation = Quat::from_axis_angle(local_transform.forward().into(), signed_angle);
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player.target_rotation = Some(delta_rotation * local_transform.rotation);
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player.r_drag_pos = Some(new_cursor);
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}
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}
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pub fn zoom(
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pub fn zoom(
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@ -149,7 +212,7 @@ fn rotate_to_align(ray_1: Ray3d, ray_2: Ray3d) -> Quat {
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}
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}
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let dot_product = dir_1.dot(dir_2).clamp(-1.0, 1.0);
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let dot_product = dir_1.dot(dir_2).clamp(-1.0, 1.0);
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let angle_of_rotation = dot_product.acos() * MOUSE_SPEED;
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let angle_of_rotation = dot_product.acos() * MOVE_SPEED;
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if angle_of_rotation.is_nan() || angle_of_rotation.is_infinite() {
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if angle_of_rotation.is_nan() || angle_of_rotation.is_infinite() {
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return Quat::IDENTITY;
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return Quat::IDENTITY;
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@ -215,7 +215,7 @@ pub fn player_interact(
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return
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return
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};
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};
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if player.dragging_pos.is_some() {
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if player.l_drag_pos.is_some() || player.r_drag_pos.is_some() {
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game_data.target_cons_focused = false;
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game_data.target_cons_focused = false;
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}
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}
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@ -21,7 +21,8 @@ const MAX_STAR_SIZE: f32 = 0.63;
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const STAR_SCALE: f32 = 0.02;
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const STAR_SCALE: f32 = 0.02;
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const SKY_RADIUS: f32 = 4.0;
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const SKY_RADIUS: f32 = 4.0;
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const CONS_VIEW_RADIUS: f32 = 0.8;
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const CONS_VIEW_RADIUS: f32 = 0.8;
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const MOUSE_SPEED: f32 = 12.0;
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const MOVE_SPEED: f32 = 12.0;
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const ROT_SPEED: f32 = 9.0;
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#[derive(Serialize, Deserialize, Debug, Clone)]
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#[derive(Serialize, Deserialize, Debug, Clone)]
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struct StarData {
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struct StarData {
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@ -113,7 +114,8 @@ struct GameOver;
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#[derive(Component, Default)]
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#[derive(Component, Default)]
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struct Player {
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struct Player {
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target_rotation: Option<Quat>,
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target_rotation: Option<Quat>,
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dragging_pos: Option<Vec2>,
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r_drag_pos: Option<Vec2>,
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l_drag_pos: Option<Vec2>,
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}
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}
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#[derive(Clone, Copy, Default, Eq, PartialEq, Debug, Hash, States)]
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#[derive(Clone, Copy, Default, Eq, PartialEq, Debug, Hash, States)]
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@ -140,6 +142,7 @@ fn main() {
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.add_systems(OnEnter(GameState::Game), game_state::setup)
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.add_systems(OnEnter(GameState::Game), game_state::setup)
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.add_systems(Update, game_state::player_interact.run_if(in_state(GameState::Game)))
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.add_systems(Update, game_state::player_interact.run_if(in_state(GameState::Game)))
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.add_systems(Update, explo_state::player_mouse_move.run_if(in_state(GameState::Game).or_else(in_state(GameState::Explo))))
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.add_systems(Update, explo_state::player_mouse_move.run_if(in_state(GameState::Game).or_else(in_state(GameState::Explo))))
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.add_systems(Update, explo_state::player_mouse_rotate.run_if(in_state(GameState::Game).or_else(in_state(GameState::Explo))))
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.add_systems(Update, explo_state::rotate_camera.run_if(in_state(GameState::Game).or_else(in_state(GameState::Explo))))
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.add_systems(Update, explo_state::rotate_camera.run_if(in_state(GameState::Game).or_else(in_state(GameState::Explo))))
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.add_systems(Update, explo_state::zoom.run_if(in_state(GameState::Game).or_else(in_state(GameState::Explo))))
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.add_systems(Update, explo_state::zoom.run_if(in_state(GameState::Game).or_else(in_state(GameState::Explo))))
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.add_systems(Update, game_state::ui_buttons.run_if(in_state(GameState::Game)))
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.add_systems(Update, game_state::ui_buttons.run_if(in_state(GameState::Game)))
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