Player drag and alignment with gravity

+player jumping
This commit is contained in:
2025-06-25 15:55:25 -04:00
parent 8c3281f9cc
commit 11d6c52791
6 changed files with 118 additions and 24 deletions

View File

@@ -2,20 +2,48 @@ use bevy::prelude::*;
use bevy_rapier3d::prelude::GravityScale;
#[derive(Component, Default, Reflect)]
#[require(PlayerVelocity)]
#[require(PlayerVelocity, MoveSpeed, JumpSpeed, PlayerDrag)]
pub struct PlayerMotion(pub Vec3);
#[derive(Component, Default, Reflect)]
pub struct PlayerForce(pub Vec3);
#[derive(Component, Default, Reflect)]
#[derive(Component, Reflect)]
#[require(GravityScale)]
pub struct GravityDirection(pub Option<Dir3>);
impl Default for GravityDirection {
fn default() -> Self {
Self::DOWN
}
}
impl GravityDirection {
pub const DOWN: GravityDirection = GravityDirection(Some(Dir3::NEG_Y));
#[allow(dead_code)]
pub const NONE: GravityDirection = GravityDirection(None);
}
#[derive(Component, Default, Reflect)]
pub struct PlayerVelocity(pub Vec3);
#[derive(Component, Reflect)]
pub struct MoveSpeed(pub f32);
impl Default for MoveSpeed {
fn default() -> Self {
Self(10.0)
}
}
#[derive(Component, Reflect)]
pub struct JumpSpeed(pub f32);
impl Default for JumpSpeed {
fn default() -> Self {
Self(10.0)
}
}
#[derive(Component, Default, Reflect)]
pub struct PlayerDrag(pub f32);

View File

@@ -1,7 +1,7 @@
use crate::{
components::{
camera::{CameraPitch, CameraRoot, FollowCam, MainCamera, Unfocused},
player::GravityDirection,
player::{GravityDirection, MoveSpeed, PlayerDrag},
tags::{Player, Ship},
},
plugins::*,
@@ -48,7 +48,7 @@ fn setup_scene(
.spawn((
Name::new("Player"),
Player,
GravityDirection::DOWN,
PlayerDrag(0.5),
Collider::capsule_y(0.5, 0.5),
RigidBody::KinematicPositionBased,
KinematicCharacterController::default(),

View File

@@ -1,9 +1,14 @@
use std::f32::EPSILON;
use bevy::prelude::*;
use bevy_rapier3d::prelude::*;
use crate::components::{
player::{GravityDirection, PlayerForce, PlayerMotion, PlayerVelocity},
use crate::{
components::{
player::{GravityDirection, JumpSpeed, MoveSpeed, PlayerDrag, PlayerForce, PlayerMotion, PlayerVelocity},
tags::Player,
},
utils::rotation::get_alignment_rotation,
};
pub struct PlayerPlugin;
@@ -11,15 +16,16 @@ pub struct PlayerPlugin;
impl Plugin for PlayerPlugin {
fn build(&self, app: &mut App) {
app.add_systems(PreUpdate, keyboard_input.in_set(PlayerInputSystems));
app.add_systems(Update, (apply_gravity, apply_forces, apply_motion).chain());
app.add_systems(Update, (apply_gravity, apply_forces, apply_motion, apply_drag).chain());
app.add_systems(Update, align_with_gravity);
}
}
#[derive(SystemSet, Debug, Clone, PartialEq, Eq, Hash)]
pub struct PlayerInputSystems;
fn apply_forces(player: Single<(&mut PlayerVelocity, &mut PlayerForce), With<Player>>, time: Res<Time>) {
let (mut vel, mut force) = player.into_inner();
fn apply_forces(player: Single<(&mut PlayerVelocity, &PlayerForce), With<Player>>, time: Res<Time>) {
let (mut vel, force) = player.into_inner();
vel.0 += force.0 * time.delta_secs();
}
@@ -44,9 +50,17 @@ fn apply_gravity(
if !is_grounded {
vel.0 += grav * scale.0 * 9.47 * time.delta_secs();
} else {
vel.0 = vel.0 - vel.0.dot(grav) * grav;
let dot = vel.0.dot(grav);
if dot > 0.0 {
vel.0 = vel.0 - dot * grav;
}
}
}
fn apply_drag(player: Single<(&mut PlayerVelocity, &PlayerDrag), With<Player>>, time: Res<Time>) {
let (mut vel, drag) = player.into_inner();
vel.0 *= (1.0 - drag.0 * time.delta_secs()).max(0.0);
}
fn apply_motion(
player: Single<
@@ -61,10 +75,9 @@ fn apply_motion(
time: Res<Time>,
) {
let (mut controller, transform, vel, motion) = player.into_inner();
let max_vel = vel.0.clamp_length_max(500.0);
// let max_vel = vel.0.clamp_length_max(500.0);
let global_motion = transform.rotation * motion.0;
controller.translation =
Some((max_vel + global_motion) * controller.custom_mass.unwrap_or(1.0) * time.delta_secs());
controller.translation = Some((vel.0 + global_motion) * controller.custom_mass.unwrap_or(1.0) * time.delta_secs());
}
fn keyboard_input(
@@ -73,13 +86,15 @@ fn keyboard_input(
(
&mut PlayerMotion,
&mut PlayerVelocity,
&MoveSpeed,
&JumpSpeed,
&Transform,
Option<&KinematicCharacterControllerOutput>,
),
With<Player>,
>,
) {
let (mut motion, mut vel, transform, output) = player.into_inner();
let (mut motion, mut vel, speed, jump, transform, output) = player.into_inner();
let mut move_vec = Vec3::ZERO;
if key.pressed(KeyCode::KeyW) {
@@ -94,18 +109,13 @@ fn keyboard_input(
move_vec.x = 1.0;
}
move_vec = move_vec.normalize_or_zero() * speed.0;
let is_grounded = output.map(|o| o.grounded).unwrap_or(false);
if key.just_pressed(KeyCode::Space) && is_grounded {
vel.0 += transform.up() * 200.0;
vel.0 += transform.up() * jump.0;
}
let angle = if key.pressed(KeyCode::KeyQ) {
-0.1
} else if key.pressed(KeyCode::KeyE) {
0.1
} else {
0.0
};
motion.0 = move_vec;
// transform.rotate_z(angle * time.delta_secs());
@@ -113,3 +123,32 @@ fn keyboard_input(
// move_vec += transform.down().as_vec3();
// controller.translation = Some(move_vec * time.delta_secs());
}
fn align_with_gravity(
player: Single<
(
&mut Transform,
&GravityDirection,
Option<&KinematicCharacterControllerOutput>,
),
With<Player>,
>,
time: Res<Time>,
) {
let (mut transform, grav, output) = player.into_inner();
let is_grounded = output.map(|o| o.grounded).unwrap_or(false);
if !is_grounded {
return;
}
let Some(grav_dir) = grav.0 else {
return;
};
let cur_up = transform.up();
let grav_up = grav_dir * -1.0;
let desired_rotation = get_alignment_rotation(cur_up, grav_up);
transform.rotation = transform.rotation.lerp(desired_rotation, time.delta_secs());
}

View File

@@ -2,7 +2,7 @@ use bevy::prelude::*;
use crate::components::{
camera::{FollowCam, FollowTarget},
player::{GravityDirection, PlayerForce, PlayerMotion, PlayerVelocity},
player::{GravityDirection, MoveSpeed, PlayerForce, PlayerMotion, PlayerVelocity},
};
pub struct TypesPlugin;
@@ -15,5 +15,6 @@ impl Plugin for TypesPlugin {
app.register_type::<PlayerForce>();
app.register_type::<PlayerMotion>();
app.register_type::<GravityDirection>();
app.register_type::<MoveSpeed>();
}
}

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@@ -1 +1,2 @@
pub mod input;
pub mod rotation;

25
src/utils/rotation.rs Normal file
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@@ -0,0 +1,25 @@
use std::f32::{EPSILON, consts::PI};
use bevy::prelude::*;
pub fn get_alignment_rotation(cur_dir: Dir3, target_dir: Vec3) -> Quat {
let tgt = target_dir.normalize();
let axis = cur_dir.cross(tgt);
let axis_len = axis.length();
if axis_len < EPSILON {
let dot = cur_dir.dot(tgt);
if dot > 0.999 {
return Quat::IDENTITY;
} else {
let ortho = if cur_dir.x < 0.99 {
cur_dir.cross(Vec3::X)
} else {
cur_dir.cross(Vec3::Z)
};
return Quat::from_axis_angle(ortho.normalize(), PI);
}
} else {
let angle = cur_dir.angle_between(tgt);
return Quat::from_axis_angle(axis.normalize(), angle);
}
}