Player motion and forces
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@@ -1,22 +1,85 @@
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use bevy::prelude::*;
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use bevy_rapier3d::prelude::*;
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use crate::components::tags::Player;
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use crate::components::{
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player::{GravityDirection, PlayerForce, PlayerMotion, PlayerVelocity},
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tags::Player,
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};
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pub struct PlayerPlugin;
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impl Plugin for PlayerPlugin {
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fn build(&self, app: &mut App) {
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app.add_systems(PreUpdate, keyboard_input);
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app.add_systems(PreUpdate, keyboard_input.in_set(PlayerInputSystems));
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app.add_systems(Update, (apply_gravity, apply_forces, apply_motion).chain());
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}
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}
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#[derive(SystemSet, Debug, Clone, PartialEq, Eq, Hash)]
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pub struct PlayerInputSystems;
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fn apply_forces(player: Single<(&mut PlayerVelocity, &mut PlayerForce), With<Player>>, time: Res<Time>) {
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let (mut vel, mut force) = player.into_inner();
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vel.0 += force.0 * time.delta_secs();
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}
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fn apply_gravity(
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player: Single<
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(
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&mut PlayerVelocity,
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&GravityDirection,
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&GravityScale,
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Option<&KinematicCharacterControllerOutput>,
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),
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With<Player>,
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>,
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time: Res<Time>,
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) {
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let (mut vel, dir, scale, output) = player.into_inner();
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let Some(grav) = dir.0.map(|d| d.as_vec3()) else {
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return;
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};
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let is_grounded = output.map(|o| o.grounded).unwrap_or(false);
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if !is_grounded {
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vel.0 += grav * scale.0 * 9.47 * time.delta_secs();
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} else {
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vel.0 = vel.0 - vel.0.dot(grav) * grav;
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}
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}
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fn apply_motion(
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player: Single<
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(
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&mut KinematicCharacterController,
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&Transform,
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&PlayerVelocity,
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&PlayerMotion,
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),
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With<Player>,
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>,
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time: Res<Time>,
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) {
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let (mut controller, transform, vel, motion) = player.into_inner();
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let max_vel = vel.0.clamp_length_max(500.0);
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let global_motion = transform.rotation * motion.0;
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controller.translation =
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Some((max_vel + global_motion) * controller.custom_mass.unwrap_or(1.0) * time.delta_secs());
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}
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fn keyboard_input(
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key: Res<ButtonInput<KeyCode>>,
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mut player: Single<(&mut KinematicCharacterController, &mut Transform), With<Player>>,
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time: Res<Time>,
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player: Single<
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(
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&mut PlayerMotion,
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&mut PlayerVelocity,
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&Transform,
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Option<&KinematicCharacterControllerOutput>,
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),
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With<Player>,
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>,
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) {
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let (mut controller, mut transform) = player.into_inner();
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let (mut motion, mut vel, transform, output) = player.into_inner();
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let mut move_vec = Vec3::ZERO;
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if key.pressed(KeyCode::KeyW) {
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@@ -31,6 +94,11 @@ fn keyboard_input(
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move_vec.x = 1.0;
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}
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let is_grounded = output.map(|o| o.grounded).unwrap_or(false);
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if key.just_pressed(KeyCode::Space) && is_grounded {
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vel.0 += transform.up() * 200.0;
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}
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let angle = if key.pressed(KeyCode::KeyQ) {
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-0.1
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} else if key.pressed(KeyCode::KeyE) {
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@@ -38,8 +106,10 @@ fn keyboard_input(
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} else {
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0.0
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};
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transform.rotate_z(angle * time.delta_secs());
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controller.up = transform.up().as_vec3();
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move_vec += transform.down().as_vec3();
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controller.translation = Some(move_vec * time.delta_secs());
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motion.0 = move_vec;
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// transform.rotate_z(angle * time.delta_secs());
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// controller.up = transform.up().as_vec3();
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// move_vec += transform.down().as_vec3();
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// controller.translation = Some(move_vec * time.delta_secs());
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}
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