Files
space-game/src/plugins/player.rs
2025-07-05 16:59:17 -04:00

170 lines
4.3 KiB
Rust

use std::f32::consts::FRAC_PI_2;
use bevy::{input::mouse::MouseMotion, prelude::*};
use bevy_rapier3d::prelude::*;
use crate::{
components::{
camera::CameraPitch,
player::{GravityDirection, JumpSpeed, MoveSpeed, PlayerDrag, PlayerForce, PlayerMotion, PlayerVelocity},
tags::Player,
},
states::{input::InputWorldSystems, play::PlaySystems},
utils::{input::get_mouse_delta, rotation::get_alignment_rotation_preserve_twist},
};
pub struct PlayerPlugin;
impl Plugin for PlayerPlugin {
fn build(&self, app: &mut App) {
app.add_systems(PreUpdate, (keyboard_input, player_look).in_set(InputWorldSystems));
app.add_systems(
Update,
(apply_gravity, apply_forces, apply_motion, apply_drag)
.chain()
.in_set(PlaySystems),
);
app.add_systems(Update, align_with_gravity.in_set(PlaySystems));
}
}
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();
}
fn apply_gravity(
player: Single<
(
&mut PlayerVelocity,
&GravityDirection,
&GravityScale,
Option<&KinematicCharacterControllerOutput>,
),
With<Player>,
>,
time: Res<Time>,
) {
let (mut vel, dir, scale, output) = player.into_inner();
let Some(grav) = dir.0.map(|d| d.as_vec3()) else {
return;
};
let is_grounded = output.map(|o| o.grounded).unwrap_or(false);
if !is_grounded {
vel.0 += grav * scale.0 * 9.47 * time.delta_secs();
} else {
let dot = vel.0.dot(grav);
if dot > f32::EPSILON {
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<
(
&mut KinematicCharacterController,
&Transform,
&PlayerVelocity,
&PlayerMotion,
),
With<Player>,
>,
time: Res<Time>,
) {
let (mut controller, transform, vel, motion) = player.into_inner();
// let max_vel = vel.0.clamp_length_max(500.0);
let global_motion = transform.rotation * motion.0;
controller.translation = Some((vel.0 + global_motion) * controller.custom_mass.unwrap_or(1.0) * time.delta_secs());
}
fn keyboard_input(
key: Res<ButtonInput<KeyCode>>,
player: Single<
(
&mut PlayerMotion,
&mut PlayerVelocity,
&MoveSpeed,
&JumpSpeed,
&Transform,
Option<&KinematicCharacterControllerOutput>,
),
With<Player>,
>,
) {
let (mut motion, mut vel, speed, jump, transform, output) = player.into_inner();
let mut move_vec = Vec3::ZERO;
if key.pressed(KeyCode::KeyW) {
move_vec.z = -1.0;
} else if key.pressed(KeyCode::KeyS) {
move_vec.z = 1.0;
}
if key.pressed(KeyCode::KeyA) {
move_vec.x = -1.0;
} else if key.pressed(KeyCode::KeyD) {
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() * jump.0;
}
motion.0 = move_vec;
// transform.rotate_z(angle * time.delta_secs());
// controller.up = transform.up().as_vec3();
// move_vec += transform.down().as_vec3();
// controller.translation = Some(move_vec * time.delta_secs());
}
fn player_look(
mut player: Single<&mut Transform, With<Player>>,
mut cam_pitch: Single<&mut CameraPitch>,
mouse_motion: EventReader<MouseMotion>,
time: Res<Time>,
) {
let delta = get_mouse_delta(mouse_motion) * -time.delta_secs();
let up = player.up();
player.rotate_axis(up, delta.x);
cam_pitch.0 = (cam_pitch.0 + delta.y).clamp(-FRAC_PI_2 + 0.001, FRAC_PI_2 - 0.001);
}
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 grav_up = grav_dir * -1.0;
let desired_rotation = get_alignment_rotation_preserve_twist(transform.rotation, grav_up);
transform.rotation = transform.rotation.lerp(desired_rotation, time.delta_secs());
}