Implement MenuSystem, reimplement the mouse grab and menu system, add a new common module in the game systems for common functions, various other fixes
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47c3b2b111
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7 changed files with 219 additions and 150 deletions
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@ -8,6 +8,9 @@ use winit::event::Event;
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use winit::keyboard::KeyCode;
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use raidillon_app::prelude::*;
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use crate::systems::common::{camera_front, is_camera_mode_valid, is_mouse_look_enabled};
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use crate::systems::menu::MenuState;
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#[derive(Default)]
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pub struct KinematicCharacterController {
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character_controller: RapierKinematicCharacterController,
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@ -57,7 +60,7 @@ impl System for KinematicCharacterController {
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}
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fn handle_event(&mut self, res: &mut EngineResources, scene: &mut Scene) {
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if !self.is_camera_mode_valid(scene) {
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if !is_camera_mode_valid(scene, CameraMode::Kinematic) {
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return
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}
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@ -78,45 +81,44 @@ impl System for KinematicCharacterController {
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}
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fn frame_update(&mut self, res: &mut EngineResources, scene: &mut Scene) {
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if !self.is_camera_mode_valid(scene) {
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return
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}
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let (pctx, input) = res.get_many::<(PlatformContext, InputState)>().unwrap();
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self.yaw += (self.mouse_delta.0 as f32) * self.sensitivity;
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self.pitch -= (self.mouse_delta.1 as f32) * self.sensitivity;
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self.pitch = self.pitch.clamp(-89.0, 89.0);
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let front = self.front();
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let front = camera_front(self.yaw, self.pitch);
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let right_vec = front.cross(Vec3::Y).normalize();
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if input.key_held(KeyCode::KeyW) {
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self.desired_movement += front * pctx.time_ctx.frame_dt * self.speed;
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}
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if input.key_held(KeyCode::KeyS) {
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self.desired_movement -= front * pctx.time_ctx.frame_dt * self.speed;
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}
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if input.key_held(KeyCode::KeyA) {
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self.desired_movement -= right_vec * pctx.time_ctx.frame_dt * self.speed;
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}
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if input.key_held(KeyCode::KeyD) {
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self.desired_movement += right_vec * pctx.time_ctx.frame_dt * self.speed;
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if is_camera_mode_valid(scene, CameraMode::Kinematic) && is_mouse_look_enabled(scene) {
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let (pctx, input) = res.get_many::<(PlatformContext, InputState)>().unwrap();
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self.yaw += (self.mouse_delta.0 as f32) * self.sensitivity;
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self.pitch -= (self.mouse_delta.1 as f32) * self.sensitivity;
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self.pitch = self.pitch.clamp(-89.0, 89.0);
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if input.key_held(KeyCode::KeyW) {
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self.desired_movement += front * pctx.time_ctx.frame_dt * self.speed;
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}
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if input.key_held(KeyCode::KeyS) {
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self.desired_movement -= front * pctx.time_ctx.frame_dt * self.speed;
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}
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if input.key_held(KeyCode::KeyA) {
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self.desired_movement -= right_vec * pctx.time_ctx.frame_dt * self.speed;
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}
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if input.key_held(KeyCode::KeyD) {
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self.desired_movement += right_vec * pctx.time_ctx.frame_dt * self.speed;
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}
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}
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let pos = Physics::rapier_translation_to_glam(&self.last_position);
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if is_camera_mode_valid(scene, CameraMode::Kinematic) {
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let pos = Physics::rapier_translation_to_glam(&self.last_position);
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scene.world.query_mut::<&mut Camera>().into_iter().for_each(|(_, camera)| {
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// INTERPOLATION NEEDED.
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camera.eye = pos;
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camera.center = pos + front;
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});
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}
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scene.world.query_mut::<&mut Camera>().into_iter().for_each(|(_, camera)| {
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// INTERPOLATION NEEDED.
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camera.eye = pos;
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camera.center = pos + front;
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});
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self.mouse_delta = (0.0, 0.0);
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}
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fn fixed_update(&mut self, res: &mut EngineResources, scene: &mut Scene) {
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if !self.is_camera_mode_valid(scene) {
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return
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}
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let p = scene.resources.get_mut::<Physics>().unwrap();
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let (pctx, input) = res.get_many::<(PlatformContext, InputState)>().unwrap();
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@ -166,24 +168,3 @@ impl System for KinematicCharacterController {
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self.desired_movement = Vec3::ZERO;
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}
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}
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impl KinematicCharacterController {
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pub fn front(&self) -> Vec3 {
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let yaw_rad = self.yaw.to_radians();
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let pitch_rad = self.pitch.to_radians();
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Vec3::new(
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yaw_rad.cos() * pitch_rad.cos(),
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pitch_rad.sin(),
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yaw_rad.sin() * pitch_rad.cos(),
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).normalize()
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}
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fn is_camera_mode_valid(&self, scene: &mut Scene) -> bool {
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let mut q = scene.world.query::<(&Camera, &CameraMode)>();
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let (cam_ent, (cam, cam_mode)) = q
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.iter()
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.next()
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.unwrap();
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*cam_mode == CameraMode::Kinematic
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}
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}
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