Velocity and velocity shed
This commit is contained in:
parent
2538e003fc
commit
1962d4d325
@ -1,14 +1,16 @@
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use bevy::{
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use bevy::{
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prelude::{Component, Vec3},
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prelude::{Component, Vec3},
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reflect::Reflect,
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reflect::Reflect,
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time::Timer,
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time::Timer, ecs::reflect::ReflectComponent,
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};
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};
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use crate::comps::core::weapons::caliber::Caliber;
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use crate::comps::core::weapons::caliber::Caliber;
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#[derive(Component, Reflect)]
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#[derive(Component, Reflect, Default)]
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#[reflect(Component)]
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pub struct BulletMarker {
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pub struct BulletMarker {
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pub caliber: Caliber,
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pub caliber: Caliber,
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pub starting_point: Vec3,
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pub starting_point: Vec3,
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pub timer: Timer,
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pub timer: Timer,
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pub current_velocity: Vec3,
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}
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}
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@ -1,13 +1,15 @@
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use bevy::reflect::Reflect;
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use bevy::reflect::Reflect;
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#[allow(unused)]
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#[allow(unused)]
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#[derive(Clone, Reflect)]
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#[derive(Clone, Reflect, Default)]
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pub enum Caliber {
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pub enum Caliber {
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/// 5.56x45mm
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/// 5.56x45mm
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NATO556,
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NATO556,
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/// 9x19mm
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/// 9x19mm
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#[default]
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Parabellum9mm,
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Parabellum9mm,
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/// 5.45x39mm
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/// 5.45x39mm (7N6M)
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/// Reference: [Wikipedia](https://en.wikipedia.org/wiki/5.45%C3%9739mm)
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RU545
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RU545
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}
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}
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impl Caliber {
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impl Caliber {
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@ -32,11 +34,12 @@ impl Caliber {
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Caliber::RU545 => 75.0,
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Caliber::RU545 => 75.0,
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}
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}
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}
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}
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/// Unit = kg
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pub fn mass(&self) -> f32 {
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pub fn mass(&self) -> f32 {
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match self {
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match self {
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Caliber::NATO556 => 0.1,
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Caliber::NATO556 => 0.00402,
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Caliber::Parabellum9mm => 0.05,
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Caliber::Parabellum9mm => 0.05,
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Caliber::RU545 => 0.07,
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Caliber::RU545 => 0.00343,
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}
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}
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}
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}
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pub fn linear_damping(&self) -> f32 {
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pub fn linear_damping(&self) -> f32 {
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@ -60,4 +63,20 @@ impl Caliber {
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Caliber::RU545 => 0.06
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Caliber::RU545 => 0.06
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}
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}
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}
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}
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/// Unit = m/s
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pub fn muzzle_velocity(&self) -> f32 {
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match self {
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Caliber::NATO556 => 991.0,
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Caliber::Parabellum9mm => todo!(),
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Caliber::RU545 => 880.0,
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}
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}
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/// Unit = m/s
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pub fn velocity_shed(&self) -> f32 {
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match self {
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Caliber::NATO556 => todo!(),
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Caliber::Parabellum9mm => todo!(),
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Caliber::RU545 => 120.0,
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}
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}
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}
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}
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@ -10,7 +10,6 @@ pub fn update_gun_position_on_collision(
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mut events: EventReader<EquippedGunCollisionEvent>,
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mut events: EventReader<EquippedGunCollisionEvent>,
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) {
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) {
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for event in events.read() {
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for event in events.read() {
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println!("Collision");
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for mut player_firing_info in query.iter_mut() {
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for mut player_firing_info in query.iter_mut() {
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match event.collision_type {
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match event.collision_type {
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CollisionEventType::Start => {
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CollisionEventType::Start => {
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@ -19,7 +18,6 @@ pub fn update_gun_position_on_collision(
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},
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},
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CollisionEventType::End => {
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CollisionEventType::End => {
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player_firing_info.gun_colliding_with_object = false;
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player_firing_info.gun_colliding_with_object = false;
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//player_firing_info.gun_ready_pose = GunReadyPose::HighReady;
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},
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},
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}
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}
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}
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}
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@ -3,3 +3,4 @@ pub mod player_firing;
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pub mod shoot;
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pub mod shoot;
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pub mod inspect;
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pub mod inspect;
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pub mod equipped_gun_collisions;
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pub mod equipped_gun_collisions;
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pub mod update_bullet;
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@ -64,8 +64,6 @@ pub fn shoot_bullet(
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meshes,
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meshes,
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materials,
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materials,
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firing_point,
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firing_point,
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forward,
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up,
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caliber,
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caliber,
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);
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);
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}
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}
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@ -75,8 +73,6 @@ pub fn spawn_bullet(
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meshes: &mut ResMut<Assets<Mesh>>,
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meshes: &mut ResMut<Assets<Mesh>>,
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materials: &mut ResMut<Assets<StandardMaterial>>,
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materials: &mut ResMut<Assets<StandardMaterial>>,
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firing_point: Transform,
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firing_point: Transform,
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forward: Vec3,
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_up: Vec3,
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caliber: Caliber,
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caliber: Caliber,
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) {
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) {
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commands.spawn((
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commands.spawn((
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@ -88,6 +84,7 @@ pub fn spawn_bullet(
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Duration::from_secs_f32(caliber.max_airtime_secs()),
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Duration::from_secs_f32(caliber.max_airtime_secs()),
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TimerMode::Once,
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TimerMode::Once,
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),
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),
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current_velocity: firing_point.forward() * caliber.muzzle_velocity(),
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},
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},
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MaterialMeshBundle {
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MaterialMeshBundle {
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mesh: {
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mesh: {
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@ -113,21 +110,8 @@ pub fn spawn_bullet(
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transform: firing_point,
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transform: firing_point,
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..Default::default()
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..Default::default()
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},
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},
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RigidBody::Dynamic,
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RigidBody::KinematicPositionBased,
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GravityScale(4.0),
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Collider::ball(caliber.size()),
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Velocity::zero(),
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Damping {
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linear_damping: caliber.linear_damping(),
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angular_damping: caliber.angular_damping(),
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},
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ColliderMassProperties::Mass(caliber.mass()),
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ExternalImpulse {
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impulse: forward * caliber.impulse(),
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torque_impulse: Vec3::ZERO,
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},
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ActiveEvents::COLLISION_EVENTS,
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ActiveEvents::COLLISION_EVENTS,
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CollisionGroups::new(Group::from_bits_retain(ColliderFlags::BULLETS.bits()), Group::from_bits_retain((ColliderFlags::SOLIDS | ColliderFlags::FLOOR).bits())),
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CollisionGroups::new(Group::from_bits_retain(ColliderFlags::BULLETS.bits()), Group::from_bits_retain((ColliderFlags::SOLIDS | ColliderFlags::FLOOR).bits())),
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Ccd::enabled(),
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));
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));
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}
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}
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17
src/logic/core/guns/update_bullet.rs
Normal file
17
src/logic/core/guns/update_bullet.rs
Normal file
@ -0,0 +1,17 @@
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use bevy::prelude::*;
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use bevy_rapier3d::prelude::*;
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use crate::comps::core::markers::bullet::BulletMarker;
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pub fn update_bullet(
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mut commands: Commands,
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mut bullets: Query<(Entity, &mut BulletMarker, &mut Transform)>,
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time: Res<Time>,
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) {
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for (bullet, mut marker, mut transform) in bullets.iter_mut() {
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transform.translation += (marker.current_velocity * time.delta_seconds()) + (Vec3 { x: 0.0, y: -9.81, z: 0.0 } * time.delta_seconds() * marker.caliber.mass());
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let vel_shed = marker.caliber.velocity_shed();
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marker.current_velocity -= transform.forward() * vel_shed * time.delta_seconds();
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}
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}
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@ -7,7 +7,7 @@ use crate::{
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spawners::{player::player_spawner, spawn::SpawnerPlugin}, events::{bullet_collision::BulletCollisionEvent, equipped_gun_collision::EquippedGunCollisionEvent},
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spawners::{player::player_spawner, spawn::SpawnerPlugin}, events::{bullet_collision::BulletCollisionEvent, equipped_gun_collision::EquippedGunCollisionEvent},
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},
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},
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logic::core::{
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logic::core::{
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guns::{despawn_shots::{despawn_muzzle_flashes, despawn_stray_bullets}, inspect::inspect_firearm, equipped_gun_collisions::update_gun_position_on_collision},
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guns::{despawn_shots::{despawn_muzzle_flashes, despawn_stray_bullets}, inspect::inspect_firearm, equipped_gun_collisions::update_gun_position_on_collision, update_bullet::update_bullet},
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player::{
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player::{
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camera_player_sync::{
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camera_player_sync::{
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follow_cursor_with_camera, update_camera_vertical_position, MouseMovementSettings,
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follow_cursor_with_camera, update_camera_vertical_position, MouseMovementSettings,
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@ -62,6 +62,7 @@ pub fn load_scene(application: &mut App) {
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application.add_systems(Update, inspect_firearm);
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application.add_systems(Update, inspect_firearm);
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application.add_systems(Update, collision_handler);
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application.add_systems(Update, collision_handler);
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application.add_systems(Update, update_gun_position_on_collision);
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application.add_systems(Update, update_gun_position_on_collision);
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application.add_systems(Update, update_bullet);
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//application.add_systems(Update, animate_player);
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//application.add_systems(Update, animate_player);
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//application.add_systems(Update, register_bullet_hits);
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//application.add_systems(Update, register_bullet_hits);
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@ -5,7 +5,7 @@ use bevy_inspector_egui::bevy_egui::EguiPlugin;
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use crate::{
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use crate::{
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comps::core::{markers::{
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comps::core::{markers::{
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holdable::{HoldableObjectData, InPlayerHands},
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holdable::{HoldableObjectData, InPlayerHands},
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player::{Player, PlayerData, PlayerHand}, inspect_screen::InspectScreenSlotUiMarker,
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player::{Player, PlayerData, PlayerHand}, inspect_screen::InspectScreenSlotUiMarker, bullet::BulletMarker,
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}, weapons::{firearm_data::FirearmData, magazine_data::MagazineData, caliber::Caliber, firearm::Firearm, spray_pattern::FirearmSprayPattern, firearm_state::FirearmState}},
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}, weapons::{firearm_data::FirearmData, magazine_data::MagazineData, caliber::Caliber, firearm::Firearm, spray_pattern::FirearmSprayPattern, firearm_state::FirearmState}},
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logic::core::{
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logic::core::{
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guns::player_firing::PlayerFiringInfo,
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guns::player_firing::PlayerFiringInfo,
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@ -39,6 +39,7 @@ impl Plugin for MainEditorUiPlugin {
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.register_type::<PlayerValuesState>()
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.register_type::<PlayerValuesState>()
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.register_type::<FirearmData>()
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.register_type::<FirearmData>()
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.register_type::<MagazineData>()
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.register_type::<MagazineData>()
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.register_type::<BulletMarker>()
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.register_type::<HoldableObjectData>()
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.register_type::<HoldableObjectData>()
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.register_type::<InPlayerHands>()
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.register_type::<InPlayerHands>()
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.register_type::<PlayerData>()
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.register_type::<PlayerData>()
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