back to square one with the gun on the hand

This commit is contained in:
Franklin Blanco 2023-09-15 16:11:13 -07:00
parent 5e7f1407f0
commit 6d0012c782
25 changed files with 512 additions and 73 deletions

346
Cargo.lock generated
View File

@ -200,6 +200,25 @@ dependencies = [
"num-traits",
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@ -298,6 +323,45 @@ dependencies = [
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@ -498,6 +562,19 @@ dependencies = [
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@ -1199,6 +1276,17 @@ dependencies = [
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@ -1415,7 +1503,7 @@ dependencies = [
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@ -1511,6 +1628,22 @@ dependencies = [
"syn 2.0.32",
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@ -1526,6 +1659,16 @@ dependencies = [
"serde",
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@ -1546,6 +1689,7 @@ name = "experiment"
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@ -1616,6 +1760,15 @@ version = "0.1.1"
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@ -1652,6 +1805,16 @@ dependencies = [
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@ -1909,6 +2091,7 @@ dependencies = [
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"png",
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@ -2013,6 +2196,22 @@ dependencies = [
"walkdir",
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"combine",
"jni-sys",
"log",
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"walkdir",
"windows-sys 0.45.0",
]
[[package]]
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@ -2028,6 +2227,12 @@ dependencies = [
"libc",
]
[[package]]
name = "jpeg-decoder"
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@ -2359,6 +2573,7 @@ dependencies = [
"bitflags 1.3.2",
"cfg-if",
"libc",
"memoffset 0.6.5",
]
[[package]]
@ -2372,6 +2587,12 @@ dependencies = [
"libc",
]
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name = "nohash-hasher"
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@ -2523,6 +2744,17 @@ dependencies = [
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@ -2558,6 +2790,15 @@ dependencies = [
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@ -2747,6 +2988,12 @@ dependencies = [
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@ -3100,6 +3347,12 @@ version = "1.1.0"
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@ -3213,6 +3466,17 @@ dependencies = [
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]
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source = "registry+https://github.com/rust-lang/crates.io-index"
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name = "tinyvec"
version = "1.6.0"
@ -3340,12 +3604,27 @@ version = "1.16.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
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@ -3358,6 +3637,17 @@ version = "0.2.4"
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]
[[package]]
name = "uuid"
version = "1.4.1"
@ -3495,6 +3785,29 @@ dependencies = [
"wasm-bindgen",
]
[[package]]
name = "webbrowser"
version = "0.8.11"
source = "registry+https://github.com/rust-lang/crates.io-index"
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dependencies = [
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"home",
"jni 0.21.1",
"log",
"ndk-context",
"objc",
"raw-window-handle",
"url",
"web-sys",
]
[[package]]
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source = "registry+https://github.com/rust-lang/crates.io-index"
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@ -3636,6 +3949,15 @@ dependencies = [
"winapi",
]
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name = "winapi-wsapoll"
version = "0.1.1"
source = "registry+https://github.com/rust-lang/crates.io-index"
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]
[[package]]
name = "winapi-x86_64-pc-windows-gnu"
version = "0.4.0"
@ -3894,6 +4216,28 @@ dependencies = [
"pkg-config",
]
[[package]]
name = "x11rb"
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source = "registry+https://github.com/rust-lang/crates.io-index"
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"nix 0.24.3",
"winapi",
"winapi-wsapoll",
"x11rb-protocol",
]
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source = "registry+https://github.com/rust-lang/crates.io-index"
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dependencies = [
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]
[[package]]
name = "xi-unicode"
version = "0.3.0"

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@ -16,4 +16,5 @@ opt-level = 3
[dependencies]
bevy = { version = "0.11.2", features = ["dynamic_linking"]}
bevy-inspector-egui = "0.19.0"
bevy_rapier3d = { version = "0.22.0", features = ["debug-render-3d"] }

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@ -0,0 +1,17 @@
use bevy::prelude::{Component, Vec3};
use crate::logic::core::guns::caliber::Caliber;
#[derive(Component)]
pub struct FirearmData<'a> {
/// Where the bullets will come out of
pub firing_point: Vec3,
pub caliber: Caliber,
/// Placeholder until mags get implemented
pub max_capacity: u32,
/// Rounds per minute
pub fire_rate: u32,
/// Amount of ms it takes for gun to come down from shooting
pub rebound_time_millis: i64,
pub asset_path: &'a str,
}

View File

@ -2,7 +2,7 @@ use bevy::prelude::*;
/// Anything that can go in the player's hands.
#[derive(Component, Default, Debug)]
pub struct HoldableObject {
pub struct HoldableObjectData {
/// Where this object should be placed relative to the hand.
pub held_at: Vec3,
/// Initial Rotation in degrees

View File

@ -1,3 +1,4 @@
pub mod player;
pub mod holdable;
pub mod camera;
pub mod firearm;
pub mod holdable;
pub mod player;

View File

@ -1 +1 @@
pub mod ar_15_rifle;
pub mod m4a1;

View File

@ -1,9 +1,11 @@
use crate::logic::core::guns::firearm::Firearm;
pub const MAX_LINEAR_PLAYER_VELOCITY: f32 = 20.0;
pub const PLAYER_ACCELERATION: f32 = 20.0;
pub const PLAYER_JUMP_FORCE: f32 = 900.0;
/// Time in ms that player must be grounded in order to jump again
pub const PLAYER_JUMP_COOLDOWN_MS: u128 = 75;
pub const PLAYER_SPRINT_SPEED_MULTIPLIER: f32 = 2.5;
pub const PLAYER_SPRINT_SPEED_MULTIPLIER: f32 = 3.5;
pub const PLAYER_CROUCH_SPEED_MULTIPLIER: f32 = 0.25;
pub const PLAYER_INITIAL_WEIGHT: f32 = 75.0;
pub const PLAYER_GRAVITY_SCALE: f32 = 4.0;
@ -21,6 +23,7 @@ pub const PLAYER_LATERAL_ACCELERATION_MULTIPLIER: f32 = 1.0;
pub const PLAYER_LINEAR_DAMPING_TIME_OFFSET_AFTER_JUMP_IN_MS: u128 = 20;
pub const DEFAULT_PLAYER_FIREARM: Firearm = Firearm::M4A1;
/*
pub const PLAYER_CAMERA_HEADBOB_Y_POS: f32 = 0.2;

View File

@ -0,0 +1,4 @@
#[allow(unused)]
pub enum Caliber {
NATO556,
}

View File

@ -0,0 +1,27 @@
use crate::comps::core::markers::{firearm::FirearmData, holdable::HoldableObjectData};
use bevy::prelude::*;
use super::caliber::Caliber;
pub enum Firearm {
M4A1,
}
impl Firearm {
pub fn firearm_data(&self) -> FirearmData {
FirearmData {
firing_point: Vec3::ZERO,
caliber: Caliber::NATO556,
max_capacity: 30,
fire_rate: 800,
rebound_time_millis: 10,
asset_path: "weapons/m4a1_rifle.glb#Scene0",
}
}
pub fn holdable_object_data(&self) -> HoldableObjectData {
HoldableObjectData {
held_at: Vec3::ZERO,
y_rot: -90.0,
}
}
}

View File

@ -0,0 +1,3 @@
pub mod caliber;
pub mod firearm;
pub mod spawn_firearm;

View File

@ -0,0 +1,34 @@
use bevy::prelude::*;
use crate::{
comps::core::markers::player::PlayerHand, constants::player_values::DEFAULT_PLAYER_FIREARM,
utils,
};
pub fn spawn_firearm_on_player_hands(
mut commands: Commands,
query: Query<Entity, With<PlayerHand>>,
asset_server: Res<AssetServer>,
) {
for entity in query.iter() {
println!("A");
let mut firearm_transform = Transform::from_xyz(0.0, 0.0, 0.0);
firearm_transform.rotate_y(utils::rad_deg::radians_from_degrees(
DEFAULT_PLAYER_FIREARM.holdable_object_data().y_rot,
));
let firearm = commands
.spawn((
SceneBundle {
scene: asset_server.load(DEFAULT_PLAYER_FIREARM.firearm_data().asset_path),
visibility: Visibility::Inherited,
transform: firearm_transform,
..default()
},
DEFAULT_PLAYER_FIREARM.firearm_data(),
DEFAULT_PLAYER_FIREARM.holdable_object_data(),
))
.id();
commands.entity(entity).push_children(&[firearm]);
}
}

View File

@ -1 +1,2 @@
pub mod guns;
pub mod player;

View File

@ -2,7 +2,7 @@ use bevy::{input::mouse::MouseMotion, prelude::*};
//use bevy_rapier3d::prelude::*;
use crate::{
comps::core::markers::{player::Player, camera::MainCamera},
comps::core::markers::{camera::MainCamera, player::Player},
constants::player_values::{PLAYER_CAMERA_HEIGHT, PLAYER_CROUCH_HEIGHT, PLAYER_CROUCH_TIME_MS},
};
@ -30,8 +30,12 @@ pub fn update_camera_vertical_position(
mut camera: Query<&mut Transform, (With<MainCamera>, Without<Player>)>,
time: Res<Time>,
) {
let Ok((_, player_linear_xz_state)) = player.get_single_mut() else { return };
let Ok(mut camera_transform) = camera.get_single_mut() else { return };
let Ok((_, player_linear_xz_state)) = player.get_single_mut() else {
return;
};
let Ok(mut camera_transform) = camera.get_single_mut() else {
return;
};
if let PlayerLinearXZState::Crouched(since) = player_linear_xz_state {
// Lerp/Smooth out this movement
@ -40,7 +44,8 @@ pub fn update_camera_vertical_position(
camera_transform.translation.y = PLAYER_CROUCH_HEIGHT;
} else {
// Starts at player_camera_height -> ends at player_crouch_height (Only works if player_crouch_height is 0)
camera_transform.translation.y = PLAYER_CAMERA_HEIGHT * (1.0 - (delta as f32 / PLAYER_CROUCH_TIME_MS as f32))
camera_transform.translation.y =
PLAYER_CAMERA_HEIGHT * (1.0 - (delta as f32 / PLAYER_CROUCH_TIME_MS as f32))
}
} else {
camera_transform.translation.y = PLAYER_CAMERA_HEIGHT;

View File

@ -1,6 +1,6 @@
pub mod camera_effects;
pub mod camera_player_sync;
pub mod hands;
pub mod player_movement;
pub mod player_vertical_sync;
pub mod spawn_player;
pub mod hands;

View File

@ -133,11 +133,12 @@ pub fn move_player(
} else {
1.0
};
let sprint_multiplier = if player_movement_input.sprint && !player_linear_xz_state.is_crouched() {
PLAYER_SPRINT_SPEED_MULTIPLIER
} else {
1.0
};
let sprint_multiplier =
if player_movement_input.sprint && !player_linear_xz_state.is_crouched() {
PLAYER_SPRINT_SPEED_MULTIPLIER
} else {
1.0
};
let local_z = player_transform.local_z();
let forward = -Vec3::new(local_z.x, 0.0, local_z.z);
let right = Vec3::new(local_z.z, 0.0, -local_z.x);
@ -146,7 +147,8 @@ pub fn move_player(
if player_movement_input.front {
if sprint_multiplier == PLAYER_SPRINT_SPEED_MULTIPLIER {
*player_linear_xz_state = PlayerLinearXZState::Sprinting;
} else if crouch_multiplier == PLAYER_CROUCH_SPEED_MULTIPLIER {} else {
} else if crouch_multiplier == PLAYER_CROUCH_SPEED_MULTIPLIER {
} else {
*player_linear_xz_state = PlayerLinearXZState::Walking;
}
player_velocity.linvel = apply_movement_acceleration_to_vec(
@ -157,7 +159,8 @@ pub fn move_player(
);
}
if player_movement_input.back {
if crouch_multiplier == PLAYER_CROUCH_SPEED_MULTIPLIER {} else {
if crouch_multiplier == PLAYER_CROUCH_SPEED_MULTIPLIER {
} else {
*player_linear_xz_state = PlayerLinearXZState::Walking;
}
player_velocity.linvel = apply_movement_acceleration_to_vec(
@ -168,7 +171,8 @@ pub fn move_player(
);
}
if player_movement_input.right {
if crouch_multiplier == PLAYER_CROUCH_SPEED_MULTIPLIER {} else {
if crouch_multiplier == PLAYER_CROUCH_SPEED_MULTIPLIER {
} else {
*player_linear_xz_state = PlayerLinearXZState::Walking;
}
player_velocity.linvel = apply_movement_acceleration_to_vec(
@ -183,7 +187,8 @@ pub fn move_player(
);
}
if player_movement_input.left {
if crouch_multiplier == PLAYER_CROUCH_SPEED_MULTIPLIER {} else {
if crouch_multiplier == PLAYER_CROUCH_SPEED_MULTIPLIER {
} else {
*player_linear_xz_state = PlayerLinearXZState::Walking;
}
player_velocity.linvel = apply_movement_acceleration_to_vec(

View File

@ -2,32 +2,29 @@ use bevy::{core_pipeline::Skybox, prelude::*};
use bevy_rapier3d::prelude::*;
use crate::{
comps::core::markers::{player::{Player, PlayerHand}, camera::MainCamera},
comps::core::markers::{
camera::MainCamera,
player::{Player, PlayerHand},
},
constants::player_values::{
PLAYER_GRAVITY_SCALE, PLAYER_HEIGHT, PLAYER_INITIAL_WEIGHT, PLAYER_LINEAR_DAMPING,
},
scenes::scene1::skybox::{Cubemap, CUBEMAPS}, utils,
scenes::scene1::skybox::{Cubemap, CUBEMAPS},
};
use super::player_movement::{PlayerLinearXZState, PlayerLinearYState};
pub fn spawn_player(mut commands: Commands, asset_server: Res<AssetServer>) {
let player_hand = commands
.spawn(PlayerHand)
.insert(TransformBundle::from(Transform::from_xyz(0.6, -0.45, -2.7)))
.insert(VisibilityBundle {
visibility: Visibility::Inherited,
..Default::default()
})
.id();
let skybox_handle = asset_server.load(CUBEMAPS[0].0);
let mut ar_15_transform = Transform::from_xyz(0.0, 0.0, 0.0);
ar_15_transform.rotate_y(utils::rad_deg::radians_from_degrees(-90.0));
let ar_15 = commands.spawn(SceneBundle {
scene: asset_server.load("weapons/m4a1_rifle.glb#Scene0"),
visibility: Visibility::Inherited,
transform: ar_15_transform,
..default()
},).id();
let player_hand = commands.spawn(PlayerHand).insert(TransformBundle::from(Transform::from_xyz(1.0, -0.25, -3.0))).insert(VisibilityBundle {
visibility: Visibility::Inherited,
..Default::default()
}).push_children(&[ar_15]).id();
let camera = commands
.spawn(MainCamera)
.insert(Camera3dBundle {
@ -39,7 +36,8 @@ pub fn spawn_player(mut commands: Commands, asset_server: Res<AssetServer>) {
visibility: Visibility::Inherited,
..Default::default()
})
.push_children(&[player_hand]).id();
.push_children(&[player_hand])
.id();
commands
.spawn(Player)
@ -78,10 +76,6 @@ pub fn spawn_player(mut commands: Commands, asset_server: Res<AssetServer>) {
})
.push_children(&[camera]);
commands.insert_resource(Cubemap {
is_loaded: false,
image_handle: skybox_handle,

View File

@ -1,4 +1,5 @@
use bevy::prelude::*;
use bevy_inspector_egui::quick::WorldInspectorPlugin;
use bevy_rapier3d::prelude::*;
use scenes::scene1;
@ -22,8 +23,9 @@ fn main() {
fn setup_plugins(application: &mut App) {
application
.add_plugins(DefaultPlugins)
.add_plugins(RapierPhysicsPlugin::<NoUserData>::default()); // Rapier Physics
//.add_plugins(RapierDebugRenderPlugin::default()); // Uncomment this to see physics objects as wireframes
.add_plugins(RapierPhysicsPlugin::<NoUserData>::default())
.add_plugins(WorldInspectorPlugin::new()); // Rapier Physics
//.add_plugins(RapierDebugRenderPlugin::default()); // Uncomment this to see physics objects as wireframes
}
fn load(application: &mut App) {

View File

@ -2,12 +2,15 @@ use bevy::prelude::*;
use crate::{
comps::core::controller::{capture_cursor, capture_input},
logic::core::player::{
camera_player_sync::{
follow_cursor_with_camera, MouseMovementSettings, update_camera_vertical_position,
logic::core::{
guns::spawn_firearm::spawn_firearm_on_player_hands,
player::{
camera_player_sync::{
follow_cursor_with_camera, update_camera_vertical_position, MouseMovementSettings,
},
player_vertical_sync::sync_player_y_state,
spawn_player::spawn_player,
},
player_vertical_sync::sync_player_y_state,
spawn_player::spawn_player,
},
};
@ -22,7 +25,7 @@ pub fn load_scene(application: &mut App) {
application.add_systems(Startup, spawn_ground);
application.add_systems(Startup, spawn_obstacles);
application.add_systems(Startup, spawn_player);
application.add_systems(PostStartup, spawn_firearm_on_player_hands.after(spawn_player));
// Update
application.add_systems(Update, capture_input);

View File

@ -5,7 +5,7 @@ pub fn spawn_obstacles(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
asset_server: Res<AssetServer>
asset_server: Res<AssetServer>,
) {
let box_1_mesh = shape::Box::new(3.0, 7.0, 3.0).into();
let box_2_mesh = shape::Box::new(3.0, 7.0, 3.0).into();

View File

@ -1,15 +1,12 @@
use bevy::prelude::*;
// use bevy::prelude::*;
use bevy::gltf::Gltf;
// use bevy::gltf::Gltf;
#[derive(Resource)]
pub struct LoadedAsset(Handle<Gltf>);
// #[derive(Resource)]
// pub struct LoadedAssetMap(Handle<Gltf>);
/// Loads gltf asset into AssetServer. Inserts Resource as a LoadedAsset
pub fn load_gltf(
mut commands: Commands,
ass: Res<AssetServer>,
) {
let gltf = ass.load("my_asset_pack.glb");
commands.insert_resource(LoadedAsset(gltf));
}
// /// Loads gltf asset into AssetServer. Inserts Resource as a LoadedAsset
// pub fn load_gltf(mut commands: Commands, ass: Res<AssetServer>) {
// let gltf = ass.load("my_asset_pack.glb");
// commands.insert_resource(LoadedAsset(gltf));
// }

View File

@ -1,2 +1 @@
pub mod gltf_assets;