New bullet system works REALLY Nice. Maybe remove the bullet despawn timer, and change it for a min. velocity

This commit is contained in:
Franklin 2023-11-28 10:22:56 -04:00
parent 1962d4d325
commit be9e812011
6 changed files with 94 additions and 18 deletions

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@ -47,7 +47,7 @@ Multiplayer
- [ ] Gun Bob on walk - [ ] Gun Bob on walk
- [ ] Reload animation (procedural) - [ ] Reload animation (procedural)
- [ ] Real world magazines - [ ] Real world magazines
- [ ] Rewriting bullet physics to use raycasts & kinematic rigidbodies (logic controlled) - [x] Rewriting bullet physics to use raycasts & kinematic rigidbodies (logic controlled)
- [x] Create a Controls struct that holds mappings to all the game keys and replace them in all the game's code - [x] Create a Controls struct that holds mappings to all the game keys and replace them in all the game's code
- [x] Gun dropping drops on only one side of player - [x] Gun dropping drops on only one side of player
- [x] Gun dropping does not apply impulse for some reason... - [x] Gun dropping does not apply impulse for some reason...

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@ -1,11 +1,17 @@
use bevy::{ use bevy::{
prelude::{Component, Vec3}, prelude::{Component, Vec3},
reflect::Reflect, reflect::Reflect,
time::Timer, ecs::reflect::ReflectComponent, time::Timer, ecs::{reflect::ReflectComponent, entity::Entity},
}; };
use crate::comps::core::weapons::caliber::Caliber; use crate::comps::core::weapons::caliber::Caliber;
#[derive(PartialEq, Clone, Reflect)]
pub struct BulletHit {
pub entity: Entity,
pub position: Vec3,
}
#[derive(Component, Reflect, Default)] #[derive(Component, Reflect, Default)]
#[reflect(Component)] #[reflect(Component)]
pub struct BulletMarker { pub struct BulletMarker {
@ -13,4 +19,5 @@ pub struct BulletMarker {
pub starting_point: Vec3, pub starting_point: Vec3,
pub timer: Timer, pub timer: Timer,
pub current_velocity: Vec3, pub current_velocity: Vec3,
pub hits: Vec<BulletHit>,
} }

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@ -68,7 +68,7 @@ pub fn despawn_stray_bullets(
} }
} }
fn spawn_bullet_hit_marker( pub fn spawn_bullet_hit_marker(
commands: &mut Commands, commands: &mut Commands,
at: Vec3, at: Vec3,
meshes: &mut ResMut<Assets<Mesh>>, meshes: &mut ResMut<Assets<Mesh>>,

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@ -1,9 +1,9 @@
use std::time::Duration; use std::time::Duration;
use bevy::{prelude::*, render::render_resource::PrimitiveTopology}; use bevy::prelude::*;
use bevy_rapier3d::prelude::*; use bevy_rapier3d::prelude::*;
use crate::{comps::core::{markers::{bullet::BulletMarker, muzzle_flash::MuzzleFlashMarker, collider_flags::ColliderFlags}, weapons::caliber::Caliber}, logic::core::player::player_settings::PlayerSettings}; use crate::comps::core::{markers::{bullet::BulletMarker, muzzle_flash::MuzzleFlashMarker, collider_flags::ColliderFlags}, weapons::caliber::Caliber};
pub fn shoot_bullet( pub fn shoot_bullet(
@ -14,7 +14,6 @@ pub fn shoot_bullet(
forward: Vec3, forward: Vec3,
up: Vec3, up: Vec3,
caliber: Caliber, caliber: Caliber,
player_settings: &Res<PlayerSettings>
) { ) {
// Spawn muzzle flash LIGHT // Spawn muzzle flash LIGHT
commands.spawn(( commands.spawn((
@ -40,7 +39,7 @@ pub fn shoot_bullet(
)); ));
// Spawn Line // Spawn Line
if player_settings.shot_lines_enabled { /*if player_settings.shot_lines_enabled {
commands.spawn( commands.spawn(
MaterialMeshBundle { MaterialMeshBundle {
mesh: { mesh: {
@ -57,13 +56,15 @@ pub fn shoot_bullet(
..Default::default() ..Default::default()
} }
); );
} }*/
spawn_bullet( spawn_bullet(
commands, commands,
meshes, meshes,
materials, materials,
firing_point, firing_point,
up,
forward,
caliber, caliber,
); );
} }
@ -73,6 +74,8 @@ pub fn spawn_bullet(
meshes: &mut ResMut<Assets<Mesh>>, meshes: &mut ResMut<Assets<Mesh>>,
materials: &mut ResMut<Assets<StandardMaterial>>, materials: &mut ResMut<Assets<StandardMaterial>>,
firing_point: Transform, firing_point: Transform,
_up: Vec3,
forward: Vec3,
caliber: Caliber, caliber: Caliber,
) { ) {
commands.spawn(( commands.spawn((
@ -84,7 +87,8 @@ pub fn spawn_bullet(
Duration::from_secs_f32(caliber.max_airtime_secs()), Duration::from_secs_f32(caliber.max_airtime_secs()),
TimerMode::Once, TimerMode::Once,
), ),
current_velocity: firing_point.forward() * caliber.muzzle_velocity(), current_velocity: forward * caliber.muzzle_velocity(),
hits: Vec::new()
}, },
MaterialMeshBundle { MaterialMeshBundle {
mesh: { mesh: {

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@ -1,17 +1,83 @@
use bevy::prelude::*; use bevy::{prelude::*, render::render_resource::PrimitiveTopology, ecs::system::SystemParam};
use bevy_rapier3d::prelude::*; use bevy_rapier3d::prelude::*;
use crate::comps::core::markers::bullet::BulletMarker; use crate::{comps::core::{markers::{bullet::{BulletMarker, BulletHit}, proxy::weapons::gun_colliders::GunFirearmCollider}, events::{bullet_collision::BulletCollisionEvent, collision_event_type::CollisionEventType}}, logic::core::player::player_settings::PlayerSettings};
#[derive(SystemParam)]
pub struct UpdateBulletQueryParams<'w, 's> {
bullets: Query<'w, 's, (Entity, &'static mut BulletMarker, &'static mut Transform)>,
firearm_colliders: Query<'w, 's, Entity, With<GunFirearmCollider>>,
}
pub fn update_bullet( pub fn update_bullet(
mut commands: Commands, mut commands: Commands,
mut bullets: Query<(Entity, &mut BulletMarker, &mut Transform)>,
time: Res<Time>, time: Res<Time>,
rapier_context: Res<RapierContext>,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
player_settings: Res<PlayerSettings>,
mut query: UpdateBulletQueryParams,
mut bullet_collision_event: EventWriter<BulletCollisionEvent>,
) { ) {
for (bullet, mut marker, mut transform) in query.bullets.iter_mut() {
let future_frame_pos = (marker.current_velocity * time.delta_seconds()) + (Vec3 { x: 0.0, y: -9.81, z: 0.0 } * time.delta_seconds() * marker.caliber.mass());
for (bullet, mut marker, mut transform) in bullets.iter_mut() { let max_toi = transform.translation.distance(future_frame_pos + transform.translation);
transform.translation += (marker.current_velocity * time.delta_seconds()) + (Vec3 { x: 0.0, y: -9.81, z: 0.0 } * time.delta_seconds() * marker.caliber.mass());
let vel_shed = marker.caliber.velocity_shed(); let mut query_filter = QueryFilter::default();
marker.current_velocity -= transform.forward() * vel_shed * time.delta_seconds(); for firearm_collider in query.firearm_colliders.iter() {
query_filter = query_filter.exclude_collider(firearm_collider);
}
if let Some(bullet_hit) = raycast_until_destination(&rapier_context, query_filter, transform.translation, future_frame_pos, max_toi) {
if marker.hits.iter().find(|hit| hit.entity == bullet_hit.entity).is_none() {
marker.hits.push(bullet_hit.clone());
bullet_collision_event.send(BulletCollisionEvent { bullet, other: bullet_hit.entity, at: Transform::from_translation(bullet_hit.position), collision_type: CollisionEventType::Start })
}
}
if player_settings.shot_lines_enabled {
commands.spawn(
MaterialMeshBundle {
mesh: {
let mut mesh = Mesh::new(PrimitiveTopology::LineStrip);
mesh.insert_attribute(Mesh::ATTRIBUTE_POSITION, Vec::from([Vec3::ZERO, (future_frame_pos.normalize_or_zero() * max_toi)]));
meshes.add(mesh)
},
material: materials.add(StandardMaterial {
base_color: Color::RED,
emissive: Color::RED,
..Default::default()
}),
visibility: Visibility::Visible,
transform: *transform,
..Default::default()
}
);
}
// Raycast to future frame pos
transform.translation += future_frame_pos;
let vel_shed = marker.caliber.velocity_shed() * marker.current_velocity.normalize() * time.delta_seconds();
marker.current_velocity -= vel_shed;
} }
} }
fn raycast_until_destination(
rapier_context: &RapierContext,
query_filter: QueryFilter<'_>,
origin: Vec3,
dir: Vec3,
max_toi: f32,
) -> Option<BulletHit> {
if let Some((entity, toi)) = rapier_context.cast_ray(
origin,
dir,
max_toi,
true,
query_filter,
) {
return Some(BulletHit { entity, position: origin + dir * toi });
}
None
}

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@ -266,7 +266,6 @@ pub fn capture_hand_usage(
forward, forward,
up, up,
firearm_data.caliber.clone(), firearm_data.caliber.clone(),
&resources.player_settings
); );
// Increment indexes and timers // Increment indexes and timers
player_firing_info.current_round_index += 1; player_firing_info.current_round_index += 1;
@ -336,7 +335,7 @@ pub fn interact_action(
for player_entity in query.player_query.iter() { for player_entity in query.player_query.iter() {
for global_transform in query.camera_query.iter() { for global_transform in query.camera_query.iter() {
let ray_pos = global_transform.translation(); let ray_pos = global_transform.translation();
let ray_dir = global_transform.forward() * 2.0; // TODO: Move this into global Resource state let ray_dir = global_transform.forward() * 3.0; // TODO: Move this into global Resource state
let max_toi = 4.0; let max_toi = 4.0;
let solid = true; let solid = true;