New bullet system #1
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@ -47,7 +47,7 @@ Multiplayer
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- [ ] Gun Bob on walk
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- [ ] Reload animation (procedural)
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- [ ] Real world magazines
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- [ ] Rewriting bullet physics to use raycasts & kinematic rigidbodies (logic controlled)
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- [x] Rewriting bullet physics to use raycasts & kinematic rigidbodies (logic controlled)
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- [x] Create a Controls struct that holds mappings to all the game keys and replace them in all the game's code
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- [x] Gun dropping drops on only one side of player
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- [x] Gun dropping does not apply impulse for some reason...
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@ -1,14 +1,23 @@
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use bevy::{
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prelude::{Component, Vec3},
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reflect::Reflect,
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time::Timer,
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time::Timer, ecs::{reflect::ReflectComponent, entity::Entity},
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};
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use crate::comps::core::weapons::caliber::Caliber;
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#[derive(Component, Reflect)]
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#[derive(PartialEq, Clone, Reflect)]
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pub struct BulletHit {
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pub entity: Entity,
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pub position: Vec3,
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}
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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 caliber: Caliber,
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pub starting_point: Vec3,
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pub timer: Timer,
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pub current_velocity: Vec3,
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pub hits: Vec<BulletHit>,
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}
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@ -1,13 +1,15 @@
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use bevy::reflect::Reflect;
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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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/// 5.56x45mm
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NATO556,
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/// 9x19mm
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#[default]
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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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}
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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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}
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}
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/// Unit = kg
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pub fn mass(&self) -> f32 {
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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::RU545 => 0.07,
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Caliber::RU545 => 0.00343,
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}
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}
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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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}
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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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@ -68,7 +68,7 @@ pub fn despawn_stray_bullets(
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}
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}
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fn spawn_bullet_hit_marker(
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pub fn spawn_bullet_hit_marker(
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commands: &mut Commands,
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at: Vec3,
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meshes: &mut ResMut<Assets<Mesh>>,
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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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) {
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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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match event.collision_type {
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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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CollisionEventType::End => {
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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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@ -2,4 +2,5 @@ pub mod despawn_shots;
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pub mod player_firing;
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pub mod shoot;
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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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@ -1,9 +1,9 @@
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use std::time::Duration;
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use bevy::{prelude::*, render::render_resource::PrimitiveTopology};
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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, muzzle_flash::MuzzleFlashMarker, collider_flags::ColliderFlags}, weapons::caliber::Caliber}, logic::core::player::player_settings::PlayerSettings};
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use crate::comps::core::{markers::{bullet::BulletMarker, muzzle_flash::MuzzleFlashMarker, collider_flags::ColliderFlags}, weapons::caliber::Caliber};
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pub fn shoot_bullet(
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@ -14,7 +14,6 @@ pub fn shoot_bullet(
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forward: Vec3,
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up: Vec3,
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caliber: Caliber,
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player_settings: &Res<PlayerSettings>
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) {
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// Spawn muzzle flash LIGHT
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commands.spawn((
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@ -40,7 +39,7 @@ pub fn shoot_bullet(
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));
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// Spawn Line
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if player_settings.shot_lines_enabled {
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/*if player_settings.shot_lines_enabled {
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commands.spawn(
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MaterialMeshBundle {
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mesh: {
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@ -57,15 +56,15 @@ pub fn shoot_bullet(
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..Default::default()
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}
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);
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}
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}*/
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spawn_bullet(
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commands,
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meshes,
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materials,
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firing_point,
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forward,
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up,
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forward,
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caliber,
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);
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}
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@ -75,8 +74,8 @@ pub fn spawn_bullet(
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meshes: &mut ResMut<Assets<Mesh>>,
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materials: &mut ResMut<Assets<StandardMaterial>>,
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firing_point: Transform,
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forward: Vec3,
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_up: Vec3,
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forward: Vec3,
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caliber: Caliber,
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) {
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commands.spawn((
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@ -88,6 +87,8 @@ pub fn spawn_bullet(
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Duration::from_secs_f32(caliber.max_airtime_secs()),
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TimerMode::Once,
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),
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current_velocity: forward * caliber.muzzle_velocity(),
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hits: Vec::new()
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},
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MaterialMeshBundle {
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mesh: {
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@ -113,21 +114,8 @@ pub fn spawn_bullet(
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transform: firing_point,
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..Default::default()
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},
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RigidBody::Dynamic,
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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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RigidBody::KinematicPositionBased,
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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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Ccd::enabled(),
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));
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}
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|
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@ -0,0 +1,83 @@
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use bevy::{prelude::*, render::render_resource::PrimitiveTopology, ecs::system::SystemParam};
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use bevy_rapier3d::prelude::*;
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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};
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#[derive(SystemParam)]
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pub struct UpdateBulletQueryParams<'w, 's> {
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bullets: Query<'w, 's, (Entity, &'static mut BulletMarker, &'static mut Transform)>,
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firearm_colliders: Query<'w, 's, Entity, With<GunFirearmCollider>>,
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}
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pub fn update_bullet(
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mut commands: Commands,
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time: Res<Time>,
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rapier_context: Res<RapierContext>,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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player_settings: Res<PlayerSettings>,
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mut query: UpdateBulletQueryParams,
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mut bullet_collision_event: EventWriter<BulletCollisionEvent>,
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) {
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for (bullet, mut marker, mut transform) in query.bullets.iter_mut() {
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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());
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let max_toi = transform.translation.distance(future_frame_pos + transform.translation);
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let mut query_filter = QueryFilter::default();
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for firearm_collider in query.firearm_colliders.iter() {
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query_filter = query_filter.exclude_collider(firearm_collider);
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}
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if let Some(bullet_hit) = raycast_until_destination(&rapier_context, query_filter, transform.translation, future_frame_pos, max_toi) {
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if marker.hits.iter().find(|hit| hit.entity == bullet_hit.entity).is_none() {
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marker.hits.push(bullet_hit.clone());
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bullet_collision_event.send(BulletCollisionEvent { bullet, other: bullet_hit.entity, at: Transform::from_translation(bullet_hit.position), collision_type: CollisionEventType::Start })
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}
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}
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if player_settings.shot_lines_enabled {
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commands.spawn(
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MaterialMeshBundle {
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mesh: {
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let mut mesh = Mesh::new(PrimitiveTopology::LineStrip);
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mesh.insert_attribute(Mesh::ATTRIBUTE_POSITION, Vec::from([Vec3::ZERO, (future_frame_pos.normalize_or_zero() * max_toi)]));
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meshes.add(mesh)
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},
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material: materials.add(StandardMaterial {
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base_color: Color::RED,
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emissive: Color::RED,
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..Default::default()
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}),
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visibility: Visibility::Visible,
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transform: *transform,
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..Default::default()
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}
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);
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}
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// Raycast to future frame pos
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transform.translation += future_frame_pos;
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let vel_shed = marker.caliber.velocity_shed() * marker.current_velocity.normalize() * time.delta_seconds();
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marker.current_velocity -= vel_shed;
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}
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}
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fn raycast_until_destination(
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rapier_context: &RapierContext,
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query_filter: QueryFilter<'_>,
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origin: Vec3,
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dir: Vec3,
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max_toi: f32,
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) -> Option<BulletHit> {
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if let Some((entity, toi)) = rapier_context.cast_ray(
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origin,
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dir,
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max_toi,
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true,
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query_filter,
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) {
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return Some(BulletHit { entity, position: origin + dir * toi });
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}
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None
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}
|
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@ -266,7 +266,6 @@ pub fn capture_hand_usage(
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forward,
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up,
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firearm_data.caliber.clone(),
|
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&resources.player_settings
|
||||
);
|
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// Increment indexes and timers
|
||||
player_firing_info.current_round_index += 1;
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|
@ -336,7 +335,7 @@ pub fn interact_action(
|
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for player_entity in query.player_query.iter() {
|
||||
for global_transform in query.camera_query.iter() {
|
||||
let ray_pos = global_transform.translation();
|
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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;
|
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let solid = true;
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||||
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|
|
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@ -7,7 +7,7 @@ use crate::{
|
|||
spawners::{player::player_spawner, spawn::SpawnerPlugin}, events::{bullet_collision::BulletCollisionEvent, equipped_gun_collision::EquippedGunCollisionEvent},
|
||||
},
|
||||
logic::core::{
|
||||
guns::{despawn_shots::{despawn_muzzle_flashes, despawn_stray_bullets}, inspect::inspect_firearm, equipped_gun_collisions::update_gun_position_on_collision},
|
||||
guns::{despawn_shots::{despawn_muzzle_flashes, despawn_stray_bullets}, inspect::inspect_firearm, equipped_gun_collisions::update_gun_position_on_collision, update_bullet::update_bullet},
|
||||
player::{
|
||||
camera_player_sync::{
|
||||
follow_cursor_with_camera, update_camera_vertical_position, MouseMovementSettings,
|
||||
|
@ -62,6 +62,7 @@ pub fn load_scene(application: &mut App) {
|
|||
application.add_systems(Update, inspect_firearm);
|
||||
application.add_systems(Update, collision_handler);
|
||||
application.add_systems(Update, update_gun_position_on_collision);
|
||||
application.add_systems(Update, update_bullet);
|
||||
|
||||
//application.add_systems(Update, animate_player);
|
||||
//application.add_systems(Update, register_bullet_hits);
|
||||
|
|
|
@ -5,7 +5,7 @@ use bevy_inspector_egui::bevy_egui::EguiPlugin;
|
|||
use crate::{
|
||||
comps::core::{markers::{
|
||||
holdable::{HoldableObjectData, InPlayerHands},
|
||||
player::{Player, PlayerData, PlayerHand}, inspect_screen::InspectScreenSlotUiMarker,
|
||||
player::{Player, PlayerData, PlayerHand}, inspect_screen::InspectScreenSlotUiMarker, bullet::BulletMarker,
|
||||
}, weapons::{firearm_data::FirearmData, magazine_data::MagazineData, caliber::Caliber, firearm::Firearm, spray_pattern::FirearmSprayPattern, firearm_state::FirearmState}},
|
||||
logic::core::{
|
||||
guns::player_firing::PlayerFiringInfo,
|
||||
|
@ -39,6 +39,7 @@ impl Plugin for MainEditorUiPlugin {
|
|||
.register_type::<PlayerValuesState>()
|
||||
.register_type::<FirearmData>()
|
||||
.register_type::<MagazineData>()
|
||||
.register_type::<BulletMarker>()
|
||||
.register_type::<HoldableObjectData>()
|
||||
.register_type::<InPlayerHands>()
|
||||
.register_type::<PlayerData>()
|
||||
|
|
Loading…
Reference in New Issue