use self::{
hud::Prank3dHudPlugin,
input::{Prank3dInputPlugin, Prank3dMode, Prank3dMovement, Prank3dRotation},
};
use bevy::{
prelude::*,
render::camera::NormalizedRenderTarget,
window::{CursorGrabMode, PrimaryWindow},
};
use std::f32::consts;
pub mod hud;
mod input;
pub(super) struct Prank3dPlugin;
impl Plugin for Prank3dPlugin {
fn build(&self, app: &mut App) {
app.add_plugins((Prank3dInputPlugin, Prank3dHudPlugin))
.init_resource::<Prank3dActive>()
.register_type::<Prank3d>()
.add_systems(PreUpdate, sync_active)
.add_systems(
Update,
(
initialize,
sync_cursor.run_if(
|active: Res<Prank3dActive>, mode: Res<State<Prank3dMode>>| {
active.is_changed() || mode.is_changed()
},
),
movement,
rotation.run_if(in_state(Prank3dMode::Fly)),
),
);
}
}
#[derive(Default, Resource)]
struct Prank3dActive(Option<Entity>);
#[derive(Reflect, Component)]
#[reflect(Component)]
pub struct Prank3d {
pub speed: f32,
pub speed_factor: f32,
pub interp_rate: f32,
pub sensitivity: Vec2,
pub position: Vec3,
pub pitch: f32,
pub yaw: f32,
}
impl Default for Prank3d {
fn default() -> Self {
Self {
speed: 50.0,
speed_factor: 1.0,
interp_rate: 0.001,
sensitivity: Vec2::splat(0.08),
position: Vec3::ZERO,
pitch: 0.0,
yaw: 0.0,
}
}
}
fn sync_active(
primary_window: Query<(Entity, &Window), With<PrimaryWindow>>,
windows: Query<(Entity, &Window), Without<PrimaryWindow>>,
pranks: Query<(Entity, &Camera), With<Prank3d>>,
mut active: ResMut<Prank3dActive>,
) {
let primary_window = primary_window.get_single().ok();
let Some(focused_window) = windows
.iter()
.find(|(_, window)| window.focused)
.map(|(entity, _)| entity)
.or_else(|| primary_window.and_then(|(entity, window)| window.focused.then_some(entity)))
else {
return;
};
let active_entity = pranks
.iter()
.find(|(_, camera)| {
if !camera.is_active {
return false;
}
let Some(NormalizedRenderTarget::Window(winref)) = camera
.target
.normalize(primary_window.map(|(entity, _)| entity))
else {
return false;
};
winref.entity() == focused_window
})
.map(|(entity, _)| entity);
if active_entity != active.0 {
*active = Prank3dActive(active_entity);
}
}
fn initialize(mut pranks: Query<(&mut Prank3d, &GlobalTransform), Added<Prank3d>>) {
for (mut prank, transform) in pranks.iter_mut() {
if !(0.0..1.0).contains(&prank.interp_rate) {
panic!(
"`interp_rate` field of `bevy_prank::three::Prank3d` must be in range [0.0, 1.0)"
);
}
let (yaw, pitch, _) = transform
.compute_transform()
.rotation
.to_euler(EulerRot::YXZ);
prank.position = transform.translation();
prank.pitch = pitch;
prank.yaw = yaw;
}
}
fn sync_cursor(
mut primary_window: Query<(Entity, &mut Window), With<PrimaryWindow>>,
mut windows: Query<&mut Window, Without<PrimaryWindow>>,
active: Res<Prank3dActive>,
pranks: Query<&Camera, With<Prank3d>>,
mode: Res<State<Prank3dMode>>,
) {
let Some(entity) = active.0 else {
return;
};
let camera = pranks.get(entity).expect("exists");
let Some(NormalizedRenderTarget::Window(winref)) = camera
.target
.normalize(primary_window.get_single().ok().map(|(entity,_)| entity))
else {
return;
};
let mut window = match windows.get_mut(winref.entity()) {
Ok(window) => window,
Err(_) => {
let Ok((_, window)) = primary_window.get_single_mut() else {
return;
};
window
}
};
match **mode {
Prank3dMode::Fly => {
window.cursor.visible = false;
window.cursor.grab_mode = CursorGrabMode::Locked;
}
Prank3dMode::Offset => {
window.cursor.visible = false;
window.cursor.grab_mode = CursorGrabMode::Locked;
}
Prank3dMode::None => {
window.cursor.visible = true;
window.cursor.grab_mode = CursorGrabMode::None;
}
}
}
fn movement(
mut movement: EventReader<Prank3dMovement>,
active: Res<Prank3dActive>,
mut pranks: Query<(&mut Transform, &mut Prank3d)>,
time: Res<Time>,
) {
let movement = movement.iter().fold(Vec3::ZERO, |acc, x| acc + x.0);
let Some(entity) = active.0 else {
return;
};
let (mut transform, mut prank) = pranks.get_mut(entity).expect("exists");
let s = prank.speed;
prank.position += s * movement * time.delta_seconds();
transform.translation = transform.translation.lerp(
prank.position,
1.0 - prank.interp_rate.powf(time.delta_seconds()),
);
}
fn rotation(
mut rotation: EventReader<Prank3dRotation>,
active: Res<Prank3dActive>,
mut pranks: Query<(&mut Transform, &mut Prank3d)>,
time: Res<Time>,
) {
let rotation = rotation.iter().fold(Vec2::ZERO, |acc, x| acc + x.0);
let Some(entity) = active.0 else {
return;
};
let (mut transform, mut prank) = pranks.get_mut(entity).expect("exists");
prank.pitch = (prank.pitch - prank.sensitivity.y * rotation.y * time.delta_seconds())
.clamp(-consts::FRAC_PI_2, consts::FRAC_PI_2);
prank.yaw -= prank.sensitivity.x * rotation.x * time.delta_seconds();
transform.rotation = Quat::from_euler(EulerRot::YXZ, prank.yaw, prank.pitch, 0.0);
}