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133 lines
4.6 KiB
Rust
133 lines
4.6 KiB
Rust
use bevy::render::mesh::MeshAabb;
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use bevy::render::primitives::Aabb;
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use super::*;
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pub struct ParallaxPlugin;
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impl Plugin for ParallaxPlugin {
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fn build(&self, app: &mut App) {
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app.add_systems(
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Update,
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(
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move_parallax_items.run_if(any_component_changed::<Transform>),
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wrap_parallax_items.run_if(any_component_changed::<ViewVisibility>),
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),
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);
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}
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}
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///
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/// ParallaxDepth describes how far from the camera something is
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///
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/// A parallax depth of 1 means it moves 1:1 with camera movement;
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/// If the camera moves 1 pixel to the left, the background moves 1px to the right
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///
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/// A parallax depth of 2 means the movement is 1:2
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/// Camera moves 2px, the element moves 1px
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///
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#[derive(Component)]
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pub struct ParallaxDepth(pub f32);
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fn move_parallax_items(
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mut q: Query<(&mut Transform, &ParallaxDepth), Without<Camera2d>>,
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camera: Single<&Transform, (With<Camera2d>, Changed<Transform>)>,
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mut prev_camera_pos: Local<Vec2>,
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) {
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// Unpack the camera data
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let cam_t = *camera;
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// Calculate how far the camera moved since the last update
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let delta = cam_t.translation.truncate() - *prev_camera_pos;
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debug!("Cam Delta: {:?}", delta);
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// For each object
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q.iter_mut().for_each(|(mut t, pd)| {
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// Update ParallaxPosition
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let depth_movement = delta / pd.0;
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debug!("Depth: {:?} | Move: {:?}", pd.0, depth_movement);
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// Update actual position
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t.translation.x -= depth_movement.x;
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t.translation.y -= depth_movement.y;
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});
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*prev_camera_pos = cam_t.translation.truncate();
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}
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fn wrap_parallax_items(
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mut items: Query<
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(&mut Transform, &GlobalTransform, &ViewVisibility, &Mesh2d),
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(
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With<ParallaxDepth>,
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Without<Camera2d>,
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Changed<ViewVisibility>,
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),
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>,
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camera: Single<(&Camera, &GlobalTransform), With<Camera2d>>,
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window: Single<&Window>,
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meshes: Res<Assets<Mesh>>,
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) {
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if !items.is_empty() {
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let (cam, cam_gt) = *camera;
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// get the window size in world space
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let window_size_in_world_space = {
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let top_left = cam.viewport_to_world_2d(cam_gt, Vec2::ZERO).unwrap();
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let bottom_right = cam.viewport_to_world_2d(cam_gt, window.size()).unwrap();
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Vec2::abs(Vec2::new(
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bottom_right.x - top_left.x,
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bottom_right.y - top_left.y,
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))
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};
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// for each item in the paralax items
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items.iter_mut().for_each(|(mut t, gt, v, Mesh2d(m))| {
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if !v.get() {
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debug!("Item is not visible");
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// Get the total size (window + scale)
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let half_extents = {
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let Aabb { half_extents, .. } = meshes.get(m).unwrap().compute_aabb().unwrap();
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half_extents.truncate()
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};
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let object_size = t.scale.truncate() * 2.0;
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let total_size = window_size_in_world_space + (object_size * half_extents);
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debug!("Sizes:\n\twindow {window_size_in_world_space}\n\tobject size: {object_size}\n\tAabb Half extents: {half_extents}\n\tTotal size: {total_size}");
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// Double check that item is out of bounds
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let bounds_check = Vec2::abs(cam_gt.translation().truncate() - gt.translation().truncate());
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let out_of_bounds = (total_size / 2.0) - bounds_check;
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debug!("Bounds check {bounds_check} | Out of bounds: {out_of_bounds:?}");
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debug!("Starting position: {:?}", t.translation);
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if out_of_bounds.x < 0.0 {
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debug!("Object is actually out of bounds horizontally");
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// determine if should move to the left or right relative to camera
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let move_right = cam_gt.translation().x > gt.translation().x;
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// move left or right
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if move_right {
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t.translation.x += total_size.x;
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} else {
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t.translation.x -= total_size.x;
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}
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}
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if out_of_bounds.y < 0.0 {
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debug!("Object is actually out of bounds vertically");
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let move_up = cam_gt.translation().y > gt.translation().y;
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// move up or down
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if move_up {
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t.translation.y += total_size.y;
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} else {
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t.translation.y -= total_size.y;
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}
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}
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debug!("Moved to {:?}", t.translation);
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}
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});
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}
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}
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