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133 lines
4.6 KiB
Rust

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