//! Input handling using engine GameActions //! //! Processes GameActions (from InputController) and applies them to game entities. use bevy::prelude::*; use libmarathon::{ engine::{GameAction, InputController}, networking::{EntityLockRegistry, NetworkedEntity, NetworkedSelection, NodeVectorClock}, }; use super::event_buffer::InputEventBuffer; pub struct InputHandlerPlugin; impl Plugin for InputHandlerPlugin { fn build(&self, app: &mut App) { app.init_resource::() .add_systems(Update, handle_game_actions); } } /// Resource wrapping the InputController #[derive(Resource)] struct InputControllerResource { controller: InputController, } impl Default for InputControllerResource { fn default() -> Self { Self { controller: InputController::new(), } } } /// Convert glam::Vec2 to Bevy's Vec2 /// /// They're the same type, just construct a new one. #[inline] fn to_bevy_vec2(v: glam::Vec2) -> bevy::math::Vec2 { bevy::math::Vec2::new(v.x, v.y) } /// Process GameActions and apply to entities fn handle_game_actions( input_buffer: Res, mut controller_res: ResMut, mut lock_registry: ResMut, node_clock: Res, mut cube_query: Query<(&NetworkedEntity, &mut Transform, &mut NetworkedSelection), With>, camera_query: Query<(&Camera, &GlobalTransform)>, window_query: Query<&Window>, ) { let node_id = node_clock.node_id; // Process all input events through the controller to get game actions let mut all_actions = Vec::new(); for event in input_buffer.events.iter() { let actions = controller_res.controller.process_event(event); all_actions.extend(actions); } // Apply game actions to entities for action in all_actions { match action { GameAction::SelectEntity { position } => { apply_select_entity( position, &mut lock_registry, node_id, &mut cube_query, &camera_query, &window_query, ); } GameAction::MoveEntity { delta } => { apply_move_entity(delta, &lock_registry, node_id, &mut cube_query); } GameAction::RotateEntity { delta } => { apply_rotate_entity(delta, &lock_registry, node_id, &mut cube_query); } GameAction::MoveEntityDepth { delta } => { apply_move_depth(delta, &lock_registry, node_id, &mut cube_query); } GameAction::ResetEntity => { apply_reset_entity(&lock_registry, node_id, &mut cube_query); } _ => { // Other actions not yet implemented } } } } /// Apply SelectEntity action - raycast to find clicked cube and select it fn apply_select_entity( position: glam::Vec2, lock_registry: &mut EntityLockRegistry, node_id: uuid::Uuid, cube_query: &mut Query<(&NetworkedEntity, &mut Transform, &mut NetworkedSelection), With>, camera_query: &Query<(&Camera, &GlobalTransform)>, window_query: &Query<&Window>, ) { // Get the camera and window let Ok((camera, camera_transform)) = camera_query.single() else { return; }; let Ok(window) = window_query.single() else { return; }; // Convert screen position to world ray let Some(ray) = screen_to_world_ray(position, camera, camera_transform, window) else { return; }; // Find the closest cube hit by the ray let mut closest_hit: Option<(uuid::Uuid, f32)> = None; for (networked, transform, _) in cube_query.iter() { // Test ray against cube AABB (1x1x1 cube) if let Some(distance) = ray_aabb_intersection( ray.origin, ray.direction, transform.translation, Vec3::splat(0.5), // Half extents for 1x1x1 cube ) { if closest_hit.map_or(true, |(_, d)| distance < d) { closest_hit = Some((networked.network_id, distance)); } } } // If we hit a cube, clear all selections and select this one if let Some((hit_entity_id, _)) = closest_hit { // Clear all previous selections and locks for (networked, _, mut selection) in cube_query.iter_mut() { selection.clear(); lock_registry.release(networked.network_id, node_id); } // Select and lock the clicked cube for (networked, _, mut selection) in cube_query.iter_mut() { if networked.network_id == hit_entity_id { selection.add(hit_entity_id); let _ = lock_registry.try_acquire(hit_entity_id, node_id); info!("Selected cube {}", hit_entity_id); break; } } } else { // Clicked on empty space - deselect all for (networked, _, mut selection) in cube_query.iter_mut() { selection.clear(); lock_registry.release(networked.network_id, node_id); } info!("Deselected all cubes"); } } /// Apply MoveEntity action to locked cubes fn apply_move_entity( delta: glam::Vec2, lock_registry: &EntityLockRegistry, node_id: uuid::Uuid, cube_query: &mut Query<(&NetworkedEntity, &mut Transform, &mut NetworkedSelection), With>, ) { let bevy_delta = to_bevy_vec2(delta); let sensitivity = 0.01; // Scale factor for (networked, mut transform, _) in cube_query.iter_mut() { if lock_registry.is_locked_by(networked.network_id, node_id, node_id) { transform.translation.x += bevy_delta.x * sensitivity; transform.translation.y -= bevy_delta.y * sensitivity; // Invert Y for screen coords } } } /// Apply RotateEntity action to locked cubes fn apply_rotate_entity( delta: glam::Vec2, lock_registry: &EntityLockRegistry, node_id: uuid::Uuid, cube_query: &mut Query<(&NetworkedEntity, &mut Transform, &mut NetworkedSelection), With>, ) { let bevy_delta = to_bevy_vec2(delta); let sensitivity = 0.01; for (networked, mut transform, _) in cube_query.iter_mut() { if lock_registry.is_locked_by(networked.network_id, node_id, node_id) { let rotation_x = Quat::from_rotation_y(bevy_delta.x * sensitivity); let rotation_y = Quat::from_rotation_x(-bevy_delta.y * sensitivity); transform.rotation = rotation_x * transform.rotation * rotation_y; } } } /// Apply MoveEntityDepth action to locked cubes fn apply_move_depth( delta: f32, lock_registry: &EntityLockRegistry, node_id: uuid::Uuid, cube_query: &mut Query<(&NetworkedEntity, &mut Transform, &mut NetworkedSelection), With>, ) { let sensitivity = 0.1; for (networked, mut transform, _) in cube_query.iter_mut() { if lock_registry.is_locked_by(networked.network_id, node_id, node_id) { transform.translation.z += delta * sensitivity; } } } /// Apply ResetEntity action to locked cubes fn apply_reset_entity( lock_registry: &EntityLockRegistry, node_id: uuid::Uuid, cube_query: &mut Query<(&NetworkedEntity, &mut Transform, &mut NetworkedSelection), With>, ) { for (networked, mut transform, _) in cube_query.iter_mut() { if lock_registry.is_locked_by(networked.network_id, node_id, node_id) { transform.translation = Vec3::ZERO; transform.rotation = Quat::IDENTITY; } } } /// A 3D ray for raycasting struct Ray { origin: Vec3, direction: Vec3, } /// Convert screen coordinates to a world-space ray from the camera fn screen_to_world_ray( screen_pos: glam::Vec2, camera: &Camera, camera_transform: &GlobalTransform, window: &Window, ) -> Option { // Convert screen position to viewport position (0..1 range) let viewport_pos = Vec2::new(screen_pos.x, screen_pos.y); // Use Bevy's viewport_to_world method let ray_bevy = camera.viewport_to_world(camera_transform, viewport_pos).ok()?; Some(Ray { origin: ray_bevy.origin, direction: *ray_bevy.direction, }) } /// Test ray-AABB (axis-aligned bounding box) intersection /// /// Returns the distance along the ray if there's an intersection, None otherwise. fn ray_aabb_intersection( ray_origin: Vec3, ray_direction: Vec3, aabb_center: Vec3, aabb_half_extents: Vec3, ) -> Option { // Calculate AABB min and max let aabb_min = aabb_center - aabb_half_extents; let aabb_max = aabb_center + aabb_half_extents; // Slab method for ray-AABB intersection let mut tmin = f32::NEG_INFINITY; let mut tmax = f32::INFINITY; for i in 0..3 { let origin_component = ray_origin[i]; let dir_component = ray_direction[i]; let min_component = aabb_min[i]; let max_component = aabb_max[i]; if dir_component.abs() < f32::EPSILON { // Ray is parallel to slab, check if origin is within slab if origin_component < min_component || origin_component > max_component { return None; } } else { // Compute intersection t values for near and far plane let inv_dir = 1.0 / dir_component; let mut t1 = (min_component - origin_component) * inv_dir; let mut t2 = (max_component - origin_component) * inv_dir; // Ensure t1 is the near intersection if t1 > t2 { std::mem::swap(&mut t1, &mut t2); } // Update tmin and tmax tmin = tmin.max(t1); tmax = tmax.min(t2); // Check for intersection failure if tmin > tmax { return None; } } } // If tmin is negative, the ray origin is inside the AABB // Return tmax in that case, otherwise return tmin if tmin < 0.0 { if tmax < 0.0 { return None; // AABB is behind the ray } Some(tmax) } else { Some(tmin) } }