Files
marathon/crates/app/src/input/input_handler.rs
2025-12-28 17:39:27 +00:00

348 lines
11 KiB
Rust

//! Input handling using engine GameActions
//!
//! Processes GameActions (from InputController) and applies them to game entities.
use bevy::prelude::*;
use libmarathon::{
engine::GameAction,
platform::input::InputController,
networking::{
EntityLockRegistry, LocalSelection, NetworkedEntity,
NodeVectorClock,
},
};
use crate::cube::CubeMarker;
use super::event_buffer::InputEventBuffer;
pub struct InputHandlerPlugin;
impl Plugin for InputHandlerPlugin {
fn build(&self, app: &mut App) {
app.init_resource::<InputControllerResource>()
// handle_game_actions updates selection - must run before release_locks_on_deselection_system
.add_systems(Update, handle_game_actions.before(libmarathon::networking::release_locks_on_deselection_system))
.add_systems(PostUpdate, update_lock_visuals);
}
}
/// 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<InputEventBuffer>,
mut controller_res: ResMut<InputControllerResource>,
lock_registry: Res<EntityLockRegistry>,
node_clock: Res<NodeVectorClock>,
mut selection: ResMut<LocalSelection>,
mut cube_query: Query<(&NetworkedEntity, &mut Transform), With<crate::cube::CubeMarker>>,
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 } => {
// Do raycasting to find which entity (if any) was clicked
let entity_id = raycast_entity(
position,
&cube_query,
&camera_query,
&window_query,
);
// Update selection
// The release_locks_on_deselection_system will automatically handle lock changes
selection.clear();
if let Some(id) = entity_id {
selection.insert(id);
info!("Selected entity {}", id);
} else {
info!("Deselected all entities");
}
}
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
}
}
}
}
/// Raycast to find which entity was clicked
///
/// Returns the network ID of the closest entity hit by the ray, or None if nothing was hit.
fn raycast_entity(
position: glam::Vec2,
cube_query: &Query<(&NetworkedEntity, &mut Transform), With<crate::cube::CubeMarker>>,
camera_query: &Query<(&Camera, &GlobalTransform)>,
window_query: &Query<&Window>,
) -> Option<uuid::Uuid> {
// Get the camera and window
let Ok((camera, camera_transform)) = camera_query.single() else {
return None;
};
let Ok(window) = window_query.single() else {
return None;
};
// Convert screen position to world ray
let Some(ray) = screen_to_world_ray(position, camera, camera_transform, window) else {
return None;
};
// 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));
}
}
}
closest_hit.map(|(entity_id, _)| entity_id)
}
/// 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), With<crate::cube::CubeMarker>>,
) {
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), With<crate::cube::CubeMarker>>,
) {
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), With<crate::cube::CubeMarker>>,
) {
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), With<crate::cube::CubeMarker>>,
) {
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<Ray> {
// 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<f32> {
// 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)
}
}
/// System to update visual appearance based on lock state
///
/// Color scheme:
/// - Green: Locked by us (we can edit)
/// - Blue: Locked by someone else (they can edit, we can't)
/// - Pink: Not locked (nobody is editing)
fn update_lock_visuals(
lock_registry: Res<EntityLockRegistry>,
node_clock: Res<NodeVectorClock>,
mut cubes: Query<(&NetworkedEntity, &mut MeshMaterial3d<StandardMaterial>), With<CubeMarker>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
for (networked, material_handle) in cubes.iter_mut() {
let entity_id = networked.network_id;
// Determine color based on lock state
let node_id = node_clock.node_id;
let color = if lock_registry.is_locked_by(entity_id, node_id, node_id) {
// Locked by us - green
Color::srgb(0.3, 0.8, 0.3)
} else if lock_registry.is_locked(entity_id, node_id) {
// Locked by someone else - blue
Color::srgb(0.3, 0.5, 0.9)
} else {
// Not locked - default pink
Color::srgb(0.8, 0.3, 0.6)
};
// Update material color
if let Some(mat) = materials.get_mut(&material_handle.0) {
mat.base_color = color;
}
}
}