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mfd.rs
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use bevy::{
prelude::*,
render::{
camera::{RenderTarget, ScalingMode},
render_resource::{
Extent3d, TextureDescriptor, TextureDimension, TextureFormat, TextureUsages,
},
view::RenderLayers,
}, sprite::MaterialMesh2dBundle,
};
use crate::{definitions::{COLOR_GREEN, RENDERLAYER_COCKPIT, RENDERLAYER_MFD, RENDERLAYER_WORLD}, player::Player, targeting::SensorTarget};
#[derive(Component)]
pub struct FlirCamera;
#[derive(Resource, TypePath)]
#[type_path = "f117::mfd::FlirImage"]
pub struct FlirImage {
pub image: Handle<Image>,
}
#[derive(Component)]
pub struct MfdSprite;
//Set up the MFD displaying the correct texture
pub fn update_mfd(
mut commands: Commands,
image_handles: Option<Res<FlirImage>>,
asset_server: Res<AssetServer>,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<ColorMaterial>>,
query: Query<Entity, With<MfdSprite>>,
player_transform: Query<&Transform, (With<Player>, Without<FlirCamera>, Without<SensorTarget>)>,
mut flir_cameras: Query<&mut Transform, (With<FlirCamera>, Without<Player>, Without<SensorTarget>)>,
sensor_target: Query<&Transform, (With<SensorTarget>, Without<Player>, Without<FlirCamera>)>,
) {
match query.get_single() {
Ok(_) => {
for mut transform in flir_cameras.iter_mut() {
transform.translation = player_transform.single().translation;
match sensor_target.get_single() {
Ok(target_transform) => {
// info!("Target found");
let los = target_transform.translation - transform.translation;
*transform = transform.looking_to(los.normalize(), Vec3::Y);
},
Err(_) => {
// info!("No target");
// transform.rotation = player_transform.single().rotation;
}
}
}
},
Err(_) => {
match image_handles {
Some(_resource) => {
info!("Spawning MFD");
commands.spawn(SpriteBundle {
transform: Transform::from_translation(Vec3::new(600.0, -290.0, 0.0)),
texture: _resource.image.clone(),
..Default::default()
})
.insert(RenderLayers::layer(RENDERLAYER_COCKPIT))
.insert(MfdSprite); // This stops setup_mfd from being called again
let font = asset_server.load("fonts/Brickshapers-eXPx.ttf");
let text_style = TextStyle {
font: font.clone(),
font_size: 30.0,
color: COLOR_GREEN,
};
commands.spawn(
Text2dBundle {
text: Text::from_section("L", text_style.clone()).with_justify(JustifyText::Right),
transform: Transform::from_translation(Vec3::new(-100.0, -100.0, 0.0)),
..default()
}
).insert(RenderLayers::layer(RENDERLAYER_MFD));
draw_crosshair(&mut commands, &mut meshes, &mut materials);
}
_ => {
info!("FLIR image not loaded yet");
}
}
}
}
}
fn draw_crosshair(commands: &mut Commands<'_, '_>, meshes: &mut ResMut<'_, Assets<Mesh>>, materials: &mut ResMut<'_, Assets<ColorMaterial>>) {
commands.spawn(MaterialMesh2dBundle {
mesh: meshes.add(Rectangle::new(50., 4.)).into(),
material: materials.add(ColorMaterial::from(COLOR_GREEN)),
transform: Transform::from_translation(Vec3::new(50., 0., 0.)),
..default()
}).insert(RenderLayers::layer(RENDERLAYER_MFD));
commands.spawn(MaterialMesh2dBundle {
mesh: meshes.add(Rectangle::new(50., 4.)).into(),
material: materials.add(ColorMaterial::from(COLOR_GREEN)),
transform: Transform::from_translation(Vec3::new(-50., 0., 0.)),
..default()
}).insert(RenderLayers::layer(RENDERLAYER_MFD));
commands.spawn(MaterialMesh2dBundle {
mesh: meshes.add(Rectangle::new(4., 50.)).into(),
material: materials.add(ColorMaterial::from(COLOR_GREEN)),
transform: Transform::from_translation(Vec3::new(0., 50., 0.)),
..default()
}).insert(RenderLayers::layer(RENDERLAYER_MFD));
commands.spawn(MaterialMesh2dBundle {
mesh: meshes.add(Rectangle::new(4., 50.)).into(),
material: materials.add(ColorMaterial::from(COLOR_GREEN)),
transform: Transform::from_translation(Vec3::new(0., -50., 0.)),
..default()
}).insert(RenderLayers::layer(RENDERLAYER_MFD));
}
//Set up the camera and render target for the FLIR
pub fn setup_flir(
mut commands: Commands,
mut images: ResMut<Assets<Image>>,
) {
info!("setup_flir");
let size = Extent3d {
width: 512,
height: 512,
..default()
};
// This is the texture that will be rendered to.
let mut image = Image {
texture_descriptor: TextureDescriptor {
label: None,
size,
dimension: TextureDimension::D2,
format: TextureFormat::Bgra8UnormSrgb,
mip_level_count: 1,
sample_count: 1,
usage: TextureUsages::TEXTURE_BINDING
| TextureUsages::COPY_DST
| TextureUsages::RENDER_ATTACHMENT,
view_formats: &[],
},
..default()
};
// fill image.data with zeroes
image.resize(size);
let image_handle = images.add(image);
info!("Setting FLIR image");
commands.insert_resource(FlirImage {
image: image_handle.clone(),
});
let start_fov: f32 = 2.0;
commands
.spawn(Camera3dBundle {
camera: Camera {
clear_color: ClearColorConfig::Custom(Color::srgb(0.0, 0.0, 0.0)),
// render before the "main pass" camera and the mfd 2d camera
order: -2,
target: RenderTarget::Image(image_handle.clone()),
..default()
},
projection: bevy::prelude::Projection::Perspective(PerspectiveProjection {
fov: start_fov.to_radians(),
..default()
}),
transform: Transform::from_translation(Vec3::new(0.0, 0.0, 15.0))
.looking_at(Vec3::ZERO, Vec3::Y),
..Default::default()
})
//TODO: Hide Gizmos on this camera, for example using GizmoConfig
// .insert(UiCameraConfig {
// show_ui: false,
// ..default()
// })
.insert(FlirCamera)
.insert(RenderLayers::layer(RENDERLAYER_WORLD));
// HUD camera
commands
.spawn(
Camera2dBundle {
camera: Camera {
// Don't clear the canvas before drawing
clear_color: ClearColorConfig::None,
// renders after the mfd 3d camera and before the main cameras
order: -1,
target: RenderTarget::Image(image_handle.clone()),
..default()
},
projection: OrthographicProjection {
// Make sure the HUD scales with the window size
scale: 1.0,
scaling_mode: ScalingMode::Fixed {
width: 512.,
height: 512.,
},
far: 1000.0, // Changing far and near planes is required to make spritebundles work
near: -1000.0,
..default()
}
.into(),
..Default::default()
}
)
//TODO: Hide Gizmos on this camera, for example using GizmoConfig
// .insert(UiCameraConfig {
// show_ui: false,
// ..default()
// })
.insert(RenderLayers::layer(RENDERLAYER_MFD));
}