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#![warn(missing_docs)]
//! This library provides basic "interaction" functionality
//! Entities which can trigger interactions get the `Interactor` component, and entities which can
//! Be interacted with get the `Interactable` component. An `InteractorFiredEvent` can be invoked for
//! a given `Interactor`, which does the following:
//! 1. Checks to make sure there is at least 1 `Interactable` in range
//! 2. If the nearest `Interactable` is "exclusive", an `InteractionEvent` is invoked for only that
//! entity
//! 3. If the nearest `Interactable` is *not* "exclusive", an individual `InteractionEvent` is invoked for
//! that entity and each "non-exclusive" `Interactable` entity within range
use std::f32::consts::PI;
use bevy::prelude::*;
use components::{Interactable, Interactor};
use events::{InteractionEvent, InteractorFiredEvent};
pub mod components;
pub mod events;
/// Plugin which enables interaction functionality.
/// Sets up event handling for `InteractorFiredEvent` to automatically trigger the correct
/// `InteractionEvent`s
pub struct InteractionPlugin;
impl Plugin for InteractionPlugin {
fn build(&self, app: &mut App) {
app.add_systems(Update, (handle_interactor_events, update_interactor_targets))
.add_event::<InteractorFiredEvent>()
.add_event::<InteractionEvent>();
}
}
fn handle_interactor_events(
mut interactor_events: EventReader<InteractorFiredEvent>,
interactable_query: Query<&Interactable>,
interactor_query: Query<&Interactor>,
mut event_writer: EventWriter<InteractionEvent>,
) {
for InteractorFiredEvent(interactor_entity) in interactor_events.read() {
let interactor = interactor_query.get(*interactor_entity).unwrap();
if let Some(interactable_entity) = interactor.closest {
let interactable = interactable_query.get(interactable_entity).unwrap();
if interactable.exclusive {
event_writer.send(InteractionEvent {
interactor: *interactor_entity,
interactable: interactable_entity,
});
continue;
} else {
for interactable_entity in &interactor.targets {
let interactable = interactable_query.get(*interactable_entity).unwrap();
if !interactable.exclusive {
event_writer.send(InteractionEvent {
interactor: *interactor_entity,
interactable: *interactable_entity,
});
}
}
}
}
}
}
fn update_interactor_targets(
mut interactable_query: Query<(Entity, &Interactable)>,
mut interactor_query: Query<(Entity, &mut Interactor)>,
transform_query: Query<&GlobalTransform>,
) {
for (interactor_entity, mut interactor) in interactor_query.iter_mut() {
let interactor_transform = transform_query.get(interactor_entity).unwrap();
let mut closest_active_interactable: Option<(f32, Entity)> = None;
for (interactable_entity, interactable) in interactable_query.iter_mut() {
let interactable_transform = transform_query.get(interactable_entity).unwrap();
let interactable_distance_squared = interactable_transform
.translation()
.distance_squared(interactor_transform.translation());
let interactable_arccosine = f32::acos(
interactor_transform.forward().dot(
(interactable_transform.translation() - interactor_transform.translation())
.normalize(),
),
);
if interactable_distance_squared < interactable.max_distance_squared
&& interactable_arccosine < PI / 8.0
{
interactor.targets.insert(interactable_entity);
if let Some((arccosine, _)) = closest_active_interactable {
if interactable_arccosine < arccosine {
closest_active_interactable =
Some((interactable_arccosine, interactable_entity));
}
} else {
closest_active_interactable =
Some((interactable_arccosine, interactable_entity));
}
} else {
interactor.targets.remove(&interactable_entity);
}
}
interactor.closest = if let Some((_, interactable_entity)) = closest_active_interactable {
Some(interactable_entity)
} else {
None
}
}
}
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