Galactica/crates/ui/src/radar.rs
Mark c382431747
Renamed content fields,
reworked texture indexing
2024-01-04 17:17:55 -08:00

195 lines
4.8 KiB
Rust

use cgmath::{Deg, InnerSpace, Point2, Vector2};
use galactica_content as content;
use galactica_gameobject as object;
use galactica_render::{AnchoredUiPosition, UiSprite};
use galactica_world::{util, ShipPhysicsHandle, World};
// TODO: args as one unit
pub fn build_radar(
ct: &content::Content,
player: ShipPhysicsHandle,
physics: &World,
system: &object::System,
camera_zoom: f32,
camera_aspect: f32,
) -> Vec<UiSprite> {
let mut out = Vec::new();
let radar_range = 4000.0;
let radar_size = 300.0;
let hide_range = 0.85;
let shrink_distance = 20.0;
let system_object_scale = 1.0 / 600.0;
let ship_scale = 1.0 / 10.0;
let (_, player_body) = physics.get_ship_body(player).unwrap();
let player_position = util::rigidbody_position(player_body);
let planet_sprite = ct.get_sprite_handle("ui::planetblip");
let ship_sprite = ct.get_sprite_handle("ui::shipblip");
let arrow_sprite = ct.get_sprite_handle("ui::centerarrow");
out.push(UiSprite {
sprite: ct.get_sprite_handle("ui::radar"),
pos: AnchoredUiPosition::NwNw(Point2 { x: 10.0, y: -10.0 }),
dimensions: Point2 {
x: radar_size,
y: radar_size,
},
angle: Deg(0.0),
color: None,
});
// Draw system objects
for o in &system.bodies {
let size = (o.size / o.pos.z) / (radar_range * system_object_scale);
let p = Point2 {
x: o.pos.x,
y: o.pos.y,
};
let d = (p - player_position) / radar_range;
// Add half the blip sprite's height to distance
let m = d.magnitude() + (size / (2.0 * radar_size));
if m < hide_range {
// Shrink blips as they get closeto the edge
let size = size.min((hide_range - m) * size * shrink_distance);
if size <= 2.0 {
// Don't draw super tiny sprites, they flicker
continue;
}
out.push(UiSprite {
sprite: planet_sprite,
pos: AnchoredUiPosition::NwC(
Point2 {
x: radar_size / 2.0 + 10.0,
y: radar_size / -2.0 - 10.0,
} + (d * (radar_size / 2.0)),
),
dimensions: Point2 {
x: planet_sprite.aspect,
y: 1.0,
} * size,
angle: o.angle,
color: Some([0.5, 0.5, 0.5, 1.0]),
});
}
}
// Draw ships
for (s, r) in physics.iter_ship_body() {
let ship = ct.get_ship(s.ship.handle);
let size = (ship.size * ship.sprite.aspect) * ship_scale;
let p = util::rigidbody_position(r);
let d = (p - player_position) / radar_range;
let m = d.magnitude() + (size / (2.0 * radar_size));
if m < hide_range {
let size = size.min((hide_range - m) * size * shrink_distance);
if size < 2.0 {
continue;
}
let angle: Deg<f32> = util::rigidbody_rotation(r)
.angle(Vector2 { x: 0.0, y: 1.0 })
.into();
let f = ct.get_faction(s.ship.faction).color;
let f = [f[0], f[1], f[2], 1.0];
out.push(UiSprite {
sprite: ship_sprite,
pos: AnchoredUiPosition::NwC(
Point2 {
x: radar_size / 2.0 + 10.0,
y: radar_size / -2.0 - 10.0,
} + (d * (radar_size / 2.0)),
),
dimensions: Point2 {
x: ship_sprite.aspect,
y: 1.0,
} * size,
angle: -angle,
color: Some(f),
});
}
}
// Draw viewport frame
let d = Vector2 {
x: (camera_zoom / 2.0) * camera_aspect,
y: camera_zoom / 2.0,
} / radar_range;
let m = d.magnitude();
let d = d * (radar_size / 2.0);
let color = Some([0.3, 0.3, 0.3, 1.0]);
if m < 0.8 {
let sprite = ct.get_sprite_handle("ui::radarframe");
let dimensions = Point2 {
x: sprite.aspect,
y: 1.0,
} * 7.0f32.min((0.8 - m) * 70.0);
out.push(UiSprite {
sprite,
pos: AnchoredUiPosition::NwNw(Point2 {
x: (radar_size / 2.0 + 10.0) - d.x,
y: (radar_size / -2.0 - 10.0) + d.y,
}),
dimensions,
angle: Deg(0.0),
color,
});
out.push(UiSprite {
sprite,
pos: AnchoredUiPosition::NwSw(Point2 {
x: (radar_size / 2.0 + 10.0) - d.x,
y: (radar_size / -2.0 - 10.0) - d.y,
}),
dimensions,
angle: Deg(90.0),
color,
});
out.push(UiSprite {
sprite,
pos: AnchoredUiPosition::NwSe(Point2 {
x: (radar_size / 2.0 + 10.0) + d.x,
y: (radar_size / -2.0 - 10.0) - d.y,
}),
dimensions,
angle: Deg(180.0),
color,
});
out.push(UiSprite {
sprite,
pos: AnchoredUiPosition::NwNe(Point2 {
x: (radar_size / 2.0 + 10.0) + d.x,
y: (radar_size / -2.0 - 10.0) + d.y,
}),
dimensions,
angle: Deg(270.0),
color,
});
}
// Arrow to center of system
let q = Point2 { x: 0.0, y: 0.0 } - player_position;
let m = q.magnitude();
if m > 200.0 {
let player_angle: Deg<f32> = q.angle(Vector2 { x: 0.0, y: 1.0 }).into();
out.push(UiSprite {
sprite: arrow_sprite,
pos: AnchoredUiPosition::NwC(
Point2 {
x: radar_size / 2.0 + 10.0,
y: radar_size / -2.0 - 10.0,
} + ((q.normalize() * 0.865) * (radar_size / 2.0)),
),
dimensions: Point2 {
x: arrow_sprite.aspect,
y: 1.0,
} * 10.0,
angle: -player_angle,
color: Some([1.0, 1.0, 1.0, 1f32.min((m - 200.0) / 400.0)]),
});
}
return out;
}