feat(camera): comprehensive camera system (C1)

Rebuild the camera around a single persistent MainCamera and the
Camera System design-doc model: two framing modes (Orbit = inspection/
docked tactical, Follow = track the ship) plus Cinematic as a boolean
overlay (free rotation + HUD hide + live gameplay), not a third mode.

Critical fixes (gap analysis A1-A3):
- A1: scenes now *reconfigure* the one startup camera instead of spawning
  a second one; despawn_in_system_scene no longer destroys MainCamera, so
  the session never loses its camera. .single_mut() on MainCamera now
  succeeds during flight.
- A2: Cinematic is a real overlay — toggle (KeyC), free-look rotation in
  any framing, HUD hidden while active, gameplay keeps running.
- A3: removed dead FollowCamera component + setup_follow_camera; tracking
  is unified in track_camera_target.

Gaps B1-B6:
- B1: adopted doc model (Cinematic overlay, not exclusive mode).
- B2: canonical isometric tactical_rotation() baseline.
- B3: smooth reframing via OrbitFocusGoal exponential-damp tween.
- B4: non-zero CameraState defaults.
- B5: consolidated the three orbit-control impls into one (dropped the
  starting_base local control + its Euler variant).
- B6: track_camera_target keeps OrbitCamera.target synced to the focus
  entity every frame.

Docked view now frames the actual station at a tactical iso distance.
cargo check + clippy clean for all newly-authored code; net -10 lines
(more dead code removed than added). 42 tests pass.
This commit is contained in:
2026-06-16 20:05:31 -04:00
parent aee13cb81a
commit 30b6678569
7 changed files with 420 additions and 430 deletions

View File

@@ -8,7 +8,7 @@
use bevy::prelude::*;
use crate::camera::{CameraState, CameraMode};
use crate::camera::{CameraState, CameraMode, OrbitFocusGoal};
use crate::gameplay::movement::components::{Velocity, MoveTarget};
use crate::gameplay::galaxy::Identifiable;
use super::{DockedState, UndockEvent};
@@ -53,14 +53,15 @@ fn handle_undock(
mut events: EventReader<UndockEvent>,
mut docked_state: ResMut<DockedState>,
mut camera_state: ResMut<CameraState>,
player_query: Query<(Entity, &Transform), (With<PlayerShip>, With<Docked>)>,
mut focus_goal: ResMut<OrbitFocusGoal>,
player_query: Query<Entity, (With<PlayerShip>, With<Docked>)>,
// docked_ui_query removed - UI no longer needed
) {
for event in events.read() {
bevy::log::info!("Handling undock from station {:?}", event.station_entity);
// Find player ship
let Ok((player_entity, ship_transform)) = player_query.single() else {
let Ok(player_entity) = player_query.single() else {
bevy::log::warn!("No docked player ship found");
continue;
};
@@ -87,11 +88,19 @@ fn handle_undock(
// Update docked state resource
docked_state.undock();
// Transition camera to tactical follow mode (isometric view)
// Transition camera to follow mode: a tactical iso view tracking the
// ship. Arm a focus goal so the distance eases from the docked framing
// to the follow distance instead of hard-snapping. The orbit target is
// left to `track_camera_target`, which locks it to the ship.
camera_state.mode = CameraMode::Follow;
camera_state.target_entity = Some(player_entity);
camera_state.follow_distance = 45.0; // Higher for tactical view
camera_state.follow_height = 35.0; // Isometric angle
camera_state.follow_distance = 45.0; // Higher for tactical view
camera_state.follow_height = 35.0; // Isometric angle
focus_goal.arm(
None,
Some(camera_state.follow_distance),
Some(crate::camera::tactical_rotation()),
);
// UI removed - gameplay only
// setup_flight_ui(commands.reborrow());
@@ -111,6 +120,7 @@ fn handle_docking(
mut events: EventReader<DockEvent>,
mut docked_state: ResMut<DockedState>,
mut camera_state: ResMut<CameraState>,
mut focus_goal: ResMut<OrbitFocusGoal>,
identifiable_query: Query<&Identifiable>,
// flight_ui_query removed - UI no longer needed
) {
@@ -134,9 +144,15 @@ fn handle_docking(
// Update docked state resource
docked_state.dock_at(event.station);
// Transition camera to cinematic mode
camera_state.mode = CameraMode::Cinematic;
// Transition camera back to the docked tactical framing (Orbit on the
// station), easing the distance in.
camera_state.mode = CameraMode::Orbit;
camera_state.target_entity = Some(event.station);
focus_goal.arm(
None,
Some(crate::camera::DOCKED_FRAMING_DISTANCE),
Some(crate::camera::tactical_rotation()),
);
// UI removed - no longer needed
// Despawn flight HUD

View File

@@ -21,7 +21,7 @@ pub use docked::{DockedState, UndockEvent};
pub use flight::{FlightState, FlightControlsPlugin};
pub use scene::ActiveSystem;
pub use target::{Targetable, TargetKind, SelectedTarget, TargetSelectionPlugin};
pub use actions::{ContextualActionPlugin, ActionType, ActionTriggeredEvent};
pub use actions::{ContextualActionPlugin, ActionType, ActionTriggeredEvent, ActionUi};
pub use operations::{TimedOperationPlugin, OperationKind, ActiveOperation};
pub struct InSystemPlugin;

View File

@@ -2,6 +2,7 @@
//!
//! Handles spawning the star, POIs, and player ship docked at a station.
use bevy::ecs::system::SystemParam;
use bevy::prelude::*;
use crate::camera::{MainCamera, OrbitCamera};
@@ -11,8 +12,7 @@ use crate::gameplay::galaxy::{
contents, Massive, Luminosity, MassLock, BoundingVolume, Identifiable,
SystemContents,
};
use crate::gameplay::in_system::{DockedState};
use crate::state::AppState;
use crate::gameplay::in_system::DockedState;
/// Tracks the currently active system for gameplay.
#[derive(Resource, Debug, Clone, Default)]
@@ -45,12 +45,6 @@ pub struct DockingTarget {
/// Offset from station where player ship spawns when docked.
const DOCKED_OFFSET: Vec3 = Vec3::new(1.5, 0.0, 0.0);
/// Distance for camera to view the docked scene cinematically.
const DOCKED_CAMERA_DISTANCE: f32 = 8.0;
/// Slight upward tilt for cinematic docked view.
const DOCKED_CAMERA_PITCH: f32 = 0.3;
/// Represents a docking target (either a station or a habitable planet).
#[derive(Debug, Clone)]
struct DockingTargetInfo {
@@ -61,14 +55,22 @@ struct DockingTargetInfo {
is_station: bool,
}
/// Bundles the in-system runtime state so [`setup_in_system_view`] stays
/// under clippy's argument-count threshold while also taking a camera query.
#[derive(SystemParam)]
pub(crate) struct InSystemRuntimeState<'w> {
docked: ResMut<'w, DockedState>,
active: ResMut<'w, ActiveSystem>,
}
pub fn setup_in_system_view(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
campaign: Res<CampaignDraft>,
mut docked_state: ResMut<DockedState>,
mut active_system: ResMut<ActiveSystem>,
mut runtime: InSystemRuntimeState,
mut camera_state: ResMut<crate::camera::CameraState>,
mut camera_query: Query<&mut OrbitCamera, With<MainCamera>>,
) {
// Get the selected starting base
let Some(starting_base) = &campaign.starting_base else {
@@ -134,19 +136,29 @@ pub fn setup_in_system_view(
);
// Update resources
docked_state.system_id = system.id.clone();
docked_state.is_docked = true;
docked_state.station_entity = Some(station_entity);
runtime.docked.system_id = system.id.clone();
runtime.docked.is_docked = true;
runtime.docked.station_entity = Some(station_entity);
active_system.system_id = system.id.clone();
active_system.system_name = system.name.clone();
active_system.star_entity = Some(star_entity);
runtime.active.system_id = system.id.clone();
runtime.active.system_name = system.name.clone();
runtime.active.star_entity = Some(star_entity);
// Position camera for cinematic docked view
setup_docked_camera(&mut commands);
// Reconfigure the persistent camera for a tactical framing of the docked
// station. Scenes must never spawn a new camera (see `camera` module docs);
// a hard set is correct here because the coordinate scale changes
// discontinuously (galaxy → in-system).
let station_pos = orbital_position(docking_target.orbit, docking_target.phase);
crate::camera::retarget_main_camera(
&mut camera_query,
station_pos,
crate::camera::DOCKED_FRAMING_DISTANCE,
crate::camera::tactical_rotation(),
);
// Set camera mode to cinematic
camera_state.mode = crate::camera::CameraMode::Cinematic;
// Orbit framing focused on the station; `track_camera_target` keeps the
// orbit target locked to the station each frame.
camera_state.mode = crate::camera::CameraMode::Orbit;
camera_state.target_entity = Some(station_entity);
}
@@ -363,45 +375,17 @@ fn spawn_player_ship_docked(
ship_entity
}
/// Setup camera for cinematic docked view.
fn setup_docked_camera(commands: &mut Commands) {
// Position camera for a cinematic view looking at the docked scene
// Offset back and up, angled down slightly
let camera_distance = DOCKED_CAMERA_DISTANCE;
let camera_pitch = DOCKED_CAMERA_PITCH;
let yaw = Quat::from_rotation_y(0.0);
let pitch = Quat::from_rotation_x(camera_pitch);
let rotation = yaw * pitch;
let offset = rotation * Vec3::new(0.0, 0.0, camera_distance);
let position = Vec3::new(DOCKED_OFFSET.x * 0.5, 1.0, 0.0) + offset;
commands.spawn((
Camera3d::default(),
Transform::from_translation(position)
.with_rotation(rotation)
.looking_at(Vec3::new(DOCKED_OFFSET.x * 0.5, 0.0, 0.0), Vec3::Y),
MainCamera,
OrbitCamera {
target: Vec3::new(DOCKED_OFFSET.x * 0.5, 0.0, 0.0),
distance: camera_distance,
rotation,
},
));
}
/// Despawn all entities spawned for the in-system view.
///
/// The [`MainCamera`] is persistent across states (spawned once at [`Startup`])
/// and is intentionally **not** despawned here — scenes reconfigure it.
/// Despawning it would leave the session with no camera, since [`Startup`] does
/// not re-run.
pub fn despawn_in_system_scene(
mut commands: Commands,
query: Query<Entity, With<InSystemSpawned>>,
camera_query: Query<Entity, With<MainCamera>>,
) {
for entity in &query {
commands.entity(entity).despawn_recursive();
}
// Also despawn the main camera (it gets recreated on next enter)
for entity in &camera_query {
commands.entity(entity).despawn();
}
}