bevy/examples/tools/scene_viewer/camera_controller_plugin.rs

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//! A freecam-style camera controller plugin.
//! To use in your own application:
//! - Copy the code for the `CameraControllerPlugin` and add the plugin to your App.
//! - Attach the `CameraController` component to an entity with a `Camera3dBundle`.
use bevy::window::CursorGrabMode;
use bevy::{input::mouse::MouseMotion, prelude::*};
use std::f32::consts::*;
use std::fmt;
/// Based on Valorant's default sensitivity, not entirely sure why it is exactly 1.0 / 180.0,
/// but I'm guessing it is a misunderstanding between degrees/radians and then sticking with
/// it because it felt nice.
pub const RADIANS_PER_DOT: f32 = 1.0 / 180.0;
#[derive(Component)]
pub struct CameraController {
pub enabled: bool,
pub initialized: bool,
pub sensitivity: f32,
pub key_forward: KeyCode,
pub key_back: KeyCode,
pub key_left: KeyCode,
pub key_right: KeyCode,
pub key_up: KeyCode,
pub key_down: KeyCode,
pub key_run: KeyCode,
pub mouse_key_enable_mouse: MouseButton,
pub keyboard_key_enable_mouse: KeyCode,
pub walk_speed: f32,
pub run_speed: f32,
pub friction: f32,
pub pitch: f32,
pub yaw: f32,
pub velocity: Vec3,
}
impl Default for CameraController {
fn default() -> Self {
Self {
enabled: true,
initialized: false,
sensitivity: 1.0,
key_forward: KeyCode::W,
key_back: KeyCode::S,
key_left: KeyCode::A,
key_right: KeyCode::D,
key_up: KeyCode::E,
key_down: KeyCode::Q,
key_run: KeyCode::LShift,
mouse_key_enable_mouse: MouseButton::Left,
keyboard_key_enable_mouse: KeyCode::M,
walk_speed: 5.0,
run_speed: 15.0,
friction: 0.5,
pitch: 0.0,
yaw: 0.0,
velocity: Vec3::ZERO,
}
}
}
impl fmt::Display for CameraController {
fn fmt(&self, f: &mut fmt::Formatter<'_>) -> fmt::Result {
write!(
f,
"
Freecam Controls:
MOUSE\t- Move camera orientation
{:?}/{:?}\t- Enable mouse movement
{:?}{:?}\t- forward/backward
{:?}{:?}\t- strafe left/right
{:?}\t- 'run'
{:?}\t- up
{:?}\t- down",
self.mouse_key_enable_mouse,
self.keyboard_key_enable_mouse,
self.key_forward,
self.key_back,
self.key_left,
self.key_right,
self.key_run,
self.key_up,
self.key_down
)
}
}
pub struct CameraControllerPlugin;
impl Plugin for CameraControllerPlugin {
fn build(&self, app: &mut App) {
app.add_system(camera_controller);
}
}
fn camera_controller(
time: Res<Time>,
mut windows: ResMut<Windows>,
mut mouse_events: EventReader<MouseMotion>,
mouse_button_input: Res<Input<MouseButton>>,
key_input: Res<Input<KeyCode>>,
mut move_toggled: Local<bool>,
mut query: Query<(&mut Transform, &mut CameraController), With<Camera>>,
) {
let window = windows.primary_mut();
let dt = time.delta_seconds();
if let Ok((mut transform, mut options)) = query.get_single_mut() {
if !options.initialized {
let (yaw, pitch, _roll) = transform.rotation.to_euler(EulerRot::YXZ);
options.yaw = yaw;
options.pitch = pitch;
options.initialized = true;
}
if !options.enabled {
return;
}
// Handle key input
let mut axis_input = Vec3::ZERO;
if key_input.pressed(options.key_forward) {
axis_input.z += 1.0;
}
if key_input.pressed(options.key_back) {
axis_input.z -= 1.0;
}
if key_input.pressed(options.key_right) {
axis_input.x += 1.0;
}
if key_input.pressed(options.key_left) {
axis_input.x -= 1.0;
}
if key_input.pressed(options.key_up) {
axis_input.y += 1.0;
}
if key_input.pressed(options.key_down) {
axis_input.y -= 1.0;
}
if key_input.just_pressed(options.keyboard_key_enable_mouse) {
*move_toggled = !*move_toggled;
}
// Apply movement update
if axis_input != Vec3::ZERO {
let max_speed = if key_input.pressed(options.key_run) {
options.run_speed
} else {
options.walk_speed
};
options.velocity = axis_input.normalize() * max_speed;
} else {
let friction = options.friction.clamp(0.0, 1.0);
options.velocity *= 1.0 - friction;
if options.velocity.length_squared() < 1e-6 {
options.velocity = Vec3::ZERO;
}
}
let forward = transform.forward();
let right = transform.right();
transform.translation += options.velocity.x * dt * right
+ options.velocity.y * dt * Vec3::Y
+ options.velocity.z * dt * forward;
// Handle mouse input
let mut mouse_delta = Vec2::ZERO;
if mouse_button_input.pressed(options.mouse_key_enable_mouse) || *move_toggled {
window.set_cursor_grab_mode(CursorGrabMode::Locked);
window.set_cursor_visibility(false);
for mouse_event in mouse_events.iter() {
mouse_delta += mouse_event.delta;
}
} else {
window.set_cursor_grab_mode(CursorGrabMode::None);
window.set_cursor_visibility(true);
}
if mouse_delta != Vec2::ZERO {
// Apply look update
options.pitch = (options.pitch - mouse_delta.y * RADIANS_PER_DOT * options.sensitivity)
.clamp(-PI / 2., PI / 2.);
options.yaw -= mouse_delta.x * RADIANS_PER_DOT * options.sensitivity;
transform.rotation = Quat::from_euler(EulerRot::ZYX, 0.0, options.yaw, options.pitch);
}
}
}