mirror of
https://github.com/bevyengine/bevy
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Extract examples CameraController
into a module (#11338)
# Objective Unify flycam-style camera controller from the examples. `parallax_mapping` controller was kept as is. ## Solution Fixed some mouse movement & cursor grabbing related issues too.
This commit is contained in:
parent
6f6269e195
commit
ec5b9eeba7
6 changed files with 244 additions and 459 deletions
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@ -1,12 +1,15 @@
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//! Demonstrates how shadow biases affect shadows in a 3d scene.
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use std::f32::consts::PI;
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#[path = "../helpers/camera_controller.rs"]
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mod camera_controller;
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use bevy::{input::mouse::MouseMotion, pbr::ShadowFilteringMethod, prelude::*};
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use bevy::{pbr::ShadowFilteringMethod, prelude::*};
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use camera_controller::{CameraController, CameraControllerPlugin};
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.add_plugins(CameraControllerPlugin)
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.add_systems(Startup, setup)
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.add_systems(
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Update,
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@ -16,7 +19,6 @@ fn main() {
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adjust_point_light_biases,
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toggle_light,
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adjust_directional_light_biases,
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camera_controller,
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),
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)
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.run();
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@ -135,8 +137,6 @@ fn setup(
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.with_children(|c| {
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c.spawn(TextBundle::from_sections([
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TextSection::new("Controls:\n", style.clone()),
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TextSection::new("WSAD - forward/back/strafe left/right\n", style.clone()),
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TextSection::new("E / Q - up / down\n", style.clone()),
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TextSection::new("R / Z - reset biases to default / zero\n", style.clone()),
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TextSection::new(
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"L - switch between directional and point lights [",
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@ -195,7 +195,7 @@ fn toggle_light(
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if input.just_pressed(KeyCode::KeyL) {
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for mut light in &mut point_lights {
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light.intensity = if light.intensity == 0.0 {
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example_text.single_mut().sections[5].value = "PointLight".to_string();
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example_text.single_mut().sections[3].value = "PointLight".to_string();
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100000000.0
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} else {
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0.0
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@ -203,7 +203,7 @@ fn toggle_light(
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}
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for mut light in &mut directional_lights {
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light.illuminance = if light.illuminance == 0.0 {
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example_text.single_mut().sections[5].value = "DirectionalLight".to_string();
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example_text.single_mut().sections[3].value = "DirectionalLight".to_string();
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100000.0
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} else {
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0.0
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@ -241,9 +241,9 @@ fn adjust_light_position(
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for mut light in &mut lights {
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light.translation += offset;
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light.look_at(Vec3::ZERO, Vec3::Y);
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example_text.sections[23].value = format!("{:.1},", light.translation.x);
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example_text.sections[24].value = format!(" {:.1},", light.translation.y);
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example_text.sections[25].value = format!(" {:.1}", light.translation.z);
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example_text.sections[21].value = format!("{:.1},", light.translation.x);
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example_text.sections[22].value = format!(" {:.1},", light.translation.y);
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example_text.sections[23].value = format!(" {:.1}", light.translation.z);
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}
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}
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}
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@ -270,7 +270,7 @@ fn cycle_filter_methods(
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ShadowFilteringMethod::Hardware2x2
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}
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};
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example_text.single_mut().sections[8].value = filter_method_string;
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example_text.single_mut().sections[6].value = filter_method_string;
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}
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}
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}
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@ -304,8 +304,8 @@ fn adjust_point_light_biases(
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light.shadow_normal_bias = 0.0;
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}
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example_text.single_mut().sections[11].value = format!("{:.2}", light.shadow_depth_bias);
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example_text.single_mut().sections[14].value = format!("{:.1}", light.shadow_normal_bias);
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example_text.single_mut().sections[9].value = format!("{:.2}", light.shadow_depth_bias);
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example_text.single_mut().sections[12].value = format!("{:.1}", light.shadow_normal_bias);
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}
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}
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@ -338,119 +338,7 @@ fn adjust_directional_light_biases(
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light.shadow_normal_bias = 0.0;
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}
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example_text.single_mut().sections[17].value = format!("{:.2}", light.shadow_depth_bias);
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example_text.single_mut().sections[20].value = format!("{:.1}", light.shadow_normal_bias);
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}
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}
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#[derive(Component)]
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struct CameraController {
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pub enabled: bool,
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pub sensitivity: f32,
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pub key_forward: KeyCode,
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pub key_back: KeyCode,
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pub key_left: KeyCode,
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pub key_right: KeyCode,
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pub key_up: KeyCode,
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pub key_down: KeyCode,
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pub key_run: KeyCode,
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pub walk_speed: f32,
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pub run_speed: f32,
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pub friction: f32,
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pub pitch: f32,
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pub yaw: f32,
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pub velocity: Vec3,
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}
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impl Default for CameraController {
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fn default() -> Self {
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Self {
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enabled: true,
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sensitivity: 0.5,
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key_forward: KeyCode::KeyW,
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key_back: KeyCode::KeyS,
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key_left: KeyCode::KeyA,
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key_right: KeyCode::KeyD,
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key_up: KeyCode::KeyE,
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key_down: KeyCode::KeyQ,
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key_run: KeyCode::ShiftLeft,
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walk_speed: 10.0,
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run_speed: 30.0,
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friction: 0.5,
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pitch: 0.0,
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yaw: 0.0,
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velocity: Vec3::ZERO,
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}
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}
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}
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fn camera_controller(
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time: Res<Time>,
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mut mouse_events: EventReader<MouseMotion>,
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key_input: Res<ButtonInput<KeyCode>>,
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mut query: Query<(&mut Transform, &mut CameraController), With<Camera>>,
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) {
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let dt = time.delta_seconds();
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// Handle mouse input
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let mut mouse_delta = Vec2::ZERO;
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for mouse_event in mouse_events.read() {
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mouse_delta += mouse_event.delta;
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}
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for (mut transform, mut options) in &mut query {
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if !options.enabled {
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continue;
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}
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// Handle key input
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let mut axis_input = Vec3::ZERO;
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if key_input.pressed(options.key_forward) {
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axis_input.z += 1.0;
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}
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if key_input.pressed(options.key_back) {
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axis_input.z -= 1.0;
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}
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if key_input.pressed(options.key_right) {
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axis_input.x += 1.0;
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}
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if key_input.pressed(options.key_left) {
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axis_input.x -= 1.0;
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}
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if key_input.pressed(options.key_up) {
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axis_input.y += 1.0;
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}
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if key_input.pressed(options.key_down) {
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axis_input.y -= 1.0;
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}
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// Apply movement update
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if axis_input != Vec3::ZERO {
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let max_speed = if key_input.pressed(options.key_run) {
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options.run_speed
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} else {
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options.walk_speed
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};
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options.velocity = axis_input.normalize() * max_speed;
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} else {
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let friction = options.friction.clamp(0.0, 1.0);
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options.velocity *= 1.0 - friction;
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if options.velocity.length_squared() < 1e-6 {
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options.velocity = Vec3::ZERO;
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}
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}
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let forward = transform.forward();
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let right = transform.right();
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transform.translation += options.velocity.x * dt * right
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+ options.velocity.y * dt * Vec3::Y
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+ options.velocity.z * dt * forward;
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if mouse_delta != Vec2::ZERO {
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// Apply look update
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options.pitch = (options.pitch - mouse_delta.y * 0.5 * options.sensitivity * dt)
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.clamp(-PI / 2., PI / 2.);
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options.yaw -= mouse_delta.x * options.sensitivity * dt;
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transform.rotation = Quat::from_euler(EulerRot::ZYX, 0.0, options.yaw, options.pitch);
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}
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example_text.single_mut().sections[15].value = format!("{:.2}", light.shadow_depth_bias);
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example_text.single_mut().sections[18].value = format!("{:.1}", light.shadow_normal_bias);
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}
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}
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//! Load a cubemap texture onto a cube like a skybox and cycle through different compressed texture formats
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#[path = "../helpers/camera_controller.rs"]
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mod camera_controller;
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use bevy::{
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asset::LoadState,
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core_pipeline::Skybox,
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input::mouse::MouseMotion,
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prelude::*,
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render::{
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render_resource::{TextureViewDescriptor, TextureViewDimension},
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@ -11,6 +13,7 @@ use bevy::{
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texture::CompressedImageFormats,
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},
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};
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use camera_controller::{CameraController, CameraControllerPlugin};
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use std::f32::consts::PI;
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const CUBEMAPS: &[(&str, CompressedImageFormats)] = &[
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@ -35,13 +38,13 @@ const CUBEMAPS: &[(&str, CompressedImageFormats)] = &[
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.add_plugins(CameraControllerPlugin)
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.add_systems(Startup, setup)
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.add_systems(
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Update,
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(
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cycle_cubemap_asset,
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asset_loaded.after(cycle_cubemap_asset),
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camera_controller,
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animate_light_direction,
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),
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)
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@ -169,134 +172,3 @@ fn animate_light_direction(
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transform.rotate_y(time.delta_seconds() * 0.5);
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}
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}
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#[derive(Component)]
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pub struct CameraController {
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pub enabled: bool,
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pub initialized: bool,
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pub sensitivity: f32,
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pub key_forward: KeyCode,
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pub key_back: KeyCode,
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pub key_left: KeyCode,
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pub key_right: KeyCode,
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pub key_up: KeyCode,
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pub key_down: KeyCode,
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pub key_run: KeyCode,
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pub mouse_key_enable_mouse: MouseButton,
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pub keyboard_key_enable_mouse: KeyCode,
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pub walk_speed: f32,
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pub run_speed: f32,
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pub friction: f32,
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pub pitch: f32,
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pub yaw: f32,
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pub velocity: Vec3,
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}
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impl Default for CameraController {
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fn default() -> Self {
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Self {
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enabled: true,
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initialized: false,
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sensitivity: 0.5,
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key_forward: KeyCode::KeyW,
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key_back: KeyCode::KeyS,
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key_left: KeyCode::KeyA,
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key_right: KeyCode::KeyD,
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key_up: KeyCode::KeyE,
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key_down: KeyCode::KeyQ,
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key_run: KeyCode::ShiftLeft,
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mouse_key_enable_mouse: MouseButton::Left,
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keyboard_key_enable_mouse: KeyCode::KeyM,
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walk_speed: 2.0,
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run_speed: 6.0,
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friction: 0.5,
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pitch: 0.0,
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yaw: 0.0,
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velocity: Vec3::ZERO,
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}
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}
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}
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pub fn camera_controller(
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time: Res<Time>,
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mut mouse_events: EventReader<MouseMotion>,
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mouse_button_input: Res<ButtonInput<MouseButton>>,
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key_input: Res<ButtonInput<KeyCode>>,
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mut move_toggled: Local<bool>,
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mut query: Query<(&mut Transform, &mut CameraController), With<Camera>>,
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) {
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let dt = time.delta_seconds();
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if let Ok((mut transform, mut options)) = query.get_single_mut() {
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if !options.initialized {
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let (yaw, pitch, _roll) = transform.rotation.to_euler(EulerRot::YXZ);
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options.yaw = yaw;
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options.pitch = pitch;
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options.initialized = true;
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}
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if !options.enabled {
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return;
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}
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// Handle key input
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let mut axis_input = Vec3::ZERO;
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if key_input.pressed(options.key_forward) {
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axis_input.z += 1.0;
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}
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if key_input.pressed(options.key_back) {
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axis_input.z -= 1.0;
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}
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if key_input.pressed(options.key_right) {
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axis_input.x += 1.0;
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}
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if key_input.pressed(options.key_left) {
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axis_input.x -= 1.0;
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}
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if key_input.pressed(options.key_up) {
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axis_input.y += 1.0;
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}
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if key_input.pressed(options.key_down) {
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axis_input.y -= 1.0;
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}
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if key_input.just_pressed(options.keyboard_key_enable_mouse) {
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*move_toggled = !*move_toggled;
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}
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// Apply movement update
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if axis_input != Vec3::ZERO {
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let max_speed = if key_input.pressed(options.key_run) {
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options.run_speed
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} else {
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options.walk_speed
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};
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options.velocity = axis_input.normalize() * max_speed;
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} else {
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let friction = options.friction.clamp(0.0, 1.0);
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options.velocity *= 1.0 - friction;
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if options.velocity.length_squared() < 1e-6 {
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options.velocity = Vec3::ZERO;
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}
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}
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let forward = transform.forward();
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let right = transform.right();
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transform.translation += options.velocity.x * dt * right
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+ options.velocity.y * dt * Vec3::Y
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+ options.velocity.z * dt * forward;
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// Handle mouse input
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let mut mouse_delta = Vec2::ZERO;
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if mouse_button_input.pressed(options.mouse_key_enable_mouse) || *move_toggled {
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for mouse_event in mouse_events.read() {
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mouse_delta += mouse_event.delta;
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}
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}
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if mouse_delta != Vec2::ZERO {
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// Apply look update
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options.pitch = (options.pitch - mouse_delta.y * 0.5 * options.sensitivity * dt)
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.clamp(-PI / 2., PI / 2.);
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options.yaw -= mouse_delta.x * options.sensitivity * dt;
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transform.rotation = Quat::from_euler(EulerRot::ZYX, 0.0, options.yaw, options.pitch);
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}
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}
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}
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|
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219
examples/helpers/camera_controller.rs
Normal file
219
examples/helpers/camera_controller.rs
Normal file
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@ -0,0 +1,219 @@
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//! A freecam-style camera controller plugin.
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//! To use in your own application:
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//! - Copy the code for the [`CameraControllerPlugin`] and add the plugin to your App.
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//! - Attach the [`CameraController`] component to an entity with a [`Camera3dBundle`].
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use bevy::input::mouse::MouseMotion;
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use bevy::prelude::*;
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use bevy::window::CursorGrabMode;
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use std::{f32::consts::*, fmt};
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pub struct CameraControllerPlugin;
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impl Plugin for CameraControllerPlugin {
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fn build(&self, app: &mut App) {
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app.add_systems(Update, run_camera_controller);
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}
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}
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/// Based on Valorant's default sensitivity, not entirely sure why it is exactly 1.0 / 180.0,
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/// but I'm guessing it is a misunderstanding between degrees/radians and then sticking with
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/// it because it felt nice.
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pub const RADIANS_PER_DOT: f32 = 1.0 / 180.0;
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#[derive(Component)]
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pub struct CameraController {
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pub enabled: bool,
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pub initialized: bool,
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pub sensitivity: f32,
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pub key_forward: KeyCode,
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pub key_back: KeyCode,
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pub key_left: KeyCode,
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pub key_right: KeyCode,
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pub key_up: KeyCode,
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pub key_down: KeyCode,
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pub key_run: KeyCode,
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pub mouse_key_cursor_grab: MouseButton,
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pub keyboard_key_toggle_cursor_grab: KeyCode,
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pub walk_speed: f32,
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pub run_speed: f32,
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pub friction: f32,
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pub pitch: f32,
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pub yaw: f32,
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pub velocity: Vec3,
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}
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impl Default for CameraController {
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fn default() -> Self {
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Self {
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enabled: true,
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initialized: false,
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sensitivity: 1.0,
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key_forward: KeyCode::KeyW,
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key_back: KeyCode::KeyS,
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key_left: KeyCode::KeyA,
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key_right: KeyCode::KeyD,
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key_up: KeyCode::KeyE,
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key_down: KeyCode::KeyQ,
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key_run: KeyCode::ShiftLeft,
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mouse_key_cursor_grab: MouseButton::Left,
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keyboard_key_toggle_cursor_grab: KeyCode::KeyM,
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walk_speed: 5.0,
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run_speed: 15.0,
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friction: 0.5,
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pitch: 0.0,
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yaw: 0.0,
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velocity: Vec3::ZERO,
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}
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}
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}
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impl fmt::Display for CameraController {
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fn fmt(&self, f: &mut fmt::Formatter<'_>) -> fmt::Result {
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write!(
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f,
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"
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Freecam Controls:
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||||
Mouse\t- Move camera orientation
|
||||
{:?}\t- Hold to grab cursor
|
||||
{:?}\t- Toggle cursor grab
|
||||
{:?} & {:?}\t- Fly forward & backwards
|
||||
{:?} & {:?}\t- Fly sideways left & right
|
||||
{:?} & {:?}\t- Fly up & down
|
||||
{:?}\t- Fly faster while held",
|
||||
self.mouse_key_cursor_grab,
|
||||
self.keyboard_key_toggle_cursor_grab,
|
||||
self.key_forward,
|
||||
self.key_back,
|
||||
self.key_left,
|
||||
self.key_right,
|
||||
self.key_up,
|
||||
self.key_down,
|
||||
self.key_run,
|
||||
)
|
||||
}
|
||||
}
|
||||
|
||||
#[allow(clippy::too_many_arguments)]
|
||||
fn run_camera_controller(
|
||||
time: Res<Time>,
|
||||
mut windows: Query<&mut Window>,
|
||||
mut mouse_events: EventReader<MouseMotion>,
|
||||
mouse_button_input: Res<ButtonInput<MouseButton>>,
|
||||
key_input: Res<ButtonInput<KeyCode>>,
|
||||
mut toggle_cursor_grab: Local<bool>,
|
||||
mut mouse_cursor_grab: Local<bool>,
|
||||
mut query: Query<(&mut Transform, &mut CameraController), With<Camera>>,
|
||||
) {
|
||||
let dt = time.delta_seconds();
|
||||
|
||||
if let Ok((mut transform, mut controller)) = query.get_single_mut() {
|
||||
if !controller.initialized {
|
||||
let (yaw, pitch, _roll) = transform.rotation.to_euler(EulerRot::YXZ);
|
||||
controller.yaw = yaw;
|
||||
controller.pitch = pitch;
|
||||
controller.initialized = true;
|
||||
info!("{}", *controller);
|
||||
}
|
||||
if !controller.enabled {
|
||||
mouse_events.clear();
|
||||
return;
|
||||
}
|
||||
|
||||
// Handle key input
|
||||
let mut axis_input = Vec3::ZERO;
|
||||
if key_input.pressed(controller.key_forward) {
|
||||
axis_input.z += 1.0;
|
||||
}
|
||||
if key_input.pressed(controller.key_back) {
|
||||
axis_input.z -= 1.0;
|
||||
}
|
||||
if key_input.pressed(controller.key_right) {
|
||||
axis_input.x += 1.0;
|
||||
}
|
||||
if key_input.pressed(controller.key_left) {
|
||||
axis_input.x -= 1.0;
|
||||
}
|
||||
if key_input.pressed(controller.key_up) {
|
||||
axis_input.y += 1.0;
|
||||
}
|
||||
if key_input.pressed(controller.key_down) {
|
||||
axis_input.y -= 1.0;
|
||||
}
|
||||
|
||||
let mut cursor_grab_change = false;
|
||||
if key_input.just_pressed(controller.keyboard_key_toggle_cursor_grab) {
|
||||
*toggle_cursor_grab = !*toggle_cursor_grab;
|
||||
cursor_grab_change = true;
|
||||
}
|
||||
if mouse_button_input.just_pressed(controller.mouse_key_cursor_grab) {
|
||||
*mouse_cursor_grab = true;
|
||||
cursor_grab_change = true;
|
||||
}
|
||||
if mouse_button_input.just_released(controller.mouse_key_cursor_grab) {
|
||||
*mouse_cursor_grab = false;
|
||||
cursor_grab_change = true;
|
||||
}
|
||||
let cursor_grab = *mouse_cursor_grab || *toggle_cursor_grab;
|
||||
|
||||
// Apply movement update
|
||||
if axis_input != Vec3::ZERO {
|
||||
let max_speed = if key_input.pressed(controller.key_run) {
|
||||
controller.run_speed
|
||||
} else {
|
||||
controller.walk_speed
|
||||
};
|
||||
controller.velocity = axis_input.normalize() * max_speed;
|
||||
} else {
|
||||
let friction = controller.friction.clamp(0.0, 1.0);
|
||||
controller.velocity *= 1.0 - friction;
|
||||
if controller.velocity.length_squared() < 1e-6 {
|
||||
controller.velocity = Vec3::ZERO;
|
||||
}
|
||||
}
|
||||
let forward = transform.forward();
|
||||
let right = transform.right();
|
||||
transform.translation += controller.velocity.x * dt * right
|
||||
+ controller.velocity.y * dt * Vec3::Y
|
||||
+ controller.velocity.z * dt * forward;
|
||||
|
||||
// Handle cursor grab
|
||||
if cursor_grab_change {
|
||||
if cursor_grab {
|
||||
for mut window in &mut windows {
|
||||
if !window.focused {
|
||||
continue;
|
||||
}
|
||||
|
||||
window.cursor.grab_mode = CursorGrabMode::Locked;
|
||||
window.cursor.visible = false;
|
||||
}
|
||||
} else {
|
||||
for mut window in &mut windows {
|
||||
window.cursor.grab_mode = CursorGrabMode::None;
|
||||
window.cursor.visible = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Handle mouse input
|
||||
let mut mouse_delta = Vec2::ZERO;
|
||||
if cursor_grab {
|
||||
for mouse_event in mouse_events.read() {
|
||||
mouse_delta += mouse_event.delta;
|
||||
}
|
||||
} else {
|
||||
mouse_events.clear();
|
||||
}
|
||||
|
||||
if mouse_delta != Vec2::ZERO {
|
||||
// Apply look update
|
||||
controller.pitch = (controller.pitch
|
||||
- mouse_delta.y * RADIANS_PER_DOT * controller.sensitivity)
|
||||
.clamp(-PI / 2., PI / 2.);
|
||||
controller.yaw -= mouse_delta.x * RADIANS_PER_DOT * controller.sensitivity;
|
||||
transform.rotation =
|
||||
Quat::from_euler(EulerRot::ZYX, 0.0, controller.yaw, controller.pitch);
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,196 +0,0 @@
|
|||
//! 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::KeyW,
|
||||
key_back: KeyCode::KeyS,
|
||||
key_left: KeyCode::KeyA,
|
||||
key_right: KeyCode::KeyD,
|
||||
key_up: KeyCode::KeyE,
|
||||
key_down: KeyCode::KeyQ,
|
||||
key_run: KeyCode::ShiftLeft,
|
||||
mouse_key_enable_mouse: MouseButton::Left,
|
||||
keyboard_key_enable_mouse: KeyCode::KeyM,
|
||||
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_systems(Update, camera_controller);
|
||||
}
|
||||
}
|
||||
|
||||
fn camera_controller(
|
||||
time: Res<Time>,
|
||||
mut windows: Query<&mut Window>,
|
||||
mut mouse_events: EventReader<MouseMotion>,
|
||||
mouse_button_input: Res<ButtonInput<MouseButton>>,
|
||||
key_input: Res<ButtonInput<KeyCode>>,
|
||||
mut move_toggled: Local<bool>,
|
||||
mut query: Query<(&mut Transform, &mut CameraController), With<Camera>>,
|
||||
) {
|
||||
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 {
|
||||
for mut window in &mut windows {
|
||||
if !window.focused {
|
||||
continue;
|
||||
}
|
||||
|
||||
window.cursor.grab_mode = CursorGrabMode::Locked;
|
||||
window.cursor.visible = false;
|
||||
}
|
||||
|
||||
for mouse_event in mouse_events.read() {
|
||||
mouse_delta += mouse_event.delta;
|
||||
}
|
||||
}
|
||||
if mouse_button_input.just_released(options.mouse_key_enable_mouse) {
|
||||
for mut window in &mut windows {
|
||||
window.cursor.grab_mode = CursorGrabMode::None;
|
||||
window.cursor.visible = 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);
|
||||
}
|
||||
}
|
||||
}
|
|
@ -14,13 +14,15 @@ use bevy::{
|
|||
window::WindowPlugin,
|
||||
};
|
||||
|
||||
#[path = "../../helpers/camera_controller.rs"]
|
||||
mod camera_controller;
|
||||
|
||||
#[cfg(feature = "animation")]
|
||||
mod animation_plugin;
|
||||
mod camera_controller_plugin;
|
||||
mod morph_viewer_plugin;
|
||||
mod scene_viewer_plugin;
|
||||
|
||||
use camera_controller_plugin::{CameraController, CameraControllerPlugin};
|
||||
use camera_controller::{CameraController, CameraControllerPlugin};
|
||||
use morph_viewer_plugin::MorphViewerPlugin;
|
||||
use scene_viewer_plugin::{SceneHandle, SceneViewerPlugin};
|
||||
|
||||
|
|
|
@ -11,7 +11,7 @@ use bevy::{
|
|||
use std::f32::consts::*;
|
||||
use std::fmt;
|
||||
|
||||
use super::camera_controller_plugin::*;
|
||||
use super::camera_controller::*;
|
||||
|
||||
#[derive(Resource)]
|
||||
pub struct SceneHandle {
|
||||
|
|
Loading…
Reference in a new issue