mirror of
https://github.com/bevyengine/bevy
synced 2024-12-23 19:43:07 +00:00
5566d73d9e
# Objective Scene viewer mouse sensitivity/cursor usage isn't the best it could be atm, so just adding some quick, maybe opinionated, tweaks to make it feel more at home in usage. ## Solution - Mouse delta shouldn't be affected by delta time, it should be more expected that if I move my mouse 1 inch to the right that it should move the in game camera/whatever is controlled the same regardless of FPS. - Uses a magic number of 180.0 for a nice default sensitivity, modeled after Valorant's default sensitivity. - Cursor now gets locked/hidden when rotating the camera to give it more of the effect that you are grabbing the camera.
188 lines
5.8 KiB
Rust
188 lines
5.8 KiB
Rust
//! 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);
|
|
}
|
|
}
|
|
}
|