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https://github.com/bevyengine/bevy
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c454db88a3
# Objective Applies feedback from previous PR #15135 'cause it got caught up in the merge train 🚂 I couldn't resist including roll, both for completeness and due to playing too many games that implemented it as a child. cc: @janhohenheim
166 lines
5.3 KiB
Rust
166 lines
5.3 KiB
Rust
//! Shows how to orbit camera around a static scene using pitch, yaw, and roll.
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//!
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//! See also: `first_person_view_model` example, which does something similar but as a first-person
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//! camera view.
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use std::{f32::consts::FRAC_PI_2, ops::Range};
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use bevy::{input::mouse::AccumulatedMouseMotion, prelude::*};
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#[derive(Debug, Resource)]
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struct CameraSettings {
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pub orbit_distance: f32,
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pub pitch_speed: f32,
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// Clamp pitch to this range
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pub pitch_range: Range<f32>,
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pub roll_speed: f32,
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pub yaw_speed: f32,
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}
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impl Default for CameraSettings {
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fn default() -> Self {
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// Limiting pitch stops some unexpected rotation past 90° up or down.
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let pitch_limit = FRAC_PI_2 - 0.01;
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Self {
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// These values are completely arbitrary, chosen because they seem to produce
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// "sensible" results for this example. Adjust as required.
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orbit_distance: 20.0,
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pitch_speed: 0.003,
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pitch_range: -pitch_limit..pitch_limit,
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roll_speed: 1.0,
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yaw_speed: 0.004,
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}
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}
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}
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.init_resource::<CameraSettings>()
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.add_systems(Startup, (setup, instructions))
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.add_systems(Update, orbit)
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.run();
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}
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/// Set up a simple 3D scene
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fn setup(
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mut commands: Commands,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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) {
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commands.spawn((
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Name::new("Camera"),
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Camera3dBundle {
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transform: Transform::from_xyz(5.0, 5.0, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
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..default()
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},
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));
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commands.spawn((
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Name::new("Plane"),
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PbrBundle {
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mesh: meshes.add(Plane3d::default().mesh().size(5.0, 5.0)),
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material: materials.add(StandardMaterial {
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base_color: Color::srgb(0.3, 0.5, 0.3),
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// Turning off culling keeps the plane visible when viewed from beneath.
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cull_mode: None,
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..default()
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}),
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..default()
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},
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));
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commands.spawn((
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Name::new("Cube"),
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PbrBundle {
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mesh: meshes.add(Cuboid::default()),
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material: materials.add(Color::srgb(0.8, 0.7, 0.6)),
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transform: Transform::from_xyz(1.5, 0.51, 1.5),
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..default()
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},
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));
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commands.spawn((
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Name::new("Light"),
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PointLightBundle {
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transform: Transform::from_xyz(3.0, 8.0, 5.0),
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..default()
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},
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));
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}
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fn instructions(mut commands: Commands) {
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commands
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.spawn((
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Name::new("Instructions"),
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NodeBundle {
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style: Style {
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align_items: AlignItems::Start,
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flex_direction: FlexDirection::Column,
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justify_content: JustifyContent::Start,
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width: Val::Percent(100.),
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..default()
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},
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..default()
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},
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))
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.with_children(|parent| {
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parent.spawn(TextBundle::from_section(
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"Mouse up or down: pitch",
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TextStyle::default(),
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));
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parent.spawn(TextBundle::from_section(
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"Mouse left or right: yaw",
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TextStyle::default(),
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));
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parent.spawn(TextBundle::from_section(
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"Mouse buttons: roll",
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TextStyle::default(),
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));
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});
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}
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fn orbit(
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mut camera: Query<&mut Transform, With<Camera>>,
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camera_settings: Res<CameraSettings>,
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mouse_buttons: Res<ButtonInput<MouseButton>>,
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mouse_motion: Res<AccumulatedMouseMotion>,
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time: Res<Time>,
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) {
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let mut transform = camera.single_mut();
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let delta = mouse_motion.delta;
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let mut delta_roll = 0.0;
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if mouse_buttons.pressed(MouseButton::Left) {
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delta_roll -= 1.0;
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}
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if mouse_buttons.pressed(MouseButton::Right) {
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delta_roll += 1.0;
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}
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// Mouse motion is one of the few inputs that should not be multiplied by delta time,
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// as we are already receiving the full movement since the last frame was rendered. Multiplying
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// by delta time here would make the movement slower that it should be.
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let delta_pitch = delta.y * camera_settings.pitch_speed;
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let delta_yaw = delta.x * camera_settings.yaw_speed;
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// Conversely, we DO need to factor in delta time for mouse button inputs.
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delta_roll *= camera_settings.roll_speed * time.delta_seconds();
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// Obtain the existing pitch, yaw, and roll values from the transform.
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let (yaw, pitch, roll) = transform.rotation.to_euler(EulerRot::YXZ);
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// Establish the new yaw and pitch, preventing the pitch value from exceeding our limits.
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let pitch = (pitch + delta_pitch).clamp(
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camera_settings.pitch_range.start,
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camera_settings.pitch_range.end,
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);
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let roll = roll + delta_roll;
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let yaw = yaw + delta_yaw;
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transform.rotation = Quat::from_euler(EulerRot::YXZ, yaw, pitch, roll);
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// Adjust the translation to maintain the correct orientation toward the orbit target.
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// In our example it's a static target, but this could easily be customised.
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let target = Vec3::ZERO;
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transform.translation = target - transform.forward() * camera_settings.orbit_distance;
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}
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