mirror of
https://github.com/bevyengine/bevy
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d6f1649646
# Objective Drawing a `Gizmos::circle` whose normal is derived from a Transform's local axes now requires converting a Vec3 to a Direction3d and unwrapping the result, and I think we shold move the conversion into Bevy. ## Solution We can make `Transform::{left,right,up,down,forward,back,local_x,local_y,local_z}` return a Direction3d, because they know that their results will be of finite non-zero length (roughly 1.0). --- ## Changelog `Transform::up()` and similar functions now return `Direction3d` instead of `Vec3`. ## Migration Guide Callers of `Transform::up()` and similar functions may have to dereference the returned `Direction3d` to get to the inner `Vec3`. --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: Joona Aalto <jondolf.dev@gmail.com>
219 lines
7 KiB
Rust
219 lines
7 KiB
Rust
//! 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
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{:?}\t- Hold to grab cursor
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{:?}\t- Toggle cursor grab
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{:?} & {:?}\t- Fly forward & backwards
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{:?} & {:?}\t- Fly sideways left & right
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{:?} & {:?}\t- Fly up & down
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{:?}\t- Fly faster while held",
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self.mouse_key_cursor_grab,
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self.keyboard_key_toggle_cursor_grab,
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self.key_forward,
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self.key_back,
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self.key_left,
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self.key_right,
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self.key_up,
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self.key_down,
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self.key_run,
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)
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}
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}
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#[allow(clippy::too_many_arguments)]
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fn run_camera_controller(
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time: Res<Time>,
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mut windows: Query<&mut Window>,
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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 toggle_cursor_grab: Local<bool>,
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mut mouse_cursor_grab: 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 controller)) = query.get_single_mut() {
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if !controller.initialized {
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let (yaw, pitch, _roll) = transform.rotation.to_euler(EulerRot::YXZ);
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controller.yaw = yaw;
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controller.pitch = pitch;
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controller.initialized = true;
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info!("{}", *controller);
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}
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if !controller.enabled {
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mouse_events.clear();
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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(controller.key_forward) {
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axis_input.z += 1.0;
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}
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if key_input.pressed(controller.key_back) {
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axis_input.z -= 1.0;
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}
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if key_input.pressed(controller.key_right) {
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axis_input.x += 1.0;
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}
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if key_input.pressed(controller.key_left) {
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axis_input.x -= 1.0;
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}
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if key_input.pressed(controller.key_up) {
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axis_input.y += 1.0;
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}
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if key_input.pressed(controller.key_down) {
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axis_input.y -= 1.0;
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}
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let mut cursor_grab_change = false;
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if key_input.just_pressed(controller.keyboard_key_toggle_cursor_grab) {
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*toggle_cursor_grab = !*toggle_cursor_grab;
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cursor_grab_change = true;
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}
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if mouse_button_input.just_pressed(controller.mouse_key_cursor_grab) {
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*mouse_cursor_grab = true;
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cursor_grab_change = true;
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}
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if mouse_button_input.just_released(controller.mouse_key_cursor_grab) {
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*mouse_cursor_grab = false;
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cursor_grab_change = true;
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}
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let cursor_grab = *mouse_cursor_grab || *toggle_cursor_grab;
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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(controller.key_run) {
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controller.run_speed
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} else {
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controller.walk_speed
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};
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controller.velocity = axis_input.normalize() * max_speed;
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} else {
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let friction = controller.friction.clamp(0.0, 1.0);
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controller.velocity *= 1.0 - friction;
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if controller.velocity.length_squared() < 1e-6 {
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controller.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 += controller.velocity.x * dt * right
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+ controller.velocity.y * dt * Vec3::Y
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+ controller.velocity.z * dt * forward;
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// Handle cursor grab
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if cursor_grab_change {
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if cursor_grab {
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for mut window in &mut windows {
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if !window.focused {
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continue;
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}
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window.cursor.grab_mode = CursorGrabMode::Locked;
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window.cursor.visible = false;
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}
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} else {
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for mut window in &mut windows {
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window.cursor.grab_mode = CursorGrabMode::None;
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window.cursor.visible = true;
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}
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}
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}
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// Handle mouse input
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let mut mouse_delta = Vec2::ZERO;
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if cursor_grab {
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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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} else {
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mouse_events.clear();
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}
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if mouse_delta != Vec2::ZERO {
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// Apply look update
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controller.pitch = (controller.pitch
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- mouse_delta.y * RADIANS_PER_DOT * controller.sensitivity)
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.clamp(-PI / 2., PI / 2.);
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controller.yaw -= mouse_delta.x * RADIANS_PER_DOT * controller.sensitivity;
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transform.rotation =
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Quat::from_euler(EulerRot::ZYX, 0.0, controller.yaw, controller.pitch);
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}
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}
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}
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