mirror of
https://github.com/bevyengine/bevy
synced 2024-11-22 20:53:53 +00:00
aefe1f0739
Co-authored-by: Mike <mike.hsu@gmail.com>
196 lines
6.1 KiB
Rust
196 lines
6.1 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::window::CursorGrabMode;
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use bevy::{input::mouse::MouseMotion, prelude::*};
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use std::f32::consts::*;
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use std::fmt;
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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_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: 1.0,
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key_forward: KeyCode::W,
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key_back: KeyCode::S,
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key_left: KeyCode::A,
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key_right: KeyCode::D,
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key_up: KeyCode::E,
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key_down: KeyCode::Q,
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key_run: KeyCode::LShift,
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mouse_key_enable_mouse: MouseButton::Left,
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keyboard_key_enable_mouse: KeyCode::M,
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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- Enable mouse movement
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{:?}{:?}\t- forward/backward
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{:?}{:?}\t- strafe left/right
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{:?}\t- 'run'
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{:?}\t- up
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{:?}\t- down",
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self.mouse_key_enable_mouse,
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self.keyboard_key_enable_mouse,
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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_run,
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self.key_up,
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self.key_down
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)
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}
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}
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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, camera_controller);
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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 windows: Query<&mut Window>,
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mut mouse_events: EventReader<MouseMotion>,
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mouse_button_input: Res<Input<MouseButton>>,
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key_input: Res<Input<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 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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for mouse_event in mouse_events.iter() {
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mouse_delta += mouse_event.delta;
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}
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}
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if mouse_button_input.just_released(options.mouse_key_enable_mouse) {
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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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if mouse_delta != Vec2::ZERO {
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// Apply look update
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options.pitch = (options.pitch - mouse_delta.y * RADIANS_PER_DOT * options.sensitivity)
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.clamp(-PI / 2., PI / 2.);
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options.yaw -= mouse_delta.x * RADIANS_PER_DOT * options.sensitivity;
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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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