bevy/examples/helpers/camera_controller.rs
Joona Aalto 25bfa80e60
Migrate cameras to required components (#15641)
# Objective

Yet another PR for migrating stuff to required components. This time,
cameras!

## Solution

As per the [selected
proposal](https://hackmd.io/tsYID4CGRiWxzsgawzxG_g#Combined-Proposal-1-Selected),
deprecate `Camera2dBundle` and `Camera3dBundle` in favor of `Camera2d`
and `Camera3d`.

Adding a `Camera` without `Camera2d` or `Camera3d` now logs a warning,
as suggested by Cart [on
Discord](https://discord.com/channels/691052431525675048/1264881140007702558/1291506402832945273).
I would personally like cameras to work a bit differently and be split
into a few more components, to avoid some footguns and confusing
semantics, but that is more controversial, and shouldn't block this core
migration.

## Testing

I ran a few 2D and 3D examples, and tried cameras with and without
render graphs.

---

## Migration Guide

`Camera2dBundle` and `Camera3dBundle` have been deprecated in favor of
`Camera2d` and `Camera3d`. Inserting them will now also insert the other
components required by them automatically.
2024-10-05 01:59:52 +00:00

226 lines
7.5 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 [`Camera3d`].
use bevy::{
input::mouse::{AccumulatedMouseMotion, AccumulatedMouseScroll, MouseScrollUnit},
prelude::*,
window::CursorGrabMode,
};
use std::{f32::consts::*, fmt};
pub struct CameraControllerPlugin;
impl Plugin for CameraControllerPlugin {
fn build(&self, app: &mut App) {
app.add_systems(Update, run_camera_controller);
}
}
/// 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_cursor_grab: MouseButton,
pub keyboard_key_toggle_cursor_grab: KeyCode,
pub walk_speed: f32,
pub run_speed: f32,
pub scroll_factor: 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_cursor_grab: MouseButton::Left,
keyboard_key_toggle_cursor_grab: KeyCode::KeyM,
walk_speed: 5.0,
run_speed: 15.0,
scroll_factor: 0.1,
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
Scroll\t- Adjust movement speed
{:?}\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>,
accumulated_mouse_motion: Res<AccumulatedMouseMotion>,
accumulated_mouse_scroll: Res<AccumulatedMouseScroll>,
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 {
return;
}
let mut scroll = 0.0;
let amount = match accumulated_mouse_scroll.unit {
MouseScrollUnit::Line => accumulated_mouse_scroll.delta.y,
MouseScrollUnit::Pixel => accumulated_mouse_scroll.delta.y / 16.0,
};
scroll += amount;
controller.walk_speed += scroll * controller.scroll_factor * controller.walk_speed;
controller.run_speed = controller.walk_speed * 3.0;
// 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_options.grab_mode = CursorGrabMode::Locked;
window.cursor_options.visible = false;
}
} else {
for mut window in &mut windows {
window.cursor_options.grab_mode = CursorGrabMode::None;
window.cursor_options.visible = true;
}
}
}
// Handle mouse input
if accumulated_mouse_motion.delta != Vec2::ZERO && cursor_grab {
// Apply look update
controller.pitch = (controller.pitch
- accumulated_mouse_motion.delta.y * RADIANS_PER_DOT * controller.sensitivity)
.clamp(-PI / 2., PI / 2.);
controller.yaw -=
accumulated_mouse_motion.delta.x * RADIANS_PER_DOT * controller.sensitivity;
transform.rotation =
Quat::from_euler(EulerRot::ZYX, 0.0, controller.yaw, controller.pitch);
}
}
}