mirror of
https://github.com/bevyengine/bevy
synced 2024-11-22 20:53:53 +00:00
a94830f0c9
# Objective - Fixes #7294 ## Solution - Do not trigger change detection when setting the cursor position from winit When moving the cursor continuously, Winit sends events: - CursorMoved(0) - CursorMoved(1) - => start of Bevy schedule execution - CursorMoved(2) - CursorMoved(3) - <= End of Bevy schedule execution if Bevy schedule runs after the event 1, events 2 and 3 would happen during the execution but would be read only on the next system run. During the execution, the system would detect a change on cursor position, and send back an order to winit to move it back to 1, so event 2 and 3 would be ignored. By bypassing change detection when setting the cursor from winit event, it doesn't trigger sending back that change to winit out of order.
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_system(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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