Corrects orientation for local up. Adds dbg ui for orientation.
Still using the model as the camera stand-in. Next up is enabling collision detection and gravity.
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7da7f80b18
commit
9a7b3b511a
1 changed files with 77 additions and 12 deletions
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@ -8,10 +8,6 @@ use bevy::{
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utils::tracing::info,
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};
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// stolen with neither shame nor pity from
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// git@github.com:sburris0/bevy_flycam.git, b90f6fc, which is copyright 2020
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// Spencer Burris
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pub const PLANET_RADIUS: f32 = 75.0;
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const PLAYER_DIST: f32 = PLANET_RADIUS + 300.0;
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@ -21,6 +17,12 @@ struct PlayerState {
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velocity: Vec3,
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}
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#[derive(Default)]
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struct UpState {
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player_up: Vec3,
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cam_up: Vec3,
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}
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impl Default for PlayerState {
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fn default() -> Self {
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PlayerState {
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@ -63,6 +65,9 @@ pub struct FlyCam;
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#[derive(Component, Debug)]
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pub struct CyberBike;
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#[derive(Component)]
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struct UpText;
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/// Spawns the `Camera3dBundle` to be controlled
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fn setup_player(mut commands: Commands, asset_server: Res<AssetServer>) {
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commands
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@ -88,9 +93,49 @@ fn setup_player(mut commands: Commands, asset_server: Res<AssetServer>) {
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.insert(CyberBike);
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}
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fn setup_dbg_ui(mut commands: Commands, asset_server: Res<AssetServer>) {
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commands.spawn_bundle(UiCameraBundle::default());
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commands
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.spawn_bundle(TextBundle {
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style: Style {
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align_self: AlignSelf::FlexEnd,
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..Default::default()
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},
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// Use `Text` directly
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text: Text {
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// Construct a `Vec` of `TextSection`s
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sections: vec![TextSection {
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value: "".to_string(),
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style: TextStyle {
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font: asset_server.load("fonts/FiraMono-Medium.ttf"),
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font_size: 40.0,
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color: Color::GOLD,
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},
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}],
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..Default::default()
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},
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..Default::default()
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})
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.insert(UpText);
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}
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fn dbg_ui_system(state: Res<UpState>, mut query: Query<&mut Text, With<UpText>>) {
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let cos = state.player_up.dot(state.cam_up);
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let mut text = query.single_mut();
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text.sections[0].value = format!(
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"up: {:?}\ncam_up: {:?}\ntheta: {:.2}",
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state.player_up,
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state.cam_up,
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cos.acos().to_degrees()
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);
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}
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fn player_move(
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time: Res<Time>,
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_settings: Res<MovementSettings>,
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mut up_state: ResMut<UpState>,
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mut state: ResMut<PlayerState>,
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mut bike_query: Query<&mut Transform, (With<CyberBike>, Without<FlyCam>)>,
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mut cam_query: Query<&mut Transform, (With<FlyCam>, Without<CyberBike>)>,
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@ -100,16 +145,25 @@ fn player_move(
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let mut bike_xform = bike_query.single_mut();
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let up = bike_xform.translation.normalize();
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let cam_up = bike_xform.up();
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let hlevel = up.cross(cam_up).normalize();
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let roll = bike_xform.left().dot(hlevel).acos() * 0.5 * dt;
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let roll = Quat::from_axis_angle(bike_xform.forward(), roll);
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let cos = up.dot(cam_up);
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let vlevel = up.cross(hlevel).normalize();
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let pitch = bike_xform.forward().dot(vlevel).acos() * 0.5 * dt;
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let pitch = Quat::from_axis_angle(bike_xform.right(), pitch);
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let theta = cos.acos();
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let rate = if !theta.is_normal() {
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0.0
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} else if theta.is_sign_negative() {
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-0.4
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} else {
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0.4
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} * dt;
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let angle = if rate.is_sign_negative() {
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rate.max(theta)
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} else {
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rate.min(theta)
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};
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let rot = pitch; // * roll;
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if rot.is_finite() {
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let rot = Quat::from_axis_angle(cam_up.cross(up).normalize(), angle);
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if rot.is_finite() && theta.abs() > 0.0085 {
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bike_xform.rotate(rot);
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}
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@ -120,6 +174,9 @@ fn player_move(
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//state.velocity = -up * settings.gravity * dt;
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}
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up_state.cam_up = cam_up;
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up_state.player_up = up;
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let mut cam_xform = cam_query.single_mut();
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cam_xform.translation = bike_xform.translation + (up * CAM_DIST);
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cam_xform.look_at(bike_xform.translation, Vec3::Y);
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@ -149,6 +206,11 @@ fn player_look(
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GamepadEventType::ButtonChanged(GamepadButtonType::LeftTrigger2, val) => {
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istate.throttle = -val;
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}
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GamepadEventType::ButtonChanged(GamepadButtonType::East, val) => {
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if val > 0.5 {
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vel = Vec3::ZERO;
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}
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}
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GamepadEventType::AxisChanged(GamepadAxisType::LeftStickX, val) => {
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istate.yaw = -val;
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}
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@ -214,7 +276,10 @@ impl Plugin for PlayerPlugin {
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app.init_resource::<PlayerState>()
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.init_resource::<MovementSettings>()
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.init_resource::<InputState>()
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.init_resource::<UpState>()
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.add_startup_system(setup_player)
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.add_startup_system(setup_dbg_ui)
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.add_system(dbg_ui_system)
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.add_system(player_move.label("move"))
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.add_system(player_look.after("move"))
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.add_system(cursor_grab);
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