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normalize rotation in
update_movement
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@@ -1,52 +1,53 @@ | ||
use glam::{Vec3, Mat4, Quat, EulerRot, Vec2}; | ||
use shipyard::{Component, View, ViewMut, IntoIter, UniqueView, Workload, IntoWorkload, track}; | ||
use std::f32::consts::PI; | ||
use crate::{transform::Transform, input::Inputs, settings::GameSettings, delta_time::DeltaTime}; | ||
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#[derive(Component)] | ||
pub struct FlyController; | ||
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pub fn update_controllers() -> Workload { | ||
( | ||
update_look, | ||
update_movement | ||
).into_sequential_workload() | ||
} | ||
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const MAX_PITCH: f32 = PI/2. - 0.05; | ||
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fn update_look( | ||
controllers: View<FlyController>, | ||
mut transforms: ViewMut<Transform, track::All>, | ||
inputs: UniqueView<Inputs>, | ||
settings: UniqueView<GameSettings>, | ||
dt: UniqueView<DeltaTime>, | ||
) { | ||
let look = inputs.look * settings.mouse_sensitivity * dt.0.as_secs_f32(); | ||
if look == Vec2::ZERO { return } | ||
for (_, mut transform) in (&controllers, &mut transforms).iter() { | ||
let (scale, mut rotation, translation) = transform.0.to_scale_rotation_translation(); | ||
let (mut yaw, mut pitch, _roll) = rotation.to_euler(EulerRot::YXZ); | ||
yaw -= look.x; | ||
pitch -= look.y; | ||
pitch = pitch.clamp(-MAX_PITCH, MAX_PITCH); | ||
rotation = Quat::from_euler(EulerRot::YXZ, yaw, pitch, 0.).normalize(); | ||
transform.0 = Mat4::from_scale_rotation_translation(scale, rotation, translation); | ||
} | ||
} | ||
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fn update_movement( | ||
controllers: View<FlyController>, | ||
mut transforms: ViewMut<Transform, track::All>, | ||
inputs: UniqueView<Inputs>, | ||
dt: UniqueView<DeltaTime>, | ||
) { | ||
if inputs.movement == Vec2::ZERO { return } | ||
let movement = inputs.movement * 30. * dt.0.as_secs_f32(); | ||
for (_, mut transform) in (&controllers, &mut transforms).iter() { | ||
let (scale, rotation, mut translation) = transform.0.to_scale_rotation_translation(); | ||
translation += (rotation * Vec3::NEG_Z).normalize() * movement.y; | ||
translation += (rotation * Vec3::X).normalize() * movement.x; | ||
transform.0 = Mat4::from_scale_rotation_translation(scale, rotation, translation); | ||
} | ||
} | ||
use glam::{Vec3, Mat4, Quat, EulerRot, Vec2}; | ||
use shipyard::{Component, View, ViewMut, IntoIter, UniqueView, Workload, IntoWorkload, track}; | ||
use std::f32::consts::PI; | ||
use crate::{transform::Transform, input::Inputs, settings::GameSettings, delta_time::DeltaTime}; | ||
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#[derive(Component)] | ||
pub struct FlyController; | ||
|
||
pub fn update_controllers() -> Workload { | ||
( | ||
update_look, | ||
update_movement | ||
).into_sequential_workload() | ||
} | ||
|
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const MAX_PITCH: f32 = PI/2. - 0.05; | ||
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fn update_look( | ||
controllers: View<FlyController>, | ||
mut transforms: ViewMut<Transform, track::All>, | ||
inputs: UniqueView<Inputs>, | ||
settings: UniqueView<GameSettings>, | ||
dt: UniqueView<DeltaTime>, | ||
) { | ||
let look = inputs.look * settings.mouse_sensitivity * dt.0.as_secs_f32(); | ||
if look == Vec2::ZERO { return } | ||
for (_, mut transform) in (&controllers, &mut transforms).iter() { | ||
let (scale, mut rotation, translation) = transform.0.to_scale_rotation_translation(); | ||
let (mut yaw, mut pitch, _roll) = rotation.to_euler(EulerRot::YXZ); | ||
yaw -= look.x; | ||
pitch -= look.y; | ||
pitch = pitch.clamp(-MAX_PITCH, MAX_PITCH); | ||
rotation = Quat::from_euler(EulerRot::YXZ, yaw, pitch, 0.).normalize(); | ||
transform.0 = Mat4::from_scale_rotation_translation(scale, rotation, translation); | ||
} | ||
} | ||
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fn update_movement( | ||
controllers: View<FlyController>, | ||
mut transforms: ViewMut<Transform, track::All>, | ||
inputs: UniqueView<Inputs>, | ||
dt: UniqueView<DeltaTime>, | ||
) { | ||
if inputs.movement == Vec2::ZERO { return } | ||
let movement = inputs.movement * 30. * dt.0.as_secs_f32(); | ||
for (_, mut transform) in (&controllers, &mut transforms).iter() { | ||
let (scale, rotation, mut translation) = transform.0.to_scale_rotation_translation(); | ||
let rotation_norm = rotation.normalize(); | ||
translation += (rotation_norm * Vec3::NEG_Z).normalize() * movement.y; | ||
translation += (rotation_norm * Vec3::X).normalize() * movement.x; | ||
transform.0 = Mat4::from_scale_rotation_translation(scale, rotation_norm, translation); | ||
} | ||
} |