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wip camera
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@ -1,6 +1,6 @@
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use glam::{Mat4, EulerRot, Quat};
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use glam::{Vec3, Mat4, EulerRot, Quat};
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use shipyard::{Component, View, ViewMut, IntoIter, UniqueView};
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use crate::{transform::Transform, input::Inputs};
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use crate::{transform::Transform, input::Inputs, settings::GameSettings};
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#[derive(Component)]
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pub struct FlyController;
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@ -8,11 +8,13 @@ pub struct FlyController;
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pub fn update_controllers(
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controllers: View<FlyController>,
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mut transforms: ViewMut<Transform>,
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inputs: UniqueView<Inputs>
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inputs: UniqueView<Inputs>,
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settings: UniqueView<GameSettings>,
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) {
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for (_, mut transform) in (&controllers, &mut transforms).iter() {
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let (scale, mut rotation, translation) = transform.0.to_scale_rotation_translation();
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rotation *= Quat::from_euler(EulerRot::XYZ, 0., 0.001, 0.);
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let look = inputs.look * settings.mouse_sensitivity * -1.;
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rotation *= Quat::from_euler(EulerRot::YXZ, look.x, look.y, 0.);
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transform.0 = Mat4::from_scale_rotation_translation(scale, rotation, translation);
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}
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}
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@ -38,7 +38,7 @@ pub fn process_events(
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}
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},
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DeviceEvent::Button { button, state } => {
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println!("Button {button} {state:?}");
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//log::debug!("Button {button} {state:?}");
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},
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_ => ()
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}
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@ -4,11 +4,13 @@ use shipyard::Unique;
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pub struct GameSettings {
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//there's a 1 chunk border of loaded but invisible around this
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pub render_distance: u8,
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pub mouse_sensitivity: f32,
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}
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impl Default for GameSettings {
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fn default() -> Self {
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Self {
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render_distance: 2
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render_distance: 2,
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mouse_sensitivity: 0.01,
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}
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}
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}
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