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