mirror of
https://github.com/griffi-gh/kubi.git
synced 2024-11-14 03:18:41 -06:00
normalize rotation in update_movement
This commit is contained in:
parent
f928970afd
commit
d49c858cd8
|
@ -1,52 +1,53 @@
|
||||||
use glam::{Vec3, Mat4, Quat, EulerRot, Vec2};
|
use glam::{Vec3, Mat4, Quat, EulerRot, Vec2};
|
||||||
use shipyard::{Component, View, ViewMut, IntoIter, UniqueView, Workload, IntoWorkload, track};
|
use shipyard::{Component, View, ViewMut, IntoIter, UniqueView, Workload, IntoWorkload, track};
|
||||||
use std::f32::consts::PI;
|
use std::f32::consts::PI;
|
||||||
use crate::{transform::Transform, input::Inputs, settings::GameSettings, delta_time::DeltaTime};
|
use crate::{transform::Transform, input::Inputs, settings::GameSettings, delta_time::DeltaTime};
|
||||||
|
|
||||||
#[derive(Component)]
|
#[derive(Component)]
|
||||||
pub struct FlyController;
|
pub struct FlyController;
|
||||||
|
|
||||||
pub fn update_controllers() -> Workload {
|
pub fn update_controllers() -> Workload {
|
||||||
(
|
(
|
||||||
update_look,
|
update_look,
|
||||||
update_movement
|
update_movement
|
||||||
).into_sequential_workload()
|
).into_sequential_workload()
|
||||||
}
|
}
|
||||||
|
|
||||||
const MAX_PITCH: f32 = PI/2. - 0.05;
|
const MAX_PITCH: f32 = PI/2. - 0.05;
|
||||||
|
|
||||||
fn update_look(
|
fn update_look(
|
||||||
controllers: View<FlyController>,
|
controllers: View<FlyController>,
|
||||||
mut transforms: ViewMut<Transform, track::All>,
|
mut transforms: ViewMut<Transform, track::All>,
|
||||||
inputs: UniqueView<Inputs>,
|
inputs: UniqueView<Inputs>,
|
||||||
settings: UniqueView<GameSettings>,
|
settings: UniqueView<GameSettings>,
|
||||||
dt: UniqueView<DeltaTime>,
|
dt: UniqueView<DeltaTime>,
|
||||||
) {
|
) {
|
||||||
let look = inputs.look * settings.mouse_sensitivity * dt.0.as_secs_f32();
|
let look = inputs.look * settings.mouse_sensitivity * dt.0.as_secs_f32();
|
||||||
if look == Vec2::ZERO { return }
|
if look == Vec2::ZERO { return }
|
||||||
for (_, mut transform) in (&controllers, &mut transforms).iter() {
|
for (_, mut transform) in (&controllers, &mut transforms).iter() {
|
||||||
let (scale, mut rotation, translation) = transform.0.to_scale_rotation_translation();
|
let (scale, mut rotation, translation) = transform.0.to_scale_rotation_translation();
|
||||||
let (mut yaw, mut pitch, _roll) = rotation.to_euler(EulerRot::YXZ);
|
let (mut yaw, mut pitch, _roll) = rotation.to_euler(EulerRot::YXZ);
|
||||||
yaw -= look.x;
|
yaw -= look.x;
|
||||||
pitch -= look.y;
|
pitch -= look.y;
|
||||||
pitch = pitch.clamp(-MAX_PITCH, MAX_PITCH);
|
pitch = pitch.clamp(-MAX_PITCH, MAX_PITCH);
|
||||||
rotation = Quat::from_euler(EulerRot::YXZ, yaw, pitch, 0.).normalize();
|
rotation = Quat::from_euler(EulerRot::YXZ, yaw, pitch, 0.).normalize();
|
||||||
transform.0 = Mat4::from_scale_rotation_translation(scale, rotation, translation);
|
transform.0 = Mat4::from_scale_rotation_translation(scale, rotation, translation);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
fn update_movement(
|
fn update_movement(
|
||||||
controllers: View<FlyController>,
|
controllers: View<FlyController>,
|
||||||
mut transforms: ViewMut<Transform, track::All>,
|
mut transforms: ViewMut<Transform, track::All>,
|
||||||
inputs: UniqueView<Inputs>,
|
inputs: UniqueView<Inputs>,
|
||||||
dt: UniqueView<DeltaTime>,
|
dt: UniqueView<DeltaTime>,
|
||||||
) {
|
) {
|
||||||
if inputs.movement == Vec2::ZERO { return }
|
if inputs.movement == Vec2::ZERO { return }
|
||||||
let movement = inputs.movement * 30. * dt.0.as_secs_f32();
|
let movement = inputs.movement * 30. * dt.0.as_secs_f32();
|
||||||
for (_, mut transform) in (&controllers, &mut transforms).iter() {
|
for (_, mut transform) in (&controllers, &mut transforms).iter() {
|
||||||
let (scale, rotation, mut translation) = transform.0.to_scale_rotation_translation();
|
let (scale, rotation, mut translation) = transform.0.to_scale_rotation_translation();
|
||||||
translation += (rotation * Vec3::NEG_Z).normalize() * movement.y;
|
let rotation_norm = rotation.normalize();
|
||||||
translation += (rotation * Vec3::X).normalize() * movement.x;
|
translation += (rotation_norm * Vec3::NEG_Z).normalize() * movement.y;
|
||||||
transform.0 = Mat4::from_scale_rotation_translation(scale, rotation, translation);
|
translation += (rotation_norm * Vec3::X).normalize() * movement.x;
|
||||||
}
|
transform.0 = Mat4::from_scale_rotation_translation(scale, rotation_norm, translation);
|
||||||
}
|
}
|
||||||
|
}
|
||||||
|
|
Loading…
Reference in a new issue