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yay it works!
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@ -40,13 +40,7 @@ fn update_view_matrix(
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) {
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) {
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for (camera, transform) in (&mut vm_camera, v_transform.inserted_or_modified()).iter() {
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for (camera, transform) in (&mut vm_camera, v_transform.inserted_or_modified()).iter() {
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let (_, rotation, translation) = transform.0.to_scale_rotation_translation();
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let (_, rotation, translation) = transform.0.to_scale_rotation_translation();
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//let direction = rotation * Vec3::Z; //this may be incorrect!
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let direction = rotation * Vec3::NEG_Z;
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let (yaw, pitch, _) = rotation.to_euler(EulerRot::YXZ);
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let direction= Vec3::new(
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yaw.cos() * pitch.cos(),
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pitch.sin(),
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yaw.sin() * pitch.cos()
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);
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camera.view_matrix = Mat4::look_to_rh(translation, direction, camera.up);
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camera.view_matrix = Mat4::look_to_rh(translation, direction, camera.up);
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}
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}
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}
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}
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@ -1,35 +1,51 @@
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use glam::{Vec3, Mat4, Quat, EulerRot};
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use glam::{Vec3, Mat4, Quat, EulerRot, Vec2};
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use shipyard::{Component, View, ViewMut, IntoIter, UniqueView};
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use shipyard::{Component, View, ViewMut, IntoIter, UniqueView, Workload, IntoWorkload};
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use std::f32::consts::PI;
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use crate::{transform::Transform, input::Inputs, settings::GameSettings};
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use crate::{transform::Transform, input::Inputs, settings::GameSettings};
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#[derive(Component)]
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#[derive(Component)]
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pub struct FlyController;
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pub struct FlyController;
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pub fn update_controllers(
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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_workload()
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}
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const MAX_PITCH: f32 = PI/2. - 0.001;
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fn update_look(
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controllers: View<FlyController>,
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controllers: View<FlyController>,
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mut transforms: ViewMut<Transform>,
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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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settings: UniqueView<GameSettings>,
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) {
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) {
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for (_, mut transform) in (&controllers, &mut transforms).iter() {
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let (scale, mut rotation, mut translation) = transform.0.to_scale_rotation_translation();
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let look = inputs.look * settings.mouse_sensitivity;
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let look = inputs.look * settings.mouse_sensitivity;
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if look == Vec2::ZERO { return }
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//rotation *= Quat::from_axis_angle(Vec3::Y, look.x);
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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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//old way
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let (mut yaw, mut pitch, _roll) = rotation.to_euler(EulerRot::YXZ);
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// rotation = rotation.normalize();
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yaw -= look.x;
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// rotation *= Quat::from_euler(EulerRot::ZYX, 0., look.x, look.y).normalize();
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pitch -= look.y;
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// rotation = rotation.normalize();
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pitch = pitch.clamp(-MAX_PITCH, MAX_PITCH);
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rotation = Quat::from_euler(EulerRot::YXZ, yaw, pitch, 0.);
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// let direction = (rotation * Vec3::Z).normalize();
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transform.0 = Mat4::from_scale_rotation_translation(scale, rotation, translation);
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// let camera_right = Vec3::Y.cross(direction).normalize();
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}
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// let camera_up = direction.cross(camera_right);
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}
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// rotation *= Quat::from_axis_angle(Vec3::Y, look.x);
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// rotation *= Quat::from_axis_angle(camera_right, look.y);
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fn update_movement(
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controllers: View<FlyController>,
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//translation += (rotation * Vec3::X) / 4.;
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mut transforms: ViewMut<Transform>,
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inputs: UniqueView<Inputs>,
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settings: UniqueView<GameSettings>,
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) {
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let movement = inputs.movement;
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if movement == Vec2::ZERO { return }
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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) * movement.y;
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translation += (rotation * Vec3::X) * movement.x;
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transform.0 = Mat4::from_scale_rotation_translation(scale, rotation, translation);
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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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}
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}
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