Make constants actually const
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0db4cdafb7
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1 changed files with 12 additions and 17 deletions
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@ -6,12 +6,6 @@ use bevy_rapier3d::{
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};
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pub struct Player {
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/// The speed the FlyCamera moves at. Defaults to `1.0`
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pub speed: f32,
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/// The sensitivity of the FlyCamera's motion based on mouse movement. Defaults to `3.0`
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pub sensitivity: f32,
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/// The amount of deceleration to apply to the camera's motion. Defaults to `1.0`
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pub friction: f32,
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/// The current pitch of the FlyCamera in degrees. This value is always up-to-date, enforced by [FlyCameraPlugin](struct.FlyCameraPlugin.html)
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pub pitch: f32,
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/// The current pitch of the FlyCamera in degrees. This value is always up-to-date, enforced by [FlyCameraPlugin](struct.FlyCameraPlugin.html)
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@ -20,12 +14,13 @@ pub struct Player {
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pub velocity: Vec3,
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}
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const PLAYER_SPEED: f32 = 15.0;
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const PLAYER_FRICTION: f32 = 1.0;
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const MOUSE_SENSITIVITY: f32 = 6.0;
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impl Player {
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pub fn create() -> Self {
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Self {
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speed: 15.,
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sensitivity: 6.0,
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friction: 1.0,
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pitch: 0.0,
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yaw: 0.0,
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velocity: Vec3::zero(),
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@ -76,13 +71,13 @@ fn camera_movement_system(
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+ (forward_vector(&rotation) * axis_v)
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+ (Vec3::unit_y() * axis_float);
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let accel: Vec3 = if accel.length() != 0.0 {
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accel.normalize() * player.speed
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accel.normalize() * PLAYER_SPEED
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} else {
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Vec3::zero()
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};
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let friction: Vec3 = if player.velocity.length() != 0.0 {
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player.velocity.normalize() * -1.0 * player.friction
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player.velocity.normalize() * -1.0 * PLAYER_FRICTION
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} else {
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Vec3::zero()
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};
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@ -122,16 +117,16 @@ fn mouse_motion_system(
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return;
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}
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for (mut options, mut transform, handle) in query.iter_mut() {
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for (mut player, mut transform, handle) in query.iter_mut() {
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let body: &mut RigidBody = bodies.get_mut(handle.handle()).unwrap();
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options.yaw -= delta.x * options.sensitivity * time.delta_seconds();
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options.pitch += delta.y * options.sensitivity * time.delta_seconds();
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player.yaw -= delta.x * MOUSE_SENSITIVITY * time.delta_seconds();
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player.pitch += delta.y * MOUSE_SENSITIVITY * time.delta_seconds();
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options.pitch = clamp(options.pitch, -89.9, 89.9);
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player.pitch = clamp(player.pitch, -89.9, 89.9);
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// println!("pitch: {}, yaw: {}", options.pitch, options.yaw);
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let yaw_radians = options.yaw.to_radians();
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let pitch_radians = options.pitch.to_radians();
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let yaw_radians = player.yaw.to_radians();
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let pitch_radians = player.pitch.to_radians();
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transform.rotation = Quat::from_axis_angle(Vec3::unit_y(), yaw_radians)
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* Quat::from_axis_angle(-Vec3::unit_x(), pitch_radians)
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