Make constants actually const

This commit is contained in:
Felix Ableitner 2020-12-31 16:54:49 +01:00
parent 0db4cdafb7
commit b5e29b10a6

View file

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