mouse look and walking in same entity
This commit is contained in:
parent
f85b5cf7af
commit
f2cb9f0cae
1 changed files with 63 additions and 44 deletions
|
@ -1,4 +1,8 @@
|
|||
use bevy::{input::mouse::MouseMotion, prelude::*};
|
||||
use bevy::{
|
||||
input::mouse::MouseMotion,
|
||||
prelude::*,
|
||||
render::camera::{Camera, PerspectiveProjection, VisibleEntities},
|
||||
};
|
||||
use bevy_rapier3d::{
|
||||
na::Matrix3x1,
|
||||
physics::RigidBodyHandleComponent,
|
||||
|
@ -26,52 +30,66 @@ struct State {
|
|||
}
|
||||
|
||||
#[derive(Default)]
|
||||
struct Player;
|
||||
struct PlayerMarker;
|
||||
|
||||
#[derive(Bundle)]
|
||||
pub struct PlayerBundle {
|
||||
pub perspective_projection: PerspectiveProjection,
|
||||
pub visible_entities: VisibleEntities,
|
||||
pub transform: Transform,
|
||||
pub global_transform: GlobalTransform,
|
||||
player_marker: PlayerMarker,
|
||||
rigid_body: RigidBodyBuilder,
|
||||
collider: ColliderBuilder,
|
||||
}
|
||||
|
||||
impl Default for PlayerBundle {
|
||||
fn default() -> Self {
|
||||
PlayerBundle {
|
||||
rigid_body: RigidBodyBuilder::new_dynamic()
|
||||
.translation(0.0, 3.0, 0.0)
|
||||
.lock_rotations(),
|
||||
collider: ColliderBuilder::cylinder(PLAYER_HEIGHT / 2., PLAYER_WIDTH).friction(0.0),
|
||||
perspective_projection: Default::default(),
|
||||
visible_entities: Default::default(),
|
||||
transform: Default::default(),
|
||||
global_transform: Default::default(),
|
||||
player_marker: Default::default(),
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
const PLAYER_SPEED: f32 = 320.0;
|
||||
const MOUSE_SENSITIVITY: f32 = 1.0;
|
||||
const PLAYER_HEIGHT: f32 = 1.8;
|
||||
const PLAYER_WIDTH: f32 = 0.25;
|
||||
|
||||
fn init_player(
|
||||
commands: &mut Commands,
|
||||
mut meshes: ResMut<Assets<Mesh>>,
|
||||
mut materials: ResMut<Assets<StandardMaterial>>,
|
||||
) {
|
||||
fn init_player(commands: &mut Commands) {
|
||||
commands
|
||||
.spawn(Camera3dBundle {
|
||||
transform: Transform::from_translation(Vec3::new(0.0, 1.0, 3.0)),
|
||||
.spawn(PlayerBundle::default())
|
||||
.with_children(|parent| {
|
||||
parent.spawn(Camera3dBundle {
|
||||
transform: Transform::from_translation(Vec3::new(0.0, PLAYER_HEIGHT / 2., 0.0)),
|
||||
..Default::default()
|
||||
})
|
||||
.with(Player::default());
|
||||
|
||||
// TODO: temporarily create a separate bundle for movement, to test mouse look
|
||||
commands
|
||||
.spawn(PbrBundle {
|
||||
mesh: meshes.add(Mesh::from(shape::Cube { size: 0.25 })),
|
||||
material: materials.add(Color::rgb(0.0, 1.0, 0.3).into()),
|
||||
transform: Transform::from_translation(Vec3::new(0.0, 0.0, 0.0)),
|
||||
..Default::default()
|
||||
})
|
||||
.with(Player::default())
|
||||
.with(
|
||||
RigidBodyBuilder::new_dynamic()
|
||||
.translation(0.0, 3.0, 0.0)
|
||||
.lock_rotations(),
|
||||
)
|
||||
.with(ColliderBuilder::cylinder(1.0, 0.5).friction(0.0));
|
||||
});
|
||||
});
|
||||
}
|
||||
|
||||
fn player_movement_system(
|
||||
time: Res<Time>,
|
||||
mut bodies: ResMut<RigidBodySet>,
|
||||
keyboard_input: Res<Input<KeyCode>>,
|
||||
mut query: Query<(&mut Transform, &RigidBodyHandleComponent), With<Player>>,
|
||||
// TODO: need to use better queries which filters by parent.player_marker
|
||||
camera_transform_query: Query<&Transform, With<Camera>>,
|
||||
mut player_query: Query<&RigidBodyHandleComponent, With<PlayerMarker>>,
|
||||
) {
|
||||
for (transform, handle) in query.iter_mut() {
|
||||
let body: &mut RigidBody = bodies.get_mut(handle.handle()).unwrap();
|
||||
for camera_transform in camera_transform_query.iter() {
|
||||
for body_handle in player_query.iter_mut() {
|
||||
let body: &mut RigidBody = bodies.get_mut(body_handle.handle()).unwrap();
|
||||
let axis_straight = movement_axis(&keyboard_input, KeyCode::D, KeyCode::A);
|
||||
let axis_strafe = movement_axis(&keyboard_input, KeyCode::S, KeyCode::W);
|
||||
|
||||
let rotation = transform.rotation;
|
||||
let rotation = camera_transform.rotation;
|
||||
let mut speed_2d: Vec3 =
|
||||
(strafe_vector(&rotation) * axis_straight) + (forward_vector(&rotation) * axis_strafe);
|
||||
if speed_2d.length() != 0.0 {
|
||||
|
@ -83,6 +101,7 @@ fn player_movement_system(
|
|||
let velocity_3d = Matrix3x1::new(velocity_2d.x, body.linvel().y, velocity_2d.z);
|
||||
body.set_linvel(velocity_3d, true);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn forward_vector(rotation: &Quat) -> Vec3 {
|
||||
|
@ -113,7 +132,7 @@ fn player_look_system(
|
|||
time: Res<Time>,
|
||||
mut state: ResMut<State>,
|
||||
mouse_motion_events: Res<Events<MouseMotion>>,
|
||||
mut query: Query<&mut Transform, With<Player>>,
|
||||
mut query: Query<&mut Transform, With<Camera>>,
|
||||
) {
|
||||
let mut delta: Vec2 = Vec2::zero();
|
||||
for event in state.mouse_motion_event_reader.iter(&mouse_motion_events) {
|
||||
|
|
Loading…
Reference in a new issue