2024-03-16 15:22:44 +00:00
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use bevy::{
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asset::LoadState,
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2024-03-16 18:07:28 +00:00
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window::{
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Window,
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WindowMode,
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PrimaryWindow,
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},
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2024-03-16 15:22:44 +00:00
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core_pipeline::Skybox,
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prelude::*,
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render::{
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render_resource::{TextureViewDescriptor, TextureViewDimension},
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renderer::RenderDevice,
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texture::CompressedImageFormats,
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},
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};
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2024-03-16 14:00:31 +00:00
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2024-03-16 13:27:22 +00:00
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fn main() {
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2024-03-16 14:00:31 +00:00
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App::new()
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2024-03-16 15:22:44 +00:00
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.add_systems(Startup, setup)
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.add_systems(Update, (
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asset_loaded.after(load_cubemap_asset),
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handle_input
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))
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2024-03-16 15:35:39 +00:00
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.add_plugins(DefaultPlugins.set(ImagePlugin::default_nearest()))
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2024-03-16 15:35:48 +00:00
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.add_plugins(CameraControllerPlugin)
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2024-03-16 14:00:31 +00:00
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.run();
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}
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2024-03-16 15:22:44 +00:00
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#[derive(Resource)]
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struct Cubemap {
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is_loaded: bool,
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index: usize,
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image_handle: Handle<Image>,
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}
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const CUBEMAPS: &[(&str, CompressedImageFormats)] = &[
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(
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"textures/stars_cubemap.png",
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CompressedImageFormats::NONE,
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),
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];
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2024-03-16 19:46:42 +00:00
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#[derive(Component)]
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struct ComponentBGM;
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2024-03-16 19:27:10 +00:00
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#[derive(Resource)]
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2024-03-16 19:46:42 +00:00
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struct SoundBGM(Handle<AudioSource>);
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2024-03-16 19:27:10 +00:00
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2024-03-16 18:07:28 +00:00
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fn setup(
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mut commands: Commands,
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asset_server: Res<AssetServer>,
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mut windows: Query<&mut Window, With<PrimaryWindow>>
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) {
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2024-03-16 15:22:44 +00:00
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let skybox_handle = asset_server.load(CUBEMAPS[0].0);
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2024-03-16 18:07:28 +00:00
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for mut window in &mut windows {
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window.cursor.grab_mode = CursorGrabMode::Locked;
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window.cursor.visible = false;
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window.mode = WindowMode::Fullscreen;
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}
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2024-03-16 19:27:10 +00:00
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// Sound
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2024-03-16 19:46:42 +00:00
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let bgm = SoundBGM(asset_server.load("restricted/FTL - Faster Than Light (2012) OST - 12 - Void (Explore)-edQw2yYXQJM.ogg"));
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commands.spawn((
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AudioBundle {
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source: bgm.0.clone(),
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settings: PlaybackSettings::LOOP,
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},
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ComponentBGM,
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));
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commands.insert_resource(bgm);
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commands.spawn((
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AudioBundle {
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source: asset_server.load("sounds/wakeup.ogg"),
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settings: PlaybackSettings::DESPAWN,
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},
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));
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2024-03-16 19:27:10 +00:00
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2024-03-16 15:22:44 +00:00
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// camera
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commands.spawn((
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Camera3dBundle {
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transform: Transform::from_xyz(0.0, 0.0, 8.0).looking_at(Vec3::ZERO, Vec3::Y),
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..default()
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},
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2024-03-16 15:35:48 +00:00
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CameraController::default(),
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Skybox {
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image: skybox_handle.clone(),
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brightness: 150.0,
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},
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));
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commands.insert_resource(Cubemap {
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is_loaded: false,
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index: 0,
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image_handle: skybox_handle,
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});
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}
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fn load_cubemap_asset(
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mut cubemap: ResMut<Cubemap>,
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asset_server: Res<AssetServer>,
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render_device: Res<RenderDevice>,
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) {
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let supported_compressed_formats =
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CompressedImageFormats::from_features(render_device.features());
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let mut new_index = cubemap.index;
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for _ in 0..CUBEMAPS.len() {
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new_index = (new_index + 1) % CUBEMAPS.len();
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if supported_compressed_formats.contains(CUBEMAPS[new_index].1) {
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break;
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}
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info!("Skipping unsupported format: {:?}", CUBEMAPS[new_index]);
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}
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// Skip swapping to the same texture. Useful for when ktx2, zstd, or compressed texture support
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// is missing
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if new_index == cubemap.index {
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return;
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}
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cubemap.index = new_index;
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cubemap.image_handle = asset_server.load(CUBEMAPS[cubemap.index].0);
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cubemap.is_loaded = false;
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}
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fn asset_loaded(
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asset_server: Res<AssetServer>,
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mut images: ResMut<Assets<Image>>,
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mut cubemap: ResMut<Cubemap>,
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mut skyboxes: Query<&mut Skybox>,
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) {
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if !cubemap.is_loaded && asset_server.load_state(&cubemap.image_handle) == LoadState::Loaded {
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info!("Swapping to {}...", CUBEMAPS[cubemap.index].0);
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let image = images.get_mut(&cubemap.image_handle).unwrap();
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// NOTE: PNGs do not have any metadata that could indicate they contain a cubemap texture,
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// so they appear as one texture. The following code reconfigures the texture as necessary.
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if image.texture_descriptor.array_layer_count() == 1 {
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image.reinterpret_stacked_2d_as_array(image.height() / image.width());
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image.texture_view_descriptor = Some(TextureViewDescriptor {
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dimension: Some(TextureViewDimension::Cube),
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..default()
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});
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}
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for mut skybox in &mut skyboxes {
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skybox.image = cubemap.image_handle.clone();
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}
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cubemap.is_loaded = true;
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}
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}
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2024-03-16 15:12:35 +00:00
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fn handle_input(
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keyboard_input: Res<ButtonInput<KeyCode>>,
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2024-03-16 19:46:42 +00:00
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bgm_controller: Query<&AudioSink, With<ComponentBGM>>,
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2024-03-16 15:12:35 +00:00
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mut app_exit_events: ResMut<Events<bevy::app::AppExit>>
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) {
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2024-03-16 19:46:42 +00:00
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if keyboard_input.just_pressed(KeyCode::KeyT) {
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if let Ok(sink) = bgm_controller.get_single() {
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sink.toggle()
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}
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}
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2024-03-16 15:12:35 +00:00
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if keyboard_input.pressed(KeyCode::KeyQ) {
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app_exit_events.send(bevy::app::AppExit);
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2024-03-16 14:13:00 +00:00
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}
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}
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2024-03-16 15:35:48 +00:00
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// ------------------------------------------------------------------------------
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// --------- copy&pasted from bevy's helpers/camera_controller.rs ---------------
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// ------------------------------------------------------------------------------
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use bevy::input::mouse::MouseMotion;
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use bevy::window::CursorGrabMode;
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use std::{f32::consts::*, fmt};
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pub struct CameraControllerPlugin;
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impl Plugin for CameraControllerPlugin {
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fn build(&self, app: &mut App) {
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app.add_systems(Update, run_camera_controller);
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}
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}
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/// Based on Valorant's default sensitivity, not entirely sure why it is exactly 1.0 / 180.0,
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/// but I'm guessing it is a misunderstanding between degrees/radians and then sticking with
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/// it because it felt nice.
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pub const RADIANS_PER_DOT: f32 = 1.0 / 180.0 * 0.5;
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#[derive(Component)]
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pub struct CameraController {
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pub enabled: bool,
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pub initialized: bool,
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pub sensitivity: f32,
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pub key_forward: KeyCode,
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pub key_back: KeyCode,
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pub key_left: KeyCode,
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pub key_right: KeyCode,
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pub key_up: KeyCode,
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pub key_down: KeyCode,
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pub key_run: KeyCode,
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pub mouse_key_cursor_grab: MouseButton,
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pub keyboard_key_toggle_cursor_grab: KeyCode,
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pub walk_speed: f32,
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pub run_speed: f32,
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pub friction: f32,
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pub pitch: f32,
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pub yaw: f32,
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pub velocity: Vec3,
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}
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impl Default for CameraController {
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fn default() -> Self {
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Self {
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enabled: true,
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initialized: false,
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sensitivity: 1.0,
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key_forward: KeyCode::KeyW,
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key_back: KeyCode::KeyS,
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key_left: KeyCode::KeyA,
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key_right: KeyCode::KeyD,
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key_up: KeyCode::KeyE,
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key_down: KeyCode::KeyQ,
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key_run: KeyCode::ShiftLeft,
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mouse_key_cursor_grab: MouseButton::Left,
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keyboard_key_toggle_cursor_grab: KeyCode::KeyM,
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walk_speed: 5.0,
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run_speed: 15.0,
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friction: 0.5,
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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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}
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}
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}
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impl fmt::Display for CameraController {
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fn fmt(&self, f: &mut fmt::Formatter<'_>) -> fmt::Result {
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write!(
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f,
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"
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Freecam Controls:
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Mouse\t- Move camera orientation
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{:?}\t- Hold to grab cursor
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{:?}\t- Toggle cursor grab
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{:?} & {:?}\t- Fly forward & backwards
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{:?} & {:?}\t- Fly sideways left & right
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{:?} & {:?}\t- Fly up & down
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{:?}\t- Fly faster while held",
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self.mouse_key_cursor_grab,
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self.keyboard_key_toggle_cursor_grab,
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self.key_forward,
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self.key_back,
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self.key_left,
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self.key_right,
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self.key_up,
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self.key_down,
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self.key_run,
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)
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}
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}
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#[allow(clippy::too_many_arguments)]
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fn run_camera_controller(
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time: Res<Time>,
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mut windows: Query<&mut Window>,
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mut mouse_events: EventReader<MouseMotion>,
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mouse_button_input: Res<ButtonInput<MouseButton>>,
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key_input: Res<ButtonInput<KeyCode>>,
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mut toggle_cursor_grab: Local<bool>,
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mut mouse_cursor_grab: Local<bool>,
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mut query: Query<(&mut Transform, &mut CameraController), With<Camera>>,
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) {
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let dt = time.delta_seconds();
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if let Ok((mut transform, mut controller)) = query.get_single_mut() {
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if !controller.initialized {
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let (yaw, pitch, _roll) = transform.rotation.to_euler(EulerRot::YXZ);
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controller.yaw = yaw;
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controller.pitch = pitch;
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controller.initialized = true;
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2024-03-16 18:07:28 +00:00
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*toggle_cursor_grab = true;
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2024-03-16 15:35:48 +00:00
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info!("{}", *controller);
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}
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if !controller.enabled {
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mouse_events.clear();
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return;
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}
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// Handle key input
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let mut axis_input = Vec3::ZERO;
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if key_input.pressed(controller.key_forward) {
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axis_input.z += 1.0;
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}
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if key_input.pressed(controller.key_back) {
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axis_input.z -= 1.0;
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}
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if key_input.pressed(controller.key_right) {
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axis_input.x += 1.0;
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}
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if key_input.pressed(controller.key_left) {
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axis_input.x -= 1.0;
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}
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if key_input.pressed(controller.key_up) {
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axis_input.y += 1.0;
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}
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if key_input.pressed(controller.key_down) {
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axis_input.y -= 1.0;
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}
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let mut cursor_grab_change = false;
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if key_input.just_pressed(controller.keyboard_key_toggle_cursor_grab) {
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*toggle_cursor_grab = !*toggle_cursor_grab;
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cursor_grab_change = true;
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}
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if mouse_button_input.just_pressed(controller.mouse_key_cursor_grab) {
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*mouse_cursor_grab = true;
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cursor_grab_change = true;
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}
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if mouse_button_input.just_released(controller.mouse_key_cursor_grab) {
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*mouse_cursor_grab = false;
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cursor_grab_change = true;
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}
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let cursor_grab = *mouse_cursor_grab || *toggle_cursor_grab;
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// Apply movement update
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if axis_input != Vec3::ZERO {
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let max_speed = if key_input.pressed(controller.key_run) {
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controller.run_speed
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} else {
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controller.walk_speed
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};
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controller.velocity = axis_input.normalize() * max_speed;
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} else {
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let friction = controller.friction.clamp(0.0, 1.0);
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controller.velocity *= 1.0 - friction;
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if controller.velocity.length_squared() < 1e-6 {
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controller.velocity = Vec3::ZERO;
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}
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}
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let forward = *transform.forward();
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let right = *transform.right();
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transform.translation += controller.velocity.x * dt * right
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+ controller.velocity.y * dt * Vec3::Y
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+ controller.velocity.z * dt * forward;
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// Handle cursor grab
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if cursor_grab_change {
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if cursor_grab {
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for mut window in &mut windows {
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if !window.focused {
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continue;
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}
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window.cursor.grab_mode = CursorGrabMode::Locked;
|
|
|
|
window.cursor.visible = false;
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
for mut window in &mut windows {
|
|
|
|
window.cursor.grab_mode = CursorGrabMode::None;
|
|
|
|
window.cursor.visible = true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// Handle mouse input
|
|
|
|
let mut mouse_delta = Vec2::ZERO;
|
|
|
|
if cursor_grab {
|
|
|
|
for mouse_event in mouse_events.read() {
|
|
|
|
mouse_delta += mouse_event.delta;
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
mouse_events.clear();
|
|
|
|
}
|
|
|
|
|
|
|
|
if mouse_delta != Vec2::ZERO {
|
|
|
|
// Apply look update
|
|
|
|
controller.pitch = (controller.pitch
|
|
|
|
- mouse_delta.y * RADIANS_PER_DOT * controller.sensitivity)
|
|
|
|
.clamp(-PI / 2., PI / 2.);
|
|
|
|
controller.yaw -= mouse_delta.x * RADIANS_PER_DOT * controller.sensitivity;
|
|
|
|
transform.rotation =
|
|
|
|
Quat::from_euler(EulerRot::ZYX, 0.0, controller.yaw, controller.pitch);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|