make map movement keys much more intuitive

This commit is contained in:
yuni 2024-04-20 04:39:48 +02:00
parent c79320d072
commit 0d9bf25f52

View file

@ -8,6 +8,7 @@ use bevy::transform::TransformSystem;
use bevy::math::{DVec3, DQuat};
use bevy_xpbd_3d::prelude::*;
use std::f32::consts::PI;
use std::f64::consts::PI as PI64;
use crate::{actor, audio, hud, var};
pub struct CameraPlugin;
@ -40,12 +41,13 @@ pub struct ShowOnlyInMap {
#[derive(Resource)]
pub struct MapCam {
pub initialized: bool,
pub zoom_level: f32,
pub target_zoom_level: f32,
pub pitch: f32,
pub yaw: f32,
pub zoom_level: f64,
pub target_zoom_level: f64,
pub pitch: f64,
pub yaw: f64,
pub offset_x: f64,
pub offset_z: f64,
pub center: DVec3,
}
impl Default for MapCam {
fn default() -> Self {
@ -53,10 +55,11 @@ impl Default for MapCam {
initialized: false,
zoom_level: 2.0,
target_zoom_level: 10.0,
pitch: PI * 0.3,
pitch: PI64 * 0.3,
yaw: 0.0,
offset_x: 0.0,
offset_z: 0.0,
center: DVec3::new(0.0, 0.0, 0.0),
}
}
}
@ -154,10 +157,10 @@ pub fn update_map_camera(
// direction parameter for the Transform.look_at function is ambiguous
// at the extreme values and the orientation will flicker back/forth.
let epsilon = 0.001;
let min_zoom = target.scale.x * 2.0;
let max_zoom = 17e18; // at this point, camera starts glitching
mapcam.pitch = (mapcam.pitch + mouse_delta.y / 180.0 * settings.mouse_sensitivity).clamp(-PI / 2.0 + epsilon, PI / 2.0 - epsilon);
mapcam.yaw += mouse_delta.x / 180.0 * settings.mouse_sensitivity;
let min_zoom: f64 = target.scale.x as f64 * 2.0;
let max_zoom: f64 = 17e18; // at this point, camera starts glitching
mapcam.pitch = (mapcam.pitch + mouse_delta.y as f64 / 180.0 * settings.mouse_sensitivity as f64).clamp(-PI64 / 2.0 + epsilon, PI64 / 2.0 - epsilon);
mapcam.yaw += mouse_delta.x as f64 / 180.0 * settings.mouse_sensitivity as f64;
// Reset movement offset if target changes
if !q_target_changed.is_empty() {
@ -166,8 +169,8 @@ pub fn update_map_camera(
}
// Get keyboard movement
let mut offset_x = 0.0;
let mut offset_z = 0.0;
let mut offset_x: f64 = 0.0;
let mut offset_z: f64 = 0.0;
if keyboard_input.pressed(settings.key_forward) {
offset_x -= 1.0;
}
@ -181,18 +184,14 @@ pub fn update_map_camera(
offset_z += 1.0;
}
// Update movement offset
mapcam.offset_x += (0.01 * offset_x * mapcam.zoom_level) as f64;
mapcam.offset_z += (0.01 * offset_z * mapcam.zoom_level) as f64;
// Update zoom level
if !mapcam.initialized {
let factor = if target == player_transform { 7.0 } else { 1.0 };
mapcam.target_zoom_level *= target.scale.x * factor;
mapcam.zoom_level *= target.scale.x * factor;
let factor: f64 = if target == player_transform { 7.0 } else { 1.0 };
mapcam.target_zoom_level *= target.scale.x as f64 * factor;
mapcam.zoom_level *= target.scale.x as f64 * factor;
mapcam.initialized = true;
}
let mut change_zoom = 0.0;
let mut change_zoom: f64 = 0.0;
if keyboard_input.pressed(settings.key_map_zoom_out) {
change_zoom += 0.5;
}
@ -200,9 +199,9 @@ pub fn update_map_camera(
change_zoom -= 0.5;
}
for wheel_event in er_mousewheel.read() {
change_zoom -= wheel_event.y * 3.0;
change_zoom -= wheel_event.y as f64 * 3.0;
}
mapcam.target_zoom_level = (mapcam.target_zoom_level * 1.1f32.powf(change_zoom)).clamp(min_zoom, max_zoom);
mapcam.target_zoom_level = (mapcam.target_zoom_level * 1.1f64.powf(change_zoom)).clamp(min_zoom, max_zoom);
let zoom_speed = 0.05; // should be between 0.0001 (slow) and 1.0 (instant)
mapcam.zoom_level = (zoom_speed * mapcam.target_zoom_level + (1.0 - zoom_speed) * mapcam.zoom_level).clamp(min_zoom, max_zoom);
@ -211,9 +210,19 @@ pub fn update_map_camera(
let offset = DVec3::new(mapcam.offset_x, 0.0, mapcam.offset_z);
let point_of_view = offset + pov_rotation * (mapcam.zoom_level as f64 * DVec3::new(1.0, 0.0, 0.0));
// Update movement offset
let mut direction = pov_rotation * DVec3::new(offset_x, 0.0, offset_z);
let speed = direction.length();
direction.y = 0.0;
let direction = speed * direction.normalize_or_zero();
mapcam.offset_x += 0.01 * (direction.x * mapcam.zoom_level);
mapcam.offset_z += 0.01 * (direction.z * mapcam.zoom_level);
// Apply updates to camera
mapcam.center = target.translation.as_dvec3() + offset;
camera_transform.translation = target.translation + point_of_view.as_vec3();
camera_transform.look_at(target.translation + offset.as_vec3(), Vec3::Y);
camera_transform.look_at(mapcam.center.as_vec3(), Vec3::Y);
}
pub fn update_fov(