cleanup: simplify position_to_transform
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24edac27e5
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7475b104ba
54
src/world.rs
54
src/world.rs
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@ -450,58 +450,20 @@ fn handle_cheats(
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}
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}
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// A variant of bevy_xpbd_3d::plugins::position_to_transform that adjusts
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// An extension of bevy_xpbd_3d::plugins::position_to_transform that adjusts
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// the rendering position to center entities at the player camera.
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// This avoids rendering glitches when very far away from the origin.
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pub fn position_to_transform(
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q_player: Query<&Position, With<actor::PlayerCamera>>,
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mut q_trans: Query<(&'static mut Transform, &'static Position, &'static Rotation, Option<&'static Parent>)>,
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parents: Query<(&'static GlobalTransform, Option<&'static Position>, Option<&'static Rotation>), With<Children>>,
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mut q_trans: Query<(&'static mut Transform, &'static Position), Without<Parent>>,
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) {
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if let Ok(player_pos) = q_player.get_single() {
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for (mut transform, pos, rot, parent) in &mut q_trans {
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if let Some(parent) = parent {
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// if let Ok((parent_transform, parent_pos, parent_rot)) = parents.get(**parent) {
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// // Compute the global transform of the parent using its Position and Rotation
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// let parent_transform = parent_transform.compute_transform();
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// let parent_pos = parent_pos.map_or(parent_transform.translation, |pos| {
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// pos.as_vec3()
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// // NOTE: I commented out this because it turns a vec3 to a vec4,
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// // and I don't understand why bevy_xpbd would do that.
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// //.extend(parent_transform.translation.z)
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// });
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// let parent_rot = parent_rot.map_or(parent_transform.rotation, |rot| {
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// rot.as_quat()
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// });
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// let parent_scale = parent_transform.scale;
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// let parent_transform = Transform::from_translation(parent_pos)
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// .with_rotation(parent_rot)
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// .with_scale(parent_scale);
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//
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// // The new local transform of the child body,
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// // computed from the its global transform and its parents global transform
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// let new_transform = GlobalTransform::from(
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// Transform::from_translation(
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// pos.as_vec3()
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// // NOTE: I commented out this because it turns a vec3 to a vec4,
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// // and I don't understand why bevy_xpbd would do that.
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// //.extend(parent_pos.z + transform.translation.z * parent_scale.z),
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// )
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// .with_rotation(rot.as_quat()),
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// )
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// .reparented_to(&GlobalTransform::from(parent_transform));
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//
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// transform.translation = new_transform.translation;
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// transform.rotation = new_transform.rotation;
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// }
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} else {
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transform.translation = Vec3::new(
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(pos.x - player_pos.x) as f32,
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(pos.y - player_pos.y) as f32,
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(pos.z - player_pos.z) as f32,
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);
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transform.rotation = rot.as_quat();
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}
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for (mut transform, pos) in &mut q_trans {
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transform.translation = Vec3::new(
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(pos.x - player_pos.x) as f32,
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(pos.y - player_pos.y) as f32,
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(pos.z - player_pos.z) as f32,
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);
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}
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}
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}
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