diff --git a/src/world.rs b/src/world.rs index 54cfb2e..6124007 100644 --- a/src/world.rs +++ b/src/world.rs @@ -450,58 +450,20 @@ fn handle_cheats( } } -// A variant of bevy_xpbd_3d::plugins::position_to_transform that adjusts +// An extension of bevy_xpbd_3d::plugins::position_to_transform that adjusts // the rendering position to center entities at the player camera. // This avoids rendering glitches when very far away from the origin. pub fn position_to_transform( q_player: Query<&Position, With>, - mut q_trans: Query<(&'static mut Transform, &'static Position, &'static Rotation, Option<&'static Parent>)>, - parents: Query<(&'static GlobalTransform, Option<&'static Position>, Option<&'static Rotation>), With>, + mut q_trans: Query<(&'static mut Transform, &'static Position), Without>, ) { if let Ok(player_pos) = q_player.get_single() { - for (mut transform, pos, rot, parent) in &mut q_trans { - if let Some(parent) = parent { -// if let Ok((parent_transform, parent_pos, parent_rot)) = parents.get(**parent) { -// // Compute the global transform of the parent using its Position and Rotation -// let parent_transform = parent_transform.compute_transform(); -// let parent_pos = parent_pos.map_or(parent_transform.translation, |pos| { -// pos.as_vec3() -// // NOTE: I commented out this because it turns a vec3 to a vec4, -// // and I don't understand why bevy_xpbd would do that. -// //.extend(parent_transform.translation.z) -// }); -// let parent_rot = parent_rot.map_or(parent_transform.rotation, |rot| { -// rot.as_quat() -// }); -// let parent_scale = parent_transform.scale; -// let parent_transform = Transform::from_translation(parent_pos) -// .with_rotation(parent_rot) -// .with_scale(parent_scale); -// -// // The new local transform of the child body, -// // computed from the its global transform and its parents global transform -// let new_transform = GlobalTransform::from( -// Transform::from_translation( -// pos.as_vec3() -// // NOTE: I commented out this because it turns a vec3 to a vec4, -// // and I don't understand why bevy_xpbd would do that. -// //.extend(parent_pos.z + transform.translation.z * parent_scale.z), -// ) -// .with_rotation(rot.as_quat()), -// ) -// .reparented_to(&GlobalTransform::from(parent_transform)); -// -// transform.translation = new_transform.translation; -// transform.rotation = new_transform.rotation; -// } - } else { - transform.translation = Vec3::new( - (pos.x - player_pos.x) as f32, - (pos.y - player_pos.y) as f32, - (pos.z - player_pos.z) as f32, - ); - transform.rotation = rot.as_quat(); - } + for (mut transform, pos) in &mut q_trans { + transform.translation = Vec3::new( + (pos.x - player_pos.x) as f32, + (pos.y - player_pos.y) as f32, + (pos.z - player_pos.z) as f32, + ); } } }