handle parents in position_to_transform, like in bevy_xpbd

This commit is contained in:
yuni 2024-04-01 20:38:28 +02:00
parent adeb207919
commit a78d4b0387

View file

@ -272,20 +272,55 @@ fn handle_cheats(
// A variant 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.
//
// NOTE: This currently does not support parent objects.
pub fn position_to_transform(
q_player: Query<&Position, With<actor::PlayerCamera>>,
mut q_trans: Query<(&mut Transform, &Position, &Rotation)>,
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<Children>>,
) {
if let Ok(player_pos) = q_player.get_single() {
for (mut transform, pos, rot) in &mut q_trans {
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();
}
}
}
}