add camera::sync_camera_to_player function, fixing cam alignment
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@ -14,6 +14,7 @@ impl Plugin for CameraControllerPlugin {
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app.add_systems(Startup, setup_camera);
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app.add_systems(Update, handle_input);
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app.add_systems(Update, manage_player_actor);
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app.add_systems(Update, sync_camera_to_player);
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app.add_systems(Update, run_camera_controller);
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}
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}
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@ -66,6 +67,29 @@ fn setup_camera(
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));
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}
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pub fn sync_camera_to_player(
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settings: Res<settings::Settings>,
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mut q_camera: Query<&mut Transform, With<CameraController>>,
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q_playercam: Query<(&actor::Actor, &Transform), (With<actor::PlayerCamera>, Without<actor::PlayerDrivesThis>, Without<CameraController>)>,
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) {
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if q_camera.is_empty() || q_playercam.is_empty() {
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return;
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}
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let mut camera_transform = q_camera.get_single_mut().unwrap();
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let (actor, player_transform) = q_playercam.get_single().unwrap();
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// Rotation
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camera_transform.rotation = player_transform.rotation * Quat::from_array([0.0, -1.0, 0.0, 0.0]);
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// Translation
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if settings.third_person {
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camera_transform.translation = player_transform.translation + camera_transform.rotation * (actor.camdistance * Vec3::new(0.0, 0.2, 1.0));
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}
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else {
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camera_transform.translation = player_transform.translation;
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}
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}
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pub fn handle_input(
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keyboard_input: Res<ButtonInput<KeyCode>>,
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mut settings: ResMut<settings::Settings>,
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@ -104,10 +128,9 @@ fn run_camera_controller(
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rocket_sound_controller: Query<&AudioSink, With<audio::ComponentRocketSound>>,
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ion_sound_controller: Query<&AudioSink, With<audio::ComponentIonSound>>,
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mut q_engine: Query<&mut actor::Engine, With<actor::PlayerDrivesThis>>,
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mut q_camera: Query<(&mut Transform, &mut CameraController, &mut Projection)>,
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mut q_camera: Query<(&mut CameraController, &mut Projection)>,
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q_player: Query<&actor::LifeForm, With<actor::Player>>,
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mut q_playercam: Query<(
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&actor::Actor,
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&mut Transform,
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&mut actor::Engine,
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&mut AngularVelocity,
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@ -124,9 +147,9 @@ fn run_camera_controller(
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}
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if let (
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Ok((mut camera_transform, mut controller, mut projection)),
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Ok((mut controller, mut projection)),
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Ok(lifeform),
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Ok((actor, mut player_transform, player_engine, mut angularvelocity, mut v)),
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Ok((mut player_transform, player_engine, mut angularvelocity, mut v)),
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) = (q_camera.get_single_mut(), q_player.get_single(), q_playercam.get_single_mut()) {
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if !controller.enabled {
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mouse_events.clear();
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@ -226,14 +249,6 @@ fn run_camera_controller(
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.clamp(-PI / 2., PI / 2.);
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controller.yaw += mouse_delta.x * RADIANS_PER_DOT * controller.sensitivity;
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player_transform.rotation = Quat::from_euler(EulerRot::ZYX, 0.0, -controller.yaw, controller.pitch).normalize();
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camera_transform.rotation = Quat::from_euler(EulerRot::ZYX, 0.0, PI-controller.yaw, -controller.pitch).normalize();
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}
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if settings.third_person {
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camera_transform.translation = player_transform.translation + camera_transform.rotation * (actor.camdistance * Vec3::new(0.0, 0.2, 1.0));
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}
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else {
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camera_transform.translation = player_transform.translation;
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}
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let fov = (lifeform.adrenaline * lifeform.adrenaline * lifeform.adrenaline * 45.0 + 45.0).to_radians();
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