implement moving with AWSD in map. this allows changing target!
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973506d335
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@ -44,6 +44,8 @@ pub struct MapCam {
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pub target_zoom_level: f32,
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pub pitch: f32,
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pub yaw: f32,
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pub offset_x: f64,
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pub offset_z: f64,
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}
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impl Default for MapCam {
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fn default() -> Self {
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@ -53,6 +55,8 @@ impl Default for MapCam {
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target_zoom_level: 10.0,
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pitch: PI * 0.3,
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yaw: 0.0,
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offset_x: 0.0,
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offset_z: 0.0,
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}
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}
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}
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@ -125,6 +129,7 @@ pub fn update_map_camera(
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mut q_camera: Query<&mut Transform, (With<Camera>, Without<actor::PlayerCamera>)>,
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q_playercam: Query<&Transform, (With<actor::PlayerCamera>, Without<Camera>)>,
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q_target: Query<&Transform, (With<hud::IsTargeted>, Without<Camera>, Without<actor::PlayerCamera>)>,
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q_target_changed: Query<(), Changed<hud::IsTargeted>>,
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mut mouse_events: EventReader<MouseMotion>,
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mut er_mousewheel: EventReader<MouseWheel>,
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keyboard_input: Res<ButtonInput<KeyCode>>,
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@ -149,9 +154,37 @@ pub fn update_map_camera(
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// direction parameter for the Transform.look_at function is ambiguous
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// at the extreme values and the orientation will flicker back/forth.
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let epsilon = 0.001;
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let min_zoom = target.scale.x * 2.0;
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let max_zoom = 17e18; // at this point, camera starts glitching
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mapcam.pitch = (mapcam.pitch + mouse_delta.y / 180.0 * settings.mouse_sensitivity).clamp(-PI / 2.0 + epsilon, PI / 2.0 - epsilon);
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mapcam.yaw += mouse_delta.x / 180.0 * settings.mouse_sensitivity;
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// Reset movement offset if target changes
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if !q_target_changed.is_empty() {
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mapcam.offset_x = 0.0;
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mapcam.offset_z = 0.0;
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}
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// Get keyboard movement
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let mut offset_x = 0.0;
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let mut offset_z = 0.0;
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if keyboard_input.pressed(settings.key_forward) {
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offset_x -= 1.0;
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}
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if keyboard_input.pressed(settings.key_back) {
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offset_x += 1.0;
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}
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if keyboard_input.pressed(settings.key_right) {
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offset_z -= 1.0;
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}
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if keyboard_input.pressed(settings.key_left) {
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offset_z += 1.0;
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}
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// Update movement offset
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mapcam.offset_x += (0.01 * offset_x * mapcam.zoom_level) as f64;
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mapcam.offset_z += (0.01 * offset_z * mapcam.zoom_level) as f64;
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// Update zoom level
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if !mapcam.initialized {
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let factor = if target == player_transform { 7.0 } else { 1.0 };
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@ -169,17 +202,18 @@ pub fn update_map_camera(
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for wheel_event in er_mousewheel.read() {
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change_zoom -= wheel_event.y * 3.0;
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}
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mapcam.target_zoom_level = (mapcam.target_zoom_level * 1.1f32.powf(change_zoom)).clamp(target.scale.x, 17e18);
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mapcam.target_zoom_level = (mapcam.target_zoom_level * 1.1f32.powf(change_zoom)).clamp(min_zoom, max_zoom);
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let zoom_speed = 0.05; // should be between 0.0001 (slow) and 1.0 (instant)
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mapcam.zoom_level = zoom_speed * mapcam.target_zoom_level + (1.0 - zoom_speed) * mapcam.zoom_level;
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mapcam.zoom_level = (zoom_speed * mapcam.target_zoom_level + (1.0 - zoom_speed) * mapcam.zoom_level).clamp(min_zoom, max_zoom);
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// Update point of view
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let pov_rotation = Quat::from_euler(EulerRot::XYZ, 0.0, mapcam.yaw, mapcam.pitch);
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let point_of_view = pov_rotation * (mapcam.zoom_level * Vec3::new(1.0, 0.0, 0.0));
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let pov_rotation = DQuat::from_euler(EulerRot::XYZ, 0.0, mapcam.yaw as f64, mapcam.pitch as f64);
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let offset = DVec3::new(mapcam.offset_x, 0.0, mapcam.offset_z);
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let point_of_view = offset + pov_rotation * (mapcam.zoom_level as f64 * DVec3::new(1.0, 0.0, 0.0));
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// Apply updates to camera
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camera_transform.translation = target.translation + point_of_view;
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camera_transform.look_at(target.translation, Vec3::Y);
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camera_transform.translation = target.translation + point_of_view.as_vec3();
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camera_transform.look_at(target.translation + offset.as_vec3(), Vec3::Y);
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}
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pub fn update_fov(
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