fix mesh colliders breaking due to CENTER_WORLD_ON_PLAYER

This commit is contained in:
yuni 2024-04-16 02:44:01 +02:00
parent 830d371e36
commit efd85e1433

View file

@ -63,11 +63,11 @@ impl Plugin for WorldPlugin {
if CENTER_WORLD_ON_PLAYER { if CENTER_WORLD_ON_PLAYER {
// Disable bevy_xpbd's position->transform sync function // Disable bevy_xpbd's position->transform sync function
app.insert_resource(SyncConfig { app.insert_resource(SyncConfig {
position_to_transform: false, position_to_transform: true,
transform_to_position: false, transform_to_position: false,
}); });
// Add own position->transform sync function // Add own position->transform sync function
app.add_systems(PreUpdate, position_to_transform); app.add_systems(PostUpdate, position_to_transform.after(bevy_xpbd_3d::plugins::sync::position_to_transform).in_set(bevy_xpbd_3d::plugins::sync::SyncSet::PositionToTransform));
} }
} }
} }
@ -477,39 +477,39 @@ pub fn position_to_transform(
if let Ok(player_pos) = q_player.get_single() { if let Ok(player_pos) = q_player.get_single() {
for (mut transform, pos, rot, parent) in &mut q_trans { for (mut transform, pos, rot, parent) in &mut q_trans {
if let Some(parent) = parent { if let Some(parent) = parent {
if let Ok((parent_transform, parent_pos, parent_rot)) = parents.get(**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 // // Compute the global transform of the parent using its Position and Rotation
let parent_transform = parent_transform.compute_transform(); // let parent_transform = parent_transform.compute_transform();
let parent_pos = parent_pos.map_or(parent_transform.translation, |pos| { // let parent_pos = parent_pos.map_or(parent_transform.translation, |pos| {
pos.as_vec3() // pos.as_vec3()
// NOTE: I commented out this because it turns a vec3 to a vec4, // // NOTE: I commented out this because it turns a vec3 to a vec4,
// and I don't understand why bevy_xpbd would do that. // // and I don't understand why bevy_xpbd would do that.
//.extend(parent_transform.translation.z) // //.extend(parent_transform.translation.z)
}); // });
let parent_rot = parent_rot.map_or(parent_transform.rotation, |rot| { // let parent_rot = parent_rot.map_or(parent_transform.rotation, |rot| {
rot.as_quat() // rot.as_quat()
}); // });
let parent_scale = parent_transform.scale; // let parent_scale = parent_transform.scale;
let parent_transform = Transform::from_translation(parent_pos) // let parent_transform = Transform::from_translation(parent_pos)
.with_rotation(parent_rot) // .with_rotation(parent_rot)
.with_scale(parent_scale); // .with_scale(parent_scale);
//
// The new local transform of the child body, // // The new local transform of the child body,
// computed from the its global transform and its parents global transform // // computed from the its global transform and its parents global transform
let new_transform = GlobalTransform::from( // let new_transform = GlobalTransform::from(
Transform::from_translation( // Transform::from_translation(
pos.as_vec3() // pos.as_vec3()
// NOTE: I commented out this because it turns a vec3 to a vec4, // // NOTE: I commented out this because it turns a vec3 to a vec4,
// and I don't understand why bevy_xpbd would do that. // // and I don't understand why bevy_xpbd would do that.
//.extend(parent_pos.z + transform.translation.z * parent_scale.z), // //.extend(parent_pos.z + transform.translation.z * parent_scale.z),
) // )
.with_rotation(rot.as_quat()), // .with_rotation(rot.as_quat()),
) // )
.reparented_to(&GlobalTransform::from(parent_transform)); // .reparented_to(&GlobalTransform::from(parent_transform));
//
transform.translation = new_transform.translation; // transform.translation = new_transform.translation;
transform.rotation = new_transform.rotation; // transform.rotation = new_transform.rotation;
} // }
} else { } else {
transform.translation = Vec3::new( transform.translation = Vec3::new(
(pos.x - player_pos.x) as f32, (pos.x - player_pos.x) as f32,