fix mesh colliders breaking due to CENTER_WORLD_ON_PLAYER
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parent
830d371e36
commit
efd85e1433
70
src/world.rs
70
src/world.rs
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@ -63,11 +63,11 @@ impl Plugin for WorldPlugin {
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if CENTER_WORLD_ON_PLAYER {
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if CENTER_WORLD_ON_PLAYER {
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// Disable bevy_xpbd's position->transform sync function
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// Disable bevy_xpbd's position->transform sync function
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app.insert_resource(SyncConfig {
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app.insert_resource(SyncConfig {
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position_to_transform: false,
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position_to_transform: true,
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transform_to_position: false,
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transform_to_position: false,
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});
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});
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// Add own position->transform sync function
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// Add own position->transform sync function
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app.add_systems(PreUpdate, position_to_transform);
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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));
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}
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}
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}
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}
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}
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}
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@ -477,39 +477,39 @@ pub fn position_to_transform(
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if let Ok(player_pos) = q_player.get_single() {
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if let Ok(player_pos) = q_player.get_single() {
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for (mut transform, pos, rot, parent) in &mut q_trans {
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for (mut transform, pos, rot, parent) in &mut q_trans {
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if let Some(parent) = parent {
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if let Some(parent) = parent {
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if let Ok((parent_transform, parent_pos, parent_rot)) = parents.get(**parent) {
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// if let Ok((parent_transform, parent_pos, parent_rot)) = parents.get(**parent) {
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// Compute the global transform of the parent using its Position and Rotation
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// // Compute the global transform of the parent using its Position and Rotation
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let parent_transform = parent_transform.compute_transform();
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// let parent_transform = parent_transform.compute_transform();
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let parent_pos = parent_pos.map_or(parent_transform.translation, |pos| {
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// let parent_pos = parent_pos.map_or(parent_transform.translation, |pos| {
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pos.as_vec3()
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// pos.as_vec3()
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// NOTE: I commented out this because it turns a vec3 to a vec4,
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// // NOTE: I commented out this because it turns a vec3 to a vec4,
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// and I don't understand why bevy_xpbd would do that.
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// // and I don't understand why bevy_xpbd would do that.
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//.extend(parent_transform.translation.z)
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// //.extend(parent_transform.translation.z)
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});
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// });
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let parent_rot = parent_rot.map_or(parent_transform.rotation, |rot| {
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// let parent_rot = parent_rot.map_or(parent_transform.rotation, |rot| {
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rot.as_quat()
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// rot.as_quat()
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});
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// });
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let parent_scale = parent_transform.scale;
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// let parent_scale = parent_transform.scale;
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let parent_transform = Transform::from_translation(parent_pos)
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// let parent_transform = Transform::from_translation(parent_pos)
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.with_rotation(parent_rot)
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// .with_rotation(parent_rot)
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.with_scale(parent_scale);
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// .with_scale(parent_scale);
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//
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// The new local transform of the child body,
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// // The new local transform of the child body,
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// computed from the its global transform and its parents global transform
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// // computed from the its global transform and its parents global transform
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let new_transform = GlobalTransform::from(
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// let new_transform = GlobalTransform::from(
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Transform::from_translation(
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// Transform::from_translation(
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pos.as_vec3()
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// pos.as_vec3()
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// NOTE: I commented out this because it turns a vec3 to a vec4,
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// // NOTE: I commented out this because it turns a vec3 to a vec4,
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// and I don't understand why bevy_xpbd would do that.
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// // and I don't understand why bevy_xpbd would do that.
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//.extend(parent_pos.z + transform.translation.z * parent_scale.z),
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// //.extend(parent_pos.z + transform.translation.z * parent_scale.z),
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)
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// )
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.with_rotation(rot.as_quat()),
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// .with_rotation(rot.as_quat()),
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)
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// )
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.reparented_to(&GlobalTransform::from(parent_transform));
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// .reparented_to(&GlobalTransform::from(parent_transform));
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//
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transform.translation = new_transform.translation;
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// transform.translation = new_transform.translation;
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transform.rotation = new_transform.rotation;
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// transform.rotation = new_transform.rotation;
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}
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// }
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} else {
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} else {
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transform.translation = Vec3::new(
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transform.translation = Vec3::new(
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(pos.x - player_pos.x) as f32,
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(pos.x - player_pos.x) as f32,
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