switch to bevy-third-person-camera for orbit cam

This commit is contained in:
Schrottkatze 2025-05-21 15:56:58 +02:00
parent f518a2c670
commit 2e7de9f296
Signed by: schrottkatze
SSH key fingerprint: SHA256:FPOYVeBy3QP20FEM42uWF1Wa/Qhlk+L3S2+Wuau/Auo
6 changed files with 1075 additions and 100 deletions

1090
Cargo.lock generated

File diff suppressed because it is too large Load diff

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@ -6,6 +6,7 @@ edition = "2024"
[dependencies] [dependencies]
bevy = "0.16.0" bevy = "0.16.0"
bevy-inspector-egui = "0.31.0" bevy-inspector-egui = "0.31.0"
bevy_third_person_camera = "0.3.0"
env_logger = "0.11.8" env_logger = "0.11.8"
log = "0.4.27" log = "0.4.27"

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@ -6,8 +6,5 @@ use bevy::prelude::*;
/// Sets up the camera for the entire app, with a starting position for the game. (TODO: probably change that) /// Sets up the camera for the entire app, with a starting position for the game. (TODO: probably change that)
/// This camera is also used for menu rendering etc. /// This camera is also used for menu rendering etc.
pub fn setup(mut c: Commands) { pub fn setup(mut c: Commands) {
c.spawn(( c.spawn(Camera3d::default());
Camera3d::default(),
Transform::from_xyz(-20., 15., 0.).looking_at(Vec3::ZERO, Vec3::Y),
));
} }

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@ -13,11 +13,11 @@ mod scene;
struct GameplaySet; struct GameplaySet;
pub fn plugin(app: &mut App) { pub fn plugin(app: &mut App) {
app.add_plugins(camera::plugin) app.add_systems(OnEnter(AppState::Ingame), scene::setup.in_set(GameplaySet))
.add_systems(OnEnter(AppState::Ingame), scene::setup.in_set(GameplaySet))
.add_systems( .add_systems(
OnExit(AppState::Ingame), OnExit(AppState::Ingame),
despawn::<cleanup::Scene>.in_set(GameplaySet), despawn::<cleanup::Scene>.in_set(GameplaySet),
); )
.add_plugins(camera::plugin);
app.configure_sets(Update, GameplaySet.run_if(in_state(AppState::Ingame))); app.configure_sets(Update, GameplaySet.run_if(in_state(AppState::Ingame)));
} }

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@ -1,65 +1,28 @@
//! Sets up the game's camera controls etc. //! Sets up the game's camera controls etc.
//! Uses [bevy_third_person_camera](https://lib.rs/crates/bevy_third_person_camera)
use bevy::prelude::*;
use bevy_third_person_camera::*;
use bevy::{ use crate::AppState;
input::mouse::{AccumulatedMouseMotion, MouseButtonInput},
prelude::*,
};
use super::GameplaySet; use super::GameplaySet;
pub fn plugin(app: &mut App) { pub fn plugin(app: &mut App) {
app.init_resource::<MouseButtonsPressed>().add_systems( app.add_plugins(ThirdPersonCameraPlugin)
Update, .add_systems(
( OnEnter(AppState::Ingame),
detect_mouse_button_press, setup_game_camera.in_set(GameplaySet),
panning_basic.after(detect_mouse_button_press),
) )
.in_set(GameplaySet), .add_systems(OnExit(AppState::Ingame), remove_tpc.in_set(GameplaySet));
);
} }
/// Resource to store current mouse button state. /// Adds [ThirdPersonCamera] to our existing camera.
#[derive(Resource, Default)] pub fn setup_game_camera(mut c: Commands, cam: Single<Entity, With<Camera3d>>) {
struct MouseButtonsPressed { c.entity(*cam).insert(ThirdPersonCamera::default());
left: bool, info!("Third person camera set up!")
} }
/// Detect whether mouse buttons (currently only left) are pressed. /// Removes [ThirdPersonCamera] from the camera.
fn detect_mouse_button_press( pub fn remove_tpc(mut c: Commands, cam: Single<Entity, (With<Camera3d>, With<ThirdPersonCamera>)>) {
mut button_events: EventReader<MouseButtonInput>, c.entity(*cam).remove::<ThirdPersonCamera>();
mut pressed: ResMut<MouseButtonsPressed>,
) {
for event in button_events.read() {
if event.button == MouseButton::Left {
pressed.left = dbg!(event.state.is_pressed());
}
}
}
/// is SUPPOSED to do proper panning
/// i hate 3d math
fn panning_basic(
accumulated_mouse_motion: Res<AccumulatedMouseMotion>,
mut cam_transform: Single<&mut Transform, With<Camera>>,
pressed: Res<MouseButtonsPressed>,
) {
if pressed.left && accumulated_mouse_motion.delta != Vec2::ZERO {
let yaw = Quat::from_rotation_y(accumulated_mouse_motion.delta.x / 150.);
// cam_transform.rotate_around(Vec3::ZERO, yaw);
cam_transform.rotation *= yaw;
let pitch = Quat::from_rotation_x(accumulated_mouse_motion.delta.y / 150.);
let new_rot = cam_transform.rotation * pitch;
// cam_transform.rotate_around(Vec3::ZERO, pitch);
// cam_transform.rotation *= pitch;
let up_vector = new_rot * Vec3::Y;
if up_vector.y > 0.0 {
cam_transform.rotation = new_rot;
}
}
// ???????
// TODO: figure out/understand how they do it https://github.com/The-DevBlog/bevy_third_person_camera/blob/a7c6b458573fcb0730b65eda6507ca27fb58f571/src/mouse.rs#L29-L74
//
let rot_matrix = Mat3::from_quat(cam_transform.rotation);
cam_transform.translation = rot_matrix.mul_vec3(Vec3::new(0.0, 0.0, 20.));
} }

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@ -1,4 +1,6 @@
use bevy::prelude::*; use bevy::prelude::*;
use bevy_third_person_camera::ThirdPersonCameraTarget;
use log::trace;
use crate::cleanup; use crate::cleanup;
@ -20,6 +22,8 @@ pub fn setup(
c.spawn(( c.spawn((
Mesh3d(meshes.add(Cuboid::new(NORMALSPUR, 0.25, 96.))), Mesh3d(meshes.add(Cuboid::new(NORMALSPUR, 0.25, 96.))),
MeshMaterial3d(materials.add(Color::BLACK)), MeshMaterial3d(materials.add(Color::BLACK)),
ThirdPersonCameraTarget,
cleanup::Scene, cleanup::Scene,
)); ));
info!("Scene spawned!")
} }