do a basic scene and way too much organization and fail to implement panning

This commit is contained in:
Schrottkatze 2025-05-14 23:14:41 +02:00
parent 08069c9224
commit 6d269d0c14
Signed by: schrottkatze
SSH key fingerprint: SHA256:FPOYVeBy3QP20FEM42uWF1Wa/Qhlk+L3S2+Wuau/Auo
6 changed files with 156 additions and 29 deletions

65
src/game/camera.rs Normal file
View file

@ -0,0 +1,65 @@
//! Sets up the game's camera controls etc.
use bevy::{
input::mouse::{AccumulatedMouseMotion, MouseButtonInput},
prelude::*,
};
use super::GameplaySet;
pub fn plugin(app: &mut App) {
app.init_resource::<MouseButtonsPressed>().add_systems(
Update,
(
detect_mouse_button_press,
panning_basic.after(detect_mouse_button_press),
)
.in_set(GameplaySet),
);
}
/// Resource to store current mouse button state.
#[derive(Resource, Default)]
struct MouseButtonsPressed {
left: bool,
}
/// Detect whether mouse buttons (currently only left) are pressed.
fn detect_mouse_button_press(
mut button_events: EventReader<MouseButtonInput>,
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.));
}