2025-04-17 19:29:07 +07:00

213 lines
6.5 KiB
Rust

use crate::helper::egui_dock::MainCamera;
use bevy::input::mouse::{MouseMotion, MouseWheel};
use bevy::math::Vec3;
use bevy::prelude::*;
use bevy_render::camera::{Exposure, PhysicalCameraParameters, Projection};
use bevy_window::CursorGrabMode;
use rand::Rng;
use random_word::Lang;
use crate::module_bindings::{set_name, set_position, spawn_entity, DbTransform, DbVector3, DbVector4};
use crate::plugins::network::systems::database::DbConnectionResource;
#[derive(Component)]
pub struct CameraController {
pub yaw: f32,
pub pitch: f32,
pub speed: f32,
pub sensitivity: f32,
}
impl Default for CameraController {
fn default() -> Self {
Self {
yaw: 0.0,
pitch: 0.0,
speed: 10.0,
sensitivity: 0.1,
}
}
}
pub fn setup(mut commands: Commands,
db_resource: Res<DbConnectionResource>,) {
commands.spawn((
Transform::from_xyz(0.0, 0.0, 10.0), // initial f32
GlobalTransform::default(),
Camera3d::default(),
Projection::from(PerspectiveProjection {
near: 0.0001,
..default()
}),
MainCamera,
CameraController::default(),
Exposure::from_physical_camera(PhysicalCameraParameters {
aperture_f_stops: 1.0,
shutter_speed_s: 1.0 / 125.0,
sensitivity_iso: 100.0,
sensor_height: 0.01866,
}),
));
}
fn random_vec3(min: f32, max: f32) -> Vec3 {
let mut rng = rand::thread_rng();
Vec3::new(
rng.gen_range(min..max),
rng.gen_range(min..max),
rng.gen_range(min..max),
)
}
/// Example system to control a camera using double-precision for position.
pub fn camera_controller_system(
time: Res<Time>,
keyboard_input: Res<ButtonInput<KeyCode>>, /*
mouse_button_input: Res<ButtonInput<MouseButton>>,*/
mut mouse_motion_events: EventReader<MouseMotion>,
mut mouse_wheel_events: EventReader<MouseWheel>,
mut windows: Query<&mut Window>,
mut query: Query<(&mut Transform, &mut CameraController)>,
mut app_exit_events: EventWriter<AppExit>,
mut ctx: ResMut<DbConnectionResource>,
) {
let mut window = windows.single_mut();
let (mut transform, mut controller) = query.single_mut();
// ====================
// 1) Handle Mouse Look
// ====================
if !window.cursor_options.visible {
for event in mouse_motion_events.read() {
// Adjust yaw/pitch in f32
controller.yaw -= event.delta.x * controller.sensitivity;
controller.pitch += event.delta.y * controller.sensitivity;
controller.pitch = controller.pitch.clamp(-89.9, 89.9);
// Convert degrees to radians (f32)
let yaw_radians = controller.yaw.to_radians();
let pitch_radians = controller.pitch.to_radians();
// Build a double-precision quaternion from those angles
let rot_yaw = Quat::from_axis_angle(Vec3::Y, yaw_radians);
let rot_pitch = Quat::from_axis_angle(Vec3::X, -pitch_radians);
transform.rotation = rot_yaw * rot_pitch;
}
}
// ====================
// 2) Adjust Movement Speed with Mouse Wheel
// ====================
for event in mouse_wheel_events.read() {
let base_factor = 1.1_f32;
let factor = base_factor.powf(event.y);
controller.speed *= factor;
if controller.speed < 0.01 {
controller.speed = 0.01;
}
}
let word = random_word::get(Lang::En);
if keyboard_input.just_pressed(KeyCode::KeyQ) {
ctx.0.reducers.set_name(word.to_string()).unwrap();
}
if keyboard_input.just_pressed(KeyCode::KeyE) {
let rand_position = random_vec3(-10.0,10.0);
let rand_rotation = random_vec3(-10.0,10.0);
let rand_scale = random_vec3(0.1,1.0);
ctx.0.reducers.spawn_entity(DbTransform{
position: DbVector3{
x: rand_position.x,
y: rand_position.y,
z: rand_position.z,
},
rotation: DbVector4 {
x: rand_rotation.x,
y: rand_rotation.y,
z: rand_position.z,
w: 0.0,
},
scale: DbVector3 {
x: rand_scale.x,
y: rand_scale.x,
z: rand_scale.x,
},
}).unwrap();
}
// ====================
// 3) Handle Keyboard Movement (WASD, Space, Shift)
// ====================
let mut direction = Vec3::ZERO;
// Forward/Back
if keyboard_input.pressed(KeyCode::KeyW) {
direction += transform.forward().as_vec3();
}
if keyboard_input.pressed(KeyCode::KeyS) {
direction -= transform.forward().as_vec3();
}
// Left/Right
if keyboard_input.pressed(KeyCode::KeyA) {
direction -= transform.right().as_vec3();
}
if keyboard_input.pressed(KeyCode::KeyD) {
direction += transform.right().as_vec3();
}
// Up/Down
if keyboard_input.pressed(KeyCode::Space) {
direction += transform.up().as_vec3();
}
if keyboard_input.pressed(KeyCode::ShiftLeft) || keyboard_input.pressed(KeyCode::ShiftRight) {
direction -= transform.up().as_vec3();
}
// Normalize direction if needed
if direction.length_squared() > 0.0 {
direction = direction.normalize();
}
// Apply movement in double-precision
let delta_seconds = time.delta_secs_f64();
let distance = controller.speed as f64 * delta_seconds;
transform.translation += direction * distance as f32;
ctx.0.reducers.set_position(DbVector3{
x: transform.translation.x,
y: transform.translation.y,
z: transform.translation.z,
}).expect("TODO: panic message");
// =========================
// 4) Lock/Unlock Mouse (L)
// =========================
if keyboard_input.just_pressed(KeyCode::KeyL) {
// Toggle between locked and unlocked
if window.cursor_options.grab_mode == CursorGrabMode::None {
// Lock
window.cursor_options.visible = false;
window.cursor_options.grab_mode = CursorGrabMode::Locked;
} else {
// Unlock
window.cursor_options.visible = true;
window.cursor_options.grab_mode = CursorGrabMode::None;
}
}
// =======================
// 7) Exit on Escape
// =======================
if keyboard_input.pressed(KeyCode::Escape) {
app_exit_events.send(Default::default());
}
}