can rotate view via TAB
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@@ -1,7 +1,7 @@
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use avian3d::prelude::*;
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use bevy::prelude::*;
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use crate::physics_layers::GameLayer;
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use crate::{controls::Controls, physics_layers::GameLayer, player::PlayerMovement};
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#[derive(Component, Reflect, Debug)]
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pub struct CameraTarget;
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@@ -9,38 +9,59 @@ pub struct CameraTarget;
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#[derive(Component, Reflect, Debug)]
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pub struct CameraArmRotation;
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#[derive(Component, Reflect, Debug)]
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#[reflect(Component)]
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pub struct CameraRotation(pub f32);
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#[derive(Resource, Reflect, Debug, Default)]
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#[reflect(Resource)]
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pub struct CameraState {
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pub cutscene: bool,
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}
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#[derive(Component, Reflect, Debug)]
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pub struct MainCamera {
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arm: Vec3,
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dir: Dir3,
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distance: f32,
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}
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impl MainCamera {
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fn new(arm: Vec3) -> Self {
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Self { arm }
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let (dir, distance) = Dir3::new_and_length(arm).expect("invalid arm length");
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Self { dir, distance }
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}
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}
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pub fn plugin(app: &mut App) {
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app.register_type::<CameraRotation>();
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app.register_type::<CameraState>();
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app.init_resource::<CameraState>();
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app.add_systems(Startup, startup);
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app.add_systems(Update, update);
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app.add_systems(Update, (update, rotate_view));
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}
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fn startup(mut commands: Commands) {
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commands.spawn((
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Camera3d::default(),
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MainCamera::new(Vec3::new(0., 1., -12.)),
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CameraRotation(0.),
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));
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}
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fn update(
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mut cam: Query<
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(&MainCamera, &mut Transform),
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(&MainCamera, &mut Transform, &CameraRotation),
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(Without<CameraTarget>, Without<CameraArmRotation>),
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>,
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target: Query<&GlobalTransform, (With<CameraTarget>, Without<CameraArmRotation>)>,
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arm_rotation: Query<&Transform, With<CameraArmRotation>>,
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spatial_query: SpatialQuery,
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cam_state: Res<CameraState>,
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) {
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if cam_state.cutscene {
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return;
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}
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let Ok(target) = target.get_single().map(|t| t.translation()) else {
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return;
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};
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@@ -49,20 +70,13 @@ fn update(
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return;
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};
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let Ok((camera, mut cam_transform)) = cam.get_single_mut() else {
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let Ok((camera, mut cam_transform, cam_rotation)) = cam.get_single_mut() else {
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return;
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};
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let target_transform = Transform::from_translation(target)
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* Transform::from_rotation(rotation.rotation)
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* Transform::from_translation(camera.arm);
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let direction = rotation.rotation * Quat::from_rotation_y(cam_rotation.0) * camera.dir;
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let ideal_cam_pos = target_transform.translation;
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let max_distance = camera.arm.length();
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let Ok(direction) = Dir3::new(ideal_cam_pos - target) else {
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return;
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};
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let max_distance = camera.distance;
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let filter = SpatialQueryFilter::from_mask(LayerMask(GameLayer::Level.to_bits()));
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let cam_pos = if let Some(first_hit) =
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@@ -70,8 +84,29 @@ fn update(
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{
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target + (direction * first_hit.distance)
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} else {
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ideal_cam_pos
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target + (direction * camera.distance)
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};
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*cam_transform = Transform::from_translation(cam_pos).looking_at(target, Vec3::Y);
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}
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fn rotate_view(
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mut controls: ResMut<Controls>,
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mut cam: Query<&mut CameraRotation>,
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movement: Res<PlayerMovement>,
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) {
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let Ok(mut cam) = cam.get_single_mut() else {
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return;
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};
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if !controls.keyboard_state.view_mode {
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if movement.any_direction {
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cam.0 = 0.;
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}
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return;
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}
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cam.0 += controls.keyboard_state.look_dir.x * -0.001;
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controls.keyboard_state.look_dir = Vec2::ZERO;
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}
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