can rotate view via TAB
This commit is contained in:
@@ -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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@@ -14,6 +14,7 @@ pub struct ControlState {
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pub move_dir: Vec2,
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pub look_dir: Vec2,
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pub jump: bool,
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pub view_mode: bool,
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}
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#[derive(Resource, Debug, Default)]
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@@ -76,6 +77,7 @@ fn gamepad_controls(
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move_dir: gamepad.left_stick(),
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look_dir,
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jump: gamepad.pressed(GamepadButton::South),
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view_mode: gamepad.pressed(GamepadButton::East),
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};
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if gamepad.just_pressed(GamepadButton::North) {
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@@ -120,6 +122,7 @@ fn keyboard_controls(keyboard: Res<ButtonInput<KeyCode>>, mut controls: ResMut<C
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controls.keyboard_state.move_dir = direction;
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controls.keyboard_state.jump = keyboard.pressed(KeyCode::Space);
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controls.keyboard_state.view_mode = keyboard.pressed(KeyCode::Tab);
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}
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fn mouse_click(mut events: EventReader<MouseButtonInput>, mut commands: Commands) {
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@@ -1,5 +1,5 @@
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use crate::{
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DebugVisuals,
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camera::CameraState,
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tb_entities::{CameraTarget, CutsceneCamera, CutsceneCameraMovementEnd},
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};
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use bevy::prelude::*;
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@@ -27,7 +27,7 @@ pub fn plugin(app: &mut App) {
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fn on_start_cutscene(
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trigger: Trigger<StartCutscene>,
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mut res: ResMut<DebugVisuals>,
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mut cam_state: ResMut<CameraState>,
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mut cutscene_state: ResMut<CutsceneState>,
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cutscenes: Query<(&Transform, &CutsceneCamera, &Target), Without<Camera>>,
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cutscene_movement: Query<(&Transform, &CutsceneCameraMovementEnd, &Target), Without<Camera>>,
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@@ -35,7 +35,7 @@ fn on_start_cutscene(
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) {
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let cutscene = trigger.event().0.clone();
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res.cam_follow = false;
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cam_state.cutscene = true;
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// asumes `name` and `targetname` are equal
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let Some((t, _, target)) = cutscenes
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@@ -65,7 +65,7 @@ fn on_start_cutscene(
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}
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fn update(
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mut res: ResMut<DebugVisuals>,
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mut cam_state: ResMut<CameraState>,
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mut cutscene_state: ResMut<CutsceneState>,
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mut cam: Query<&mut Transform, With<Camera>>,
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time: Res<Time>,
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@@ -76,7 +76,7 @@ fn update(
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camera_end,
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} = &mut *cutscene_state
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{
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res.cam_follow = false;
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cam_state.cutscene = true;
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timer.tick(time.delta());
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let t = Transform::from_translation(
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@@ -93,7 +93,7 @@ fn update(
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*cam.single_mut() = t;
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if timer.finished() {
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res.cam_follow = true;
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cam_state.cutscene = false;
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*cutscene_state = CutsceneState::None;
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}
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}
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@@ -34,14 +34,14 @@ struct PlayerSpawned {
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}
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#[derive(Resource, Default)]
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struct PlayerMovement {
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any_direction: bool,
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pub struct PlayerMovement {
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pub any_direction: bool,
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}
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pub fn plugin(app: &mut App) {
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app.init_resource::<PlayerSpawned>();
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app.init_resource::<PlayerMovement>();
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app.add_systems(Startup, initial_grab_cursor);
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app.add_systems(Startup, (initial_grab_cursor, cursor_recenter));
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app.add_systems(
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Update,
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(
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@@ -131,6 +131,10 @@ fn rotate_view(
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// todo: Put the player head as a child of the rig to avoid this mess:
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mut player: Query<&mut Transform, With<PlayerRig>>,
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) {
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if controls.keyboard_state.view_mode {
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return;
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}
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for mut tr in &mut player {
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tr.rotate_y(controls.keyboard_state.look_dir.x * -0.001);
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@@ -142,6 +146,12 @@ fn rotate_view(
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controls.keyboard_state.look_dir = Vec2::ZERO;
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}
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fn cursor_recenter(mut q_windows: Query<&mut Window, With<PrimaryWindow>>) {
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let mut primary_window = q_windows.single_mut();
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let center = Vec2::new(primary_window.width() / 2.0, primary_window.height() / 2.0);
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primary_window.set_cursor_position(Some(center));
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}
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fn toggle_grab_cursor(window: &mut Window) {
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match window.cursor_options.grab_mode {
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CursorGrabMode::None => {
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