Simpler + Better Inputs (#82)
* switch to events for instantaneous inputs * input simplification + improvements * fix trail crash * fix clippy warnings * qualify `Trail` in fn signature
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@@ -1,8 +1,8 @@
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use bevy::prelude::*;
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use shared::{
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GameState,
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control::{ControlState, ControllerSet, LookDirMovement},
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player::PlayerBodyMesh,
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control::{ControllerSet, Inputs, LookDirMovement},
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player::{LocalPlayer, PlayerBodyMesh},
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};
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use std::f32::consts::PI;
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@@ -17,35 +17,42 @@ pub fn plugin(app: &mut App) {
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}
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fn rotate_rig(
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controls: Res<ControlState>,
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inputs: Single<&Inputs, With<LocalPlayer>>,
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look_dir: Res<LookDirMovement>,
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mut player: Query<&mut Transform, With<PlayerBodyMesh>>,
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local_player: Single<&Children, With<LocalPlayer>>,
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mut player_mesh: Query<&mut Transform, With<PlayerBodyMesh>>,
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) {
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for mut rig_transform in player.iter_mut() {
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if controls.view_mode {
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continue;
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}
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let look_dir = look_dir.0;
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// todo: Make consistent with the running controller
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let sensitivity = 0.001;
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let max_pitch = 35.0 * PI / 180.0;
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let min_pitch = -25.0 * PI / 180.0;
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rig_transform.rotate_y(look_dir.x * -sensitivity);
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let euler_rot = rig_transform.rotation.to_euler(EulerRot::YXZ);
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let yaw = euler_rot.0;
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let pitch = euler_rot.1 + look_dir.y * -sensitivity;
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let pitch_clamped = pitch.clamp(min_pitch, max_pitch);
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rig_transform.rotation = Quat::from_euler(EulerRot::YXZ, yaw, pitch_clamped, 0.0);
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// The following can be used to limit the amount of rotation per frame
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// let target_rotation = rig_transform.rotation
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// * Quat::from_rotation_x(controls.keyboard_state.look_dir.y * sensitivity);
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// let clamped_rotation = rig_transform.rotation.rotate_towards(target_rotation, 0.01);
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// rig_transform.rotation = clamped_rotation;
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if inputs.view_mode {
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return;
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}
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local_player.iter().find(|&child| {
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if let Ok(mut rig_transform) = player_mesh.get_mut(child) {
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let look_dir = look_dir.0;
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// todo: Make consistent with the running controller
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let sensitivity = 0.001;
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let max_pitch = 35.0 * PI / 180.0;
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let min_pitch = -25.0 * PI / 180.0;
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rig_transform.rotate_y(look_dir.x * -sensitivity);
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let euler_rot = rig_transform.rotation.to_euler(EulerRot::YXZ);
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let yaw = euler_rot.0;
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let pitch = euler_rot.1 + look_dir.y * -sensitivity;
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let pitch_clamped = pitch.clamp(min_pitch, max_pitch);
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rig_transform.rotation = Quat::from_euler(EulerRot::YXZ, yaw, pitch_clamped, 0.0);
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// The following can be used to limit the amount of rotation per frame
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// let target_rotation = rig_transform.rotation
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// * Quat::from_rotation_x(controls.keyboard_state.look_dir.y * sensitivity);
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// let clamped_rotation = rig_transform.rotation.rotate_towards(target_rotation, 0.01);
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// rig_transform.rotation = clamped_rotation;
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true
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} else {
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false
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}
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});
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}
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