custom camera rig
* should not go into level geometry anymore
This commit is contained in:
101
src/camera.rs
101
src/camera.rs
@@ -1,38 +1,77 @@
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use avian3d::prelude::*;
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use bevy::prelude::*;
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use bevy_dolly::prelude::*;
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impl GameCameraRig {
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pub fn new_with_arm(arm: Vec3) -> Self {
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Self(
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CameraRig::builder()
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.with(Position::new(Vec3::ZERO))
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.with(Rotation::new(Quat::IDENTITY))
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.with(Smooth::new_position(1.25).predictive(true))
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.with(Smooth::new_rotation(0.5))
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.with(Arm::new(arm))
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.with(
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LookAt::new(Vec3::ZERO + Vec3::Y)
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.tracking_smoothness(0.2)
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.tracking_predictive(true),
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)
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.build(),
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)
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}
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use crate::physics_layers::GameLayer;
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pub fn set_position_target(&mut self, target_position: Vec3, target_rotation: Quat) {
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self.driver_mut::<Position>().position = target_position;
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self.driver_mut::<Rotation>().rotation = target_rotation;
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self.driver_mut::<LookAt>().target = target_position + Vec3::Y;
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#[derive(Component, Reflect, Debug)]
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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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pub struct MainCamera {
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arm: Vec3,
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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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}
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}
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/// A custom camera rig which combines smoothed movement with a look-at driver.
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#[derive(Component, Debug, Deref, DerefMut)]
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pub struct GameCameraRig(CameraRig);
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// Turn the nested rig into a driver, so it can be used in another rig.
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impl RigDriver for GameCameraRig {
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fn update(&mut self, params: RigUpdateParams) -> Transform {
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self.0.update(params.delta_time_seconds)
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}
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pub fn plugin(app: &mut App) {
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app.add_systems(Startup, startup);
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app.add_systems(Update, update);
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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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));
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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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(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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) {
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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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let Ok(rotation) = arm_rotation.get_single() else {
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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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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 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 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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spatial_query.cast_ray(target, direction, max_distance, false, &filter)
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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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};
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*cam_transform = Transform::from_translation(cam_pos).looking_at(target, Vec3::Y);
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}
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