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lib.rs
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lib.rs
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//! A simple plugin and component for a basic flying camera in Bevy.
//! Movement system is based on Minecraft, flying along the horizontal plane no matter the mouse's vertical angle, with two extra buttons for moving vertically.
//!
//! Defalt keybinds are:
//! - W / A / S / D - Move along the horizontal plane
//! - Shift - Move downward
//! - Space - Move upward
//!
//! # Example
//! ```rust
//! use bevy::prelude::*;
//! use bevy_fly_camera::{FlyCamera, FlyCameraPlugin};
//!
//! fn setup(mut commands: Commands) {
//! commands
//! .spawn(Camera3dComponents::default())
//! .with(FlyCamera::default());
//! }
//!
//! fn main() {
//! App::build()
//! .add_default_plugins()
//! .add_startup_system(setup.system())
//! .add_plugin(FlyCameraPlugin)
//! .run();
//! }
//! ```
//!
//! There's also a basic piece of example code included in `/examples/basic.rs`
use bevy::{input::mouse::MouseMotion, prelude::*};
/// A set of options for initializing a FlyCamera.
/// Attach this component to a [`Camera3dComponents`](https://docs.rs/bevy/0.1.3/bevy/prelude/struct.Camera3dComponents.html) bundle to control it with your mouse and keyboard.
/// # Example
/// ```no_run
/// fn setup(mut commands: Commands) {
/// commands
/// .spawn(Camera3dComponents::default())
/// .with(FlyCamera::default());
/// }
pub struct FlyCamera {
/// The speed the FlyCamera moves at. Defaults to `1.0`
pub speed: f32,
/// The maximum speed the FlyCamera can move at. Defaults to `0.5`
pub max_speed: f32,
/// The sensitivity of the FlyCamera's motion based on mouse movement. Defaults to `3.0`
pub sensitivity: f32,
/// The amount of deceleration to apply to the camera's motion. Defaults to `1.0`
pub friction: f32,
/// The current pitch of the FlyCamera in degrees. This value is always up-to-date, enforced by [FlyCameraPlugin](struct.FlyCameraPlugin.html)
pub pitch: f32,
/// The current pitch of the FlyCamera in degrees. This value is always up-to-date, enforced by [FlyCameraPlugin](struct.FlyCameraPlugin.html)
pub yaw: f32,
/// The current velocity of the FlyCamera. This value is always up-to-date, enforced by [FlyCameraPlugin](struct.FlyCameraPlugin.html)
pub velocity: Vec3,
/// Key used to move forward. Defaults to `W`
pub key_forward: KeyCode,
/// Key used to move backward. Defaults to `S
pub key_backward: KeyCode,
/// Key used to move left. Defaults to `A`
pub key_left: KeyCode,
/// Key used to move right. Defaults to `D`
pub key_right: KeyCode,
/// Key used to move up. Defaults to `Space`
pub key_up: KeyCode,
/// Key used to move forward. Defaults to `LShift`
pub key_down: KeyCode,
/// If `false`, disable keyboard control of the camera. Defaults to `true`
pub enabled: bool,
}
impl Default for FlyCamera {
fn default() -> Self {
Self {
speed: 1.0,
max_speed: 0.5,
sensitivity: 3.0,
friction: 1.0,
pitch: 0.0,
yaw: 0.0,
velocity: Vec3::zero(),
key_forward: KeyCode::W,
key_backward: KeyCode::S,
key_left: KeyCode::A,
key_right: KeyCode::D,
key_up: KeyCode::Space,
key_down: KeyCode::LShift,
enabled: true,
}
}
}
fn forward_vector(rotation: &Quat) -> Vec3 {
rotation.mul_vec3(Vec3::unit_z()).normalize()
}
fn forward_walk_vector(rotation: &Quat) -> Vec3 {
let f = forward_vector(rotation);
let f_flattened = Vec3::new(f.x(), 0.0, f.z()).normalize();
f_flattened
}
fn strafe_vector(rotation: &Quat) -> Vec3 {
// Rotate it 90 degrees to get the strafe direction
Quat::from_rotation_y(90.0f32.to_radians())
.mul_vec3(forward_walk_vector(rotation))
.normalize()
}
fn movement_axis(
input: &Res<Input<KeyCode>>,
plus: KeyCode,
minus: KeyCode,
) -> f32 {
let mut axis = 0.0;
if input.pressed(plus) {
axis += 1.0;
}
if input.pressed(minus) {
axis -= 1.0;
}
axis
}
fn camera_movement_system(
time: Res<Time>,
keyboard_input: Res<Input<KeyCode>>,
mut query: Query<(&mut FlyCamera, &mut Transform)>,
) {
for (mut options, mut transform) in &mut query.iter() {
let (axis_h, axis_v, axis_float) = if options.enabled {
(
movement_axis(&keyboard_input, options.key_right, options.key_left),
movement_axis(
&keyboard_input,
options.key_backward,
options.key_forward,
),
movement_axis(&keyboard_input, options.key_up, options.key_down),
)
} else {
(0.0, 0.0, 0.0)
};
let any_button_down = axis_h != 0.0 || axis_v != 0.0 || axis_float != 0.0;
let rotation = transform.rotation();
let accel: Vec3 = ((strafe_vector(&rotation) * axis_h)
+ (forward_walk_vector(&rotation) * axis_v)
+ (Vec3::unit_y() * axis_float))
* options.speed;
let friction: Vec3 = if options.velocity.length() != 0.0 && !any_button_down
{
options.velocity.normalize() * -1.0 * options.friction
} else {
Vec3::zero()
};
options.velocity += accel * time.delta_seconds;
// clamp within max speed
if options.velocity.length() > options.max_speed {
options.velocity = options.velocity.normalize() * options.max_speed;
}
let delta_friction = friction * time.delta_seconds;
options.velocity = if (options.velocity + delta_friction).sign()
!= options.velocity.sign()
{
Vec3::zero()
} else {
options.velocity + delta_friction
};
transform.translate(options.velocity);
}
}
#[derive(Default)]
struct State {
mouse_motion_event_reader: EventReader<MouseMotion>,
}
fn mouse_motion_system(
time: Res<Time>,
mut state: ResMut<State>,
mouse_motion_events: Res<Events<MouseMotion>>,
mut query: Query<(&mut FlyCamera, &mut Transform)>,
) {
let mut delta: Vec2 = Vec2::zero();
for event in state.mouse_motion_event_reader.iter(&mouse_motion_events) {
delta += event.delta;
}
if delta == Vec2::zero() {
return;
}
for (mut options, mut transform) in &mut query.iter() {
if !options.enabled {
continue;
}
options.yaw -= delta.x() * options.sensitivity * time.delta_seconds;
options.pitch += delta.y() * options.sensitivity * time.delta_seconds;
if options.pitch > 89.9 {
options.pitch = 89.9;
}
if options.pitch < -89.9 {
options.pitch = -89.9;
}
// println!("pitch: {}, yaw: {}", options.pitch, options.yaw);
let yaw_radians = options.yaw.to_radians();
let pitch_radians = options.pitch.to_radians();
transform.set_rotation(
Quat::from_axis_angle(Vec3::unit_y(), yaw_radians)
* Quat::from_axis_angle(-Vec3::unit_x(), pitch_radians),
);
}
}
/**
Include this plugin to add the systems for the FlyCamera bundle.
```no_run
fn main() {
App::build().add_plugin(FlyCameraPlugin);
}
```
**/
pub struct FlyCameraPlugin;
impl Plugin for FlyCameraPlugin {
fn build(&self, app: &mut AppBuilder) {
app
.init_resource::<State>()
.add_system(camera_movement_system.system())
.add_system(mouse_motion_system.system());
}
}