Huge input update, FPS Camera controls system
Long day. I now store winit:🪟:Window in a mutex.
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15 changed files with 307 additions and 39 deletions
114
engine/src/systems/fps_camera.rs
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114
engine/src/systems/fps_camera.rs
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use crate::system::{System, SystemContext};
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use glam::{Quat, Vec3};
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use winit::event::DeviceEvent::MouseMotion;
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use winit::event::{ElementState, Event, MouseButton, WindowEvent};
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use winit::keyboard::PhysicalKey;
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use winit::window::CursorGrabMode;
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use raidillon_assets::model_path;
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use raidillon_platform::Camera;
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pub struct FPSCameraSystem {
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mouse_delta: (f64, f64),
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mouse_enabled: bool,
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position: Vec3,
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yaw: f32,
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pitch: f32,
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speed: f32,
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sensitivity: f32,
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}
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impl Default for FPSCameraSystem {
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fn default() -> Self {
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Self {
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mouse_delta: Default::default(),
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mouse_enabled: Default::default(),
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position: Vec3::new(0.0, 0.0, 2.0),
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yaw: -90.0,
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pitch: 0.0,
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speed: 3.0,
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sensitivity: 0.1,
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}
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}
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}
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impl System for FPSCameraSystem {
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fn load_world(&mut self, ctx: &mut SystemContext) {
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ctx.scene.world.spawn((Camera {
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eye: Vec3::new(0.0, 0.0, 2.0),
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center: Vec3::ZERO,
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up: Vec3::Y,
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fovy: 60_f32.to_radians(),
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aspect: ctx.platform_context.frame_width / ctx.platform_context.frame_height,
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znear: 0.1,
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zfar: 100.0,
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},));
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}
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fn handle_event(&mut self, ctx: &mut SystemContext) {
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let event2 = ctx.platform_context.current_event.clone();
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match event2 {
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Event::DeviceEvent { device_id, event} => {
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match event {
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MouseMotion { delta } => {
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self.mouse_delta.0 += delta.0;
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self.mouse_delta.1 += delta.1;
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},
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_ => {}
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}
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},
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Event::WindowEvent { event, .. } => match event {
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WindowEvent::MouseInput { state, button, .. } => {
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if button == MouseButton::Right {
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// blood and tear
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let window = ctx.platform_context.window.lock().unwrap();
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match state {
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ElementState::Pressed => {
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if window
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.set_cursor_grab(CursorGrabMode::Confined)
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.or_else(|_| window.set_cursor_grab(CursorGrabMode::Locked))
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.is_ok()
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{
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window.set_cursor_visible(false);
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self.mouse_enabled = true;
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}
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}
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ElementState::Released => {
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let _ = window.set_cursor_grab(CursorGrabMode::None);
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window.set_cursor_visible(true);
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self.mouse_enabled = false;
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}
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}
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}
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}
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_ => {},
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},
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_ => {},
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}
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}
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fn frame_update(&mut self, ctx: &mut SystemContext) {
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if self.mouse_enabled {
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self.yaw += self.mouse_delta.0 as f32 * self.sensitivity;
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self.pitch -= self.mouse_delta.1 as f32 * self.sensitivity;
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self.pitch = self.pitch.clamp(-89.0, 89.0);
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}
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ctx.scene.world.query_mut::<&mut Camera>().into_iter().for_each(|(_, camera)| {
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camera.eye = self.position;
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camera.center = self.position + self.front();
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});
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self.mouse_delta = (0.0, 0.0);
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}
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}
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impl FPSCameraSystem {
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pub fn front(&self) -> Vec3 {
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let yaw_rad = self.yaw.to_radians();
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let pitch_rad = self.pitch.to_radians();
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Vec3::new(
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yaw_rad.cos() * pitch_rad.cos(),
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pitch_rad.sin(),
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yaw_rad.sin() * pitch_rad.cos(),
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).normalize()
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}
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}
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