Move debug_camera to the game crate, activate FPSDebugCameraSystem

This commit is contained in:
reo 2025-10-29 21:35:55 +03:00
parent 713d865dd7
commit 96a59b68fa
4 changed files with 7 additions and 6 deletions

View file

@ -0,0 +1,140 @@
use raidillon_engine::system::{System, SystemContext};
use glam::{Quat, Vec3};
use winit::event::DeviceEvent::MouseMotion;
use winit::event::{ElementState, Event, MouseButton, WindowEvent};
use winit::keyboard::{KeyCode, PhysicalKey};
use winit::window::CursorGrabMode;
use raidillon_assets::model_path;
use raidillon_platform::{Camera, PlatformContext};
use raidillon_engine::InputState;
use raidillon_engine::EngineResources;
use raidillon_core::scene::Scene;
use raidillon_ecs::components::CameraMode;
pub struct FPSDebugCameraSystem {
mouse_delta: (f64, f64),
mouse_enabled: bool,
position: Vec3,
yaw: f32,
pitch: f32,
speed: f32,
sensitivity: f32,
}
impl Default for FPSDebugCameraSystem {
fn default() -> Self {
Self {
mouse_delta: Default::default(),
mouse_enabled: Default::default(),
position: Vec3::new(0.0, 0.0, 2.0),
yaw: -90.0,
pitch: 0.0,
speed: 8.0,
sensitivity: 0.1,
}
}
}
impl System for FPSDebugCameraSystem {
fn handle_event(&mut self, res: &mut EngineResources, scene: &mut Scene) {
if !self.is_camera_mode_valid(scene) {
return
}
let pctx = res.get::<PlatformContext>().unwrap();
let event2 = pctx.current_event.clone();
match event2 {
Event::DeviceEvent { device_id, event} => {
match event {
MouseMotion { delta } => {
self.mouse_delta.0 += delta.0;
self.mouse_delta.1 += delta.1;
},
_ => {}
}
},
Event::WindowEvent { event, .. } => match event {
WindowEvent::MouseInput { state, button, .. } => {
if button == MouseButton::Right {
// blood and tear
let window = pctx.window.lock().unwrap();
match state {
ElementState::Pressed => {
if window
.set_cursor_grab(CursorGrabMode::Confined)
.or_else(|_| window.set_cursor_grab(CursorGrabMode::Locked))
.is_ok()
{
window.set_cursor_visible(false);
self.mouse_enabled = true;
}
}
ElementState::Released => {
let _ = window.set_cursor_grab(CursorGrabMode::None);
window.set_cursor_visible(true);
self.mouse_enabled = false;
}
}
}
}
_ => {},
},
_ => {},
}
}
fn frame_update(&mut self, res: &mut EngineResources, scene: &mut Scene) {
if !self.is_camera_mode_valid(scene) {
return
}
let (pctx, input) = res.get_many::<(PlatformContext, InputState)>().unwrap();
if self.mouse_enabled {
self.yaw += self.mouse_delta.0 as f32 * self.sensitivity;
self.pitch -= self.mouse_delta.1 as f32 * self.sensitivity;
self.pitch = self.pitch.clamp(-89.0, 89.0);
}
let front = self.front();
let right_vec = front.cross(Vec3::Y).normalize();
if input.key_held(KeyCode::KeyW) {
self.position += front * pctx.time_ctx.frame_dt * self.speed;
}
if input.key_held(KeyCode::KeyS) {
self.position -= front * pctx.time_ctx.frame_dt * self.speed;
}
if input.key_held(KeyCode::KeyA) {
self.position -= right_vec * pctx.time_ctx.frame_dt * self.speed;
}
if input.key_held(KeyCode::KeyD) {
self.position += right_vec * pctx.time_ctx.frame_dt * self.speed;
}
scene.world.query_mut::<&mut Camera>().into_iter().for_each(|(_, camera)| {
camera.eye = self.position;
camera.center = self.position + front;
});
self.mouse_delta = (0.0, 0.0);
}
}
impl FPSDebugCameraSystem {
pub fn front(&self) -> Vec3 {
let yaw_rad = self.yaw.to_radians();
let pitch_rad = self.pitch.to_radians();
Vec3::new(
yaw_rad.cos() * pitch_rad.cos(),
pitch_rad.sin(),
yaw_rad.sin() * pitch_rad.cos(),
).normalize()
}
fn is_camera_mode_valid(&self, scene: &mut Scene) -> bool {
let mut q = scene.world.query::<(&Camera, &CameraMode)>();
let (cam_ent, (cam, cam_mode)) = q
.iter()
.next()
.unwrap();
*cam_mode == CameraMode::Debug
}
}

View file

@ -1,6 +1,7 @@
mod physics;
mod kinematic_character_controller;
mod keybinds;
pub mod debug_camera;
pub use physics::PhysicsSystem;
pub use kinematic_character_controller::KinematicCharacterController;