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

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@ -1 +0,0 @@
pub mod fps_camera;

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@ -17,7 +17,7 @@ use winit::event::{ElementState, Event, WindowEvent};
use winit::event::DeviceEvent::MouseMotion;
use winit::keyboard::{KeyCode, PhysicalKey};
use raidillon_core::DebugUIBuffer;
use raidillon_engine::systems::fps_camera::FPSDebugCameraSystem;
use systems::debug_camera::FPSDebugCameraSystem;
use raidillon_glium::RenderingSystem;
use raidillon_physics::Physics;
use crate::systems::{KeybindsSystem, KinematicCharacterController, PhysicsSystem};
@ -123,6 +123,7 @@ fn main() {
engine.system_manager.add::<PhysicsSystem>();
engine.system_manager.add::<KeybindsSystem>();
engine.system_manager.add::<KinematicCharacterController>();
engine.system_manager.add::<FPSDebugCameraSystem>();
engine.system_manager.add::<RenderingTestSystem>();
engine.system_manager.add::<UpdateAspectRatioSystem>();
// engine.system_manager.add::<InputTestSystem>();

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@ -1,4 +1,4 @@
use crate::system::{System, SystemContext};
use raidillon_engine::system::{System, SystemContext};
use glam::{Quat, Vec3};
use winit::event::DeviceEvent::MouseMotion;
use winit::event::{ElementState, Event, MouseButton, WindowEvent};
@ -6,8 +6,8 @@ use winit::keyboard::{KeyCode, PhysicalKey};
use winit::window::CursorGrabMode;
use raidillon_assets::model_path;
use raidillon_platform::{Camera, PlatformContext};
use crate::input::InputState;
use crate::resources::EngineResources;
use raidillon_engine::InputState;
use raidillon_engine::EngineResources;
use raidillon_core::scene::Scene;
use raidillon_ecs::components::CameraMode;
@ -29,7 +29,7 @@ impl Default for FPSDebugCameraSystem {
position: Vec3::new(0.0, 0.0, 2.0),
yaw: -90.0,
pitch: 0.0,
speed: 3.0,
speed: 8.0,
sensitivity: 0.1,
}
}

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@ -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;