 ddfafab971
			
		
	
	
		ddfafab971
		
	
	
	
	
		
			
			# Objective Fix https://github.com/bevyengine/bevy/issues/4530 - Make it easier to open/close/modify windows by setting them up as `Entity`s with a `Window` component. - Make multiple windows very simple to set up. (just add a `Window` component to an entity and it should open) ## Solution - Move all properties of window descriptor to ~components~ a component. - Replace `WindowId` with `Entity`. - ~Use change detection for components to update backend rather than events/commands. (The `CursorMoved`/`WindowResized`/... events are kept for user convenience.~ Check each field individually to see what we need to update, events are still kept for user convenience. --- ## Changelog - `WindowDescriptor` renamed to `Window`. - Width/height consolidated into a `WindowResolution` component. - Requesting maximization/minimization is done on the [`Window::state`] field. - `WindowId` is now `Entity`. ## Migration Guide - Replace `WindowDescriptor` with `Window`. - Change `width` and `height` fields in a `WindowResolution`, either by doing ```rust WindowResolution::new(width, height) // Explicitly // or using From<_> for tuples for convenience (1920., 1080.).into() ``` - Replace any `WindowCommand` code to just modify the `Window`'s fields directly and creating/closing windows is now by spawning/despawning an entity with a `Window` component like so: ```rust let window = commands.spawn(Window { ... }).id(); // open window commands.entity(window).despawn(); // close window ``` ## Unresolved - ~How do we tell when a window is minimized by a user?~ ~Currently using the `Resize(0, 0)` as an indicator of minimization.~ No longer attempting to tell given how finnicky this was across platforms, now the user can only request that a window be maximized/minimized. ## Future work - Move `exit_on_close` functionality out from windowing and into app(?) - https://github.com/bevyengine/bevy/issues/5621 - https://github.com/bevyengine/bevy/issues/7099 - https://github.com/bevyengine/bevy/issues/7098 Co-authored-by: Carter Anderson <mcanders1@gmail.com>
		
			
				
	
	
		
			196 lines
		
	
	
		
			6.0 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			196 lines
		
	
	
		
			6.0 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! A freecam-style camera controller plugin.
 | |
| //! To use in your own application:
 | |
| //! - Copy the code for the `CameraControllerPlugin` and add the plugin to your App.
 | |
| //! - Attach the `CameraController` component to an entity with a `Camera3dBundle`.
 | |
| 
 | |
| use bevy::window::CursorGrabMode;
 | |
| use bevy::{input::mouse::MouseMotion, prelude::*};
 | |
| 
 | |
| use std::f32::consts::*;
 | |
| use std::fmt;
 | |
| 
 | |
| /// Based on Valorant's default sensitivity, not entirely sure why it is exactly 1.0 / 180.0,
 | |
| /// but I'm guessing it is a misunderstanding between degrees/radians and then sticking with
 | |
| /// it because it felt nice.
 | |
| pub const RADIANS_PER_DOT: f32 = 1.0 / 180.0;
 | |
| 
 | |
| #[derive(Component)]
 | |
| pub struct CameraController {
 | |
|     pub enabled: bool,
 | |
|     pub initialized: bool,
 | |
|     pub sensitivity: f32,
 | |
|     pub key_forward: KeyCode,
 | |
|     pub key_back: KeyCode,
 | |
|     pub key_left: KeyCode,
 | |
|     pub key_right: KeyCode,
 | |
|     pub key_up: KeyCode,
 | |
|     pub key_down: KeyCode,
 | |
|     pub key_run: KeyCode,
 | |
|     pub mouse_key_enable_mouse: MouseButton,
 | |
|     pub keyboard_key_enable_mouse: KeyCode,
 | |
|     pub walk_speed: f32,
 | |
|     pub run_speed: f32,
 | |
|     pub friction: f32,
 | |
|     pub pitch: f32,
 | |
|     pub yaw: f32,
 | |
|     pub velocity: Vec3,
 | |
| }
 | |
| 
 | |
| impl Default for CameraController {
 | |
|     fn default() -> Self {
 | |
|         Self {
 | |
|             enabled: true,
 | |
|             initialized: false,
 | |
|             sensitivity: 1.0,
 | |
|             key_forward: KeyCode::W,
 | |
|             key_back: KeyCode::S,
 | |
|             key_left: KeyCode::A,
 | |
|             key_right: KeyCode::D,
 | |
|             key_up: KeyCode::E,
 | |
|             key_down: KeyCode::Q,
 | |
|             key_run: KeyCode::LShift,
 | |
|             mouse_key_enable_mouse: MouseButton::Left,
 | |
|             keyboard_key_enable_mouse: KeyCode::M,
 | |
|             walk_speed: 5.0,
 | |
|             run_speed: 15.0,
 | |
|             friction: 0.5,
 | |
|             pitch: 0.0,
 | |
|             yaw: 0.0,
 | |
|             velocity: Vec3::ZERO,
 | |
|         }
 | |
|     }
 | |
| }
 | |
| 
 | |
| impl fmt::Display for CameraController {
 | |
|     fn fmt(&self, f: &mut fmt::Formatter<'_>) -> fmt::Result {
 | |
|         write!(
 | |
|             f,
 | |
|             "
 | |
| Freecam Controls:
 | |
|     MOUSE\t- Move camera orientation
 | |
|     {:?}/{:?}\t- Enable mouse movement
 | |
|     {:?}{:?}\t- forward/backward
 | |
|     {:?}{:?}\t- strafe left/right
 | |
|     {:?}\t- 'run'
 | |
|     {:?}\t- up
 | |
|     {:?}\t- down",
 | |
|             self.mouse_key_enable_mouse,
 | |
|             self.keyboard_key_enable_mouse,
 | |
|             self.key_forward,
 | |
|             self.key_back,
 | |
|             self.key_left,
 | |
|             self.key_right,
 | |
|             self.key_run,
 | |
|             self.key_up,
 | |
|             self.key_down
 | |
|         )
 | |
|     }
 | |
| }
 | |
| 
 | |
| pub struct CameraControllerPlugin;
 | |
| 
 | |
| impl Plugin for CameraControllerPlugin {
 | |
|     fn build(&self, app: &mut App) {
 | |
|         app.add_system(camera_controller);
 | |
|     }
 | |
| }
 | |
| 
 | |
| fn camera_controller(
 | |
|     time: Res<Time>,
 | |
|     mut windows: Query<&mut Window>,
 | |
|     mut mouse_events: EventReader<MouseMotion>,
 | |
|     mouse_button_input: Res<Input<MouseButton>>,
 | |
|     key_input: Res<Input<KeyCode>>,
 | |
|     mut move_toggled: Local<bool>,
 | |
|     mut query: Query<(&mut Transform, &mut CameraController), With<Camera>>,
 | |
| ) {
 | |
|     let dt = time.delta_seconds();
 | |
| 
 | |
|     if let Ok((mut transform, mut options)) = query.get_single_mut() {
 | |
|         if !options.initialized {
 | |
|             let (yaw, pitch, _roll) = transform.rotation.to_euler(EulerRot::YXZ);
 | |
|             options.yaw = yaw;
 | |
|             options.pitch = pitch;
 | |
|             options.initialized = true;
 | |
|         }
 | |
|         if !options.enabled {
 | |
|             return;
 | |
|         }
 | |
| 
 | |
|         // Handle key input
 | |
|         let mut axis_input = Vec3::ZERO;
 | |
|         if key_input.pressed(options.key_forward) {
 | |
|             axis_input.z += 1.0;
 | |
|         }
 | |
|         if key_input.pressed(options.key_back) {
 | |
|             axis_input.z -= 1.0;
 | |
|         }
 | |
|         if key_input.pressed(options.key_right) {
 | |
|             axis_input.x += 1.0;
 | |
|         }
 | |
|         if key_input.pressed(options.key_left) {
 | |
|             axis_input.x -= 1.0;
 | |
|         }
 | |
|         if key_input.pressed(options.key_up) {
 | |
|             axis_input.y += 1.0;
 | |
|         }
 | |
|         if key_input.pressed(options.key_down) {
 | |
|             axis_input.y -= 1.0;
 | |
|         }
 | |
|         if key_input.just_pressed(options.keyboard_key_enable_mouse) {
 | |
|             *move_toggled = !*move_toggled;
 | |
|         }
 | |
| 
 | |
|         // Apply movement update
 | |
|         if axis_input != Vec3::ZERO {
 | |
|             let max_speed = if key_input.pressed(options.key_run) {
 | |
|                 options.run_speed
 | |
|             } else {
 | |
|                 options.walk_speed
 | |
|             };
 | |
|             options.velocity = axis_input.normalize() * max_speed;
 | |
|         } else {
 | |
|             let friction = options.friction.clamp(0.0, 1.0);
 | |
|             options.velocity *= 1.0 - friction;
 | |
|             if options.velocity.length_squared() < 1e-6 {
 | |
|                 options.velocity = Vec3::ZERO;
 | |
|             }
 | |
|         }
 | |
|         let forward = transform.forward();
 | |
|         let right = transform.right();
 | |
|         transform.translation += options.velocity.x * dt * right
 | |
|             + options.velocity.y * dt * Vec3::Y
 | |
|             + options.velocity.z * dt * forward;
 | |
| 
 | |
|         // Handle mouse input
 | |
|         let mut mouse_delta = Vec2::ZERO;
 | |
|         if mouse_button_input.pressed(options.mouse_key_enable_mouse) || *move_toggled {
 | |
|             for mut window in &mut windows {
 | |
|                 if !window.focused {
 | |
|                     continue;
 | |
|                 }
 | |
| 
 | |
|                 window.cursor.grab_mode = CursorGrabMode::Locked;
 | |
|                 window.cursor.visible = false;
 | |
|             }
 | |
| 
 | |
|             for mouse_event in mouse_events.iter() {
 | |
|                 mouse_delta += mouse_event.delta;
 | |
|             }
 | |
|         } else {
 | |
|             for mut window in &mut windows {
 | |
|                 window.cursor.grab_mode = CursorGrabMode::None;
 | |
|                 window.cursor.visible = true;
 | |
|             }
 | |
|         }
 | |
| 
 | |
|         if mouse_delta != Vec2::ZERO {
 | |
|             // Apply look update
 | |
|             options.pitch = (options.pitch - mouse_delta.y * RADIANS_PER_DOT * options.sensitivity)
 | |
|                 .clamp(-PI / 2., PI / 2.);
 | |
|             options.yaw -= mouse_delta.x * RADIANS_PER_DOT * options.sensitivity;
 | |
|             transform.rotation = Quat::from_euler(EulerRot::ZYX, 0.0, options.yaw, options.pitch);
 | |
|         }
 | |
|     }
 | |
| }
 |