# Objective - Closes #9384. ## Solution - Make the movement speed of the `CameraController` adjustable with the scroll wheel as mentioned [here](https://github.com/bevyengine/bevy/issues/9384#issuecomment-1668957931). The speed use an exponential progression (10% increase per scroll tick by default) to allow adapting the speed to different scales. - For the `scene_viewer` example, make the default speed proportional to the size of the scene using what's computed for the default camera placement. This gives a good enough default to fly over the scene from the outside. I don't think there's a good way to get a default speed fitting for all scenes since some are meant to be viewed from outside while other are traversable environments.
		
			
				
	
	
		
			235 lines
		
	
	
		
			7.7 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			235 lines
		
	
	
		
			7.7 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! A freecam-style camera controller plugin.
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//! To use in your own application:
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//! - Copy the code for the [`CameraControllerPlugin`] and add the plugin to your App.
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//! - Attach the [`CameraController`] component to an entity with a [`Camera3dBundle`].
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use bevy::input::mouse::{MouseMotion, MouseScrollUnit, MouseWheel};
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use bevy::prelude::*;
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use bevy::window::CursorGrabMode;
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use std::{f32::consts::*, fmt};
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pub struct CameraControllerPlugin;
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impl Plugin for CameraControllerPlugin {
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    fn build(&self, app: &mut App) {
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        app.add_systems(Update, run_camera_controller);
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    }
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}
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/// Based on Valorant's default sensitivity, not entirely sure why it is exactly 1.0 / 180.0,
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/// but I'm guessing it is a misunderstanding between degrees/radians and then sticking with
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/// it because it felt nice.
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pub const RADIANS_PER_DOT: f32 = 1.0 / 180.0;
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#[derive(Component)]
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pub struct CameraController {
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    pub enabled: bool,
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    pub initialized: bool,
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    pub sensitivity: f32,
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    pub key_forward: KeyCode,
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    pub key_back: KeyCode,
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    pub key_left: KeyCode,
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    pub key_right: KeyCode,
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    pub key_up: KeyCode,
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    pub key_down: KeyCode,
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    pub key_run: KeyCode,
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    pub mouse_key_cursor_grab: MouseButton,
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    pub keyboard_key_toggle_cursor_grab: KeyCode,
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    pub walk_speed: f32,
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    pub run_speed: f32,
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    pub scroll_factor: f32,
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    pub friction: f32,
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    pub pitch: f32,
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    pub yaw: f32,
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    pub velocity: Vec3,
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}
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impl Default for CameraController {
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    fn default() -> Self {
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        Self {
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            enabled: true,
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            initialized: false,
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            sensitivity: 1.0,
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            key_forward: KeyCode::KeyW,
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            key_back: KeyCode::KeyS,
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            key_left: KeyCode::KeyA,
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            key_right: KeyCode::KeyD,
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            key_up: KeyCode::KeyE,
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            key_down: KeyCode::KeyQ,
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            key_run: KeyCode::ShiftLeft,
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            mouse_key_cursor_grab: MouseButton::Left,
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            keyboard_key_toggle_cursor_grab: KeyCode::KeyM,
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            walk_speed: 5.0,
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            run_speed: 15.0,
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            scroll_factor: 0.1,
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            friction: 0.5,
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            pitch: 0.0,
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            yaw: 0.0,
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            velocity: Vec3::ZERO,
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        }
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    }
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}
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impl fmt::Display for CameraController {
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    fn fmt(&self, f: &mut fmt::Formatter<'_>) -> fmt::Result {
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        write!(
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            f,
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            "
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Freecam Controls:
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    Mouse\t- Move camera orientation
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    Scroll\t- Adjust movement speed
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    {:?}\t- Hold to grab cursor
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    {:?}\t- Toggle cursor grab
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    {:?} & {:?}\t- Fly forward & backwards
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    {:?} & {:?}\t- Fly sideways left & right
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    {:?} & {:?}\t- Fly up & down
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    {:?}\t- Fly faster while held",
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            self.mouse_key_cursor_grab,
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            self.keyboard_key_toggle_cursor_grab,
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            self.key_forward,
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            self.key_back,
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            self.key_left,
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            self.key_right,
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            self.key_up,
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            self.key_down,
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            self.key_run,
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        )
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    }
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}
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#[allow(clippy::too_many_arguments)]
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fn run_camera_controller(
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    time: Res<Time>,
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    mut windows: Query<&mut Window>,
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    mut mouse_events: EventReader<MouseMotion>,
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    mut scroll_events: EventReader<MouseWheel>,
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    mouse_button_input: Res<ButtonInput<MouseButton>>,
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    key_input: Res<ButtonInput<KeyCode>>,
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    mut toggle_cursor_grab: Local<bool>,
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    mut mouse_cursor_grab: Local<bool>,
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    mut query: Query<(&mut Transform, &mut CameraController), With<Camera>>,
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) {
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    let dt = time.delta_seconds();
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    if let Ok((mut transform, mut controller)) = query.get_single_mut() {
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        if !controller.initialized {
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            let (yaw, pitch, _roll) = transform.rotation.to_euler(EulerRot::YXZ);
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            controller.yaw = yaw;
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            controller.pitch = pitch;
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            controller.initialized = true;
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            info!("{}", *controller);
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        }
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        if !controller.enabled {
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            mouse_events.clear();
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            return;
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        }
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        let mut scroll = 0.0;
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        for scroll_event in scroll_events.read() {
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            let amount = match scroll_event.unit {
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                MouseScrollUnit::Line => scroll_event.y,
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                MouseScrollUnit::Pixel => scroll_event.y / 16.0,
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            };
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            scroll += amount;
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        }
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        controller.walk_speed += scroll * controller.scroll_factor * controller.walk_speed;
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        controller.run_speed = controller.walk_speed * 3.0;
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        // Handle key input
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        let mut axis_input = Vec3::ZERO;
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        if key_input.pressed(controller.key_forward) {
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            axis_input.z += 1.0;
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        }
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        if key_input.pressed(controller.key_back) {
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            axis_input.z -= 1.0;
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        }
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        if key_input.pressed(controller.key_right) {
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            axis_input.x += 1.0;
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        }
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        if key_input.pressed(controller.key_left) {
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            axis_input.x -= 1.0;
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        }
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        if key_input.pressed(controller.key_up) {
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            axis_input.y += 1.0;
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        }
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        if key_input.pressed(controller.key_down) {
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            axis_input.y -= 1.0;
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        }
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        let mut cursor_grab_change = false;
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        if key_input.just_pressed(controller.keyboard_key_toggle_cursor_grab) {
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            *toggle_cursor_grab = !*toggle_cursor_grab;
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            cursor_grab_change = true;
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        }
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        if mouse_button_input.just_pressed(controller.mouse_key_cursor_grab) {
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            *mouse_cursor_grab = true;
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            cursor_grab_change = true;
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        }
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        if mouse_button_input.just_released(controller.mouse_key_cursor_grab) {
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            *mouse_cursor_grab = false;
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            cursor_grab_change = true;
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        }
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        let cursor_grab = *mouse_cursor_grab || *toggle_cursor_grab;
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        // Apply movement update
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        if axis_input != Vec3::ZERO {
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            let max_speed = if key_input.pressed(controller.key_run) {
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                controller.run_speed
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            } else {
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                controller.walk_speed
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            };
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            controller.velocity = axis_input.normalize() * max_speed;
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        } else {
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            let friction = controller.friction.clamp(0.0, 1.0);
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            controller.velocity *= 1.0 - friction;
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            if controller.velocity.length_squared() < 1e-6 {
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                controller.velocity = Vec3::ZERO;
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            }
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        }
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        let forward = *transform.forward();
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        let right = *transform.right();
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        transform.translation += controller.velocity.x * dt * right
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            + controller.velocity.y * dt * Vec3::Y
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            + controller.velocity.z * dt * forward;
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        // Handle cursor grab
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        if cursor_grab_change {
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            if cursor_grab {
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                for mut window in &mut windows {
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                    if !window.focused {
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                        continue;
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                    }
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                    window.cursor.grab_mode = CursorGrabMode::Locked;
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                    window.cursor.visible = false;
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                }
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            } else {
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                for mut window in &mut windows {
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                    window.cursor.grab_mode = CursorGrabMode::None;
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                    window.cursor.visible = true;
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                }
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            }
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        }
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        // Handle mouse input
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        let mut mouse_delta = Vec2::ZERO;
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        if cursor_grab {
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            for mouse_event in mouse_events.read() {
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                mouse_delta += mouse_event.delta;
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            }
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        } else {
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            mouse_events.clear();
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        }
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        if mouse_delta != Vec2::ZERO {
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            // Apply look update
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            controller.pitch = (controller.pitch
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                - mouse_delta.y * RADIANS_PER_DOT * controller.sensitivity)
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                .clamp(-PI / 2., PI / 2.);
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            controller.yaw -= mouse_delta.x * RADIANS_PER_DOT * controller.sensitivity;
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            transform.rotation =
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                Quat::from_euler(EulerRot::ZYX, 0.0, controller.yaw, controller.pitch);
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        }
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    }
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}
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