# Objective - Fixes #19627 - Tackles part of #19644 - Supersedes #19629 - `Window` has become a very very very big component - As such, our change detection does not *really* work on it, as e.g. moving the mouse will cause a change for the entire window - We circumvented this with a cache - But, some things *shouldn't* be cached as they can be changed from outside the user's control, notably the cursor grab mode on web - So, we need to disable the cache for that - But because change detection is broken, that would result in the cursor grab mode being set every frame the mouse is moved - That is usually *not* what a dev wants, as it forces the cursor to be locked even when the end-user is trying to free the cursor on the browser - the cache in this situation is invalid due to #8949 ## Solution - Split `Window` into multiple components, each with working change detection - Disable caching of the cursor grab mode - This will only attempt to force the grab mode when the `CursorOptions` were touched by the user, which is *much* rarer than simply moving the mouse. - If this PR is merged, I'll do the exact same for the other constituents of `Window` as a follow-up ## Testing - Ran all the changed examples
		
			
				
	
	
		
			256 lines
		
	
	
		
			8.6 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			256 lines
		
	
	
		
			8.6 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 [`Camera3d`].
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//!
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//! Unlike other examples, which demonstrate an application, this demonstrates a plugin library.
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use bevy::{
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    input::mouse::{AccumulatedMouseMotion, AccumulatedMouseScroll, MouseScrollUnit},
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    prelude::*,
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    window::{CursorGrabMode, CursorOptions},
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};
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use std::{f32::consts::*, fmt};
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/// A freecam-style camera controller plugin.
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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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/// Camera controller [`Component`].
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#[derive(Component)]
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pub struct CameraController {
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    /// Enables this [`CameraController`] when `true`.
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    pub enabled: bool,
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    /// Indicates if this controller has been initialized by the [`CameraControllerPlugin`].
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    pub initialized: bool,
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    /// Multiplier for pitch and yaw rotation speed.
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    pub sensitivity: f32,
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    /// [`KeyCode`] for forward translation.
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    pub key_forward: KeyCode,
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    /// [`KeyCode`] for backward translation.
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    pub key_back: KeyCode,
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    /// [`KeyCode`] for left translation.
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    pub key_left: KeyCode,
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    /// [`KeyCode`] for right translation.
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    pub key_right: KeyCode,
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    /// [`KeyCode`] for up translation.
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    pub key_up: KeyCode,
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    /// [`KeyCode`] for down translation.
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    pub key_down: KeyCode,
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    /// [`KeyCode`] to use [`run_speed`](CameraController::run_speed) instead of
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    /// [`walk_speed`](CameraController::walk_speed) for translation.
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    pub key_run: KeyCode,
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    /// [`MouseButton`] for grabbing the mouse focus.
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    pub mouse_key_cursor_grab: MouseButton,
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    /// [`KeyCode`] for grabbing the keyboard focus.
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    pub keyboard_key_toggle_cursor_grab: KeyCode,
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    /// Multiplier for unmodified translation speed.
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    pub walk_speed: f32,
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    /// Multiplier for running translation speed.
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    pub run_speed: f32,
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    /// Multiplier for how the mouse scroll wheel modifies [`walk_speed`](CameraController::walk_speed)
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    /// and [`run_speed`](CameraController::run_speed).
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    pub scroll_factor: f32,
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    /// Friction factor used to exponentially decay [`velocity`](CameraController::velocity) over time.
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    pub friction: f32,
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    /// This [`CameraController`]'s pitch rotation.
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    pub pitch: f32,
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    /// This [`CameraController`]'s yaw rotation.
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    pub yaw: f32,
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    /// This [`CameraController`]'s translation velocity.
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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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fn run_camera_controller(
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    time: Res<Time>,
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    mut windows: Query<(&Window, &mut CursorOptions)>,
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    accumulated_mouse_motion: Res<AccumulatedMouseMotion>,
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    accumulated_mouse_scroll: Res<AccumulatedMouseScroll>,
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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_secs();
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    let Ok((mut transform, mut controller)) = query.single_mut() else {
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        return;
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    };
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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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        return;
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    }
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    let mut scroll = 0.0;
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    let amount = match accumulated_mouse_scroll.unit {
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        MouseScrollUnit::Line => accumulated_mouse_scroll.delta.y,
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        MouseScrollUnit::Pixel => accumulated_mouse_scroll.delta.y / 16.0,
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    };
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    scroll += amount;
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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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    // Update velocity
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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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    // Apply movement update
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    if controller.velocity != Vec3::ZERO {
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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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    }
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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 (window, mut cursor_options) in &mut windows {
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                if !window.focused {
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                    continue;
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                }
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                cursor_options.grab_mode = CursorGrabMode::Locked;
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                cursor_options.visible = false;
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            }
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        } else {
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            for (_, mut cursor_options) in &mut windows {
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                cursor_options.grab_mode = CursorGrabMode::None;
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                cursor_options.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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    if accumulated_mouse_motion.delta != Vec2::ZERO && cursor_grab {
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        // Apply look update
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        controller.pitch = (controller.pitch
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            - accumulated_mouse_motion.delta.y * RADIANS_PER_DOT * controller.sensitivity)
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            .clamp(-PI / 2., PI / 2.);
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        controller.yaw -=
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            accumulated_mouse_motion.delta.x * RADIANS_PER_DOT * controller.sensitivity;
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        transform.rotation = Quat::from_euler(EulerRot::ZYX, 0.0, controller.yaw, controller.pitch);
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    }
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}
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