 47c4e3084a
			
		
	
	
		47c4e3084a
		
			
		
	
	
	
	
		
			
			# Objective - Add custom images as cursors - Fixes #9557 ## Solution - Change cursor type to accommodate both native and image cursors - I don't really like this solution because I couldn't use `Handle<Image>` directly. I would need to import `bevy_assets` and that causes a circular dependency. Alternatively we could use winit's `CustomCursor` smart pointers, but that seems hard because the event loop is needed to create those and is not easily accessable for users. So now I need to copy around rgba buffers which is sad. - I use a cache because especially on the web creating cursor images is really slow - Sorry to #14196 for yoinking, I just wanted to make a quick solution for myself and thought that I should probably share it too. Update: - Now uses `Handle<Image>`, reads rgba data in `bevy_render` and uses resources to send the data to `bevy_winit`, where the final cursors are created. ## Testing - Added example which works fine at least on Linux Wayland (winit side has been tested with all platforms). - I haven't tested if the url cursor works. ## Migration Guide - `CursorIcon` is no longer a field in `Window`, but a separate component can be inserted to a window entity. It has been changed to an enum that can hold custom images in addition to system icons. - `Cursor` is renamed to `CursorOptions` and `cursor` field of `Window` is renamed to `cursor_options` - `CursorIcon` is renamed to `SystemCursorIcon` --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: Jan Hohenheim <jan@hohenheim.ch>
		
			
				
	
	
		
			225 lines
		
	
	
		
			7.5 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			225 lines
		
	
	
		
			7.5 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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| 
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| use bevy::input::mouse::{AccumulatedMouseMotion, AccumulatedMouseScroll, MouseScrollUnit};
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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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| 
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| pub struct CameraControllerPlugin;
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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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|     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_seconds();
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| 
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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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|             return;
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|         }
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| 
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|         let mut scroll = 0.0;
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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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|                     window.cursor_options.grab_mode = CursorGrabMode::Locked;
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|                     window.cursor_options.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_options.grab_mode = CursorGrabMode::None;
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|                     window.cursor_options.visible = true;
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|                 }
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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 =
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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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