added right click rot

This commit is contained in:
WanderingPenwing 2024-10-08 17:25:04 +02:00
parent 0d0673a0af
commit c0103ec247
3 changed files with 75 additions and 9 deletions

View file

@ -13,7 +13,8 @@ use crate::MainGame;
use crate::spawn_cons_lines;
use crate::CONS_VIEW_RADIUS;
use crate::MOUSE_SPEED;
use crate::MOVE_SPEED;
use crate::ROT_SPEED;
#[derive(Component)]
pub struct InfoLabel;
@ -75,7 +76,7 @@ pub fn player_mouse_move (
let local_transform = &global_transform.compute_transform();
if !buttons.pressed(MouseButton::Left) {
player.dragging_pos = None;
player.l_drag_pos = None;
return;
}
@ -85,8 +86,8 @@ pub fn player_mouse_move (
return;
};
let Some(old_cursor) = player.dragging_pos else {
player.dragging_pos = Some(new_cursor);
let Some(old_cursor) = player.l_drag_pos else {
player.l_drag_pos = Some(new_cursor);
return;
};
@ -105,7 +106,69 @@ pub fn player_mouse_move (
let delta_rotation = rotate_to_align(new_ray, old_ray);
player.target_rotation = Some(delta_rotation * local_transform.rotation );
player.dragging_pos = Some(new_cursor);
player.l_drag_pos = Some(new_cursor);
}
pub fn player_mouse_rotate (
buttons: Res<ButtonInput<MouseButton>>,
mut player_query: Query<(&mut Player, &mut GlobalTransform)>,
window_query: Query<&Window, With<bevy::window::PrimaryWindow>>,
ui_query: Query<&Interaction, With<Button>>,
) {
for interaction in ui_query.iter() {
if *interaction == Interaction::Pressed {
// Button clicked
return;
}
}
let Ok((mut player, global_transform)) = player_query.get_single_mut() else {
return;
};
let local_transform = &global_transform.compute_transform();
if !buttons.pressed(MouseButton::Right) {
player.r_drag_pos = None;
return;
}
let window = window_query.single();
let Some(new_cursor) = window.cursor_position() else {
return;
};
let Some(old_cursor) = player.r_drag_pos else {
player.r_drag_pos = Some(new_cursor);
return;
};
if old_cursor.distance(new_cursor) < 1.0 {
return;
}
let center = Vec2::new(window.width()/2.0, window.height()/2.0);
let old_vec = old_cursor - center;
let new_vec = new_cursor - center;
if new_vec.length() < f32::EPSILON || old_vec.length() < f32::EPSILON {
player.r_drag_pos = Some(new_cursor);
return;
}
let angle = (old_vec.dot(new_vec) / (old_vec.length() * new_vec.length())).acos() * ROT_SPEED;
let signed_angle = if old_vec.perp_dot(new_vec) < 0.0 {
angle
} else {
-angle
};
let delta_rotation = Quat::from_axis_angle(local_transform.forward().into(), signed_angle);
player.target_rotation = Some(delta_rotation * local_transform.rotation);
player.r_drag_pos = Some(new_cursor);
}
pub fn zoom(
@ -149,7 +212,7 @@ fn rotate_to_align(ray_1: Ray3d, ray_2: Ray3d) -> Quat {
}
let dot_product = dir_1.dot(dir_2).clamp(-1.0, 1.0);
let angle_of_rotation = dot_product.acos() * MOUSE_SPEED;
let angle_of_rotation = dot_product.acos() * MOVE_SPEED;
if angle_of_rotation.is_nan() || angle_of_rotation.is_infinite() {
return Quat::IDENTITY;

View file

@ -215,7 +215,7 @@ pub fn player_interact(
return
};
if player.dragging_pos.is_some() {
if player.l_drag_pos.is_some() || player.r_drag_pos.is_some() {
game_data.target_cons_focused = false;
}

View file

@ -21,7 +21,8 @@ const MAX_STAR_SIZE: f32 = 0.63;
const STAR_SCALE: f32 = 0.02;
const SKY_RADIUS: f32 = 4.0;
const CONS_VIEW_RADIUS: f32 = 0.8;
const MOUSE_SPEED: f32 = 12.0;
const MOVE_SPEED: f32 = 12.0;
const ROT_SPEED: f32 = 9.0;
#[derive(Serialize, Deserialize, Debug, Clone)]
struct StarData {
@ -113,7 +114,8 @@ struct GameOver;
#[derive(Component, Default)]
struct Player {
target_rotation: Option<Quat>,
dragging_pos: Option<Vec2>,
r_drag_pos: Option<Vec2>,
l_drag_pos: Option<Vec2>,
}
#[derive(Clone, Copy, Default, Eq, PartialEq, Debug, Hash, States)]
@ -140,6 +142,7 @@ fn main() {
.add_systems(OnEnter(GameState::Game), game_state::setup)
.add_systems(Update, game_state::player_interact.run_if(in_state(GameState::Game)))
.add_systems(Update, explo_state::player_mouse_move.run_if(in_state(GameState::Game).or_else(in_state(GameState::Explo))))
.add_systems(Update, explo_state::player_mouse_rotate.run_if(in_state(GameState::Game).or_else(in_state(GameState::Explo))))
.add_systems(Update, explo_state::rotate_camera.run_if(in_state(GameState::Game).or_else(in_state(GameState::Explo))))
.add_systems(Update, explo_state::zoom.run_if(in_state(GameState::Game).or_else(in_state(GameState::Explo))))
.add_systems(Update, game_state::ui_buttons.run_if(in_state(GameState::Game)))