From e267e26f1cbbb334bf79c0969e7817db4123ac20 Mon Sep 17 00:00:00 2001 From: WanderingPenwing Date: Mon, 7 Oct 2024 13:30:19 +0200 Subject: [PATCH] good rotation but infinite --- src/game_state.rs | 86 +++++++++++++++++++++++++++++++++-------------- 1 file changed, 61 insertions(+), 25 deletions(-) diff --git a/src/game_state.rs b/src/game_state.rs index 3d72932..5699e15 100644 --- a/src/game_state.rs +++ b/src/game_state.rs @@ -251,6 +251,19 @@ pub fn player_interact( } } + if keys.pressed(KeyCode::KeyW) { + let target_constellation_name: String = "Ursa Minor".into(); + + let mut target_constellation = sky.content[0].clone(); + for constellation in sky.content.clone() { + if constellation.name == target_constellation_name { + target_constellation = constellation + } + } + + player.target_rotation = Some(constellation_center(target_constellation)); + } + if let Some(target_rotation) = player.target_rotation { let current_rotation = transform.rotation; @@ -268,7 +281,7 @@ pub fn player_mouse_move ( mut player_query: Query<(&mut Player, &mut Transform)>, camera_query: Query<(&Camera, &GlobalTransform), With>, window_query: Query<&Window, With>, - mut debug_line_query: Query<&mut Transform, (With, Without)>, + debug_line_query: Query<&mut Transform, (With, Without)>, ) { let Ok((mut player, mut player_transform)) = player_query.get_single_mut() else { return; @@ -280,7 +293,6 @@ pub fn player_mouse_move ( } let window = window_query.single(); - let Some(cursor_position) = window.cursor_position() else { return; }; @@ -298,33 +310,36 @@ pub fn player_mouse_move ( return; }; - if let Ok(mut debug_transform) = debug_line_query.get_single_mut() { - let direction = old_global_cursor - new_global_cursor ; - let distance = direction.length(); - - // Scale the line to match the distance between the points - debug_transform.scale = Vec3::new(distance*5.0, 1.0, 1.0); - - // Position the line at old_pos - debug_transform.translation = new_global_cursor; - - // Rotate the line to point from old_pos to new_pos - if distance > f32::EPSILON { - let rotation = Quat::from_rotation_arc(Vec3::X, direction.normalize()); - debug_transform.rotation = rotation; - } - } else { - info!("no debug line"); - } - + debug_vector(debug_line_query, new_global_cursor, old_global_cursor - new_global_cursor); - if old_global_cursor != new_global_cursor { - let target_rotation = player_transform.rotation * rotate_to_align(old_global_cursor, new_global_cursor); - player_transform.rotation = player_transform.rotation.slerp(target_rotation, 0.8); + if old_global_cursor.distance(new_global_cursor) < f32::EPSILON { + return; } - player.dragging_pos = Some(new_global_cursor); + let delta_rotation = rotate_to_align(old_global_cursor, new_global_cursor); + + player_transform.rotation = delta_rotation * player_transform.rotation; + + + + player.dragging_pos = Some(new_global_cursor); +// let Some(ray) = camera.viewport_to_world(camera_transform, cursor_position) else { +// return; +// }; +// +// player.dragging_pos = Some(ray.get_point(SKY_RADIUS)); +} + +fn rotate_vector_with_quaternion(v: Vec3, q: Quat) -> Vec3 { + // Convert the vector to a quaternion (0, v.x, v.y, v.z) + let vector_as_quaternion = Quat::from_xyzw(0.0, v.x, v.y, v.z); + + // Apply the rotation: q * vector * q^-1 + let rotated_vector = q * vector_as_quaternion * q.conjugate(); + + // Extract the rotated vector from the quaternion + Vec3::new(rotated_vector.x, rotated_vector.y, rotated_vector.z) } fn rotate_to_align(old_pos: Vec3, new_pos: Vec3) -> Quat { @@ -352,6 +367,27 @@ fn rotate_to_align(old_pos: Vec3, new_pos: Vec3) -> Quat { Quat::from_axis_angle(axis_of_rotation, angle_of_rotation) } +fn debug_vector( + mut debug_line_query: Query<&mut Transform, (With, Without)>, + pos: Vec3, vec: Vec3 +) { + let Ok(mut debug_transform) = debug_line_query.get_single_mut() else { + info!("no debug line"); + return; + }; + + let vec_norm = vec.length(); + + debug_transform.scale = Vec3::new(vec_norm, 1.0, 1.0); + + debug_transform.translation = pos; + + if vec_norm > f32::EPSILON { + let rotation = Quat::from_rotation_arc(Vec3::X, vec.normalize()); + debug_transform.rotation = rotation; + } +} + pub fn ui_labels( mut param_set: ParamSet<(