good rotation but infinite
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7dde61a98d
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@ -251,6 +251,19 @@ pub fn player_interact(
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}
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}
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if keys.pressed(KeyCode::KeyW) {
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let target_constellation_name: String = "Ursa Minor".into();
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let mut target_constellation = sky.content[0].clone();
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for constellation in sky.content.clone() {
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if constellation.name == target_constellation_name {
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target_constellation = constellation
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}
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}
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player.target_rotation = Some(constellation_center(target_constellation));
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}
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if let Some(target_rotation) = player.target_rotation {
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let current_rotation = transform.rotation;
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@ -268,7 +281,7 @@ pub fn player_mouse_move (
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mut player_query: Query<(&mut Player, &mut Transform)>,
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camera_query: Query<(&Camera, &GlobalTransform), With<Player>>,
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window_query: Query<&Window, With<bevy::window::PrimaryWindow>>,
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mut debug_line_query: Query<&mut Transform, (With<DebugLine>, Without<Player>)>,
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debug_line_query: Query<&mut Transform, (With<DebugLine>, Without<Player>)>,
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) {
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let Ok((mut player, mut player_transform)) = player_query.get_single_mut() else {
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return;
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@ -280,7 +293,6 @@ pub fn player_mouse_move (
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}
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let window = window_query.single();
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let Some(cursor_position) = window.cursor_position() else {
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return;
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};
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@ -298,33 +310,36 @@ pub fn player_mouse_move (
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return;
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};
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if let Ok(mut debug_transform) = debug_line_query.get_single_mut() {
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let direction = old_global_cursor - new_global_cursor ;
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let distance = direction.length();
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// Scale the line to match the distance between the points
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debug_transform.scale = Vec3::new(distance*5.0, 1.0, 1.0);
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debug_vector(debug_line_query, new_global_cursor, old_global_cursor - new_global_cursor);
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// Position the line at old_pos
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debug_transform.translation = new_global_cursor;
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// Rotate the line to point from old_pos to new_pos
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if distance > f32::EPSILON {
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let rotation = Quat::from_rotation_arc(Vec3::X, direction.normalize());
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debug_transform.rotation = rotation;
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}
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} else {
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info!("no debug line");
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if old_global_cursor.distance(new_global_cursor) < f32::EPSILON {
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return;
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}
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let delta_rotation = rotate_to_align(old_global_cursor, new_global_cursor);
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player_transform.rotation = delta_rotation * player_transform.rotation;
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if old_global_cursor != new_global_cursor {
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let target_rotation = player_transform.rotation * rotate_to_align(old_global_cursor, new_global_cursor);
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player_transform.rotation = player_transform.rotation.slerp(target_rotation, 0.8);
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}
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player.dragging_pos = Some(new_global_cursor);
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// let Some(ray) = camera.viewport_to_world(camera_transform, cursor_position) else {
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// return;
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// };
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//
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// player.dragging_pos = Some(ray.get_point(SKY_RADIUS));
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}
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fn rotate_vector_with_quaternion(v: Vec3, q: Quat) -> Vec3 {
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// Convert the vector to a quaternion (0, v.x, v.y, v.z)
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let vector_as_quaternion = Quat::from_xyzw(0.0, v.x, v.y, v.z);
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// Apply the rotation: q * vector * q^-1
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let rotated_vector = q * vector_as_quaternion * q.conjugate();
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// Extract the rotated vector from the quaternion
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Vec3::new(rotated_vector.x, rotated_vector.y, rotated_vector.z)
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}
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fn rotate_to_align(old_pos: Vec3, new_pos: Vec3) -> Quat {
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@ -352,6 +367,27 @@ fn rotate_to_align(old_pos: Vec3, new_pos: Vec3) -> Quat {
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Quat::from_axis_angle(axis_of_rotation, angle_of_rotation)
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}
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fn debug_vector(
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mut debug_line_query: Query<&mut Transform, (With<DebugLine>, Without<Player>)>,
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pos: Vec3, vec: Vec3
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) {
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let Ok(mut debug_transform) = debug_line_query.get_single_mut() else {
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info!("no debug line");
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return;
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};
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let vec_norm = vec.length();
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debug_transform.scale = Vec3::new(vec_norm, 1.0, 1.0);
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debug_transform.translation = pos;
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if vec_norm > f32::EPSILON {
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let rotation = Quat::from_rotation_arc(Vec3::X, vec.normalize());
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debug_transform.rotation = rotation;
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}
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}
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pub fn ui_labels(
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mut param_set: ParamSet<(
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