rotaatiooon

This commit is contained in:
WanderingPenwing 2024-10-07 16:58:44 +02:00
parent e267e26f1c
commit f4440dd06e
2 changed files with 76 additions and 85 deletions

View file

@ -19,7 +19,6 @@ use crate::spawn_cons_lines;
use crate::NORMAL_BUTTON; use crate::NORMAL_BUTTON;
use crate::RIGHT_BUTTON; use crate::RIGHT_BUTTON;
use crate::WRONG_BUTTON; use crate::WRONG_BUTTON;
use crate::SKY_RADIUS;
#[derive(Component)] #[derive(Component)]
pub struct AnswerButton; pub struct AnswerButton;
@ -278,87 +277,77 @@ pub fn player_interact(
pub fn player_mouse_move ( pub fn player_mouse_move (
buttons: Res<ButtonInput<MouseButton>>, buttons: Res<ButtonInput<MouseButton>>,
mut player_query: Query<(&mut Player, &mut Transform)>, mut player_query: Query<(&mut Player, &Camera, &mut GlobalTransform)>,
camera_query: Query<(&Camera, &GlobalTransform), With<Player>>,
window_query: Query<&Window, With<bevy::window::PrimaryWindow>>, window_query: Query<&Window, With<bevy::window::PrimaryWindow>>,
debug_line_query: Query<&mut Transform, (With<DebugLine>, Without<Player>)>, // debug_line_query: Query<&mut Transform, (With<DebugLine>, Without<Player>)>,
) { ) {
let Ok((mut player, mut player_transform)) = player_query.get_single_mut() else { let Ok((mut player, camera, global_transform)) = player_query.get_single_mut() else {
return; return;
};
if !buttons.pressed(MouseButton::Left) {
player.dragging_pos = None;
return
}
let window = window_query.single();
let Some(cursor_position) = window.cursor_position() else {
return;
}; };
let local_transform = &global_transform.compute_transform();
let (camera, camera_transform) = camera_query.single(); // Check if left mouse button is pressed
if !buttons.pressed(MouseButton::Left) {
let Some(ray) = camera.viewport_to_world(camera_transform, cursor_position) else { player.dragging_pos = None;
return; return;
};
let new_global_cursor = ray.get_point(SKY_RADIUS);
let Some(old_global_cursor) = player.dragging_pos else {
player.dragging_pos = Some(new_global_cursor);
return;
};
debug_vector(debug_line_query, new_global_cursor, old_global_cursor - new_global_cursor);
if old_global_cursor.distance(new_global_cursor) < f32::EPSILON {
return;
} }
let delta_rotation = rotate_to_align(old_global_cursor, new_global_cursor); let window = window_query.single();
player_transform.rotation = delta_rotation * player_transform.rotation; let Some(new_cursor) = window.cursor_position() else {
return;
};
let Some(old_cursor) = player.dragging_pos else {
player.dragging_pos = Some(new_cursor);
return;
};
// Check if cursor has moved significantly
if old_cursor.distance(new_cursor) < 3.0 {
return;
}
player.dragging_pos = Some(new_global_cursor); // Raycasting from the camera based on the cursor positions
// let Some(ray) = camera.viewport_to_world(camera_transform, cursor_position) else { let Some(old_ray) = camera.viewport_to_world(&global_transform, old_cursor) else {
// return; return;
// }; };
//
// player.dragging_pos = Some(ray.get_point(SKY_RADIUS)); let Some(new_ray) = camera.viewport_to_world(&global_transform, new_cursor) else {
return;
};
let delta_rotation = rotate_to_align(new_ray, old_ray); // oposite direction and never stop
//debug_vector(debug_line_query, new_ray.get_point(SKY_RADIUS), axis*10.0);
player.target_rotation = Some(delta_rotation * local_transform.rotation );
player.dragging_pos = Some(new_cursor);
} }
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 fn rotate_to_align(ray_1: Ray3d, ray_2: Ray3d) -> Quat {
let rotated_vector = q * vector_as_quaternion * q.conjugate(); // Step 1: Get the direction vectors from the rays
let pos_1 = ray_1.get_point(1.0);
let pos_2 = ray_2.get_point(1.0);
// Extract the rotated vector from the quaternion // Compute direction vectors
Vec3::new(rotated_vector.x, rotated_vector.y, rotated_vector.z) let dir_1 = (pos_1 - Vec3::ZERO).normalize(); // Change Vec3::ZERO to the origin or a relevant point
} let dir_2 = (pos_2 - Vec3::ZERO).normalize();
fn rotate_to_align(old_pos: Vec3, new_pos: Vec3) -> Quat { // Step 2: Compute the axis of rotation (cross product)
// Step 1: Normalize the input vectors (assuming they're not already normalized) let axis_of_rotation = dir_1.cross(dir_2).normalize();
let old_pos_normalized = old_pos.normalize();
let new_pos_normalized = new_pos.normalize();
// Step 2: Compute the axis of rotation (cross product between old and new positions)
let axis_of_rotation = old_pos_normalized.cross(new_pos_normalized).normalize();
// Check if vectors are parallel
if axis_of_rotation.length_squared() < f32::EPSILON { if axis_of_rotation.length_squared() < f32::EPSILON {
return Quat::IDENTITY; return Quat::IDENTITY;
} }
// Step 3: Compute the angle of rotation (dot product and arccosine) // Step 3: Compute the angle of rotation (dot product and arccosine)
//let dot_product = old_pos_normalized.dot(new_pos_normalized); let dot_product = dir_1.dot(dir_2).clamp(-1.0, 1.0); // Clamp the value to prevent NaN from acos
let dot_product = new_pos_normalized.dot(old_pos_normalized); let angle_of_rotation = dot_product.acos() * 6.0; // Ensure the angle is in radians
let angle_of_rotation = dot_product.acos(); // This gives us the angle in radians
// Handle any potential invalid angle values
if angle_of_rotation.is_nan() || angle_of_rotation.is_infinite() { if angle_of_rotation.is_nan() || angle_of_rotation.is_infinite() {
return Quat::IDENTITY; return Quat::IDENTITY;
} }
@ -367,26 +356,26 @@ fn rotate_to_align(old_pos: Vec3, new_pos: Vec3) -> Quat {
Quat::from_axis_angle(axis_of_rotation, angle_of_rotation) Quat::from_axis_angle(axis_of_rotation, angle_of_rotation)
} }
fn debug_vector( // fn debug_vector(
mut debug_line_query: Query<&mut Transform, (With<DebugLine>, Without<Player>)>, // mut debug_line_query: Query<&mut Transform, (With<DebugLine>, Without<Player>)>,
pos: Vec3, vec: Vec3 // pos: Vec3, vec: Vec3
) { // ) {
let Ok(mut debug_transform) = debug_line_query.get_single_mut() else { // let Ok(mut debug_transform) = debug_line_query.get_single_mut() else {
info!("no debug line"); // info!("no debug line");
return; // return;
}; // };
//
let vec_norm = vec.length(); // let vec_norm = vec.length();
//
debug_transform.scale = Vec3::new(vec_norm, 1.0, 1.0); // debug_transform.scale = Vec3::new(vec_norm, 1.0, 1.0);
//
debug_transform.translation = pos; // debug_transform.translation = pos;
//
if vec_norm > f32::EPSILON { // if vec_norm > f32::EPSILON {
let rotation = Quat::from_rotation_arc(Vec3::X, vec.normalize()); // let rotation = Quat::from_rotation_arc(Vec3::X, vec.normalize());
debug_transform.rotation = rotation; // debug_transform.rotation = rotation;
} // }
} // }
pub fn ui_labels( pub fn ui_labels(
@ -556,3 +545,5 @@ fn constellation_center(target_constellation: Constellation) -> Quat {
-mean_pos*(1.0/target_constellation.stars.len() as f32), -mean_pos*(1.0/target_constellation.stars.len() as f32),
) )
} }

View file

@ -90,7 +90,7 @@ struct Player {
score: usize, score: usize,
health: usize, health: usize,
state: PlayerState, state: PlayerState,
dragging_pos: Option<Vec3>, dragging_pos: Option<Vec2>,
} }
impl Default for Player { impl Default for Player {