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::RIGHT_BUTTON;
use crate::WRONG_BUTTON;
use crate::SKY_RADIUS;
#[derive(Component)]
pub struct AnswerButton;
@ -278,87 +277,77 @@ pub fn player_interact(
pub fn player_mouse_move (
buttons: Res<ButtonInput<MouseButton>>,
mut player_query: Query<(&mut Player, &mut Transform)>,
camera_query: Query<(&Camera, &GlobalTransform), With<Player>>,
mut player_query: Query<(&mut Player, &Camera, &mut GlobalTransform)>,
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 {
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 Ok((mut player, camera, global_transform)) = player_query.get_single_mut() else {
return;
};
let (camera, camera_transform) = camera_query.single();
let Some(ray) = camera.viewport_to_world(camera_transform, cursor_position) else {
return;
};
let local_transform = &global_transform.compute_transform();
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;
// Check if left mouse button is pressed
if !buttons.pressed(MouseButton::Left) {
player.dragging_pos = None;
return;
}
let delta_rotation = rotate_to_align(old_global_cursor, new_global_cursor);
player_transform.rotation = delta_rotation * player_transform.rotation;
let window = window_query.single();
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));
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;
}
// Raycasting from the camera based on the cursor positions
let Some(old_ray) = camera.viewport_to_world(&global_transform, old_cursor) else {
return;
};
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);
fn rotate_to_align(ray_1: Ray3d, ray_2: Ray3d) -> Quat {
// 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);
// 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)
}
// Compute direction vectors
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 1: Normalize the input vectors (assuming they're not already normalized)
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();
// Step 2: Compute the axis of rotation (cross product)
let axis_of_rotation = dir_1.cross(dir_2).normalize();
// Check if vectors are parallel
if axis_of_rotation.length_squared() < f32::EPSILON {
return Quat::IDENTITY;
}
// Step 3: Compute the angle of rotation (dot product and arccosine)
//let dot_product = old_pos_normalized.dot(new_pos_normalized);
let dot_product = new_pos_normalized.dot(old_pos_normalized);
let angle_of_rotation = dot_product.acos(); // This gives us the angle in radians
let dot_product = dir_1.dot(dir_2).clamp(-1.0, 1.0); // Clamp the value to prevent NaN from acos
let angle_of_rotation = dot_product.acos() * 6.0; // Ensure the angle is in radians
// Handle any potential invalid angle values
if angle_of_rotation.is_nan() || angle_of_rotation.is_infinite() {
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)
}
fn debug_vector(
mut debug_line_query: Query<&mut Transform, (With<DebugLine>, Without<Player>)>,
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;
}
}
// fn debug_vector(
// mut debug_line_query: Query<&mut Transform, (With<DebugLine>, Without<Player>)>,
// 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(
@ -556,3 +545,5 @@ fn constellation_center(target_constellation: Constellation) -> Quat {
-mean_pos*(1.0/target_constellation.stars.len() as f32),
)
}

View file

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