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Improve first person camera in example (bevyengine#15109)
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# Objective

- I've seen quite a few people on discord copy-paste the camera code of
the first-person example and then run into problems with the pitch.
- ~~Additionally, the code is framerate-dependent.~~ it's not, see
comment in PR

## Solution

- Make the code good enough to be copy-pasteable 
- ~~Use `dt` to make the code framerate-independent~~ Add comment
explaining why we don't use `dt`
	- Clamp the pitch
- Move the camera sensitivity into a component for better
configurability

## Testing

Didn't run the example again, but the code is straight from another
project I have open, so I'm not worried.

---------

Co-authored-by: Antony <antony.m.3012@gmail.com>
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janhohenheim and chompaa authored Sep 10, 2024
1 parent afbbbd7 commit 4de67b5
Showing 1 changed file with 48 additions and 8 deletions.
56 changes: 48 additions & 8 deletions examples/camera/first_person_view_model.rs
Original file line number Diff line number Diff line change
Expand Up @@ -42,6 +42,8 @@
//! | arrow up | Decrease FOV |
//! | arrow down | Increase FOV |
use std::f32::consts::FRAC_PI_2;

use bevy::color::palettes::tailwind;
use bevy::input::mouse::AccumulatedMouseMotion;
use bevy::pbr::NotShadowCaster;
Expand All @@ -67,6 +69,22 @@ fn main() {
#[derive(Debug, Component)]
struct Player;

#[derive(Debug, Component, Deref, DerefMut)]
struct CameraSensitivity(Vec2);

impl Default for CameraSensitivity {
fn default() -> Self {
Self(
// These factors are just arbitrary mouse sensitivity values.
// It's often nicer to have a faster horizontal sensitivity than vertical.
// We use a component for them so that we can make them user-configurable at runtime
// for accessibility reasons.
// It also allows you to inspect them in an editor if you `Reflect` the component.
Vec2::new(0.003, 0.002),
)
}
}

#[derive(Debug, Component)]
struct WorldModelCamera;

Expand All @@ -90,6 +108,7 @@ fn spawn_view_model(
commands
.spawn((
Player,
CameraSensitivity::default(),
SpatialBundle {
transform: Transform::from_xyz(0.0, 1.0, 0.0),
..default()
Expand Down Expand Up @@ -220,25 +239,46 @@ fn spawn_text(mut commands: Commands) {

fn move_player(
accumulated_mouse_motion: Res<AccumulatedMouseMotion>,
mut player: Query<&mut Transform, With<Player>>,
mut player: Query<(&mut Transform, &CameraSensitivity), With<Player>>,
) {
let mut transform = player.single_mut();
let Ok((mut transform, camera_sensitivity)) = player.get_single_mut() else {
return;
};
let delta = accumulated_mouse_motion.delta;

if delta != Vec2::ZERO {
let yaw = -delta.x * 0.003;
let pitch = -delta.y * 0.002;
// Order of rotations is important, see <https://gamedev.stackexchange.com/a/136175/103059>
transform.rotate_y(yaw);
transform.rotate_local_x(pitch);
// Note that we are not multiplying by delta_time here.
// The reason is that for mouse movement, we already get the full movement that happened since the last frame.
// This means that if we multiply by delta_time, we will get a smaller rotation than intended by the user.
// This situation is reversed when reading e.g. analog input from a gamepad however, where the same rules
// as for keyboard input apply. Such an input should be multiplied by delta_time to get the intended rotation
// independent of the framerate.
let delta_yaw = -delta.x * camera_sensitivity.x;
let delta_pitch = -delta.y * camera_sensitivity.y;

let (yaw, pitch, roll) = transform.rotation.to_euler(EulerRot::YXZ);
let yaw = yaw + delta_yaw;

// If the pitch was ±¹⁄₂ π, the camera would look straight up or down.
// When the user wants to move the camera back to the horizon, which way should the camera face?
// The camera has no way of knowing what direction was "forward" before landing in that extreme position,
// so the direction picked will for all intents and purposes be arbitrary.
// Another issue is that for mathematical reasons, the yaw will effectively be flipped when the pitch is at the extremes.
// To not run into these issues, we clamp the pitch to a safe range.
const PITCH_LIMIT: f32 = FRAC_PI_2 - 0.01;
let pitch = (pitch + delta_pitch).clamp(-PITCH_LIMIT, PITCH_LIMIT);

transform.rotation = Quat::from_euler(EulerRot::YXZ, yaw, pitch, roll);
}
}

fn change_fov(
input: Res<ButtonInput<KeyCode>>,
mut world_model_projection: Query<&mut Projection, With<WorldModelCamera>>,
) {
let mut projection = world_model_projection.single_mut();
let Ok(mut projection) = world_model_projection.get_single_mut() else {
return;
};
let Projection::Perspective(ref mut perspective) = projection.as_mut() else {
unreachable!(
"The `Projection` component was explicitly built with `Projection::Perspective`"
Expand Down

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