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Extract examples CameraController into a module (#11338)
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# Objective

Unify flycam-style camera controller from the examples.

`parallax_mapping` controller was kept as is.

## Solution

Fixed some mouse movement & cursor grabbing related issues too.
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MiniaczQ authored Jan 14, 2024
1 parent 6f6269e commit ec5b9ee
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Showing 6 changed files with 244 additions and 459 deletions.
142 changes: 15 additions & 127 deletions examples/3d/shadow_biases.rs
Original file line number Diff line number Diff line change
@@ -1,12 +1,15 @@
//! Demonstrates how shadow biases affect shadows in a 3d scene.
use std::f32::consts::PI;
#[path = "../helpers/camera_controller.rs"]
mod camera_controller;

use bevy::{input::mouse::MouseMotion, pbr::ShadowFilteringMethod, prelude::*};
use bevy::{pbr::ShadowFilteringMethod, prelude::*};
use camera_controller::{CameraController, CameraControllerPlugin};

fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_plugins(CameraControllerPlugin)
.add_systems(Startup, setup)
.add_systems(
Update,
Expand All @@ -16,7 +19,6 @@ fn main() {
adjust_point_light_biases,
toggle_light,
adjust_directional_light_biases,
camera_controller,
),
)
.run();
Expand Down Expand Up @@ -135,8 +137,6 @@ fn setup(
.with_children(|c| {
c.spawn(TextBundle::from_sections([
TextSection::new("Controls:\n", style.clone()),
TextSection::new("WSAD - forward/back/strafe left/right\n", style.clone()),
TextSection::new("E / Q - up / down\n", style.clone()),
TextSection::new("R / Z - reset biases to default / zero\n", style.clone()),
TextSection::new(
"L - switch between directional and point lights [",
Expand Down Expand Up @@ -195,15 +195,15 @@ fn toggle_light(
if input.just_pressed(KeyCode::KeyL) {
for mut light in &mut point_lights {
light.intensity = if light.intensity == 0.0 {
example_text.single_mut().sections[5].value = "PointLight".to_string();
example_text.single_mut().sections[3].value = "PointLight".to_string();
100000000.0
} else {
0.0
};
}
for mut light in &mut directional_lights {
light.illuminance = if light.illuminance == 0.0 {
example_text.single_mut().sections[5].value = "DirectionalLight".to_string();
example_text.single_mut().sections[3].value = "DirectionalLight".to_string();
100000.0
} else {
0.0
Expand Down Expand Up @@ -241,9 +241,9 @@ fn adjust_light_position(
for mut light in &mut lights {
light.translation += offset;
light.look_at(Vec3::ZERO, Vec3::Y);
example_text.sections[23].value = format!("{:.1},", light.translation.x);
example_text.sections[24].value = format!(" {:.1},", light.translation.y);
example_text.sections[25].value = format!(" {:.1}", light.translation.z);
example_text.sections[21].value = format!("{:.1},", light.translation.x);
example_text.sections[22].value = format!(" {:.1},", light.translation.y);
example_text.sections[23].value = format!(" {:.1}", light.translation.z);
}
}
}
Expand All @@ -270,7 +270,7 @@ fn cycle_filter_methods(
ShadowFilteringMethod::Hardware2x2
}
};
example_text.single_mut().sections[8].value = filter_method_string;
example_text.single_mut().sections[6].value = filter_method_string;
}
}
}
Expand Down Expand Up @@ -304,8 +304,8 @@ fn adjust_point_light_biases(
light.shadow_normal_bias = 0.0;
}

example_text.single_mut().sections[11].value = format!("{:.2}", light.shadow_depth_bias);
example_text.single_mut().sections[14].value = format!("{:.1}", light.shadow_normal_bias);
example_text.single_mut().sections[9].value = format!("{:.2}", light.shadow_depth_bias);
example_text.single_mut().sections[12].value = format!("{:.1}", light.shadow_normal_bias);
}
}

Expand Down Expand Up @@ -338,119 +338,7 @@ fn adjust_directional_light_biases(
light.shadow_normal_bias = 0.0;
}

example_text.single_mut().sections[17].value = format!("{:.2}", light.shadow_depth_bias);
example_text.single_mut().sections[20].value = format!("{:.1}", light.shadow_normal_bias);
}
}

#[derive(Component)]
struct CameraController {
pub enabled: bool,
pub sensitivity: f32,
pub key_forward: KeyCode,
pub key_back: KeyCode,
pub key_left: KeyCode,
pub key_right: KeyCode,
pub key_up: KeyCode,
pub key_down: KeyCode,
pub key_run: KeyCode,
pub walk_speed: f32,
pub run_speed: f32,
pub friction: f32,
pub pitch: f32,
pub yaw: f32,
pub velocity: Vec3,
}

impl Default for CameraController {
fn default() -> Self {
Self {
enabled: true,
sensitivity: 0.5,
key_forward: KeyCode::KeyW,
key_back: KeyCode::KeyS,
key_left: KeyCode::KeyA,
key_right: KeyCode::KeyD,
key_up: KeyCode::KeyE,
key_down: KeyCode::KeyQ,
key_run: KeyCode::ShiftLeft,
walk_speed: 10.0,
run_speed: 30.0,
friction: 0.5,
pitch: 0.0,
yaw: 0.0,
velocity: Vec3::ZERO,
}
}
}

fn camera_controller(
time: Res<Time>,
mut mouse_events: EventReader<MouseMotion>,
key_input: Res<ButtonInput<KeyCode>>,
mut query: Query<(&mut Transform, &mut CameraController), With<Camera>>,
) {
let dt = time.delta_seconds();

// Handle mouse input
let mut mouse_delta = Vec2::ZERO;
for mouse_event in mouse_events.read() {
mouse_delta += mouse_event.delta;
}

for (mut transform, mut options) in &mut query {
if !options.enabled {
continue;
}

// Handle key input
let mut axis_input = Vec3::ZERO;
if key_input.pressed(options.key_forward) {
axis_input.z += 1.0;
}
if key_input.pressed(options.key_back) {
axis_input.z -= 1.0;
}
if key_input.pressed(options.key_right) {
axis_input.x += 1.0;
}
if key_input.pressed(options.key_left) {
axis_input.x -= 1.0;
}
if key_input.pressed(options.key_up) {
axis_input.y += 1.0;
}
if key_input.pressed(options.key_down) {
axis_input.y -= 1.0;
}

// Apply movement update
if axis_input != Vec3::ZERO {
let max_speed = if key_input.pressed(options.key_run) {
options.run_speed
} else {
options.walk_speed
};
options.velocity = axis_input.normalize() * max_speed;
} else {
let friction = options.friction.clamp(0.0, 1.0);
options.velocity *= 1.0 - friction;
if options.velocity.length_squared() < 1e-6 {
options.velocity = Vec3::ZERO;
}
}
let forward = transform.forward();
let right = transform.right();
transform.translation += options.velocity.x * dt * right
+ options.velocity.y * dt * Vec3::Y
+ options.velocity.z * dt * forward;

if mouse_delta != Vec2::ZERO {
// Apply look update
options.pitch = (options.pitch - mouse_delta.y * 0.5 * options.sensitivity * dt)
.clamp(-PI / 2., PI / 2.);
options.yaw -= mouse_delta.x * options.sensitivity * dt;
transform.rotation = Quat::from_euler(EulerRot::ZYX, 0.0, options.yaw, options.pitch);
}
example_text.single_mut().sections[15].value = format!("{:.2}", light.shadow_depth_bias);
example_text.single_mut().sections[18].value = format!("{:.1}", light.shadow_normal_bias);
}
}
138 changes: 5 additions & 133 deletions examples/3d/skybox.rs
Original file line number Diff line number Diff line change
@@ -1,16 +1,19 @@
//! Load a cubemap texture onto a cube like a skybox and cycle through different compressed texture formats
#[path = "../helpers/camera_controller.rs"]
mod camera_controller;

use bevy::{
asset::LoadState,
core_pipeline::Skybox,
input::mouse::MouseMotion,
prelude::*,
render::{
render_resource::{TextureViewDescriptor, TextureViewDimension},
renderer::RenderDevice,
texture::CompressedImageFormats,
},
};
use camera_controller::{CameraController, CameraControllerPlugin};
use std::f32::consts::PI;

const CUBEMAPS: &[(&str, CompressedImageFormats)] = &[
Expand All @@ -35,13 +38,13 @@ const CUBEMAPS: &[(&str, CompressedImageFormats)] = &[
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_plugins(CameraControllerPlugin)
.add_systems(Startup, setup)
.add_systems(
Update,
(
cycle_cubemap_asset,
asset_loaded.after(cycle_cubemap_asset),
camera_controller,
animate_light_direction,
),
)
Expand Down Expand Up @@ -169,134 +172,3 @@ fn animate_light_direction(
transform.rotate_y(time.delta_seconds() * 0.5);
}
}

#[derive(Component)]
pub struct CameraController {
pub enabled: bool,
pub initialized: bool,
pub sensitivity: f32,
pub key_forward: KeyCode,
pub key_back: KeyCode,
pub key_left: KeyCode,
pub key_right: KeyCode,
pub key_up: KeyCode,
pub key_down: KeyCode,
pub key_run: KeyCode,
pub mouse_key_enable_mouse: MouseButton,
pub keyboard_key_enable_mouse: KeyCode,
pub walk_speed: f32,
pub run_speed: f32,
pub friction: f32,
pub pitch: f32,
pub yaw: f32,
pub velocity: Vec3,
}

impl Default for CameraController {
fn default() -> Self {
Self {
enabled: true,
initialized: false,
sensitivity: 0.5,
key_forward: KeyCode::KeyW,
key_back: KeyCode::KeyS,
key_left: KeyCode::KeyA,
key_right: KeyCode::KeyD,
key_up: KeyCode::KeyE,
key_down: KeyCode::KeyQ,
key_run: KeyCode::ShiftLeft,
mouse_key_enable_mouse: MouseButton::Left,
keyboard_key_enable_mouse: KeyCode::KeyM,
walk_speed: 2.0,
run_speed: 6.0,
friction: 0.5,
pitch: 0.0,
yaw: 0.0,
velocity: Vec3::ZERO,
}
}
}

pub fn camera_controller(
time: Res<Time>,
mut mouse_events: EventReader<MouseMotion>,
mouse_button_input: Res<ButtonInput<MouseButton>>,
key_input: Res<ButtonInput<KeyCode>>,
mut move_toggled: Local<bool>,
mut query: Query<(&mut Transform, &mut CameraController), With<Camera>>,
) {
let dt = time.delta_seconds();

if let Ok((mut transform, mut options)) = query.get_single_mut() {
if !options.initialized {
let (yaw, pitch, _roll) = transform.rotation.to_euler(EulerRot::YXZ);
options.yaw = yaw;
options.pitch = pitch;
options.initialized = true;
}
if !options.enabled {
return;
}

// Handle key input
let mut axis_input = Vec3::ZERO;
if key_input.pressed(options.key_forward) {
axis_input.z += 1.0;
}
if key_input.pressed(options.key_back) {
axis_input.z -= 1.0;
}
if key_input.pressed(options.key_right) {
axis_input.x += 1.0;
}
if key_input.pressed(options.key_left) {
axis_input.x -= 1.0;
}
if key_input.pressed(options.key_up) {
axis_input.y += 1.0;
}
if key_input.pressed(options.key_down) {
axis_input.y -= 1.0;
}
if key_input.just_pressed(options.keyboard_key_enable_mouse) {
*move_toggled = !*move_toggled;
}

// Apply movement update
if axis_input != Vec3::ZERO {
let max_speed = if key_input.pressed(options.key_run) {
options.run_speed
} else {
options.walk_speed
};
options.velocity = axis_input.normalize() * max_speed;
} else {
let friction = options.friction.clamp(0.0, 1.0);
options.velocity *= 1.0 - friction;
if options.velocity.length_squared() < 1e-6 {
options.velocity = Vec3::ZERO;
}
}
let forward = transform.forward();
let right = transform.right();
transform.translation += options.velocity.x * dt * right
+ options.velocity.y * dt * Vec3::Y
+ options.velocity.z * dt * forward;

// Handle mouse input
let mut mouse_delta = Vec2::ZERO;
if mouse_button_input.pressed(options.mouse_key_enable_mouse) || *move_toggled {
for mouse_event in mouse_events.read() {
mouse_delta += mouse_event.delta;
}
}

if mouse_delta != Vec2::ZERO {
// Apply look update
options.pitch = (options.pitch - mouse_delta.y * 0.5 * options.sensitivity * dt)
.clamp(-PI / 2., PI / 2.);
options.yaw -= mouse_delta.x * options.sensitivity * dt;
transform.rotation = Quat::from_euler(EulerRot::ZYX, 0.0, options.yaw, options.pitch);
}
}
}
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