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Design.md
16
Design.md
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@ -16,13 +16,25 @@ Make sure guns are usable with iron sights.
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Multiplayer
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# TODOS:
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# TODOs:
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- [ ] Detach player rotation from character model
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- [ ] Weapon Sway
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- [ ] Fixing leaning
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- [ ] Bring Crouching back
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- [ ] Inspect animation (procedural)
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- [ ] Reload animation (procedural)
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- [ ] Real world magazines
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- [ ] Rewriting bullet physics to use raycasts & kinematic rigidbodies (logic controlled)
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- [ ] Low Ready & High ready (low ready == more speed | high ready == more accuracy)
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- [ ] Auto Low ready when gun collider hits object OR when player starts sprinting
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- [ ] Auto Low ready when gun collider hits object OR when player starts sprinting
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# Design
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- Detach player rotation from character model
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Don't parent the hands to the camera
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Make the hands move to the camera with a delay + lerp
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On player movement:
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WASD -> Translate player parent objetc, everything else follows
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Mouse movements -> Rotate camera (on all axises) + Player Character (Not parent object) on only the horizontal axis (Z I think)
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What moves first is the camera, then the entire body moves with a lerp
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@ -123,86 +123,102 @@ pub fn follow_cursor_with_camera(
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if window.cursor.grab_mode != CursorGrabMode::None {
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for mut player_transform in player_query.iter_mut() {
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let (mut yaw, mut pitch, _) = player_transform.rotation.to_euler(EulerRot::YXZ);
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for motion in motions.read() {
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let window_scale = window.height().min(window.width());
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if btn.pressed(MouseButton::Right) {
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pitch -= ((settings.aimed_sensitivity
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* motion.delta.y as f64
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* window_scale as f64) as f32)
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.to_radians();
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yaw -= ((settings.aimed_sensitivity
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* motion.delta.x as f64
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* window_scale as f64) as f32)
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.to_radians();
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} else {
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pitch -= ((settings.sensitivity
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* motion.delta.y as f64
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* window_scale as f64) as f32)
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.to_radians();
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yaw -=
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((settings.sensitivity * motion.delta.x as f64 * window_scale as f64)
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as f32)
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.to_radians();
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}
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}
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pitch = pitch.clamp(-1.54, 1.54);
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let desired_rotation_quat =
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(Quat::from_axis_angle(Vec3::Y, yaw) * -1. )* Quat::from_axis_angle(Vec3::X, pitch);
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for mut camera_transform in camera_query.iter_mut() {
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let (mut yaw, mut pitch) = (player_transform.rotation.to_euler(EulerRot::YXZ).0, camera_transform.rotation.to_euler(EulerRot::YXZ).1) ;
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for motion in motions.read() {
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let window_scale = window.height().min(window.width());
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if btn.pressed(MouseButton::Right) {
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pitch -= ((settings.aimed_sensitivity
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* motion.delta.y as f64
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* window_scale as f64) as f32)
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.to_radians();
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yaw -= ((settings.aimed_sensitivity
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* motion.delta.x as f64
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* window_scale as f64) as f32)
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.to_radians();
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} else {
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pitch -= ((settings.sensitivity
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* motion.delta.y as f64
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* window_scale as f64) as f32)
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.to_radians();
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yaw -=
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((settings.sensitivity * motion.delta.x as f64 * window_scale as f64)
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as f32)
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.to_radians();
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}
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}
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pitch = pitch.clamp(-1.54, 1.54);
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let desired_rotation_quat_camera =
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Quat::from_axis_angle(Vec3::X, pitch);
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let desired_rotation_quat_player = Quat::from_axis_angle(Vec3::Y, yaw) * -1. ;
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let local_z = camera_transform.local_z();
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let right = Vec3::new(local_z.z, camera_transform.translation.y, -local_z.x);
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player_transform.rotation = desired_rotation_quat;
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camera_transform.rotation = desired_rotation_quat_camera;
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if keyboard_input.pressed(KeyCode::Q) {
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let final_quat = Quat::from_axis_angle(
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Vec3::Z,
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radians_from_degrees(player_values_state.player_lean_angle),
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);
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camera_transform.rotation = camera_transform.rotation.lerp(
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final_quat,
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time.delta_seconds() / player_values_state.player_lean_time,
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);
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camera_transform.translation = camera_transform.translation.lerp(
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let mut eulers = desired_rotation_quat_player.to_euler(EulerRot::XYZ);
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eulers.2 = eulers.2 + player_values_state.player_lean_angle.to_radians();
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let mut new_rot = player_transform.rotation.lerp(
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Quat::from_euler(EulerRot::XYZ, eulers.0, eulers.1, eulers.2),
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time.delta_seconds() / player_values_state.player_lean_time,
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).to_euler(EulerRot::XYZ);
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new_rot.1 = eulers.1;
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player_transform.rotation = Quat::from_euler(EulerRot::XYZ, new_rot.0, new_rot.1, new_rot.2);
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/*player_transform.translation = player_transform.translation.lerp(
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Vec3 {
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x: -right.x,
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y: camera_transform.translation.y,
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y: player_transform.translation.y,
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z: -right.z,
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},
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time.delta_seconds() / player_values_state.player_lean_time,
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);
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);*/
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} else if keyboard_input.pressed(KeyCode::E) {
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let final_quat = Quat::from_axis_angle(
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Vec3::Z,
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radians_from_degrees(-player_values_state.player_lean_angle),
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);
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camera_transform.rotation = camera_transform.rotation.lerp(
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final_quat,
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time.delta_seconds() / player_values_state.player_lean_time,
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);
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camera_transform.translation = camera_transform.translation.lerp(
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Vec3 {
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x: right.x,
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y: camera_transform.translation.y,
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z: right.z,
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},
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time.delta_seconds() / player_values_state.player_lean_time,
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);
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let mut eulers = desired_rotation_quat_player.to_euler(EulerRot::XYZ);
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eulers.2 = eulers.2 + (player_values_state.player_lean_angle.to_radians() * -1.0);
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let mut new_rot = player_transform.rotation.lerp(
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Quat::from_euler(EulerRot::XYZ, eulers.0, eulers.1, eulers.2),
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time.delta_seconds() / player_values_state.player_lean_time,
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).to_euler(EulerRot::XYZ);
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new_rot.1 = eulers.1;
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player_transform.rotation = Quat::from_euler(EulerRot::XYZ, new_rot.0, new_rot.1, new_rot.2);
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} else {
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camera_transform.rotation = camera_transform.rotation.lerp(
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/*camera_transform.rotation = camera_transform.rotation.lerp(
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Quat::default(),
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time.delta_seconds() / player_values_state.player_lean_time,
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);
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);*/
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camera_transform.translation = camera_transform.translation.lerp(
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/*let camera_rotation_to_follow: Vec3 = camera_transform.rotation.to_euler(EulerRot::XYZ).into(); // Move player Only on Y axis
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let mut original_rotation_in_euler: Vec3 = original_rotation.to_euler(EulerRot::XYZ).into();
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original_rotation_in_euler.y = camera_rotation_to_follow.y;
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original_rotation = Quat::from_euler(EulerRot::XYZ, original_rotation_in_euler.x, original_rotation_in_euler.y, original_rotation_in_euler.z);*/
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let mut eulers = desired_rotation_quat_player.to_euler(EulerRot::XYZ);
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eulers.2 = eulers.2 + 0.0f32.to_radians();
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let mut new_rot = player_transform.rotation.lerp(
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Quat::from_euler(EulerRot::XYZ, eulers.0, eulers.1, eulers.2),
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time.delta_seconds() / player_values_state.player_lean_time,
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).to_euler(EulerRot::XYZ);
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new_rot.1 = eulers.1;
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// TODO: fix fast snap rotation back to 0
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player_transform.rotation = Quat::from_euler(EulerRot::XYZ, new_rot.0, new_rot.1, new_rot.2);
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player_transform.rotation = desired_rotation_quat_player;
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//println!("Player EulerRot Y: {} Camera EulerRot Y: {}", player_transform.rotation.to_euler(EulerRot::XYZ).1, camera_transform.rotation.to_euler(EulerRot::XYZ).1);
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//camera_transform.rotation = desired_rotation_quat;
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/*camera_transform.translation = camera_transform.translation.lerp(
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Vec3 {
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x: 0.0,
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y: camera_transform.translation.y,
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z: 0.0,
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},
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time.delta_seconds() / player_values_state.player_lean_time,
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);
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);*/
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}
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}
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}
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@ -31,7 +31,7 @@ fn setup_plugins(application: &mut App) {
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.add_plugins(DefaultPlugins.set(AssetPlugin::default()))
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//.add_plugins(DefaultInspectorConfigPlugin)
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.add_plugins(RapierPhysicsPlugin::<NoUserData>::default())
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.add_plugins(RapierDebugRenderPlugin::default())
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//.add_plugins(RapierDebugRenderPlugin::default())
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.add_plugins(ComponentsFromGltfPlugin)
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//.add_plugins(bevy_egui::EguiPlugin)
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//.add_plugins(WorldInspectorPlugin::new())
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