start to add physics
This commit is contained in:
parent
9f9b7b03c7
commit
25c9c3681e
289
Cargo.lock
generated
289
Cargo.lock
generated
@ -394,6 +394,36 @@ version = "1.4.0"
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@ -2545,6 +2614,15 @@ dependencies = [
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@ -3188,6 +3272,7 @@ checksum = "dc3129ca879c52b7e814b7af6f7e1586c771a043ec90761e71d4322a65822848"
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@ -3525,6 +3676,7 @@ source = "registry+https://github.com/rust-lang/crates.io-index"
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@ -3877,6 +4029,52 @@ dependencies = [
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@ -4163,6 +4361,32 @@ version = "0.6.2"
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@ -4243,6 +4467,12 @@ version = "0.15.0"
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name = "widestring"
|
||||
version = "1.1.0"
|
||||
|
||||
@ -4,12 +4,13 @@ version = "0.1.0"
|
||||
edition = "2021"
|
||||
|
||||
[dependencies]
|
||||
avian3d = "0.1.2"
|
||||
bevy = { version = "0.14.2", features = ["jpeg"] }
|
||||
bevy_editor_pls = "0.10.0"
|
||||
blenvy = "0.1.0-alpha.1"
|
||||
clap = { version = "4.5.20", features = ["derive"] }
|
||||
lazy_static = "1.5.0"
|
||||
lightyear = "0.17.1"
|
||||
lightyear = { version = "0.17.1", features = ["avian3d"] }
|
||||
serde = { version = "1.0.213", features = ["derive"] }
|
||||
|
||||
[profile.dev.package."*"]
|
||||
|
||||
BIN
art/crooks.blend
BIN
art/crooks.blend
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
@ -2,9 +2,9 @@
|
||||
assets:
|
||||
[
|
||||
("Player", File ( path: "blueprints/Player.glb" )),
|
||||
("head.001", File ( path: "materials/head.001.glb" )),
|
||||
("glasses.001", File ( path: "materials/glasses.001.glb" )),
|
||||
("body.001", File ( path: "materials/body.001.glb" )),
|
||||
("head.001", File ( path: "materials/head.001.glb" )),
|
||||
("Hotel", File ( path: "blueprints/Hotel.glb" )),
|
||||
("floor", File ( path: "materials/floor.glb" )),
|
||||
]
|
||||
|
||||
3321
assets/registry.json
3321
assets/registry.json
File diff suppressed because it is too large
Load Diff
450
src/char_controller.rs
Normal file
450
src/char_controller.rs
Normal file
@ -0,0 +1,450 @@
|
||||
use avian3d::{math::*, prelude::*};
|
||||
use bevy::{ecs::query::Has, prelude::*, window::PrimaryWindow};
|
||||
|
||||
pub struct CharacterControllerPlugin;
|
||||
|
||||
impl Plugin for CharacterControllerPlugin {
|
||||
fn build(&self, app: &mut App) {
|
||||
app.add_event::<MovementAction>()
|
||||
.add_systems(
|
||||
Update,
|
||||
(
|
||||
(keyboard_input, cursor_input),
|
||||
update_grounded,
|
||||
apply_gravity,
|
||||
movement,
|
||||
apply_movement_damping,
|
||||
)
|
||||
.chain(),
|
||||
)
|
||||
.add_systems(
|
||||
// Run collision handling after collision detection.
|
||||
//
|
||||
// NOTE: The collision implementation here is very basic and a bit buggy.
|
||||
// A collide-and-slide algorithm would likely work better.
|
||||
PostProcessCollisions,
|
||||
kinematic_controller_collisions,
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
/// An event sent for a movement input action.
|
||||
#[derive(Event)]
|
||||
pub enum MovementAction {
|
||||
Move(Vector2),
|
||||
Rotate(Vec2),
|
||||
Jump,
|
||||
}
|
||||
|
||||
/// A marker component indicating that an entity is using a character controller.
|
||||
#[derive(Component)]
|
||||
pub struct CharacterController;
|
||||
|
||||
/// A marker component indicating that an entity is on the ground.
|
||||
#[derive(Component)]
|
||||
#[component(storage = "SparseSet")]
|
||||
pub struct Grounded;
|
||||
|
||||
/// The acceleration used for character movement.
|
||||
#[derive(Component)]
|
||||
pub struct MovementAcceleration(Scalar);
|
||||
|
||||
/// The damping factor used for slowing down movement.
|
||||
#[derive(Component)]
|
||||
pub struct MovementDampingFactor(Scalar);
|
||||
|
||||
/// The strength of a jump.
|
||||
#[derive(Component)]
|
||||
pub struct JumpImpulse(Scalar);
|
||||
|
||||
/// The gravitational acceleration used for a character controller.
|
||||
#[derive(Component)]
|
||||
pub struct ControllerGravity(Vector);
|
||||
|
||||
/// The maximum angle a slope can have for a character controller
|
||||
/// to be able to climb and jump. If the slope is steeper than this angle,
|
||||
/// the character will slide down.
|
||||
#[derive(Component)]
|
||||
pub struct MaxSlopeAngle(Scalar);
|
||||
|
||||
/// A bundle that contains the components needed for a basic
|
||||
/// kinematic character controller.
|
||||
#[derive(Bundle)]
|
||||
pub struct CharacterControllerBundle {
|
||||
character_controller: CharacterController,
|
||||
rigid_body: RigidBody,
|
||||
collider: Collider,
|
||||
ground_caster: ShapeCaster,
|
||||
gravity: ControllerGravity,
|
||||
movement: MovementBundle,
|
||||
}
|
||||
|
||||
/// A bundle that contains components for character movement.
|
||||
#[derive(Bundle)]
|
||||
pub struct MovementBundle {
|
||||
acceleration: MovementAcceleration,
|
||||
damping: MovementDampingFactor,
|
||||
jump_impulse: JumpImpulse,
|
||||
max_slope_angle: MaxSlopeAngle,
|
||||
}
|
||||
|
||||
impl MovementBundle {
|
||||
pub const fn new(
|
||||
acceleration: Scalar,
|
||||
damping: Scalar,
|
||||
jump_impulse: Scalar,
|
||||
max_slope_angle: Scalar,
|
||||
) -> Self {
|
||||
Self {
|
||||
acceleration: MovementAcceleration(acceleration),
|
||||
damping: MovementDampingFactor(damping),
|
||||
jump_impulse: JumpImpulse(jump_impulse),
|
||||
max_slope_angle: MaxSlopeAngle(max_slope_angle),
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
impl Default for MovementBundle {
|
||||
fn default() -> Self {
|
||||
Self::new(30.0, 0.9, 7.0, PI * 0.45)
|
||||
}
|
||||
}
|
||||
|
||||
impl CharacterControllerBundle {
|
||||
pub fn new(collider: Collider, gravity: Vector) -> Self {
|
||||
// Create shape caster as a slightly smaller version of collider
|
||||
let mut caster_shape = collider.clone();
|
||||
caster_shape.set_scale(Vector::ONE * 0.99, 10);
|
||||
|
||||
Self {
|
||||
character_controller: CharacterController,
|
||||
rigid_body: RigidBody::Kinematic,
|
||||
collider,
|
||||
ground_caster: ShapeCaster::new(
|
||||
caster_shape,
|
||||
Vector::ZERO,
|
||||
Quaternion::default(),
|
||||
Dir3::NEG_Y,
|
||||
)
|
||||
.with_max_time_of_impact(0.2),
|
||||
gravity: ControllerGravity(gravity),
|
||||
movement: MovementBundle::default(),
|
||||
}
|
||||
}
|
||||
|
||||
pub fn with_movement(
|
||||
mut self,
|
||||
acceleration: Scalar,
|
||||
damping: Scalar,
|
||||
jump_impulse: Scalar,
|
||||
max_slope_angle: Scalar,
|
||||
) -> Self {
|
||||
self.movement = MovementBundle::new(acceleration, damping, jump_impulse, max_slope_angle);
|
||||
self
|
||||
}
|
||||
}
|
||||
|
||||
fn cursor_input(
|
||||
mut q_windows: Query<&mut Window, With<PrimaryWindow>>,
|
||||
mut ew_movement: EventWriter<MovementAction>,
|
||||
) {
|
||||
let mut window = q_windows.single_mut();
|
||||
|
||||
let window_center = window.size() / 2.;
|
||||
if let Some(cursor_pos) = window.cursor_position() {
|
||||
let delta = cursor_pos - window_center;
|
||||
if delta != Vec2::ZERO {
|
||||
ew_movement.send(MovementAction::Rotate(delta));
|
||||
window.set_cursor_position(Some(window_center));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// Sends [`MovementAction`] events based on keyboard input.
|
||||
fn keyboard_input(
|
||||
mut ew_movement: EventWriter<MovementAction>,
|
||||
keyboard_input: Res<ButtonInput<KeyCode>>,
|
||||
) {
|
||||
let up = keyboard_input.any_pressed([KeyCode::KeyW, KeyCode::ArrowUp]);
|
||||
let down = keyboard_input.any_pressed([KeyCode::KeyS, KeyCode::ArrowDown]);
|
||||
let left = keyboard_input.any_pressed([KeyCode::KeyA, KeyCode::ArrowLeft]);
|
||||
let right = keyboard_input.any_pressed([KeyCode::KeyD, KeyCode::ArrowRight]);
|
||||
|
||||
let horizontal = right as i8 - left as i8;
|
||||
let vertical = up as i8 - down as i8;
|
||||
let direction = Vector2::new(horizontal as Scalar, vertical as Scalar).clamp_length_max(1.0);
|
||||
|
||||
if direction != Vector2::ZERO {
|
||||
ew_movement.send(MovementAction::Move(direction));
|
||||
}
|
||||
|
||||
if keyboard_input.just_pressed(KeyCode::Space) {
|
||||
ew_movement.send(MovementAction::Jump);
|
||||
}
|
||||
}
|
||||
|
||||
/// Updates the [`Grounded`] status for character controllers.
|
||||
fn update_grounded(
|
||||
mut commands: Commands,
|
||||
mut query: Query<
|
||||
(Entity, &ShapeHits, &Rotation, Option<&MaxSlopeAngle>),
|
||||
With<CharacterController>,
|
||||
>,
|
||||
) {
|
||||
for (entity, hits, rotation, max_slope_angle) in &mut query {
|
||||
// The character is grounded if the shape caster has a hit with a normal
|
||||
// that isn't too steep.
|
||||
let is_grounded = hits.iter().any(|hit| {
|
||||
if let Some(angle) = max_slope_angle {
|
||||
(rotation * -hit.normal2).angle_between(Vector::Y).abs() <= angle.0
|
||||
} else {
|
||||
true
|
||||
}
|
||||
});
|
||||
|
||||
if is_grounded {
|
||||
commands.entity(entity).insert(Grounded);
|
||||
} else {
|
||||
commands.entity(entity).remove::<Grounded>();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// Responds to [`MovementAction`] events and moves character controllers accordingly.
|
||||
fn movement(
|
||||
time: Res<Time>,
|
||||
mut movement_event_reader: EventReader<MovementAction>,
|
||||
mut controllers: Query<(
|
||||
&mut Transform,
|
||||
&MovementAcceleration,
|
||||
&JumpImpulse,
|
||||
&mut LinearVelocity,
|
||||
Has<Grounded>,
|
||||
)>,
|
||||
) {
|
||||
// Precision is adjusted so that the example works with
|
||||
// both the `f32` and `f64` features. Otherwise you don't need this.
|
||||
let delta_time = time.delta_seconds_f64().adjust_precision();
|
||||
|
||||
for event in movement_event_reader.read() {
|
||||
for (
|
||||
mut transform,
|
||||
movement_acceleration,
|
||||
jump_impulse,
|
||||
mut linear_velocity,
|
||||
is_grounded,
|
||||
) in &mut controllers
|
||||
{
|
||||
match event {
|
||||
MovementAction::Move(direction) => {
|
||||
let local_direction =
|
||||
transform.rotation * Vec3::new(direction.y, 0., direction.x);
|
||||
let local_direction = Vec2::new(local_direction.z, local_direction.x);
|
||||
println!("{local_direction:?}");
|
||||
linear_velocity.x +=
|
||||
local_direction.x * movement_acceleration.0 * delta_time * 10.;
|
||||
linear_velocity.z -=
|
||||
local_direction.y * movement_acceleration.0 * delta_time * 10.;
|
||||
}
|
||||
MovementAction::Rotate(rot) => {
|
||||
// TODO: un hard code the sensitityv
|
||||
transform.rotate_y(rot.x * -0.001);
|
||||
// TODO: Move head
|
||||
}
|
||||
MovementAction::Jump => {
|
||||
if is_grounded {
|
||||
linear_velocity.y = jump_impulse.0;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// Applies [`ControllerGravity`] to character controllers.
|
||||
fn apply_gravity(
|
||||
time: Res<Time>,
|
||||
mut controllers: Query<(&ControllerGravity, &mut LinearVelocity)>,
|
||||
) {
|
||||
// Precision is adjusted so that the example works with
|
||||
// both the `f32` and `f64` features. Otherwise you don't need this.
|
||||
let delta_time = time.delta_seconds_f64().adjust_precision();
|
||||
|
||||
for (gravity, mut linear_velocity) in &mut controllers {
|
||||
linear_velocity.0 += gravity.0 * delta_time;
|
||||
}
|
||||
}
|
||||
|
||||
/// Slows down movement in the XZ plane.
|
||||
fn apply_movement_damping(mut query: Query<(&MovementDampingFactor, &mut LinearVelocity)>) {
|
||||
for (damping_factor, mut linear_velocity) in &mut query {
|
||||
// We could use `LinearDamping`, but we don't want to dampen movement along the Y axis
|
||||
linear_velocity.x *= damping_factor.0;
|
||||
linear_velocity.z *= damping_factor.0;
|
||||
}
|
||||
}
|
||||
|
||||
/// Kinematic bodies do not get pushed by collisions by default,
|
||||
/// so it needs to be done manually.
|
||||
///
|
||||
/// This system handles collision response for kinematic character controllers
|
||||
/// by pushing them along their contact normals by the current penetration depth,
|
||||
/// and applying velocity corrections in order to snap to slopes, slide along walls,
|
||||
/// and predict collisions using speculative contacts.
|
||||
#[allow(clippy::type_complexity)]
|
||||
fn kinematic_controller_collisions(
|
||||
collisions: Res<Collisions>,
|
||||
bodies: Query<&RigidBody>,
|
||||
collider_parents: Query<&ColliderParent, Without<Sensor>>,
|
||||
mut character_controllers: Query<
|
||||
(
|
||||
&mut Position,
|
||||
&Rotation,
|
||||
&mut LinearVelocity,
|
||||
Option<&MaxSlopeAngle>,
|
||||
),
|
||||
(With<RigidBody>, With<CharacterController>),
|
||||
>,
|
||||
time: Res<Time>,
|
||||
) {
|
||||
// Iterate through collisions and move the kinematic body to resolve penetration
|
||||
for contacts in collisions.iter() {
|
||||
// Get the rigid body entities of the colliders (colliders could be children)
|
||||
let Ok([collider_parent1, collider_parent2]) =
|
||||
collider_parents.get_many([contacts.entity1, contacts.entity2])
|
||||
else {
|
||||
continue;
|
||||
};
|
||||
|
||||
// Get the body of the character controller and whether it is the first
|
||||
// or second entity in the collision.
|
||||
let is_first: bool;
|
||||
|
||||
let character_rb: RigidBody;
|
||||
let is_other_dynamic: bool;
|
||||
|
||||
let (mut position, rotation, mut linear_velocity, max_slope_angle) =
|
||||
if let Ok(character) = character_controllers.get_mut(collider_parent1.get()) {
|
||||
is_first = true;
|
||||
character_rb = *bodies.get(collider_parent1.get()).unwrap();
|
||||
is_other_dynamic = bodies
|
||||
.get(collider_parent2.get())
|
||||
.is_ok_and(|rb| rb.is_dynamic());
|
||||
character
|
||||
} else if let Ok(character) = character_controllers.get_mut(collider_parent2.get()) {
|
||||
is_first = false;
|
||||
character_rb = *bodies.get(collider_parent2.get()).unwrap();
|
||||
is_other_dynamic = bodies
|
||||
.get(collider_parent1.get())
|
||||
.is_ok_and(|rb| rb.is_dynamic());
|
||||
character
|
||||
} else {
|
||||
continue;
|
||||
};
|
||||
|
||||
// This system only handles collision response for kinematic character controllers.
|
||||
if !character_rb.is_kinematic() {
|
||||
continue;
|
||||
}
|
||||
|
||||
// Iterate through contact manifolds and their contacts.
|
||||
// Each contact in a single manifold shares the same contact normal.
|
||||
for manifold in contacts.manifolds.iter() {
|
||||
let normal = if is_first {
|
||||
-manifold.global_normal1(rotation)
|
||||
} else {
|
||||
-manifold.global_normal2(rotation)
|
||||
};
|
||||
|
||||
let mut deepest_penetration: Scalar = Scalar::MIN;
|
||||
|
||||
// Solve each penetrating contact in the manifold.
|
||||
for contact in manifold.contacts.iter() {
|
||||
if contact.penetration > 0.0 {
|
||||
position.0 += normal * contact.penetration;
|
||||
}
|
||||
deepest_penetration = deepest_penetration.max(contact.penetration);
|
||||
}
|
||||
|
||||
// For now, this system only handles velocity corrections for collisions against static geometry.
|
||||
if is_other_dynamic {
|
||||
continue;
|
||||
}
|
||||
|
||||
// Determine if the slope is climbable or if it's too steep to walk on.
|
||||
let slope_angle = normal.angle_between(Vector::Y);
|
||||
let climbable = max_slope_angle.is_some_and(|angle| slope_angle.abs() <= angle.0);
|
||||
|
||||
if deepest_penetration > 0.0 {
|
||||
// If the slope is climbable, snap the velocity so that the character
|
||||
// up and down the surface smoothly.
|
||||
if climbable {
|
||||
// Points in the normal's direction in the XZ plane.
|
||||
let normal_direction_xz =
|
||||
normal.reject_from_normalized(Vector::Y).normalize_or_zero();
|
||||
|
||||
// The movement speed along the direction above.
|
||||
let linear_velocity_xz = linear_velocity.dot(normal_direction_xz);
|
||||
|
||||
// Snap the Y speed based on the speed at which the character is moving
|
||||
// up or down the slope, and how steep the slope is.
|
||||
//
|
||||
// A 2D visualization of the slope, the contact normal, and the velocity components:
|
||||
//
|
||||
// ╱
|
||||
// normal ╱
|
||||
// * ╱
|
||||
// │ * ╱ velocity_x
|
||||
// │ * - - - - - -
|
||||
// │ * | velocity_y
|
||||
// │ * |
|
||||
// *───────────────────*
|
||||
|
||||
let max_y_speed = -linear_velocity_xz * slope_angle.tan();
|
||||
linear_velocity.y = linear_velocity.y.max(max_y_speed);
|
||||
} else {
|
||||
// The character is intersecting an unclimbable object, like a wall.
|
||||
// We want the character to slide along the surface, similarly to
|
||||
// a collide-and-slide algorithm.
|
||||
|
||||
// Don't apply an impulse if the character is moving away from the surface.
|
||||
if linear_velocity.dot(normal) > 0.0 {
|
||||
continue;
|
||||
}
|
||||
|
||||
// Slide along the surface, rejecting the velocity along the contact normal.
|
||||
let impulse = linear_velocity.reject_from_normalized(normal);
|
||||
linear_velocity.0 = impulse;
|
||||
}
|
||||
} else {
|
||||
// The character is not yet intersecting the other object,
|
||||
// but the narrow phase detected a speculative collision.
|
||||
//
|
||||
// We need to push back the part of the velocity
|
||||
// that would cause penetration within the next frame.
|
||||
|
||||
let normal_speed = linear_velocity.dot(normal);
|
||||
|
||||
// Don't apply an impulse if the character is moving away from the surface.
|
||||
if normal_speed > 0.0 {
|
||||
continue;
|
||||
}
|
||||
|
||||
// Compute the impulse to apply.
|
||||
let impulse_magnitude = normal_speed
|
||||
- (deepest_penetration / time.delta_seconds_f64().adjust_precision());
|
||||
let mut impulse = impulse_magnitude * normal;
|
||||
|
||||
// Apply the impulse differently depending on the slope angle.
|
||||
if climbable {
|
||||
// Avoid sliding down slopes.
|
||||
linear_velocity.y -= impulse.y.min(0.0);
|
||||
} else {
|
||||
// Avoid climbing up walls.
|
||||
impulse.y = impulse.y.max(0.0);
|
||||
linear_velocity.0 -= impulse;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
64
src/main.rs
64
src/main.rs
@ -1,13 +1,16 @@
|
||||
use avian3d::math::{Scalar, Vector};
|
||||
use avian3d::prelude::*;
|
||||
use bevy::log::LogPlugin;
|
||||
use bevy::prelude::*;
|
||||
use bevy::state::app::StatesPlugin;
|
||||
use bevy_editor_pls::prelude::*;
|
||||
use blenvy::{BlenvyPlugin, BlueprintInfo, GameWorldTag, HideUntilReady, SpawnBlueprint};
|
||||
use char_controller::{CharacterControllerBundle, CharacterControllerPlugin};
|
||||
use clap::Parser;
|
||||
use lightyear::prelude::client::ClientPlugins;
|
||||
use lightyear::prelude::server::ServerPlugins;
|
||||
use std::f32::consts::PI;
|
||||
|
||||
mod char_controller;
|
||||
pub mod protocol;
|
||||
pub mod shared_net;
|
||||
|
||||
@ -48,20 +51,26 @@ pub struct Cli {
|
||||
fn main() {
|
||||
App::new()
|
||||
.register_type::<Player>()
|
||||
.insert_resource(Msaa::Sample4)
|
||||
// .insert_resource(Msaa::Sample4)
|
||||
.insert_resource(AmbientLight {
|
||||
brightness: 200.0,
|
||||
..default()
|
||||
})
|
||||
.add_plugins((
|
||||
PhysicsPlugins::default(),
|
||||
PhysicsDebugPlugin::default(),
|
||||
CharacterControllerPlugin,
|
||||
))
|
||||
.add_plugins(ClientOrServerPlugin)
|
||||
.add_plugins(protocol::ProtocolPlugin)
|
||||
.add_plugins(EditorPlugin::default())
|
||||
.add_plugins(BlenvyPlugin::default())
|
||||
.add_systems(Startup, setup)
|
||||
.add_systems(Update, setup_player)
|
||||
.run();
|
||||
}
|
||||
|
||||
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
|
||||
fn setup(mut commands: Commands) {
|
||||
// commands.spawn(PointLightBundle {
|
||||
// transform: Transform::from_translation(Vec3::Y * 30.),
|
||||
// point_light: PointLight {
|
||||
@ -73,22 +82,22 @@ fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
|
||||
// ..default()
|
||||
// });
|
||||
|
||||
commands.spawn((
|
||||
DirectionalLightBundle {
|
||||
transform: Transform::from_translation(Vec3::Y * 10.).with_rotation(Quat::from_euler(
|
||||
EulerRot::XYZ,
|
||||
3. * PI / 2.,
|
||||
0.,
|
||||
0.,
|
||||
)),
|
||||
directional_light: DirectionalLight {
|
||||
shadows_enabled: true,
|
||||
..default()
|
||||
},
|
||||
..default()
|
||||
},
|
||||
Name::new("Sun"),
|
||||
));
|
||||
// commands.spawn((
|
||||
// DirectionalLightBundle {
|
||||
// transform: Transform::from_translation(Vec3::Y * 10.).with_rotation(Quat::from_euler(
|
||||
// EulerRot::XYZ,
|
||||
// 3. * PI / 2.,
|
||||
// 0.,
|
||||
// 0.,
|
||||
// )),
|
||||
// directional_light: DirectionalLight {
|
||||
// shadows_enabled: true,
|
||||
// ..default()
|
||||
// },
|
||||
// ..default()
|
||||
// },
|
||||
// Name::new("Sun"),
|
||||
// ));
|
||||
|
||||
// commands.spawn(SceneBundle {
|
||||
// scene: asset_server.load("hotel.glb#Scene0"),
|
||||
@ -101,3 +110,20 @@ fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
|
||||
GameWorldTag,
|
||||
));
|
||||
}
|
||||
|
||||
fn setup_player(
|
||||
mut commands: Commands,
|
||||
q_player: Query<Entity, (With<Player>, Without<Collider>)>,
|
||||
) {
|
||||
let Ok(player_entity) = q_player.get_single() else {
|
||||
return;
|
||||
};
|
||||
|
||||
commands.entity(player_entity).insert(
|
||||
CharacterControllerBundle::new(
|
||||
Collider::capsule_endpoints(1., Vec3::Y, Vec3::Y * 3.),
|
||||
Vector::NEG_Y * 9.81 * 2.0,
|
||||
)
|
||||
.with_movement(30.0, 0.92, 7.0, (30.0 as Scalar).to_radians()),
|
||||
);
|
||||
}
|
||||
|
||||
Loading…
Reference in New Issue
Block a user