add char controller
This commit is contained in:
parent
c0384b6ada
commit
eac5a15091
BIN
art/crooks.blend
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art/crooks.blend
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@ -2,9 +2,9 @@
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assets:
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[
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("Player", File ( path: "blueprints/Player.glb" )),
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("body.001", File ( path: "materials/body.001.glb" )),
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("head.001", File ( path: "materials/head.001.glb" )),
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("glasses.001", File ( path: "materials/glasses.001.glb" )),
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("head.001", File ( path: "materials/head.001.glb" )),
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("body.001", File ( path: "materials/body.001.glb" )),
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("Hotel", File ( path: "blueprints/Hotel.glb" )),
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("floor", File ( path: "materials/floor.glb" )),
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]
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@ -17195,22 +17195,22 @@
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"type": "object",
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"typeInfo": "Enum"
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},
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"crooks::Player": {
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"crooks::setup::Player": {
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"additionalProperties": false,
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"isComponent": true,
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"isResource": false,
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"long_name": "crooks::Player",
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"long_name": "crooks::setup::Player",
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"properties": {},
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"required": [],
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"short_name": "Player",
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"type": "object",
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"typeInfo": "Struct"
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},
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"crooks::PlayerHead": {
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"crooks::setup::PlayerHead": {
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"additionalProperties": false,
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"isComponent": true,
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"isResource": false,
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"long_name": "crooks::PlayerHead",
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"long_name": "crooks::setup::PlayerHead",
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"properties": {},
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"required": [],
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"short_name": "PlayerHead",
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@ -1,3 +1,4 @@
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/// From the avian3d example
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use avian3d::{math::*, prelude::*};
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use bevy::{ecs::query::Has, prelude::*, window::PrimaryWindow};
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22
src/client.rs
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22
src/client.rs
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@ -0,0 +1,22 @@
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use bevy::prelude::*;
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use lightyear::prelude::ClientConnectEvent;
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pub struct MyClientPlugin;
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impl Plugin for MyClientPlugin {
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fn build(&self, app: &mut App) {
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app.add_systems(Update, handle_events);
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}
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}
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pub fn handle_events(
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mut er_client_events: EventReader<ClientConnectEvent>,
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// mut er_server_events: EventReader<ServerConnectEvent>,
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) {
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for client_connect in er_client_events.read() {
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println!("Client Connect: {:?}", client_connect.client_id());
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}
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// for server_connect in er_server_events.read() {
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// println!("Server Connect: {:?}", server_connect);
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// }
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}
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165
src/main.rs
165
src/main.rs
@ -1,34 +1,32 @@
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use avian3d::math::{Scalar, Vector};
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use avian3d::prelude::{Collider, PhysicsDebugPlugin, PhysicsSet};
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use avian3d::prelude::PhysicsDebugPlugin;
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use avian3d::PhysicsPlugins;
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use bevy::core_pipeline::CorePipelinePlugin;
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use bevy::gizmos::GizmoPlugin;
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use bevy::log::LogPlugin;
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use bevy::pbr::PbrPlugin;
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use bevy::prelude::*;
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use bevy::render::RenderPlugin;
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use bevy::sprite::SpritePlugin;
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use bevy::state::app::StatesPlugin;
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use bevy_dolly::prelude::{Arm, Position, Rig, Rotation, Smooth};
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use bevy_dolly::system::Dolly;
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use bevy::text::TextPlugin;
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use bevy::winit::WinitPlugin;
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use bevy_editor_pls::prelude::*;
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use blenvy::{BlenvyPlugin, BlueprintInfo, GameWorldTag, HideUntilReady, SpawnBlueprint};
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use char_controller::{CharacterControllerBundle, CharacterControllerPlugin};
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use blenvy::BlenvyPlugin;
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use char_controller::CharacterControllerPlugin;
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use clap::Parser;
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use client::MyClientPlugin;
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use lightyear::prelude::client::ClientPlugins;
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use lightyear::prelude::server::ServerPlugins;
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use server::MyServerPlugin;
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use setup::{Player, PlayerHead, SetupPlugin};
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mod char_controller;
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pub mod char_controller;
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pub mod client;
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pub mod protocol;
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pub mod server;
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pub mod setup;
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pub mod shared_net;
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#[derive(Component, PartialEq, Eq, Default, Reflect)]
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#[reflect(Component)]
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pub struct Player;
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#[derive(Component, PartialEq, Eq, Default, Reflect)]
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#[reflect(Component)]
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pub struct PlayerHead;
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#[derive(Component, PartialEq, Eq, Default, Reflect)]
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#[reflect(Component)]
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pub struct MainCamera;
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lazy_static::lazy_static! {
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pub static ref CONFIG: Cli = {
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Cli::parse()
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@ -40,11 +38,24 @@ impl Plugin for ClientOrServerPlugin {
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fn build(&self, app: &mut App) {
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if CONFIG.client {
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app.add_plugins(DefaultPlugins)
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.add_plugins(ClientPlugins::new(shared_net::client_config()));
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.add_plugins(ClientPlugins::new(shared_net::client_config()))
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.add_plugins(EditorPlugin::default())
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.add_plugins(MyClientPlugin);
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}
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if CONFIG.server {
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app.add_plugins((MinimalPlugins, StatesPlugin, LogPlugin::default()))
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.add_plugins(ServerPlugins::new(shared_net::server_config()));
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app.add_plugins(
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DefaultPlugins.build(), // .disable::<RenderPlugin>()
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// .disable::<PbrPlugin>()
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// .disable::<CorePipelinePlugin>()
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// .disable::<ImagePlugin>()
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// .disable::<TextPlugin>()
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// .disable::<SpritePlugin>()
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// .disable::<WindowPlugin>()
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// .disable::<WinitPlugin>()
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// .disable::<GizmoPlugin>(),
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)
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.add_plugins(ServerPlugins::new(shared_net::server_config()))
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.add_plugins(MyServerPlugin);
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}
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}
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}
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@ -61,125 +72,19 @@ pub struct Cli {
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}
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fn main() {
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App::new()
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.register_type::<Player>()
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.register_type::<PlayerHead>()
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.insert_resource(Msaa::Sample4)
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.insert_resource(AmbientLight {
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brightness: 200.0,
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..default()
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})
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.add_plugins(ClientOrServerPlugin)
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.add_plugins(SetupPlugin)
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.add_plugins((
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PhysicsPlugins::default(),
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PhysicsDebugPlugin::default(),
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CharacterControllerPlugin,
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))
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.add_plugins(ClientOrServerPlugin)
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.add_plugins(protocol::ProtocolPlugin)
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.add_plugins(EditorPlugin::default())
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.add_plugins(BlenvyPlugin::default())
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.add_systems(Startup, setup)
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.add_systems(Update, setup_player)
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.add_systems(
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Update,
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(update_camera_rig, Dolly::<MainCamera>::update_active),
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)
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// .add_systems(
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// PostUpdate,
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// (update_camera_rig, Dolly::<MainCamera>::update_active)
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// .after(PhysicsSet::Sync)
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// .before(TransformSystem::TransformPropagate),
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// )
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.run();
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}
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fn setup(mut commands: Commands) {
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commands.spawn((
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MainCamera, // The rig component tag
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Rig::builder() // The rig itself
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.with(Position::new(Vec3::ZERO)) // Start position
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// Adds a driver for rotation
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.with(Rotation::new(Quat::IDENTITY))
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// Interpolation when the translation is updated, also known as smoothing
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.with(Smooth::new_position(0.3))
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// Interpolation when the rotation is updated (updated via the YawPitch driver)
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.with(Smooth::new_rotation(0.3))
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// Moves the camera point out in the Z direction and uses the position as the pivot
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// .with(Arm::new(Vec3::Z * 4.0))
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.build(),
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Camera3dBundle::default(), // The camera which is related via the rig tag
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));
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// commands.spawn(PointLightBundle {
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// transform: Transform::from_translation(Vec3::Y * 30.),
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// point_light: PointLight {
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// intensity: 20_000_000.0,
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// shadows_enabled: true,
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// range: 100.,
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// ..default()
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// },
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// ..default()
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// });
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// commands.spawn((
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// DirectionalLightBundle {
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// transform: Transform::from_translation(Vec3::Y * 10.).with_rotation(Quat::from_euler(
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// EulerRot::XYZ,
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// 3. * PI / 2.,
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// 0.,
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// 0.,
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// )),
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// directional_light: DirectionalLight {
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// shadows_enabled: true,
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// ..default()
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// },
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// ..default()
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// },
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// Name::new("Sun"),
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// ));
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// commands.spawn(SceneBundle {
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// scene: asset_server.load("hotel.glb#Scene0"),
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// ..Default::default()
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// });
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commands.spawn((
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BlueprintInfo::from_path("levels/World.glb"),
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SpawnBlueprint,
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HideUntilReady,
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GameWorldTag,
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));
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}
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fn setup_player(
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mut commands: Commands,
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q_player: Query<Entity, (With<Player>, Without<Collider>)>,
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) {
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let Ok(player_entity) = q_player.get_single() else {
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return;
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};
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commands.entity(player_entity).insert(
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CharacterControllerBundle::new(
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Collider::capsule_endpoints(1., Vec3::Y, Vec3::Y * 3.),
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Vector::NEG_Y * 9.81 * 2.0,
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)
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.with_movement(30.0, 0.92, 7.0, (30.0 as Scalar).to_radians()),
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);
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}
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fn update_camera_rig(
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q_player_head: Query<&GlobalTransform, (With<PlayerHead>, Without<Rig>)>,
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mut rig_q: Query<&mut Rig, Without<PlayerHead>>,
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) {
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let Ok(player_head_transform) = q_player_head.get_single() else {
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return;
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};
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let (_, rot, pos) = player_head_transform.to_scale_rotation_translation();
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let mut rig = rig_q.single_mut();
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if let Some(d_rot) = rig.try_driver_mut::<Rotation>() {
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d_rot.rotation = rot;
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}
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if let Some(d_pos) = rig.try_driver_mut::<Position>() {
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d_pos.position = pos;
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}
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}
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16
src/server.rs
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16
src/server.rs
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@ -0,0 +1,16 @@
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use bevy::prelude::*;
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use lightyear::prelude::{ClientConnectEvent, ServerConnectEvent};
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pub struct MyServerPlugin;
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impl Plugin for MyServerPlugin {
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fn build(&self, app: &mut App) {
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app.add_systems(Update, handle_events);
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}
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}
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pub fn handle_events(mut er_server_events: EventReader<ServerConnectEvent>) {
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for server_connect in er_server_events.read() {
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println!("Server Connect: {:?}", server_connect);
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}
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}
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131
src/setup.rs
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131
src/setup.rs
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@ -0,0 +1,131 @@
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use avian3d::{
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math::{Scalar, Vector},
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prelude::Collider,
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};
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use bevy::prelude::*;
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use bevy_dolly::{prelude::Rig, system::Dolly};
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use blenvy::{BlueprintInfo, GameWorldTag, HideUntilReady, SpawnBlueprint};
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use crate::char_controller::CharacterControllerBundle;
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#[derive(Component, PartialEq, Eq, Default, Reflect)]
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#[reflect(Component)]
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pub struct Player;
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#[derive(Component, PartialEq, Eq, Default, Reflect)]
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#[reflect(Component)]
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pub struct PlayerHead;
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#[derive(Component, PartialEq, Eq, Default, Reflect)]
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#[reflect(Component)]
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pub struct MainCamera;
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pub struct SetupPlugin;
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impl Plugin for SetupPlugin {
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fn build(&self, app: &mut App) {
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app.register_type::<Player>()
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.register_type::<PlayerHead>()
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.add_systems(Startup, setup)
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.add_systems(
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Update,
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(update_camera_rig, Dolly::<MainCamera>::update_active),
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)
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// TODO: change to component hooks
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.add_systems(Update, setup_player);
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}
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}
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fn setup(mut commands: Commands) {
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use bevy_dolly::prelude::*;
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commands.spawn((
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MainCamera, // The rig component tag
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Rig::builder() // The rig itself
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.with(Position::new(Vec3::ZERO)) // Start position
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// Adds a driver for rotation
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.with(Rotation::new(Quat::IDENTITY))
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// Interpolation when the translation is updated, also known as smoothing
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.with(Smooth::new_position(0.3))
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// Interpolation when the rotation is updated (updated via the YawPitch driver)
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.with(Smooth::new_rotation(0.3))
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// Moves the camera point out in the Z direction and uses the position as the pivot
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// .with(Arm::new(Vec3::Z * 4.0))
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.build(),
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Camera3dBundle::default(), // The camera which is related via the rig tag
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));
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// commands.spawn(PointLightBundle {
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// transform: Transform::from_translation(Vec3::Y * 30.),
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// point_light: PointLight {
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// intensity: 20_000_000.0,
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// shadows_enabled: true,
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// range: 100.,
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// ..default()
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// },
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// ..default()
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// });
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// commands.spawn((
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// DirectionalLightBundle {
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// transform: Transform::from_translation(Vec3::Y * 10.).with_rotation(Quat::from_euler(
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// EulerRot::XYZ,
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// 3. * PI / 2.,
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// 0.,
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// 0.,
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// )),
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// directional_light: DirectionalLight {
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// shadows_enabled: true,
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// ..default()
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// },
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// ..default()
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// },
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// Name::new("Sun"),
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// ));
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// commands.spawn(SceneBundle {
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// scene: asset_server.load("hotel.glb#Scene0"),
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// ..Default::default()
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// });
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commands.spawn((
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BlueprintInfo::from_path("levels/World.glb"),
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SpawnBlueprint,
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HideUntilReady,
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GameWorldTag,
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));
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}
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fn setup_player(
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mut commands: Commands,
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q_player: Query<Entity, (With<Player>, Without<Collider>)>,
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) {
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let Ok(player_entity) = q_player.get_single() else {
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return;
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};
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commands.entity(player_entity).insert(
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CharacterControllerBundle::new(
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Collider::capsule_endpoints(1., Vec3::Y, Vec3::Y * 3.),
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Vector::NEG_Y * 9.81 * 2.0,
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)
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.with_movement(30.0, 0.92, 7.0, (30.0 as Scalar).to_radians()),
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);
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}
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fn update_camera_rig(
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q_player_head: Query<&GlobalTransform, (With<PlayerHead>, Without<Rig>)>,
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mut rig_q: Query<&mut Rig, Without<PlayerHead>>,
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) {
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use bevy_dolly::prelude::*;
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let Ok(player_head_transform) = q_player_head.get_single() else {
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return;
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};
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let (_, rot, pos) = player_head_transform.to_scale_rotation_translation();
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let mut rig = rig_q.single_mut();
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if let Some(d_rot) = rig.try_driver_mut::<Rotation>() {
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d_rot.rotation = rot;
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}
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if let Some(d_pos) = rig.try_driver_mut::<Position>() {
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d_pos.position = pos;
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}
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}
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