switch to rapier character controller
it already supports custom gravity and custom up direction
This commit is contained in:
@@ -1,5 +1,5 @@
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use avian3d::prelude::*;
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use bevy::prelude::*;
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use bevy_rapier3d::prelude::*;
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#[derive(Component, Reflect, Clone, Copy)]
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#[require(
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@@ -1,3 +1,3 @@
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pub mod camera;
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pub mod character_controller;
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// pub mod character_controller;
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pub mod tags;
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@@ -1,7 +1,5 @@
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use avian3d::prelude::{
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Collider, ExternalForce, GravityScale, LinearVelocity, LockedAxes, Mass, RayCaster, RayHits, RigidBody,
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};
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use bevy::prelude::*;
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use bevy_rapier3d::prelude::*;
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use crate::components::character_controller::{
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CharacterController, CharacterMotion, CharacterRotation, GravityDirection,
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@@ -28,10 +26,9 @@ fn setup_hooks(world: &mut World) {
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let mut commands = world.commands();
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let mut entity_commands = commands.entity(ctx.entity);
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entity_commands.insert((
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RigidBody::Kinematic,
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Collider::capsule(radius, height),
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ExternalForce::ZERO.with_persistence(false),
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RayCaster::new(Vec3::ZERO, Dir3::NEG_Y).with_max_distance(1.0),
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RigidBody::KinematicPositionBased,
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Collider::capsule_y(radius, height),
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ExternalForce::default(),
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));
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});
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}
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@@ -1,18 +1,15 @@
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use avian3d::{PhysicsPlugins, prelude::*};
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use bevy::{
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prelude::*,
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window::{CursorGrabMode, PrimaryWindow},
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};
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use crate::{
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components::{
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camera::{CameraPitch, CameraRoot, FollowCam, MainCamera, Unfocused},
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character_controller::CharacterController,
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tags::{Player, Ship},
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},
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plugins::*,
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};
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// use bevy_rapier3d::prelude::*;
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use bevy::{
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prelude::*,
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window::{CursorGrabMode, PrimaryWindow},
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};
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use bevy_rapier3d::prelude::*;
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#[derive(Default)]
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pub struct GamePlugin;
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@@ -24,14 +21,13 @@ impl Plugin for GamePlugin {
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// ShipPlugin,
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TypesPlugin,
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PlayerPlugin,
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CharacterControllerPlugin,
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// CharacterControllerPlugin,
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));
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app.add_plugins((
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PhysicsPlugins::default(),
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RapierPhysicsPlugin::<NoUserData>::default(),
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#[cfg(feature = "dev-phys")]
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PhysicsDebugPlugin::default(),
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RapierDebugRenderPlugin::default(),
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));
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app.insert_resource(Gravity::ZERO);
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app.add_systems(Startup, (setup_scene).chain());
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app.add_systems(Update, camera_toggle);
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@@ -43,18 +39,17 @@ fn setup_scene(
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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mut window: Single<&mut Window, With<PrimaryWindow>>,
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mut gravity: ResMut<Gravity>,
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) {
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gravity.0 = Vec3::ZERO;
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// window.cursor_options.visible = false;
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// window.cursor_options.grab_mode = CursorGrabMode::Locked;
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let player = commands
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.spawn((
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Name::new("Player"),
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CharacterController::default(),
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Player,
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Collider::capsule_y(0.5, 0.5),
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RigidBody::KinematicPositionBased,
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KinematicCharacterController::default(),
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Mesh3d(meshes.add(Capsule3d::new(0.5, 1.0))),
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MeshMaterial3d(materials.add(Color::linear_rgb(1.0, 0.0, 0.2))),
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Transform::from_translation(Vec3::new(0.0, 10.0, 10.0)),
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@@ -96,7 +91,7 @@ fn setup_scene(
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Mesh3d(cube),
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MeshMaterial3d(material),
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Transform::default(),
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RigidBody::Static,
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RigidBody::Fixed,
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Collider::cuboid(100.0, 0.1, 100.0),
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));
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}
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@@ -117,8 +112,8 @@ fn spawn_ship(
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MeshMaterial3d(material.clone()),
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Name::new("Ship"),
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Ship,
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LinearDamping::default(),
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AngularDamping::default(),
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Velocity::zero(),
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Damping::default(),
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Transform::from_xyz(0.0, 1.0, 0.0),
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RigidBody::Dynamic,
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children![
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@@ -1,4 +1,4 @@
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mod character_controller;
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// mod character_controller;
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mod follow_cam;
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mod free_cam;
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mod game;
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@@ -7,7 +7,7 @@ mod ship;
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mod ship_cam;
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mod types;
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pub use character_controller::*;
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// pub use character_controller::*;
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pub use follow_cam::*;
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pub use free_cam::*;
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pub use game::*;
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@@ -1,6 +1,7 @@
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use bevy::prelude::*;
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use bevy_rapier3d::prelude::*;
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use crate::components::{character_controller::CharacterMotion, tags::Player};
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use crate::components::tags::Player;
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pub struct PlayerPlugin;
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@@ -10,7 +11,12 @@ impl Plugin for PlayerPlugin {
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}
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}
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fn keyboard_input(key: Res<ButtonInput<KeyCode>>, mut player: Single<&mut CharacterMotion, With<Player>>) {
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fn keyboard_input(
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key: Res<ButtonInput<KeyCode>>,
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mut player: Single<(&mut KinematicCharacterController, &mut Transform), With<Player>>,
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time: Res<Time>,
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) {
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let (mut controller, mut transform) = player.into_inner();
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let mut move_vec = Vec3::ZERO;
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if key.pressed(KeyCode::KeyW) {
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@@ -25,5 +31,15 @@ fn keyboard_input(key: Res<ButtonInput<KeyCode>>, mut player: Single<&mut Charac
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move_vec.x = 1.0;
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}
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player.0 = move_vec;
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let angle = if key.pressed(KeyCode::KeyQ) {
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-0.1
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} else if key.pressed(KeyCode::KeyE) {
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0.1
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} else {
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0.0
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};
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transform.rotate_z(angle * time.delta_secs());
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controller.up = transform.up().as_vec3();
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move_vec += transform.down().as_vec3();
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controller.translation = Some(move_vec * time.delta_secs());
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}
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@@ -1,5 +1,5 @@
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use avian3d::prelude::*;
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use bevy::{input::mouse::MouseMotion, prelude::*};
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use bevy_rapier3d::prelude::*;
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use crate::{components::tags::Ship, utils::input::get_mouse_delta};
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@@ -14,21 +14,12 @@ impl Plugin for ShipPlugin {
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}
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fn ship_controls(
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ship_query: Single<
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(
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&Transform,
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&mut LinearVelocity,
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&mut AngularVelocity,
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&mut LinearDamping,
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&mut AngularDamping,
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),
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With<Ship>,
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>,
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ship_query: Single<(&Transform, &mut Velocity, &mut Damping), With<Ship>>,
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key: Res<ButtonInput<KeyCode>>,
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time: Res<Time>,
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mouse_motion: EventReader<MouseMotion>,
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) {
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let (transform, mut vel, mut ang, mut ldamp, mut adamp) = ship_query.into_inner();
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let (transform, mut vel, mut damp) = ship_query.into_inner();
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let mut move_vec = Vec3::ZERO;
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@@ -51,11 +42,11 @@ fn ship_controls(
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}
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if key.pressed(KeyCode::ControlLeft) {
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ldamp.0 = 0.8;
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adamp.0 = 0.8;
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damp.linear_damping = 0.8;
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damp.angular_damping = 0.8;
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} else {
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ldamp.0 = 0.0;
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adamp.0 = 0.0;
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damp.linear_damping = 0.0;
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damp.angular_damping = 0.0;
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}
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const ROLL_SPEED: f32 = 1.0;
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@@ -79,11 +70,11 @@ fn ship_controls(
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let roll = Vec3::NEG_Z * mouse_input.x;
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let pitch = Vec3::X * mouse_input.y;
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ang.0 += (transform.rotation * (roll + yaw + pitch)) * time.delta_secs();
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vel.angvel += (transform.rotation * (roll + yaw + pitch)) * time.delta_secs();
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move_vec = transform.rotation * move_vec.normalize_or_zero();
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vel.0 += move_vec * time.delta_secs();
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vel.linvel += move_vec * time.delta_secs();
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}
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#[cfg(feature = "dev-viz")]
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