Fix gravity alignment
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@@ -8,14 +8,17 @@ use crate::{
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player::{GravityDirection, JumpSpeed, MoveSpeed, PlayerDrag, PlayerForce, PlayerMotion, PlayerVelocity},
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tags::Player,
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},
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utils::{input::get_mouse_delta, rotation::get_alignment_rotation},
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utils::{
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input::get_mouse_delta,
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rotation::{get_alignment_rotation, get_alignment_rotation_preserve_twist},
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},
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};
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pub struct PlayerPlugin;
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impl Plugin for PlayerPlugin {
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fn build(&self, app: &mut App) {
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app.add_systems(PreUpdate, (keyboard_input).in_set(PlayerInputSystems));
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app.add_systems(PreUpdate, (keyboard_input, player_look).in_set(PlayerInputSystems));
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app.add_systems(Update, (apply_gravity, apply_forces, apply_motion, apply_drag).chain());
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app.add_systems(Update, align_with_gravity);
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}
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@@ -51,8 +54,8 @@ fn apply_gravity(
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vel.0 += grav * scale.0 * 9.47 * time.delta_secs();
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} else {
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let dot = vel.0.dot(grav);
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if dot > 0.0 {
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vel.0 = vel.0 - dot * grav;
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if dot > EPSILON {
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vel.0 -= dot * grav;
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}
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}
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}
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@@ -124,9 +127,14 @@ fn keyboard_input(
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// controller.translation = Some(move_vec * time.delta_secs());
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}
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fn player_look(mut player: Single<&mut Transform, With<Player>>, mouse_motion: EventReader<MouseMotion>) {
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let delta = get_mouse_delta(mouse_motion);
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player.rotate_y(delta.x);
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fn player_look(
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mut player: Single<&mut Transform, With<Player>>,
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mouse_motion: EventReader<MouseMotion>,
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time: Res<Time>,
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) {
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let delta = get_mouse_delta(mouse_motion) * -time.delta_secs();
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let up = player.up();
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player.rotate_axis(up, delta.x);
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}
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fn align_with_gravity(
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@@ -151,9 +159,8 @@ fn align_with_gravity(
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return;
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};
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let cur_up = transform.up();
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let grav_up = grav_dir * -1.0;
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let desired_rotation = get_alignment_rotation(cur_up, grav_up);
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let desired_rotation = get_alignment_rotation_preserve_twist(transform.rotation, grav_up);
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transform.rotation = transform.rotation.lerp(desired_rotation, time.delta_secs());
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}
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@@ -23,3 +23,16 @@ pub fn get_alignment_rotation(cur_dir: Dir3, target_dir: Vec3) -> Quat {
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return Quat::from_axis_angle(axis.normalize(), angle);
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}
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}
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pub fn get_alignment_rotation_preserve_twist(cur_rot: Quat, target_up: Vec3) -> Quat {
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let target_up = target_up.normalize();
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let cur_fwd = cur_rot * Vec3::Z;
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let forward_projection = (cur_fwd - target_up * cur_fwd.dot(target_up)).normalize();
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let right = target_up.cross(forward_projection).normalize();
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let fwd = right.cross(target_up);
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let basis = Mat3::from_cols(right, target_up, fwd);
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return Quat::from_mat3(&basis);
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}
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