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301 lines
11 KiB
Rust
301 lines
11 KiB
Rust
// Copyright (c) 2019-present Dmitry Stepanov and Fyrox Engine contributors.
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in all
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// copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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// SOFTWARE.
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//! Flying camera controller script is used to create flying cameras, that can be rotated via mouse and moved via keyboard keys.
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//! See [`FlyingCameraController`] docs for more info and usage examples.
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use fyrox::graph::SceneGraph;
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use fyrox::plugin::error::GameResult;
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use fyrox::{
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core::{
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algebra::{UnitQuaternion, UnitVector3, Vector3},
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impl_component_provider,
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math::curve::{Curve, CurveKey, CurveKeyKind},
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math::Vector3Ext,
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reflect::prelude::*,
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uuid_provider,
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variable::InheritableVariable,
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visitor::prelude::*,
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},
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event::{DeviceEvent, ElementState, Event, WindowEvent},
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gui::{key::KeyBinding, message::KeyCode},
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script::{ScriptContext, ScriptTrait},
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utils,
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};
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use std::ops::Range;
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/// Flying camera controller script is used to create flying cameras, that can be rotated via mouse and moved via keyboard keys.
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/// Use it, if you need to create a sort of "spectator" camera. To use it, all you need to do is to assign it to your camera
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/// node (or one if its parent nodes).
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#[derive(Visit, Reflect, Debug, Clone)]
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pub struct FlyingCameraController {
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/// Current yaw of the camera pivot (in radians).
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#[visit(optional)]
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pub yaw: InheritableVariable<f32>,
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/// Current pitch of the camera (in radians).
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#[visit(optional)]
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pub pitch: InheritableVariable<f32>,
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/// Maximum speed of the camera.
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#[visit(optional)]
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pub speed: InheritableVariable<f32>,
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/// Mouse sensitivity.
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#[visit(optional)]
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pub sensitivity: InheritableVariable<f32>,
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/// Angular limit of the pitch of the camera (in radians).
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#[visit(optional)]
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pub pitch_limit: InheritableVariable<Range<f32>>,
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// KeyBinding belongs to fyrox-ui which is unideal, this is only used here because it has built-in
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// property editor, so it will be shown in the editor correctly. It might be worth to create a
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// separate property editor for this instead to be able to use KeyCode here.
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/// A key, that corresponds to forward movement.
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#[visit(optional)]
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pub move_forward_key: InheritableVariable<KeyBinding>,
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/// A key, that corresponds to backward movement.
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#[visit(optional)]
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pub move_backward_key: InheritableVariable<KeyBinding>,
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/// A key, that corresponds to left movement.
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#[visit(optional)]
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pub move_left_key: InheritableVariable<KeyBinding>,
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/// A key, that corresponds to right movement.
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#[visit(optional)]
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pub move_right_key: InheritableVariable<KeyBinding>,
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/// A curve, that defines a how speed of the camera changes when accelerating to the max speed.
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#[visit(optional)]
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pub acceleration_curve: InheritableVariable<Curve>,
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/// A curve, that defines a how speed of the camera changes when decelerating to the zero speed.
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#[visit(optional)]
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pub deceleration_curve: InheritableVariable<Curve>,
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/// Amount of time (in seconds) during which the camera will accelerate to the max speed.
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#[reflect(min_value = 0.0)]
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#[visit(optional)]
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pub acceleration_time: InheritableVariable<f32>,
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/// Amount of time (in seconds) during which the camera will decelerate to the zero speed.
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#[reflect(min_value = 0.0)]
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#[visit(optional)]
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pub deceleration_time: InheritableVariable<f32>,
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/// A coefficient, that defines how fast the camera will respond to pressed keys.
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#[reflect(min_value = 0.01, max_value = 1.0)]
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#[visit(optional)]
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pub reactivity: InheritableVariable<f32>,
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#[reflect(hidden)]
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#[visit(optional)]
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pub velocity: InheritableVariable<Vector3<f32>>,
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#[reflect(hidden)]
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#[visit(optional)]
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pub target_velocity: InheritableVariable<Vector3<f32>>,
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#[reflect(hidden)]
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#[visit(skip)]
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pub acceleration_coeff: f32,
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#[reflect(hidden)]
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#[visit(skip)]
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pub move_forward: bool,
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#[reflect(hidden)]
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#[visit(skip)]
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pub move_backward: bool,
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#[reflect(hidden)]
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#[visit(skip)]
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pub move_left: bool,
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#[reflect(hidden)]
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#[visit(skip)]
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pub move_right: bool,
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}
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impl Default for FlyingCameraController {
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fn default() -> Self {
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Self {
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yaw: Default::default(),
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pitch: Default::default(),
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speed: 5.0.into(),
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sensitivity: 0.7.into(),
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pitch_limit: ((-89.9f32).to_radians()..89.9f32.to_radians()).into(),
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move_forward_key: KeyBinding::Some(KeyCode::KeyW).into(),
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move_backward_key: KeyBinding::Some(KeyCode::KeyS).into(),
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move_left_key: KeyBinding::Some(KeyCode::KeyA).into(),
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move_right_key: KeyBinding::Some(KeyCode::KeyD).into(),
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acceleration_curve: Curve::from(vec![
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CurveKey::new(
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0.0,
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0.0,
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CurveKeyKind::Cubic {
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left_tangent: 0.0,
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right_tangent: 0.0,
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},
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),
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CurveKey::new(
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1.0,
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1.0,
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CurveKeyKind::Cubic {
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left_tangent: 0.0,
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right_tangent: 0.0,
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},
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),
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])
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.into(),
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deceleration_curve: Curve::from(vec![
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CurveKey::new(
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0.0,
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0.0,
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CurveKeyKind::Cubic {
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left_tangent: 0.0,
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right_tangent: 0.0,
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},
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),
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CurveKey::new(
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1.0,
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1.0,
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CurveKeyKind::Cubic {
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left_tangent: 0.0,
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right_tangent: 0.0,
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},
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),
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])
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.into(),
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acceleration_time: 0.25.into(),
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deceleration_time: 1.0.into(),
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velocity: Default::default(),
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target_velocity: Default::default(),
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acceleration_coeff: 0.0,
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reactivity: 0.3.into(),
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move_forward: false,
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move_backward: false,
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move_left: false,
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move_right: false,
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}
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}
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}
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impl_component_provider!(FlyingCameraController);
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uuid_provider!(FlyingCameraController = "8d9e2feb-8c61-482c-8ba4-b0b13b201113");
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impl ScriptTrait for FlyingCameraController {
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fn on_os_event(&mut self, event: &Event<()>, context: &mut ScriptContext) -> GameResult {
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match event {
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Event::WindowEvent {
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event: WindowEvent::KeyboardInput { event, .. },
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..
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} => {
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for (binding, state) in [
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(&self.move_forward_key, &mut self.move_forward),
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(&self.move_backward_key, &mut self.move_backward),
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(&self.move_left_key, &mut self.move_left),
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(&self.move_right_key, &mut self.move_right),
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] {
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if let KeyBinding::Some(key_code) = **binding {
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if utils::translate_key_from_ui(key_code) == event.physical_key {
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*state = event.state == ElementState::Pressed;
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}
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}
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}
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}
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Event::DeviceEvent {
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event: DeviceEvent::MouseMotion { delta, .. },
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..
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} => {
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let speed = *self.sensitivity * context.dt;
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*self.yaw -= (delta.0 as f32) * speed;
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*self.pitch = (*self.pitch + delta.1 as f32 * speed)
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.max(self.pitch_limit.start)
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.min(self.pitch_limit.end);
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}
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_ => {}
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}
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Ok(())
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}
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fn on_update(&mut self, context: &mut ScriptContext) -> GameResult {
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let mut new_velocity = Vector3::default();
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let this = context.scene.graph.try_get_node_mut(context.handle)?;
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if self.move_forward {
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new_velocity += this.look_vector();
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}
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if self.move_backward {
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new_velocity -= this.look_vector();
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}
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if self.move_left {
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new_velocity += this.side_vector();
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}
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if self.move_right {
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new_velocity -= this.side_vector();
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}
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if let Some(new_normalized_velocity) = new_velocity.try_normalize(f32::EPSILON) {
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self.acceleration_coeff = (self.acceleration_coeff
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+ context.dt / self.acceleration_time.max(context.dt))
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.min(1.0);
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*self.target_velocity = new_normalized_velocity.scale(
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*self.speed
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* self.acceleration_curve.value_at(self.acceleration_coeff)
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* context.dt,
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);
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} else {
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self.acceleration_coeff = (self.acceleration_coeff
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- context.dt / self.deceleration_time.max(context.dt))
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.max(0.0);
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if let Some(normalized_velocity) = self.target_velocity.try_normalize(f32::EPSILON) {
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*self.target_velocity = normalized_velocity.scale(
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*self.speed
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* self.deceleration_curve.value_at(self.acceleration_coeff)
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* context.dt,
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);
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} else {
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*self.target_velocity = Vector3::zeros();
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}
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}
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self.velocity
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.follow(&self.target_velocity, *self.reactivity);
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let yaw = UnitQuaternion::from_axis_angle(&Vector3::y_axis(), *self.yaw);
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this.local_transform_mut()
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.set_rotation(
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UnitQuaternion::from_axis_angle(
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&UnitVector3::new_normalize(yaw * Vector3::x()),
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*self.pitch,
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) * yaw,
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)
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.offset(*self.velocity);
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Ok(())
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}
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}
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