Merge branch 'zesterer/small-fixes' into 'master'

Camera tweaks

See merge request veloren/veloren!1004
This commit is contained in:
Joshua Barretto 2020-05-19 17:35:43 +00:00
commit 012aebbfd6
9 changed files with 115 additions and 27 deletions

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@ -9,8 +9,12 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
### Added
- Added context-sensitive crosshair
### Changed
- Improved camera aiming
### Removed
## [0.6.0] - 2020-05-16

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@ -54,7 +54,7 @@ void main() {
vec3 color = mix(mix(surf_color, fog_color, fog_level), clouds.rgb, clouds.a);
if ((flags & 1) == 1 && int(cam_mode) == 1) {
float distance = distance(vec3(cam_pos), vec3(model_mat * vec4(vec3(0), 1))) - 2;
float distance = distance(vec3(cam_pos), focus_pos.xyz) - 2;
float opacity = clamp(distance / distance_divider, 0, 1);

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@ -42,6 +42,8 @@ void main() {
combined_mat *
vec4(pos, 1)).xyz;
f_pos.z -= 25.0 * pow(distance(focus_pos.xy, f_pos.xy) / view_distance.x, 20.0);
f_col = vec3((uvec3(v_col) >> uvec3(0, 8, 16)) & uvec3(0xFFu)) / 255.0;
f_ao = float(v_ao_bone & 0x3u) / 4.0;

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@ -29,8 +29,8 @@ uniform u_bones {
out vec4 tgt_color;
void main() {
float distance = distance(vec3(cam_pos), vec3(model_mat * vec4(vec3(0), 1))) - 2;
float distance = distance(vec3(cam_pos), focus_pos.xyz) - 2;
float opacity = clamp(distance / distance_divider, 0, 1);
if(threshold_matrix[int(gl_FragCoord.x) % 4][int(gl_FragCoord.y) % 4] > opacity) {
@ -42,4 +42,4 @@ void main() {
}
tgt_color = vec4(0.0,0.0,0.0, 1.0);
}
}

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@ -91,6 +91,17 @@ impl CharacterState {
}
}
pub fn is_aimed(&self) -> bool {
match self {
CharacterState::BasicMelee(_)
| CharacterState::BasicRanged(_)
| CharacterState::DashMelee(_)
| CharacterState::TripleStrike(_)
| CharacterState::BasicBlock => true,
_ => false,
}
}
pub fn is_block(&self) -> bool {
match self {
CharacterState::BasicBlock => true,

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@ -207,6 +207,11 @@ pub struct DebugInfo {
pub num_figures_visible: u32,
}
pub struct HudInfo {
pub is_aiming: bool,
pub is_first_person: bool,
}
pub enum Event {
SendMessage(String),
AdjustMousePan(u32),
@ -455,6 +460,7 @@ pub struct Hud {
slot_manager: slots::SlotManager,
hotbar: hotbar::State,
events: Vec<Event>,
crosshair_opacity: f32,
}
impl Hud {
@ -529,6 +535,7 @@ impl Hud {
slot_manager,
hotbar: hotbar::State::new(),
events: Vec::new(),
crosshair_opacity: 0.0,
}
}
@ -544,6 +551,7 @@ impl Hud {
global_state: &GlobalState,
debug_info: DebugInfo,
dt: Duration,
info: HudInfo,
) -> Vec<Event> {
let mut events = std::mem::replace(&mut self.events, Vec::new());
let (ref mut ui_widgets, ref mut tooltip_manager) = self.ui.set_widgets();
@ -602,7 +610,14 @@ impl Hud {
.set(self.ids.death_bg, ui_widgets);
}
// Crosshair
if !self.show.help && !stats.is_dead {
let show_crosshair = (info.is_aiming || info.is_first_person) && !stats.is_dead;
self.crosshair_opacity = Lerp::lerp(
self.crosshair_opacity,
if show_crosshair { 1.0 } else { 0.0 },
5.0 * dt.as_secs_f32(),
);
if !self.show.help {
Image::new(
// TODO: Do we want to match on this every frame?
match global_state.settings.gameplay.crosshair_type {
@ -617,7 +632,7 @@ impl Hud {
1.0,
1.0,
1.0,
global_state.settings.gameplay.crosshair_transp,
self.crosshair_opacity * global_state.settings.gameplay.crosshair_transp,
)))
.set(self.ids.crosshair_outer, ui_widgets);
Image::new(self.imgs.crosshair_inner)
@ -2330,6 +2345,7 @@ impl Hud {
debug_info: DebugInfo,
camera: &Camera,
dt: Duration,
info: HudInfo,
) -> Vec<Event> {
// conrod eats tabs. Un-eat a tabstop so tab completion can work
if self.ui.ui.global_input().events().any(|event| {
@ -2355,7 +2371,7 @@ impl Hud {
if let Some(maybe_id) = self.to_focus.take() {
self.ui.focus_widget(maybe_id);
}
let events = self.update_layout(client, global_state, debug_info, dt);
let events = self.update_layout(client, global_state, debug_info, dt, info);
let camera::Dependents {
view_mat, proj_mat, ..
} = camera.dependents();

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@ -168,9 +168,10 @@ impl Camera {
pub fn zoom_switch(&mut self, delta: f32) {
if delta > 0_f32 || self.mode != CameraMode::FirstPerson {
let t = self.tgt_dist + delta;
const MIN_THIRD_PERSON: f32 = 2.35;
match self.mode {
CameraMode::ThirdPerson => {
if t < 1_f32 {
if t < MIN_THIRD_PERSON {
self.set_mode(CameraMode::FirstPerson);
} else {
self.tgt_dist = t;
@ -178,16 +179,16 @@ impl Camera {
},
CameraMode::FirstPerson => {
self.set_mode(CameraMode::ThirdPerson);
self.tgt_dist = 1_f32;
self.tgt_dist = MIN_THIRD_PERSON;
},
}
}
}
/// Get the distance of the camera from the target
pub fn get_distance(&self) -> f32 { self.tgt_dist }
/// Get the distance of the camera from the focus
pub fn get_distance(&self) -> f32 { self.dist }
/// Set the distance of the camera from the target (i.e., zoom).
/// Set the distance of the camera from the focus (i.e., zoom).
pub fn set_distance(&mut self, dist: f32) { self.tgt_dist = dist; }
pub fn update(&mut self, time: f64, dt: f32, smoothing_enabled: bool) {
@ -197,16 +198,33 @@ impl Camera {
self.dist = f32::lerp(
self.dist,
self.tgt_dist,
(delta as f32) / self.interp_time(),
0.65 * (delta as f32) / self.interp_time(),
);
}
if (self.focus - self.tgt_focus).magnitude() > 0.01 {
self.focus = Vec3::lerp(
if (self.focus - self.tgt_focus).magnitude_squared() > 0.001 {
let lerped_focus = Lerp::lerp(
self.focus,
self.tgt_focus,
(delta as f32) / self.interp_time(),
(delta as f32) / self.interp_time()
* if matches!(self.mode, CameraMode::FirstPerson) {
2.0
} else {
1.0
},
);
// Snap when close enough in x/y, but lerp otherwise
if (self.focus.xy() - self.tgt_focus.xy()).magnitude_squared() > 2.0f32.powf(2.0) {
self.focus.x = lerped_focus.x;
self.focus.y = lerped_focus.y;
} else {
self.focus.x = self.tgt_focus.x;
self.focus.y = self.tgt_focus.y;
}
// Always lerp in z
self.focus.z = lerped_focus.z;
}
let lerp_angle = |a: f32, b: f32, rate: f32| {
@ -280,5 +298,13 @@ impl Camera {
}
/// Get the mode of the camera
pub fn get_mode(&self) -> CameraMode { self.mode }
pub fn get_mode(&self) -> CameraMode {
// Perfom a bit of a trick... don't report first-person until the camera has
// lerped close enough to the player.
match self.mode {
CameraMode::FirstPerson if self.dist < 0.5 => CameraMode::FirstPerson,
CameraMode::FirstPerson => CameraMode::ThirdPerson,
mode => mode,
}
}
}

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@ -78,6 +78,7 @@ pub struct SceneData<'a> {
pub mouse_smoothing: bool,
pub sprite_render_distance: f32,
pub figure_lod_render_distance: f32,
pub is_aiming: bool,
}
impl Scene {
@ -198,7 +199,8 @@ impl Scene {
let is_running = ecs
.read_storage::<comp::Vel>()
.get(scene_data.player_entity)
.map(|v| v.0.magnitude_squared() > RUNNING_THRESHOLD.powi(2));
.map(|v| v.0.magnitude_squared() > RUNNING_THRESHOLD.powi(2))
.unwrap_or(false);
let on_ground = ecs
.read_storage::<comp::PhysicsState>()
@ -229,18 +231,18 @@ impl Scene {
CameraMode::FirstPerson => {
if player_rolling {
player_scale * 0.8
} else if is_running.unwrap_or(false) && on_ground.unwrap_or(false) {
player_scale * 1.6 + (scene_data.state.get_time() as f32 * 17.0).sin() * 0.05
} else if is_running && on_ground.unwrap_or(false) {
player_scale * 1.65 + (scene_data.state.get_time() as f32 * 17.0).sin() * 0.05
} else {
player_scale * 1.6
player_scale * 1.65
}
},
CameraMode::ThirdPerson => 1.2,
CameraMode::ThirdPerson if scene_data.is_aiming => player_scale * 2.1,
CameraMode::ThirdPerson => player_scale * 1.65,
};
self.camera.set_focus_pos(
player_pos + Vec3::unit_z() * (up + dist * 0.15 - tilt.min(0.0) * dist * 0.4),
);
self.camera
.set_focus_pos(player_pos + Vec3::unit_z() * (up - tilt.min(0.0).sin() * dist * 0.6));
// Tick camera for interpolation.
self.camera.update(

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@ -1,6 +1,6 @@
use crate::{
ecs::MyEntity,
hud::{DebugInfo, Event as HudEvent, Hud, PressBehavior},
hud::{DebugInfo, Event as HudEvent, Hud, HudInfo, PressBehavior},
i18n::{i18n_asset_key, VoxygenLocalization},
key_state::KeyState,
menu::char_selection::CharSelectionState,
@ -166,6 +166,25 @@ impl PlayState for SessionState {
_ => cam_pos, // Should never happen, but a safe fallback
};
let (is_aiming, aim_dir_offset) = {
let client = self.client.borrow();
let is_aiming = client
.state()
.read_storage::<comp::CharacterState>()
.get(client.entity())
.map(|cs| cs.is_aimed())
.unwrap_or(false);
(
is_aiming,
if is_aiming {
Vec3::unit_z() * 0.025
} else {
Vec3::zero()
},
)
};
let cam_dir: Vec3<f32> = Vec3::from(view_mat.inverted() * -Vec4::unit_z());
// Check to see whether we're aiming at anything
@ -435,7 +454,7 @@ impl PlayState for SessionState {
if !free_look {
ori = self.scene.camera().get_orientation();
self.inputs.look_dir = Dir::from_unnormalized(cam_dir).unwrap();
self.inputs.look_dir = Dir::from_unnormalized(cam_dir + aim_dir_offset).unwrap();
}
// Calculate the movement input vector of the player from the current key
// presses and the camera direction.
@ -511,6 +530,13 @@ impl PlayState for SessionState {
},
&self.scene.camera(),
clock.get_last_delta(),
HudInfo {
is_aiming,
is_first_person: matches!(
self.scene.camera().get_mode(),
camera::CameraMode::FirstPerson
),
},
);
// Look for changes in the localization files
@ -737,6 +763,7 @@ impl PlayState for SessionState {
.graphics
.figure_lod_render_distance
as f32,
is_aiming,
};
// Runs if either in a multiplayer server or the singleplayer server is unpaused