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Merge branch 'camera_improvements' into 'master'
Smoother and terrain-aware camera Closes #29 and #40 See merge request veloren/veloren!106 Former-commit-id: dc69df19ddd23dc503aebf701e6ae5fb6ad3feed
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commit
370ec5cbd6
@ -38,13 +38,14 @@ impl<'a, V: ReadVol, F: RayUntil<V::Vox>> Ray<'a, V, F> {
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let mut dist = 0.0;
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let dir = (self.to - self.from).normalized();
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let max = (self.to - self.from).magnitude();
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let mut pos = self.from;
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let mut ipos = pos.map(|e| e as i32);
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let mut ipos = pos.map(|e| e.floor() as i32);
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for _ in 0..self.max_iter {
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pos = self.from + dir * dist;
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ipos = pos.map(|e| e as i32);
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ipos = pos.map(|e| e.floor() as i32);
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match self.vol.get(ipos).map(|vox| (vox, (self.until)(vox))) {
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Ok((vox, true)) => return (dist, Ok(Some(vox))),
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@ -52,8 +53,13 @@ impl<'a, V: ReadVol, F: RayUntil<V::Vox>> Ray<'a, V, F> {
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Err(err) => return (dist, Err(err)),
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}
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// Allow one iteration above max
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if dist > max {
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break;
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}
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let deltas =
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(dir.map(|e| if e < 0.0 { 0.0 } else { 1.0 }) - pos.map(|e| e.fract())) / dir;
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(dir.map(|e| if e < 0.0 { 0.0 } else { 1.0 }) - pos.map(|e| e.abs().fract())) / dir;
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dist += deltas.reduce(f32::min).max(PLANCK);
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}
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@ -1,3 +1,7 @@
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use client::Client;
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use common::vol::{ReadVol, SampleVol};
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// Standard
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use std::f32::consts::PI;
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@ -7,31 +11,59 @@ use vek::*;
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const NEAR_PLANE: f32 = 0.1;
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const FAR_PLANE: f32 = 10000.0;
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const INTERP_TIME: f32 = 0.2;
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pub struct Camera {
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tgt_focus: Vec3<f32>,
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focus: Vec3<f32>,
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ori: Vec3<f32>,
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tgt_dist: f32,
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dist: f32,
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fov: f32,
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aspect: f32,
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last_time: Option<f64>,
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}
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impl Camera {
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/// Create a new `Camera` with default parameters.
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pub fn new(aspect: f32) -> Self {
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Self {
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tgt_focus: Vec3::unit_z() * 10.0,
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focus: Vec3::unit_z() * 10.0,
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ori: Vec3::zero(),
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tgt_dist: 10.0,
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dist: 10.0,
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fov: 1.3,
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aspect,
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last_time: None,
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}
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}
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/// Compute the transformation matrices (view matrix and projection matrix) and position of the
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/// camera.
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pub fn compute_dependents(&self) -> (Mat4<f32>, Mat4<f32>, Vec3<f32>) {
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pub fn compute_dependents(&self, client: &Client) -> (Mat4<f32>, Mat4<f32>, Vec3<f32>) {
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let dist = {
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let (start, end) = (
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self.focus,
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self.focus
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+ (Vec3::new(
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-f32::sin(self.ori.x) * f32::cos(self.ori.y),
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-f32::cos(self.ori.x) * f32::cos(self.ori.y),
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f32::sin(self.ori.y),
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) * self.dist),
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);
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match client.state().terrain().ray(start, end).cast() {
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(d, Ok(Some(_))) => f32::min(d - 1.0, self.dist),
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(_, Ok(None)) => self.dist,
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(_, Err(_)) => self.dist,
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}
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.max(0.0)
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};
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let view_mat = Mat4::<f32>::identity()
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* Mat4::translation_3d(-Vec3::unit_z() * self.dist)
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* Mat4::translation_3d(-Vec3::unit_z() * dist)
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* Mat4::rotation_z(self.ori.z)
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* Mat4::rotation_x(self.ori.y)
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* Mat4::rotation_y(self.ori.x)
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@ -59,16 +91,28 @@ impl Camera {
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/// Zoom the camera by the given delta, limiting the input accordingly.
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pub fn zoom_by(&mut self, delta: f32) {
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// Clamp camera dist to the 0 <= x <= infinity range
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self.dist = (self.dist + delta).max(0.0);
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self.tgt_dist = (self.tgt_dist + delta).max(0.0);
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}
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pub fn update(&mut self, time: f64) {
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// This is horribly frame time dependent, but so is most of the game
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let delta = self.last_time.replace(time).map_or(0.0, |t| time - t);
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if (self.dist - self.tgt_dist).abs() > 0.01 {
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self.dist = f32::lerp(self.dist, self.tgt_dist, (delta as f32) / INTERP_TIME);
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}
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if (self.focus - self.tgt_focus).magnitude() > 0.01 {
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self.focus = Vec3::lerp(self.focus, self.tgt_focus, (delta as f32) / INTERP_TIME);
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}
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}
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/// Get the focus position of the camera.
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pub fn get_focus_pos(&self) -> Vec3<f32> {
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self.focus
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self.tgt_focus
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}
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/// Set the focus position of the camera.
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pub fn set_focus_pos(&mut self, focus: Vec3<f32>) {
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self.focus = focus;
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self.tgt_focus = focus;
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}
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/// Get the aspect ratio of the camera.
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@ -103,10 +103,13 @@ impl Scene {
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.unwrap_or(Vec3::zero());
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// Alter camera position to match player
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self.camera.set_focus_pos(player_pos + Vec3::unit_z() * 1.5);
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self.camera.set_focus_pos(player_pos + Vec3::unit_z() * 3.5);
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// Tick camera for interpolation
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self.camera.update(client.state().get_time());
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// Compute camera matrices
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let (view_mat, proj_mat, cam_pos) = self.camera.compute_dependents();
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let (view_mat, proj_mat, cam_pos) = self.camera.compute_dependents(client);
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// Update global constants
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renderer
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