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
This commit is contained in:
Forest Anderson 2019-05-05 16:52:06 +00:00
commit 370ec5cbd6
3 changed files with 63 additions and 10 deletions

View File

@ -38,13 +38,14 @@ impl<'a, V: ReadVol, F: RayUntil<V::Vox>> Ray<'a, V, F> {
let mut dist = 0.0;
let dir = (self.to - self.from).normalized();
let max = (self.to - self.from).magnitude();
let mut pos = self.from;
let mut ipos = pos.map(|e| e as i32);
let mut ipos = pos.map(|e| e.floor() as i32);
for _ in 0..self.max_iter {
pos = self.from + dir * dist;
ipos = pos.map(|e| e as i32);
ipos = pos.map(|e| e.floor() as i32);
match self.vol.get(ipos).map(|vox| (vox, (self.until)(vox))) {
Ok((vox, true)) => return (dist, Ok(Some(vox))),
@ -52,8 +53,13 @@ impl<'a, V: ReadVol, F: RayUntil<V::Vox>> Ray<'a, V, F> {
Err(err) => return (dist, Err(err)),
}
// Allow one iteration above max
if dist > max {
break;
}
let deltas =
(dir.map(|e| if e < 0.0 { 0.0 } else { 1.0 }) - pos.map(|e| e.fract())) / dir;
(dir.map(|e| if e < 0.0 { 0.0 } else { 1.0 }) - pos.map(|e| e.abs().fract())) / dir;
dist += deltas.reduce(f32::min).max(PLANCK);
}

View File

@ -1,3 +1,7 @@
use client::Client;
use common::vol::{ReadVol, SampleVol};
// Standard
use std::f32::consts::PI;
@ -7,31 +11,59 @@ use vek::*;
const NEAR_PLANE: f32 = 0.1;
const FAR_PLANE: f32 = 10000.0;
const INTERP_TIME: f32 = 0.2;
pub struct Camera {
tgt_focus: Vec3<f32>,
focus: Vec3<f32>,
ori: Vec3<f32>,
tgt_dist: f32,
dist: f32,
fov: f32,
aspect: f32,
last_time: Option<f64>,
}
impl Camera {
/// Create a new `Camera` with default parameters.
pub fn new(aspect: f32) -> Self {
Self {
tgt_focus: Vec3::unit_z() * 10.0,
focus: Vec3::unit_z() * 10.0,
ori: Vec3::zero(),
tgt_dist: 10.0,
dist: 10.0,
fov: 1.3,
aspect,
last_time: None,
}
}
/// Compute the transformation matrices (view matrix and projection matrix) and position of the
/// camera.
pub fn compute_dependents(&self) -> (Mat4<f32>, Mat4<f32>, Vec3<f32>) {
pub fn compute_dependents(&self, client: &Client) -> (Mat4<f32>, Mat4<f32>, Vec3<f32>) {
let dist = {
let (start, end) = (
self.focus,
self.focus
+ (Vec3::new(
-f32::sin(self.ori.x) * f32::cos(self.ori.y),
-f32::cos(self.ori.x) * f32::cos(self.ori.y),
f32::sin(self.ori.y),
) * self.dist),
);
match client.state().terrain().ray(start, end).cast() {
(d, Ok(Some(_))) => f32::min(d - 1.0, self.dist),
(_, Ok(None)) => self.dist,
(_, Err(_)) => self.dist,
}
.max(0.0)
};
let view_mat = Mat4::<f32>::identity()
* Mat4::translation_3d(-Vec3::unit_z() * self.dist)
* Mat4::translation_3d(-Vec3::unit_z() * dist)
* Mat4::rotation_z(self.ori.z)
* Mat4::rotation_x(self.ori.y)
* Mat4::rotation_y(self.ori.x)
@ -59,16 +91,28 @@ impl Camera {
/// Zoom the camera by the given delta, limiting the input accordingly.
pub fn zoom_by(&mut self, delta: f32) {
// Clamp camera dist to the 0 <= x <= infinity range
self.dist = (self.dist + delta).max(0.0);
self.tgt_dist = (self.tgt_dist + delta).max(0.0);
}
pub fn update(&mut self, time: f64) {
// This is horribly frame time dependent, but so is most of the game
let delta = self.last_time.replace(time).map_or(0.0, |t| time - t);
if (self.dist - self.tgt_dist).abs() > 0.01 {
self.dist = f32::lerp(self.dist, self.tgt_dist, (delta as f32) / INTERP_TIME);
}
if (self.focus - self.tgt_focus).magnitude() > 0.01 {
self.focus = Vec3::lerp(self.focus, self.tgt_focus, (delta as f32) / INTERP_TIME);
}
}
/// Get the focus position of the camera.
pub fn get_focus_pos(&self) -> Vec3<f32> {
self.focus
self.tgt_focus
}
/// Set the focus position of the camera.
pub fn set_focus_pos(&mut self, focus: Vec3<f32>) {
self.focus = focus;
self.tgt_focus = focus;
}
/// Get the aspect ratio of the camera.

View File

@ -103,10 +103,13 @@ impl Scene {
.unwrap_or(Vec3::zero());
// Alter camera position to match player
self.camera.set_focus_pos(player_pos + Vec3::unit_z() * 1.5);
self.camera.set_focus_pos(player_pos + Vec3::unit_z() * 3.5);
// Tick camera for interpolation
self.camera.update(client.state().get_time());
// Compute camera matrices
let (view_mat, proj_mat, cam_pos) = self.camera.compute_dependents();
let (view_mat, proj_mat, cam_pos) = self.camera.compute_dependents(client);
// Update global constants
renderer