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Added auto camera setting
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commit
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@ -20,6 +20,7 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
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- Buy and sell prices in tooltips when trading with a merchant now have colors.
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- Attacks now emit sound effects from the target on hit.
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- Crafting menu tabs
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- Auto camera setting, making the game easier to play with one hand
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### Changed
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@ -49,6 +49,7 @@
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"hud.settings.auto_walk_behavior": "Auto walk behavior",
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"hud.settings.camera_clamp_behavior": "Camera clamp behavior",
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"hud.settings.stop_auto_walk_on_input": "Stop auto walk on movement",
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"hud.settings.auto_camera": "Auto camera",
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"hud.settings.reset_gameplay": "Reset to Defaults",
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"hud.settings.view_distance": "View Distance",
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@ -77,7 +78,7 @@
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"hud.settings.particles": "Particles",
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"hud.settings.resolution": "Resolution",
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"hud.settings.bit_depth": "Bit Depth",
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"hud.settings.refresh_rate": "Refresh Rate",
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"hud.settings.refresh_rate": "Refresh Rate",
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"hud.settings.lighting_rendering_mode": "Lighting Rendering Mode",
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"hud.settings.lighting_rendering_mode.ashikhmin": "Type A - High ",
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"hud.settings.lighting_rendering_mode.blinnphong": "Type B - Medium",
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@ -434,6 +434,7 @@ pub enum Event {
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ChangeAutoWalkBehavior(PressBehavior),
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ChangeCameraClampBehavior(PressBehavior),
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ChangeStopAutoWalkOnInput(bool),
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ChangeAutoCamera(bool),
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CraftRecipe(String),
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InviteMember(Uid),
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AcceptInvite,
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@ -2663,6 +2664,9 @@ impl Hud {
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settings_window::Event::ChangeStopAutoWalkOnInput(state) => {
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events.push(Event::ChangeStopAutoWalkOnInput(state));
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},
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settings_window::Event::ChangeAutoCamera(state) => {
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events.push(Event::ChangeAutoCamera(state));
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},
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settings_window::Event::ResetInterfaceSettings => {
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self.show.help = false;
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self.show.debug = false;
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@ -243,6 +243,8 @@ widget_ids! {
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camera_clamp_behavior_list,
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stop_auto_walk_on_input_button,
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stop_auto_walk_on_input_label,
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auto_camera_button,
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auto_camera_label,
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}
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}
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@ -350,6 +352,7 @@ pub enum Event {
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ChangeAutoWalkBehavior(PressBehavior),
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ChangeCameraClampBehavior(PressBehavior),
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ChangeStopAutoWalkOnInput(bool),
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ChangeAutoCamera(bool),
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}
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#[derive(Clone)]
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@ -1703,7 +1706,7 @@ impl<'a> Widget for SettingsWindow<'a> {
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self.imgs.checkbox_checked,
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)
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.w_h(18.0, 18.0)
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.right_from(state.ids.auto_walk_behavior_text, 80.0)
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.down_from(state.ids.smooth_pan_toggle_button, 8.0)
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.hover_images(self.imgs.checkbox_mo, self.imgs.checkbox_checked_mo)
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.press_images(self.imgs.checkbox_press, self.imgs.checkbox_checked)
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.set(state.ids.stop_auto_walk_on_input_button, ui);
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@ -1728,6 +1731,32 @@ impl<'a> Widget for SettingsWindow<'a> {
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.color(TEXT_COLOR)
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.set(state.ids.stop_auto_walk_on_input_label, ui);
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// Auto-camera toggle
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let auto_camera_toggle = ToggleButton::new(
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self.global_state.settings.gameplay.auto_camera,
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self.imgs.checkbox,
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self.imgs.checkbox_checked,
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)
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.w_h(18.0, 18.0)
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.down_from(state.ids.stop_auto_walk_on_input_button, 8.0)
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.hover_images(self.imgs.checkbox_mo, self.imgs.checkbox_checked_mo)
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.press_images(self.imgs.checkbox_press, self.imgs.checkbox_checked)
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.set(state.ids.auto_camera_button, ui);
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if self.global_state.settings.gameplay.auto_camera != auto_camera_toggle {
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events.push(Event::ChangeAutoCamera(
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!self.global_state.settings.gameplay.auto_camera,
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));
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}
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Text::new(&self.localized_strings.get("hud.settings.auto_camera"))
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.right_from(state.ids.auto_camera_button, 10.0)
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.font_size(self.fonts.cyri.scale(14))
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.font_id(self.fonts.cyri.conrod_id)
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.graphics_for(state.ids.auto_camera_button)
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.color(TEXT_COLOR)
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.set(state.ids.auto_camera_label, ui);
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// Reset the gameplay settings to the default settings
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if Button::image(self.imgs.button)
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.w_h(RESET_BUTTONS_WIDTH, RESET_BUTTONS_HEIGHT)
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@ -52,6 +52,17 @@ pub struct Camera {
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frustum: Frustum<f32>,
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}
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fn clamp_and_modulate(ori: Vec3<f32>) -> Vec3<f32> {
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Vec3 {
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// Wrap camera yaw
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x: ori.x.rem_euclid(2.0 * PI),
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// Clamp camera pitch to the vertical limits
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y: ori.y.min(PI / 2.0 - 0.0001).max(-PI / 2.0 + 0.0001),
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// Wrap camera roll
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z: ori.z.rem_euclid(2.0 * PI),
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}
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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, mode: CameraMode) -> Self {
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@ -156,23 +167,12 @@ impl Camera {
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}
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/// Set the orientation of the camera about its focus.
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pub fn set_orientation(&mut self, ori: Vec3<f32>) {
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// Wrap camera yaw
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self.tgt_ori.x = ori.x.rem_euclid(2.0 * PI);
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// Clamp camera pitch to the vertical limits
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self.tgt_ori.y = ori.y.min(PI / 2.0 - 0.0001).max(-PI / 2.0 + 0.0001);
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// Wrap camera roll
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self.tgt_ori.z = ori.z.rem_euclid(2.0 * PI);
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}
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pub fn set_orientation(&mut self, ori: Vec3<f32>) { self.tgt_ori = clamp_and_modulate(ori); }
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/// Set the orientation of the camera about its focus without lerping.
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pub fn set_ori_instant(&mut self, ori: Vec3<f32>) {
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// Wrap camera yaw
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self.ori.x = ori.x.rem_euclid(2.0 * PI);
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// Clamp camera pitch to the vertical limits
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self.ori.y = ori.y.min(PI / 2.0 - 0.0001).max(-PI / 2.0 + 0.0001);
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// Wrap camera roll
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self.ori.z = ori.z.rem_euclid(2.0 * PI);
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pub fn set_orientation_instant(&mut self, ori: Vec3<f32>) {
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self.set_orientation(ori);
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self.ori = self.tgt_ori;
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}
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/// Zoom the camera by the given delta, limiting the input accordingly.
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@ -249,15 +249,16 @@ impl Camera {
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Lerp::lerp(a, b + *offs, rate)
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};
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if smoothing_enabled {
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self.set_ori_instant(Vec3::new(
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let ori = if smoothing_enabled {
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Vec3::new(
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lerp_angle(self.ori.x, self.tgt_ori.x, LERP_ORI_RATE * dt),
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Lerp::lerp(self.ori.y, self.tgt_ori.y, LERP_ORI_RATE * dt),
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lerp_angle(self.ori.z, self.tgt_ori.z, LERP_ORI_RATE * dt),
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));
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)
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} else {
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self.set_ori_instant(self.tgt_ori)
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self.tgt_ori
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};
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self.ori = clamp_and_modulate(ori);
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}
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pub fn interp_time(&self) -> f32 {
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@ -732,6 +732,27 @@ impl PlayState for SessionState {
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// Get the current state of movement related inputs
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let input_vec = self.key_state.dir_vec();
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let (axis_right, axis_up) = (input_vec[0], input_vec[1]);
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let dt = global_state.clock.get_stable_dt().as_secs_f32();
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// Auto camera mode
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if global_state.settings.gameplay.auto_camera
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&& matches!(
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self.scene.camera().get_mode(),
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camera::CameraMode::ThirdPerson | camera::CameraMode::FirstPerson
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)
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&& input_vec.magnitude_squared() > 0.0
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{
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let camera = self.scene.camera_mut();
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let ori = camera.get_orientation();
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camera.set_orientation_instant(Vec3::new(
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ori.x
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+ input_vec.x
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* (3.0 - input_vec.y * 1.5 * if is_aiming { 1.5 } else { 1.0 })
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* dt,
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std::f32::consts::PI * if is_aiming { 0.015 } else { 0.1 },
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0.0,
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));
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}
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match self.scene.camera().get_mode() {
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camera::CameraMode::FirstPerson | camera::CameraMode::ThirdPerson => {
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@ -753,7 +774,6 @@ impl PlayState for SessionState {
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let right = self.scene.camera().right();
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let dir = right * axis_right + forward * axis_up;
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let dt = global_state.clock.get_stable_dt().as_secs_f32();
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if self.freefly_vel.magnitude_squared() > 0.01 {
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let new_vel = self.freefly_vel
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- self.freefly_vel.normalized() * (FREEFLY_DAMPING * dt);
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@ -1406,6 +1426,10 @@ impl PlayState for SessionState {
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global_state.settings.gameplay.stop_auto_walk_on_input = state;
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global_state.settings.save_to_file_warn();
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},
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HudEvent::ChangeAutoCamera(state) => {
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global_state.settings.gameplay.auto_camera = state;
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global_state.settings.save_to_file_warn();
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},
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HudEvent::CraftRecipe(r) => {
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self.client.borrow_mut().craft_recipe(&r);
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},
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@ -503,6 +503,7 @@ pub struct GameplaySettings {
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pub auto_walk_behavior: PressBehavior,
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pub camera_clamp_behavior: PressBehavior,
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pub stop_auto_walk_on_input: bool,
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pub auto_camera: bool,
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}
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impl Default for GameplaySettings {
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@ -518,6 +519,7 @@ impl Default for GameplaySettings {
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auto_walk_behavior: PressBehavior::Toggle,
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camera_clamp_behavior: PressBehavior::Toggle,
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stop_auto_walk_on_input: true,
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auto_camera: false,
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}
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}
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}
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