Fixed first-person zoom, added fixation to allow more precise mouse movement when zoomed

This commit is contained in:
Joshua Barretto 2021-08-31 12:50:07 +01:00
parent 0b1a820762
commit 6f15233448
5 changed files with 30 additions and 20 deletions

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@ -34,6 +34,7 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
- Explosions no longer change block colours within safe zones - Explosions no longer change block colours within safe zones
- The 'spot' system, which generates smaller site-like structures and scenarios - The 'spot' system, which generates smaller site-like structures and scenarios
- Chestnut and cedar tree varieties - Chestnut and cedar tree varieties
- Shooting sprites, such as apples and hives, can knock them out of trees
### Changed ### Changed

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@ -1020,14 +1020,13 @@ pub fn handle_explosion(server: &Server, pos: Vec3<f32>, explosion: Explosion, o
} }
} }
pub fn handle_bonk(server: &mut Server, pos: Vec3<f32>, owner: Option<Uid>, target: Option<Uid>) { pub fn handle_bonk(server: &mut Server, pos: Vec3<f32>, _owner: Option<Uid>, target: Option<Uid>) {
let ecs = &server.state.ecs(); let ecs = &server.state.ecs();
let terrain = ecs.read_resource::<TerrainGrid>(); let terrain = ecs.read_resource::<TerrainGrid>();
let mut block_change = ecs.write_resource::<BlockChange>(); let mut block_change = ecs.write_resource::<BlockChange>();
if let Some(_target) = target { if let Some(_target) = target {
// TODO: bonk entities but do no damage? // TODO: bonk entities but do no damage?
drop(owner);
} else { } else {
use common::terrain::SpriteKind; use common::terrain::SpriteKind;
let pos = pos.map(|e| e.floor() as i32); let pos = pos.map(|e| e.floor() as i32);

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@ -49,6 +49,8 @@ pub struct Camera {
dist: f32, dist: f32,
tgt_fov: f32, tgt_fov: f32,
fov: f32, fov: f32,
tgt_fixate: f32,
fixate: f32,
aspect: f32, aspect: f32,
mode: CameraMode, mode: CameraMode,
@ -327,6 +329,8 @@ impl Camera {
dist: 10.0, dist: 10.0,
tgt_fov: 1.1, tgt_fov: 1.1,
fov: 1.1, fov: 1.1,
tgt_fixate: 1.0,
fixate: 1.0,
aspect, aspect,
mode, mode,
@ -466,13 +470,14 @@ impl Camera {
* Mat4::translation_3d(-self.focus.map(|e| e.fract())); * Mat4::translation_3d(-self.focus.map(|e| e.fract()));
let view_mat_inv: Mat4<f32> = view_mat.inverted(); let view_mat_inv: Mat4<f32> = view_mat.inverted();
let fov = self.get_effective_fov();
// NOTE: We reverse the far and near planes to produce an inverted depth // NOTE: We reverse the far and near planes to produce an inverted depth
// buffer (1 to 0 z planes). // buffer (1 to 0 z planes).
let proj_mat = let proj_mat =
perspective_rh_zo_general(self.fov, self.aspect, 1.0 / FAR_PLANE, 1.0 / NEAR_PLANE); perspective_rh_zo_general(fov, self.aspect, 1.0 / FAR_PLANE, 1.0 / NEAR_PLANE);
// For treeculler, we also produce a version without inverted depth. // For treeculler, we also produce a version without inverted depth.
let proj_mat_treeculler = let proj_mat_treeculler =
perspective_rh_zo_general(self.fov, self.aspect, 1.0 / NEAR_PLANE, 1.0 / FAR_PLANE); perspective_rh_zo_general(fov, self.aspect, 1.0 / NEAR_PLANE, 1.0 / FAR_PLANE);
Dependents { Dependents {
view_mat, view_mat,
@ -501,6 +506,7 @@ impl Camera {
/// Rotate the camera about its focus by the given delta, limiting the input /// Rotate the camera about its focus by the given delta, limiting the input
/// accordingly. /// accordingly.
pub fn rotate_by(&mut self, delta: Vec3<f32>) { pub fn rotate_by(&mut self, delta: Vec3<f32>) {
let delta = delta * self.fixate;
// Wrap camera yaw // Wrap camera yaw
self.tgt_ori.x = (self.tgt_ori.x + delta.x).rem_euclid(2.0 * PI); self.tgt_ori.x = (self.tgt_ori.x + delta.x).rem_euclid(2.0 * PI);
// Clamp camera pitch to the vertical limits // Clamp camera pitch to the vertical limits
@ -575,6 +581,14 @@ impl Camera {
); );
} }
if (self.fixate - self.tgt_fixate).abs() > 0.01 {
self.fixate = vek::Lerp::lerp(
self.fixate,
self.tgt_fixate,
0.65 * (delta as f32) / self.interp_time(),
);
}
if (self.focus - self.tgt_focus).magnitude_squared() > 0.001 { if (self.focus - self.tgt_focus).magnitude_squared() > 0.001 {
let lerped_focus = Lerp::lerp( let lerped_focus = Lerp::lerp(
self.focus, self.focus,
@ -639,12 +653,20 @@ impl Camera {
/// Get the orientation of the camera. /// Get the orientation of the camera.
pub fn get_orientation(&self) -> Vec3<f32> { self.ori } pub fn get_orientation(&self) -> Vec3<f32> { self.ori }
/// Get the field of view of the camera in radians. /// Get the field of view of the camera in radians, taking into account
pub fn get_fov(&self) -> f32 { self.fov } /// fixation.
pub fn get_effective_fov(&self) -> f32 { self.fov * self.fixate }
// /// Get the field of view of the camera in radians.
// pub fn get_fov(&self) -> f32 { self.fov }
/// Set the field of view of the camera in radians. /// Set the field of view of the camera in radians.
pub fn set_fov(&mut self, fov: f32) { self.tgt_fov = fov; } pub fn set_fov(&mut self, fov: f32) { self.tgt_fov = fov; }
/// Set the 'fixation' proportion, allowing the camera to focus in with
/// precise aiming. Fixation is applied on top of the regular FoV.
pub fn set_fixate(&mut self, fixate: f32) { self.tgt_fixate = fixate; }
/// Set the FOV in degrees /// Set the FOV in degrees
pub fn set_fov_deg(&mut self, fov: u16) { pub fn set_fov_deg(&mut self, fov: u16) {
//Magic value comes from pi/180; no use recalculating. //Magic value comes from pi/180; no use recalculating.

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@ -682,7 +682,7 @@ impl Scene {
let sun_dir = scene_data.get_sun_dir(); let sun_dir = scene_data.get_sun_dir();
let is_daylight = sun_dir.z < 0.0; let is_daylight = sun_dir.z < 0.0;
if renderer.pipeline_modes().shadow.is_map() && (is_daylight || !lights.is_empty()) { if renderer.pipeline_modes().shadow.is_map() && (is_daylight || !lights.is_empty()) {
let fov = self.camera.get_fov(); let fov = self.camera.get_effective_fov();
let aspect_ratio = self.camera.get_aspect_ratio(); let aspect_ratio = self.camera.get_aspect_ratio();
let view_dir = ((focus_pos.map(f32::fract)) - cam_pos).normalized(); let view_dir = ((focus_pos.map(f32::fract)) - cam_pos).normalized();

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@ -77,7 +77,6 @@ pub struct SessionState {
target_entity: Option<specs::Entity>, target_entity: Option<specs::Entity>,
selected_entity: Option<(specs::Entity, std::time::Instant)>, selected_entity: Option<(specs::Entity, std::time::Instant)>,
interactable: Option<Interactable>, interactable: Option<Interactable>,
saved_zoom_dist: Option<f32>,
hitboxes: HashMap<specs::Entity, DebugShapeId>, hitboxes: HashMap<specs::Entity, DebugShapeId>,
} }
@ -125,7 +124,6 @@ impl SessionState {
target_entity: None, target_entity: None,
selected_entity: None, selected_entity: None,
interactable: None, interactable: None,
saved_zoom_dist: None,
hitboxes: HashMap::new(), hitboxes: HashMap::new(),
} }
} }
@ -328,18 +326,8 @@ impl PlayState for SessionState {
if cr.charge_frac() > 0.5 { if cr.charge_frac() > 0.5 {
fov_scaling -= 3.0 * cr.charge_frac() / 5.0; fov_scaling -= 3.0 * cr.charge_frac() / 5.0;
} }
let max_dist = if let Some(dist) = self.saved_zoom_dist {
dist
} else {
let dist = camera.get_distance();
self.saved_zoom_dist = Some(dist);
dist
};
camera.set_distance(Lerp::lerp(max_dist, 2.0, 1.0 - fov_scaling));
} else if let Some(dist) = self.saved_zoom_dist.take() {
camera.set_distance(dist);
} }
camera.set_fov((global_state.settings.graphics.fov as f32 * fov_scaling).to_radians()); camera.set_fixate(fov_scaling);
// Compute camera data // Compute camera data
camera.compute_dependents(&*self.client.borrow().state().terrain()); camera.compute_dependents(&*self.client.borrow().state().terrain());