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Fixed first-person zoom, added fixation to allow more precise mouse movement when zoomed
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0b1a820762
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@ -34,6 +34,7 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
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- Explosions no longer change block colours within safe zones
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- The 'spot' system, which generates smaller site-like structures and scenarios
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- Chestnut and cedar tree varieties
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- Shooting sprites, such as apples and hives, can knock them out of trees
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### Changed
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@ -1020,14 +1020,13 @@ pub fn handle_explosion(server: &Server, pos: Vec3<f32>, explosion: Explosion, o
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}
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}
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pub fn handle_bonk(server: &mut Server, pos: Vec3<f32>, owner: Option<Uid>, target: Option<Uid>) {
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pub fn handle_bonk(server: &mut Server, pos: Vec3<f32>, _owner: Option<Uid>, target: Option<Uid>) {
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let ecs = &server.state.ecs();
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let terrain = ecs.read_resource::<TerrainGrid>();
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let mut block_change = ecs.write_resource::<BlockChange>();
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if let Some(_target) = target {
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// TODO: bonk entities but do no damage?
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drop(owner);
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} else {
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use common::terrain::SpriteKind;
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let pos = pos.map(|e| e.floor() as i32);
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@ -49,6 +49,8 @@ pub struct Camera {
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dist: f32,
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tgt_fov: f32,
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fov: f32,
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tgt_fixate: f32,
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fixate: f32,
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aspect: f32,
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mode: CameraMode,
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@ -327,6 +329,8 @@ impl Camera {
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dist: 10.0,
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tgt_fov: 1.1,
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fov: 1.1,
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tgt_fixate: 1.0,
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fixate: 1.0,
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aspect,
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mode,
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@ -466,13 +470,14 @@ impl Camera {
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* Mat4::translation_3d(-self.focus.map(|e| e.fract()));
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let view_mat_inv: Mat4<f32> = view_mat.inverted();
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let fov = self.get_effective_fov();
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// NOTE: We reverse the far and near planes to produce an inverted depth
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// buffer (1 to 0 z planes).
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let proj_mat =
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perspective_rh_zo_general(self.fov, self.aspect, 1.0 / FAR_PLANE, 1.0 / NEAR_PLANE);
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perspective_rh_zo_general(fov, self.aspect, 1.0 / FAR_PLANE, 1.0 / NEAR_PLANE);
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// For treeculler, we also produce a version without inverted depth.
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let proj_mat_treeculler =
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perspective_rh_zo_general(self.fov, self.aspect, 1.0 / NEAR_PLANE, 1.0 / FAR_PLANE);
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perspective_rh_zo_general(fov, self.aspect, 1.0 / NEAR_PLANE, 1.0 / FAR_PLANE);
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Dependents {
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view_mat,
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@ -501,6 +506,7 @@ impl Camera {
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/// Rotate the camera about its focus by the given delta, limiting the input
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/// accordingly.
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pub fn rotate_by(&mut self, delta: Vec3<f32>) {
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let delta = delta * self.fixate;
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// Wrap camera yaw
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self.tgt_ori.x = (self.tgt_ori.x + delta.x).rem_euclid(2.0 * PI);
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// Clamp camera pitch to the vertical limits
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@ -575,6 +581,14 @@ impl Camera {
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);
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}
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if (self.fixate - self.tgt_fixate).abs() > 0.01 {
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self.fixate = vek::Lerp::lerp(
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self.fixate,
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self.tgt_fixate,
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0.65 * (delta as f32) / self.interp_time(),
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);
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}
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if (self.focus - self.tgt_focus).magnitude_squared() > 0.001 {
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let lerped_focus = Lerp::lerp(
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self.focus,
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@ -639,12 +653,20 @@ impl Camera {
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/// Get the orientation of the camera.
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pub fn get_orientation(&self) -> Vec3<f32> { self.ori }
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/// Get the field of view of the camera in radians.
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pub fn get_fov(&self) -> f32 { self.fov }
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/// Get the field of view of the camera in radians, taking into account
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/// fixation.
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pub fn get_effective_fov(&self) -> f32 { self.fov * self.fixate }
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// /// Get the field of view of the camera in radians.
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// pub fn get_fov(&self) -> f32 { self.fov }
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/// Set the field of view of the camera in radians.
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pub fn set_fov(&mut self, fov: f32) { self.tgt_fov = fov; }
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/// Set the 'fixation' proportion, allowing the camera to focus in with
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/// precise aiming. Fixation is applied on top of the regular FoV.
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pub fn set_fixate(&mut self, fixate: f32) { self.tgt_fixate = fixate; }
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/// Set the FOV in degrees
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pub fn set_fov_deg(&mut self, fov: u16) {
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//Magic value comes from pi/180; no use recalculating.
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@ -682,7 +682,7 @@ impl Scene {
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let sun_dir = scene_data.get_sun_dir();
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let is_daylight = sun_dir.z < 0.0;
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if renderer.pipeline_modes().shadow.is_map() && (is_daylight || !lights.is_empty()) {
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let fov = self.camera.get_fov();
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let fov = self.camera.get_effective_fov();
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let aspect_ratio = self.camera.get_aspect_ratio();
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let view_dir = ((focus_pos.map(f32::fract)) - cam_pos).normalized();
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@ -77,7 +77,6 @@ pub struct SessionState {
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target_entity: Option<specs::Entity>,
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selected_entity: Option<(specs::Entity, std::time::Instant)>,
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interactable: Option<Interactable>,
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saved_zoom_dist: Option<f32>,
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hitboxes: HashMap<specs::Entity, DebugShapeId>,
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}
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@ -125,7 +124,6 @@ impl SessionState {
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target_entity: None,
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selected_entity: None,
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interactable: None,
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saved_zoom_dist: None,
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hitboxes: HashMap::new(),
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}
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}
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@ -328,18 +326,8 @@ impl PlayState for SessionState {
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if cr.charge_frac() > 0.5 {
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fov_scaling -= 3.0 * cr.charge_frac() / 5.0;
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}
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let max_dist = if let Some(dist) = self.saved_zoom_dist {
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dist
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} else {
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let dist = camera.get_distance();
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self.saved_zoom_dist = Some(dist);
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dist
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};
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camera.set_distance(Lerp::lerp(max_dist, 2.0, 1.0 - fov_scaling));
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} else if let Some(dist) = self.saved_zoom_dist.take() {
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camera.set_distance(dist);
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}
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camera.set_fov((global_state.settings.graphics.fov as f32 * fov_scaling).to_radians());
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camera.set_fixate(fov_scaling);
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// Compute camera data
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camera.compute_dependents(&*self.client.borrow().state().terrain());
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