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Initial implementation of indoor camera. Enclosure detection and camera switch
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@ -8,6 +8,7 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
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## [Unreleased]
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### Added
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- New level of detail feature, letting you see all the world's terrain at any view distance.
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- Point and directional lights now cast realistic shadows, using shadow mapping.
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- Added leaf and chimney particles
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@ -20,6 +21,7 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
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- Adaptive stride setup for more dynamic run behavior
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- Theropod body
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- Several new animals
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- Added a separate camera mode for when the player is indoors
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### Changed
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@ -95,11 +97,6 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
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- Add detection of entities under the cursor
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- Functional group-system with exp-sharing and disabled damage to group members
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- Some Campfire, fireball & bomb; particle, light & sound effects.
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- Added firework recipe
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- Added setting to change resolution
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- Rare (unfinished) castles
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- Caves with monsters and treasure
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- Furniture and decals in towns
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### Changed
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@ -96,4 +96,71 @@ impl<'a, V: ReadVol, F: RayUntil<V::Vox>, G: RayForEach<V::Vox>> Ray<'a, V, F, G
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(dist, Ok(None))
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}
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///
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/// Unlike cast(), this method traverses the whole ray identifying
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/// "edges". Edges are defined as the point where the until condition
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/// switches from false to true, or true to false.
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///
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/// It then returns the last edge's distance.
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pub fn last_edge_cast(mut self) -> Result<f32, V::Error> {
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const PLANCK: f32 = 0.001;
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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 until_condition_met = true;
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let mut distances = vec![];
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for _ in 0..self.max_iter {
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let pos = self.from + dir * dist;
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let ipos = pos.map(|e| e.floor() as i32);
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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 vox = self.vol.get(ipos);
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// for_each
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if let Some(g) = &mut self.for_each {
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if let Ok(vox) = vox {
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g(vox, ipos);
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}
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}
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match vox.map(|vox| (vox, (self.until)(vox))) {
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Ok((_vox, true)) => {
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if !until_condition_met {
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// This is an edge
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distances.push(dist);
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until_condition_met = true;
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}
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},
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Ok((_vox, false)) => {
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if until_condition_met {
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// This is also an edge
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distances.push(dist);
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until_condition_met = false;
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}
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},
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Err(err) if !self.ignore_error => return Err(err),
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_ => {},
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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.abs().fract())) / dir;
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dist += deltas.reduce(f32::min).max(PLANCK);
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}
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if !distances.is_empty() {
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Ok(distances[distances.len() - 1])
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} else {
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Ok(dist)
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}
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}
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}
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@ -1,5 +1,6 @@
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use common::{
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span,
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terrain::TerrainGrid,
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vol::{ReadVol, Vox},
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};
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use std::f32::consts::PI;
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@ -48,6 +49,9 @@ pub struct Camera {
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last_time: Option<f64>,
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enclosed: bool,
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enclosed_last_checked: Option<Vec3<f32>>,
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dependents: Dependents,
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frustum: Frustum<f32>,
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}
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@ -68,6 +72,11 @@ impl Camera {
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last_time: None,
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// Whether the camera was detected to be inside of a structure. Switches us to indoor
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// camera.
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enclosed: false,
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enclosed_last_checked: None,
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dependents: Dependents {
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view_mat: Mat4::identity(),
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proj_mat: Mat4::identity(),
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@ -78,25 +87,159 @@ impl Camera {
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}
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}
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/// Compute the transformation matrices (view matrix and projection matrix)
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/// and position of the camera.
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pub fn compute_dependents(&mut self, terrain: &impl ReadVol) {
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span!(_guard, "compute_dependents", "Camera::compute_dependents");
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let dist = {
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let (start, end) = (self.focus - self.forward() * self.dist, self.focus);
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///
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/// Estimate whether the player is indoors with rays from their position
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/// The player is marked "enclosed" if >= 75% of the rays hit a solid block
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pub fn check_enclosure(&mut self, terrain: &TerrainGrid) {
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// We can expose these values in the settings at some point if they become a
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// performance concern
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let vertical_resolution = 3;
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let horizontal_resolution = 12;
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let ray_distance = 30.0;
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let raycast_resolution = 50;
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let mut total = 0;
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let mut hit = 0;
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for horizontal in 0..horizontal_resolution {
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// Do a ray horizontally out from the player to check for things
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let horizontal_angle = (horizontal as f32 * PI) / (horizontal_resolution as f32 / 2.0);
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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(horizontal as f32),
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-f32::cos(horizontal as f32),
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0.0,
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) * ray_distance),
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);
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match terrain
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.ray(start, end)
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.ignore_error()
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.max_iter(500)
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.until(|b| b.is_empty())
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.max_iter(raycast_resolution)
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.until(|b| b.is_solid())
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.cast()
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{
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(d, Ok(Some(_))) => f32::min(self.dist - d - 0.03, self.dist),
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(_, Ok(None)) => self.dist,
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(_, Err(_)) => self.dist,
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(_, Ok(Some(_))) => {
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total += 1;
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hit += 1;
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},
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(_, Ok(None)) => total += 1,
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(_, Err(_)) => total += 1,
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}
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if horizontal % vertical_resolution == 0 {
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for vertical in 0..3 {
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let vertical_angle = (vertical as f32 * PI) / 6.0;
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let (vertical_start, vertical_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(horizontal_angle) * f32::cos(vertical_angle),
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-f32::cos(horizontal_angle) * f32::cos(vertical_angle),
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f32::sin(vertical_angle),
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) * ray_distance),
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);
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match terrain
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.ray(vertical_start, vertical_end)
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.ignore_error()
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.max_iter(raycast_resolution)
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.until(|b| b.is_solid())
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.cast()
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{
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(_, Ok(Some(_))) => {
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total += 1;
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hit += 1;
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},
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(_, Ok(None)) => total += 1,
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(_, Err(_)) => total += 1,
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}
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}
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}
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}
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let percentage = hit as f32 / total as f32;
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self.enclosed = percentage >= 0.75;
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}
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/// Compute_dependents adjusted for when there is no terrain data (character
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/// selection)
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pub fn compute_dependents_no_terrain(&mut self) {
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self.dependents.view_mat = Mat4::<f32>::identity()
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* Mat4::translation_3d(-Vec3::unit_z() * self.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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* Mat4::rotation_3d(PI / 2.0, -Vec4::unit_x())
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* Mat4::translation_3d(-self.focus);
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self.dependents.proj_mat =
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Mat4::perspective_rh_no(self.fov, self.aspect, NEAR_PLANE, FAR_PLANE);
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// TODO: Make this more efficient.
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self.dependents.cam_pos = Vec3::from(self.dependents.view_mat.inverted() * Vec4::unit_w());
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}
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/// Compute the transformation matrices (view matrix and projection matrix)
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/// and position of the camera.
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pub fn compute_dependents(&mut self, terrain: &TerrainGrid) {
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span!(_guard, "compute_dependents", "Camera::compute_dependents");
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// Check enclosure if necessary
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let mut should_check_enclosure = false;
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match self.enclosed_last_checked {
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Some(vec) => {
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// We don't need to check enclosure every frame. Only check if we have moved.
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if vec.distance_squared(self.focus) >= 1.2 {
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should_check_enclosure = true;
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self.enclosed_last_checked = Some(self.focus);
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}
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},
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None => {
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should_check_enclosure = true;
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self.enclosed_last_checked = Some(self.focus);
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},
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}
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if should_check_enclosure {
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self.check_enclosure(&*terrain);
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}
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let dist = {
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let (start, end) = (self.focus - self.forward() * self.dist, self.focus);
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if self.enclosed {
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match terrain
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.ray(start, end)
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.ignore_error()
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.max_iter(500)
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.until(|vox| !vox.is_solid())
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.last_edge_cast()
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{
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Ok(d) => {
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if d >= self.dist {
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self.dist
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} else {
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f32::min(self.dist - d - 0.1, self.dist)
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}
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},
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Err(_) => self.dist,
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}
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} else {
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match terrain
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.ray(start, end)
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.ignore_error()
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.max_iter(500)
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.until(|b| b.is_empty())
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.cast()
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{
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(d, Ok(Some(_))) => f32::min(self.dist - d - 0.03, 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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.max(0.0)
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};
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self.dependents.view_mat = Mat4::<f32>::identity()
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@ -22,29 +22,10 @@ use common::{
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comp::{humanoid, item::ItemKind, Loadout},
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figure::Segment,
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terrain::BlockKind,
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vol::{BaseVol, ReadVol, Vox},
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};
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use tracing::error;
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use vek::*;
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#[derive(PartialEq, Eq, Copy, Clone)]
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struct VoidVox;
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impl Vox for VoidVox {
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fn empty() -> Self { VoidVox }
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fn is_empty(&self) -> bool { true }
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fn or(self, _other: Self) -> Self { VoidVox }
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}
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struct VoidVol;
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impl BaseVol for VoidVol {
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type Error = ();
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type Vox = VoidVox;
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}
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impl ReadVol for VoidVol {
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fn get<'a>(&'a self, _pos: Vec3<i32>) -> Result<&'a Self::Vox, Self::Error> { Ok(&VoidVox) }
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}
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fn generate_mesh<'a>(
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greedy: &mut GreedyMesh<'a>,
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mesh: &mut Mesh<TerrainPipeline>,
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@ -234,7 +215,7 @@ impl Scene {
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scene_data.mouse_smoothing,
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);
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self.camera.compute_dependents(&VoidVol);
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self.camera.compute_dependents_no_terrain();
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let camera::Dependents {
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view_mat,
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proj_mat,
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