character viewpoint

This commit is contained in:
IsseW 2022-07-06 11:20:18 +02:00
parent bf44ebd12b
commit a165bc09bc
18 changed files with 398 additions and 287 deletions

View File

@ -64,4 +64,5 @@ gameinput-mapzoomin = Increase map zoom
gameinput-mapzoomout = Decrease map zoom
gameinput-greet = Greet
gameinput-map-locationmarkerbutton = Set a waypoint in the Map
gameinput-spectatespeedboost = Spectate speed boost
gameinput-spectatespeedboost = Spectate speed boost
gameinput-spectateviewpoint = Spectate viewpoint

View File

@ -150,6 +150,8 @@ pub enum GameInput {
MapSetMarker,
#[strum(serialize = "gameinput.spectatespeedboost")]
SpectateSpeedBoost,
#[strum(serialize = "gameinput.spectateviewpoint")]
SpectateViewpoint,
}
impl GameInput {

View File

@ -3,7 +3,7 @@ use super::{
img_ids::{Imgs, ImgsRot},
item_imgs::ItemImgs,
slots::{ArmorSlot, EquipSlot, InventorySlot, SlotManager},
Show, CRITICAL_HP_COLOR, LOW_HP_COLOR, TEXT_COLOR, UI_HIGHLIGHT_0, UI_MAIN,
HudInfo, Show, CRITICAL_HP_COLOR, LOW_HP_COLOR, TEXT_COLOR, UI_HIGHLIGHT_0, UI_MAIN,
};
use crate::{
game_input::GameInput,
@ -563,6 +563,7 @@ widget_ids! {
#[derive(WidgetCommon)]
pub struct Bag<'a> {
client: &'a Client,
info: &'a HudInfo,
global_state: &'a GlobalState,
imgs: &'a Imgs,
item_imgs: &'a ItemImgs,
@ -589,6 +590,7 @@ impl<'a> Bag<'a> {
#[allow(clippy::too_many_arguments)]
pub fn new(
client: &'a Client,
info: &'a HudInfo,
global_state: &'a GlobalState,
imgs: &'a Imgs,
item_imgs: &'a ItemImgs,
@ -610,6 +612,7 @@ impl<'a> Bag<'a> {
) -> Self {
Self {
client,
info,
global_state,
imgs,
item_imgs,
@ -695,7 +698,7 @@ impl<'a> Widget for Bag<'a> {
.font_id(self.fonts.cyri.conrod_id)
.desc_text_color(TEXT_COLOR);
let inventories = self.client.inventories();
let inventory = match inventories.get(self.client.entity()) {
let inventory = match inventories.get(self.info.viewpoint_entity) {
Some(l) => l,
None => return None,
};
@ -733,6 +736,7 @@ impl<'a> Widget for Bag<'a> {
)
},
self.client,
self.info,
self.imgs,
self.item_imgs,
self.pulse,
@ -759,7 +763,7 @@ impl<'a> Widget for Bag<'a> {
true,
&item_tooltip,
self.stats.name.to_string(),
self.client.entity(),
self.info.viewpoint_entity,
true,
inventory,
&state.bg_ids,

View File

@ -1,6 +1,6 @@
use super::{
img_ids::{Imgs, ImgsRot},
BLACK, CRITICAL_HP_COLOR, LOW_HP_COLOR, QUALITY_LEGENDARY, TEXT_COLOR,
HudInfo, BLACK, CRITICAL_HP_COLOR, LOW_HP_COLOR, QUALITY_LEGENDARY, TEXT_COLOR,
};
use crate::{
game_input::GameInput,
@ -51,6 +51,7 @@ widget_ids! {
#[derive(WidgetCommon)]
pub struct Buttons<'a> {
client: &'a Client,
info: &'a HudInfo,
show_bag: bool,
imgs: &'a Imgs,
fonts: &'a Fonts,
@ -68,6 +69,7 @@ pub struct Buttons<'a> {
impl<'a> Buttons<'a> {
pub fn new(
client: &'a Client,
info: &'a HudInfo,
show_bag: bool,
imgs: &'a Imgs,
fonts: &'a Fonts,
@ -81,6 +83,7 @@ impl<'a> Buttons<'a> {
) -> Self {
Self {
client,
info,
show_bag,
imgs,
fonts,
@ -192,7 +195,7 @@ impl<'a> Widget for Buttons<'a> {
);
}
let invs = self.client.inventories();
let inventory = match invs.get(self.client.entity()) {
let inventory = match invs.get(self.info.viewpoint_entity) {
Some(inv) => inv,
None => return None,
};

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@ -3,7 +3,7 @@ use super::{
img_ids::{Imgs, ImgsRot},
item_imgs::{animate_by_pulse, ItemImgs},
slots::{CraftSlot, CraftSlotInfo, SlotManager},
Show, TEXT_COLOR, TEXT_DULL_RED_COLOR, TEXT_GRAY_COLOR, UI_HIGHLIGHT_0, UI_MAIN,
HudInfo, Show, TEXT_COLOR, TEXT_DULL_RED_COLOR, TEXT_GRAY_COLOR, UI_HIGHLIGHT_0, UI_MAIN,
};
use crate::ui::{
fonts::Fonts,
@ -137,6 +137,7 @@ impl Default for CraftingShow {
#[derive(WidgetCommon)]
pub struct Crafting<'a> {
client: &'a Client,
info: &'a HudInfo,
imgs: &'a Imgs,
fonts: &'a Fonts,
localized_strings: &'a Localization,
@ -156,6 +157,7 @@ pub struct Crafting<'a> {
impl<'a> Crafting<'a> {
pub fn new(
client: &'a Client,
info: &'a HudInfo,
imgs: &'a Imgs,
fonts: &'a Fonts,
localized_strings: &'a Localization,
@ -171,6 +173,7 @@ impl<'a> Crafting<'a> {
) -> Self {
Self {
client,
info,
imgs,
fonts,
localized_strings,
@ -321,6 +324,7 @@ impl<'a> Widget for Crafting<'a> {
)
},
self.client,
self.info,
self.imgs,
self.item_imgs,
self.pulse,

View File

@ -4,6 +4,8 @@ use common::comp::{
};
use serde::{Deserialize, Serialize};
use super::HudInfo;
#[derive(Clone, Copy, Debug, PartialEq)]
pub enum Slot {
One = 0,
@ -63,22 +65,22 @@ impl State {
// TODO: remove pending UI
// Adds ability slots if missing and should be present
// Removes ability slots if not there and shouldn't be present
pub fn maintain_abilities(&mut self, client: &client::Client) {
pub fn maintain_abilities(&mut self, client: &client::Client, info: &HudInfo) {
use specs::WorldExt;
if let Some(active_abilities) = client
.state()
.ecs()
.read_storage::<comp::ActiveAbilities>()
.get(client.entity())
.get(info.viewpoint_entity)
{
use common::comp::ability::AuxiliaryAbility;
for ((i, ability), hotbar_slot) in active_abilities
.auxiliary_set(
client.inventories().get(client.entity()),
client.inventories().get(info.viewpoint_entity),
client
.state()
.read_storage::<comp::SkillSet>()
.get(client.entity()),
.get(info.viewpoint_entity),
)
.iter()
.enumerate()

View File

@ -2,7 +2,7 @@ use super::{
animate_by_pulse, get_quality_col,
img_ids::{Imgs, ImgsRot},
item_imgs::ItemImgs,
Show, Windows, TEXT_COLOR,
HudInfo, Show, Windows, TEXT_COLOR,
};
use crate::ui::{fonts::Fonts, ImageFrame, ItemTooltip, ItemTooltipManager, ItemTooltipable};
use client::Client;
@ -51,6 +51,7 @@ pub struct LootScroller<'a> {
new_messages: &'a mut VecDeque<LootMessage>,
client: &'a Client,
info: &'a HudInfo,
show: &'a Show,
imgs: &'a Imgs,
item_imgs: &'a ItemImgs,
@ -68,6 +69,7 @@ impl<'a> LootScroller<'a> {
pub fn new(
new_messages: &'a mut VecDeque<LootMessage>,
client: &'a Client,
info: &'a HudInfo,
show: &'a Show,
imgs: &'a Imgs,
item_imgs: &'a ItemImgs,
@ -81,6 +83,7 @@ impl<'a> LootScroller<'a> {
Self {
new_messages,
client,
info,
show,
imgs,
item_imgs,
@ -143,6 +146,7 @@ impl<'a> Widget for LootScroller<'a> {
)
},
self.client,
self.info,
self.imgs,
self.item_imgs,
self.pulse,

View File

@ -501,6 +501,8 @@ pub struct DebugInfo {
pub struct HudInfo {
pub is_aiming: bool,
pub is_first_person: bool,
pub viewpoint_entity: specs::Entity,
pub mutable_viewpoint: bool,
pub target_entity: Option<specs::Entity>,
pub selected_entity: Option<(specs::Entity, Instant)>,
}
@ -1278,7 +1280,7 @@ impl Hud {
let players = ecs.read_storage::<comp::Player>();
let msm = ecs.read_resource::<MaterialStatManifest>();
let entities = ecs.entities();
let me = client.entity();
let me = info.viewpoint_entity;
let poises = ecs.read_storage::<comp::Poise>();
let alignments = ecs.read_storage::<comp::Alignment>();
let is_mount = ecs.read_storage::<Is<Mount>>();
@ -2585,7 +2587,7 @@ impl Hud {
// Bag button and nearby icons
let ecs = client.state().ecs();
let entity = client.entity();
let entity = info.viewpoint_entity;
let stats = ecs.read_storage::<comp::Stats>();
let skill_sets = ecs.read_storage::<comp::SkillSet>();
let buffs = ecs.read_storage::<comp::Buffs>();
@ -2593,6 +2595,7 @@ impl Hud {
if let (Some(player_stats), Some(skill_set)) = (stats.get(entity), skill_sets.get(entity)) {
match Buttons::new(
client,
&info,
self.show.bag,
&self.imgs,
&self.fonts,
@ -2705,14 +2708,12 @@ impl Hud {
// Skillbar
// Get player stats
let ecs = client.state().ecs();
let entity = client.entity();
let entity = info.viewpoint_entity;
let healths = ecs.read_storage::<Health>();
let inventories = ecs.read_storage::<comp::Inventory>();
let energies = ecs.read_storage::<comp::Energy>();
let skillsets = ecs.read_storage::<comp::SkillSet>();
let active_abilities = ecs.read_storage::<comp::ActiveAbilities>();
let character_states = ecs.read_storage::<comp::CharacterState>();
let controllers = ecs.read_storage::<comp::Controller>();
let bodies = ecs.read_storage::<comp::Body>();
let poises = ecs.read_storage::<comp::Poise>();
// Combo floater stuffs
@ -2722,25 +2723,16 @@ impl Hud {
});
self.floaters.combo_floater = self.floaters.combo_floater.filter(|f| f.timer > 0_f64);
if let (
Some(health),
Some(inventory),
Some(energy),
Some(skillset),
Some(body),
Some(_character_state),
Some(_controller),
) = (
if let (Some(health), Some(inventory), Some(energy), Some(skillset), Some(body)) = (
healths.get(entity),
inventories.get(entity),
energies.get(entity),
skillsets.get(entity),
bodies.get(entity),
character_states.get(entity),
controllers.get(entity).map(|c| &c.inputs),
) {
Skillbar::new(
client,
&info,
global_state,
&self.imgs,
&self.item_imgs,
@ -2775,8 +2767,8 @@ impl Hud {
Some(body),
Some(poise),
) = (
stats.get(client.entity()),
skill_sets.get(client.entity()),
stats.get(info.viewpoint_entity),
skill_sets.get(info.viewpoint_entity),
healths.get(entity),
energies.get(entity),
bodies.get(entity),
@ -2784,6 +2776,7 @@ impl Hud {
) {
match Bag::new(
client,
&info,
global_state,
&self.imgs,
&self.item_imgs,
@ -2828,6 +2821,7 @@ impl Hud {
if self.show.trade {
if let Some(action) = Trade::new(
client,
&info,
&self.imgs,
&self.item_imgs,
&self.fonts,
@ -2871,14 +2865,10 @@ impl Hud {
}
// Buffs
let ecs = client.state().ecs();
let entity = client.entity();
let health = ecs.read_storage::<Health>();
let energy = ecs.read_storage::<comp::Energy>();
if let (Some(player_buffs), Some(health), Some(energy)) = (
buffs.get(client.entity()),
health.get(entity),
energy.get(entity),
buffs.get(info.viewpoint_entity),
healths.get(entity),
energies.get(entity),
) {
for event in BuffsBar::new(
&self.imgs,
@ -2905,6 +2895,7 @@ impl Hud {
for event in Crafting::new(
//&self.show,
client,
&info,
&self.imgs,
&self.fonts,
&*i18n,
@ -3038,6 +3029,7 @@ impl Hud {
LootScroller::new(
&mut self.new_loot_messages,
client,
&info,
&self.show,
&self.imgs,
&self.item_imgs,
@ -3107,49 +3099,45 @@ impl Hud {
if self.show.social {
let ecs = client.state().ecs();
let _stats = ecs.read_storage::<comp::Stats>();
let me = client.entity();
if let Some(_stats) = stats.get(me) {
for event in Social::new(
&self.show,
client,
&self.imgs,
&self.fonts,
i18n,
info.selected_entity,
&self.rot_imgs,
tooltip_manager,
)
.set(self.ids.social_window, ui_widgets)
{
match event {
social::Event::Close => {
self.show.social(false);
if !self.show.bag {
self.show.want_grab = true;
self.force_ungrab = false;
} else {
self.force_ungrab = true
};
},
social::Event::Focus(widget_id) => {
self.to_focus = Some(Some(widget_id));
},
social::Event::Invite(uid) => events.push(Event::InviteMember(uid)),
social::Event::SearchPlayers(search_key) => {
self.show.search_social_players(search_key)
},
}
for event in Social::new(
&self.show,
client,
&self.imgs,
&self.fonts,
i18n,
info.selected_entity,
&self.rot_imgs,
tooltip_manager,
)
.set(self.ids.social_window, ui_widgets)
{
match event {
social::Event::Close => {
self.show.social(false);
if !self.show.bag {
self.show.want_grab = true;
self.force_ungrab = false;
} else {
self.force_ungrab = true
};
},
social::Event::Focus(widget_id) => {
self.to_focus = Some(Some(widget_id));
},
social::Event::Invite(uid) => events.push(Event::InviteMember(uid)),
social::Event::SearchPlayers(search_key) => {
self.show.search_social_players(search_key)
},
}
}
}
// Diary
if self.show.diary {
let entity = client.entity();
let entity = info.viewpoint_entity;
let skill_sets = ecs.read_storage::<comp::SkillSet>();
if let (
Some(skill_set),
Some(active_abilities),
Some(inventory),
Some(health),
Some(energy),
@ -3157,7 +3145,6 @@ impl Hud {
Some(poise),
) = (
skill_sets.get(entity),
active_abilities.get(entity),
inventories.get(entity),
healths.get(entity),
energies.get(entity),
@ -3169,7 +3156,7 @@ impl Hud {
client,
global_state,
skill_set,
active_abilities,
active_abilities.get(entity).unwrap_or(&Default::default()),
inventory,
health,
energy,
@ -3386,7 +3373,7 @@ impl Hud {
) = (a, b)
{
if let Some(item) = inventories
.get(client.entity())
.get(info.viewpoint_entity)
.and_then(|inv| inv.get(slot))
{
self.hotbar.add_inventory_link(h, item);
@ -3423,7 +3410,7 @@ impl Hud {
events.push(Event::ChangeAbility(index, ability));
},
(AbilitySlot::Slot(a), AbilitySlot::Slot(b)) => {
let me = client.entity();
let me = info.viewpoint_entity;
if let Some(active_abilities) = active_abilities.get(me) {
let ability_a = active_abilities
.auxiliary_set(inventories.get(me), skill_sets.get(me))
@ -3447,7 +3434,7 @@ impl Hud {
} else if let (Inventory(i), Crafting(c)) = (a, b) {
// Add item to crafting input
if inventories
.get(client.entity())
.get(info.viewpoint_entity)
.and_then(|inv| inv.get(i.slot))
.map_or(false, |item| {
(c.requirement)(item, client.component_recipe_book(), c.info)
@ -3508,7 +3495,7 @@ impl Hud {
});
} else if let (Inventory(i), Hotbar(h)) = (a, b) {
if let Some(item) = inventories
.get(client.entity())
.get(info.viewpoint_entity)
.and_then(|inv| inv.get(i.slot))
{
self.hotbar.add_inventory_link(h, item);
@ -3545,7 +3532,7 @@ impl Hud {
events.push(Event::ChangeAbility(index, ability));
},
(AbilitySlot::Slot(a), AbilitySlot::Slot(b)) => {
let me = client.entity();
let me = info.viewpoint_entity;
if let Some(active_abilities) = active_abilities.get(me) {
let ability_a = active_abilities
.auxiliary_set(inventories.get(me), skill_sets.get(me))
@ -3592,7 +3579,7 @@ impl Hud {
// Used from hotbar
self.hotbar.get(h).map(|s| match s {
hotbar::SlotContents::Inventory(i, _) => {
if let Some(inv) = inventories.get(client.entity()) {
if let Some(inv) = inventories.get(info.viewpoint_entity) {
// If the item in the inactive main hand is the same as the item
// pressed in the hotbar, then swap active and inactive hands
// instead of looking for
@ -3643,7 +3630,7 @@ impl Hud {
};
}
let who = match ecs
.uid_from_entity(client.entity())
.uid_from_entity(info.viewpoint_entity)
.and_then(|uid| trade.which_party(uid))
{
Some(who) => who,
@ -3752,7 +3739,7 @@ impl Hud {
},
}
}
self.hotbar.maintain_abilities(client);
self.hotbar.maintain_abilities(client, &info);
// Temporary Example Quest
let arrow_ani = (self.pulse * 4.0/* speed factor */).cos() * 0.5 + 0.8; //Animation timer

View File

@ -2,8 +2,8 @@ use super::{
hotbar,
img_ids::{Imgs, ImgsRot},
item_imgs::ItemImgs,
slots, util, BarNumbers, ShortcutNumbers, BLACK, CRITICAL_HP_COLOR, HP_COLOR, LOW_HP_COLOR,
QUALITY_EPIC, STAMINA_COLOR, TEXT_COLOR, UI_HIGHLIGHT_0,
slots, util, BarNumbers, HudInfo, ShortcutNumbers, BLACK, CRITICAL_HP_COLOR, HP_COLOR,
LOW_HP_COLOR, QUALITY_EPIC, STAMINA_COLOR, TEXT_COLOR, UI_HIGHLIGHT_0,
};
use crate::{
game_input::GameInput,
@ -242,6 +242,7 @@ fn slot_entries(state: &State, slot_offset: f64) -> [SlotEntry; 10] {
#[derive(WidgetCommon)]
pub struct Skillbar<'a> {
client: &'a Client,
info: &'a HudInfo,
global_state: &'a GlobalState,
imgs: &'a Imgs,
item_imgs: &'a ItemImgs,
@ -271,6 +272,7 @@ impl<'a> Skillbar<'a> {
#[allow(clippy::too_many_arguments)]
pub fn new(
client: &'a Client,
info: &'a HudInfo,
global_state: &'a GlobalState,
imgs: &'a Imgs,
item_imgs: &'a ItemImgs,
@ -295,6 +297,7 @@ impl<'a> Skillbar<'a> {
) -> Self {
Self {
client,
info,
global_state,
imgs,
item_imgs,
@ -576,6 +579,7 @@ impl<'a> Skillbar<'a> {
)
},
self.client,
self.info,
self.imgs,
self.item_imgs,
self.pulse,

View File

@ -31,7 +31,7 @@ use super::{
img_ids::{Imgs, ImgsRot},
item_imgs::ItemImgs,
slots::{SlotKind, SlotManager, TradeSlot},
Hud, Show, TradeAmountInput, TEXT_COLOR, TEXT_GRAY_COLOR, UI_HIGHLIGHT_0, UI_MAIN,
Hud, HudInfo, Show, TradeAmountInput, TEXT_COLOR, TEXT_GRAY_COLOR, UI_HIGHLIGHT_0, UI_MAIN,
};
use std::borrow::Cow;
@ -75,6 +75,7 @@ widget_ids! {
#[derive(WidgetCommon)]
pub struct Trade<'a> {
client: &'a Client,
info: &'a HudInfo,
imgs: &'a Imgs,
item_imgs: &'a ItemImgs,
fonts: &'a Fonts,
@ -92,6 +93,7 @@ pub struct Trade<'a> {
impl<'a> Trade<'a> {
pub fn new(
client: &'a Client,
info: &'a HudInfo,
imgs: &'a Imgs,
item_imgs: &'a ItemImgs,
fonts: &'a Fonts,
@ -105,6 +107,7 @@ impl<'a> Trade<'a> {
) -> Self {
Self {
client,
info,
imgs,
item_imgs,
fonts,
@ -313,6 +316,7 @@ impl<'a> Trade<'a> {
)
},
self.client,
self.info,
self.imgs,
self.item_imgs,
self.pulse,

View File

@ -16,7 +16,7 @@ const CLIPPING_MODE_DISTANCE: f32 = 20.0;
pub const MIN_ZOOM: f32 = 0.1;
// Possible TODO: Add more modes
#[derive(PartialEq, Clone, Copy, Eq, Hash)]
#[derive(PartialEq, Debug, Clone, Copy, Eq, Hash)]
pub enum CameraMode {
FirstPerson = 0,
ThirdPerson = 1,
@ -130,7 +130,11 @@ fn clamp_and_modulate(ori: Vec3<f32>) -> Vec3<f32> {
/// e = floor(ln(near/(far - near))/ln(2))
/// db/dz = 2^(2-e) / ((1 / far - 1 / near) * (far)^2)
/// ```
///CameraMode::ThirdPerson
///
/// Then the maximum precision you can safely use to get a change in the
/// integer representation of the mantissa (assuming 32-bit floating points)
/// is around:
///
/// ```ignore
/// abs(2^(-23) / (db/dz)).
/// ```
@ -721,10 +725,8 @@ impl Camera {
/// Cycle the camera to its next valid mode. If is_admin is false then only
/// modes which are accessible without admin access will be cycled to.
pub fn next_mode(&mut self, is_admin: bool, is_spectator: bool) {
if is_spectator && is_admin {
self.set_mode(CameraMode::Freefly);
} else {
pub fn next_mode(&mut self, is_admin: bool, has_target: bool) {
if has_target {
self.set_mode(match self.mode {
CameraMode::ThirdPerson => CameraMode::FirstPerson,
CameraMode::FirstPerson => {
@ -736,6 +738,8 @@ impl Camera {
},
CameraMode::Freefly => CameraMode::ThirdPerson,
});
} else {
self.set_mode(CameraMode::Freefly);
}
}

View File

@ -707,7 +707,7 @@ impl FigureMgr {
// Get player position.
let player_pos = ecs
.read_storage::<Pos>()
.get(scene_data.player_entity)
.get(scene_data.viewpoint_entity)
.map_or(anim::vek::Vec3::zero(), |pos| anim::vek::Vec3::from(pos.0));
let visible_aabb = anim::vek::Aabb {
min: player_pos - 2.0,
@ -716,7 +716,7 @@ impl FigureMgr {
let camera_mode = camera.get_mode();
let character_state_storage = state.read_storage::<CharacterState>();
let slow_jobs = state.slow_job_pool();
let character_state = character_state_storage.get(scene_data.player_entity);
let character_state = character_state_storage.get(scene_data.viewpoint_entity);
let focus_pos = anim::vek::Vec3::<f32>::from(camera.get_focus_pos());
@ -771,13 +771,13 @@ impl FigureMgr {
let rel_vel = anim::vek::Vec3::<f32>::from(vel.0 - physics.ground_vel);
let look_dir = controller.map(|c| c.inputs.look_dir).unwrap_or_default();
let is_player = scene_data.player_entity == entity;
let player_camera_mode = if is_player {
let is_viewpoint = scene_data.viewpoint_entity == entity;
let viewpoint_camera_mode = if is_viewpoint {
camera_mode
} else {
CameraMode::default()
};
let player_character_state = if is_player { character_state } else { None };
let viewpoint_character_state = if is_viewpoint { character_state } else { None };
let (pos, ori) = interpolated
.map(|i| {
@ -941,7 +941,7 @@ impl FigureMgr {
dt,
_lpindex: lpindex,
_visible: in_frustum,
is_player,
is_player: is_viewpoint,
_camera: camera,
terrain,
ground_vel: physics.ground_vel,
@ -956,8 +956,8 @@ impl FigureMgr {
inventory,
(),
tick,
player_camera_mode,
player_character_state,
viewpoint_camera_mode,
viewpoint_character_state,
&slow_jobs,
None,
);
@ -1856,8 +1856,8 @@ impl FigureMgr {
inventory,
(),
tick,
player_camera_mode,
player_character_state,
viewpoint_camera_mode,
viewpoint_character_state,
&slow_jobs,
None,
);
@ -2056,8 +2056,8 @@ impl FigureMgr {
inventory,
(),
tick,
player_camera_mode,
player_character_state,
viewpoint_camera_mode,
viewpoint_character_state,
&slow_jobs,
None,
);
@ -2373,8 +2373,8 @@ impl FigureMgr {
inventory,
(),
tick,
player_camera_mode,
player_character_state,
viewpoint_camera_mode,
viewpoint_character_state,
&slow_jobs,
None,
);
@ -2730,8 +2730,8 @@ impl FigureMgr {
inventory,
(),
tick,
player_camera_mode,
player_character_state,
viewpoint_camera_mode,
viewpoint_character_state,
&slow_jobs,
None,
);
@ -2834,8 +2834,8 @@ impl FigureMgr {
inventory,
(),
tick,
player_camera_mode,
player_character_state,
viewpoint_camera_mode,
viewpoint_character_state,
&slow_jobs,
None,
);
@ -2917,8 +2917,8 @@ impl FigureMgr {
inventory,
(),
tick,
player_camera_mode,
player_character_state,
viewpoint_camera_mode,
viewpoint_character_state,
&slow_jobs,
None,
);
@ -3444,8 +3444,8 @@ impl FigureMgr {
inventory,
(),
tick,
player_camera_mode,
player_character_state,
viewpoint_camera_mode,
viewpoint_character_state,
&slow_jobs,
None,
);
@ -3531,8 +3531,8 @@ impl FigureMgr {
inventory,
(),
tick,
player_camera_mode,
player_character_state,
viewpoint_camera_mode,
viewpoint_character_state,
&slow_jobs,
None,
);
@ -3710,8 +3710,8 @@ impl FigureMgr {
inventory,
(),
tick,
player_camera_mode,
player_character_state,
viewpoint_camera_mode,
viewpoint_character_state,
&slow_jobs,
None,
);
@ -4002,8 +4002,8 @@ impl FigureMgr {
inventory,
(),
tick,
player_camera_mode,
player_character_state,
viewpoint_camera_mode,
viewpoint_character_state,
&slow_jobs,
None,
);
@ -4325,8 +4325,8 @@ impl FigureMgr {
inventory,
(),
tick,
player_camera_mode,
player_character_state,
viewpoint_camera_mode,
viewpoint_character_state,
&slow_jobs,
None,
);
@ -4408,8 +4408,8 @@ impl FigureMgr {
inventory,
(),
tick,
player_camera_mode,
player_character_state,
viewpoint_camera_mode,
viewpoint_character_state,
&slow_jobs,
None,
);
@ -5030,8 +5030,8 @@ impl FigureMgr {
inventory,
(),
tick,
player_camera_mode,
player_character_state,
viewpoint_camera_mode,
viewpoint_character_state,
&slow_jobs,
None,
);
@ -5271,8 +5271,8 @@ impl FigureMgr {
inventory,
(),
tick,
player_camera_mode,
player_character_state,
viewpoint_camera_mode,
viewpoint_character_state,
&slow_jobs,
None,
);
@ -5393,8 +5393,8 @@ impl FigureMgr {
inventory,
(),
tick,
player_camera_mode,
player_character_state,
viewpoint_camera_mode,
viewpoint_character_state,
&slow_jobs,
item_key,
);
@ -5453,8 +5453,8 @@ impl FigureMgr {
inventory,
Arc::clone(vol),
tick,
player_camera_mode,
player_character_state,
viewpoint_camera_mode,
viewpoint_character_state,
&slow_jobs,
None,
);
@ -5484,8 +5484,8 @@ impl FigureMgr {
inventory,
(),
tick,
player_camera_mode,
player_character_state,
viewpoint_camera_mode,
viewpoint_character_state,
&slow_jobs,
None,
)

View File

@ -116,7 +116,8 @@ pub struct Scene {
pub struct SceneData<'a> {
pub client: &'a Client,
pub state: &'a State,
pub player_entity: specs::Entity,
pub viewpoint_entity: specs::Entity,
pub mutable_viewpoint: bool,
pub target_entity: Option<specs::Entity>,
pub loaded_distance: f32,
pub view_distance: u32,
@ -502,71 +503,104 @@ impl Scene {
let dt = ecs.fetch::<DeltaTime>().0;
let player_pos = ecs
.read_storage::<comp::Pos>()
.get(scene_data.player_entity)
.map_or(Vec3::zero(), |pos| pos.0);
let positions = ecs.read_storage::<comp::Pos>();
let player_rolling = ecs
.read_storage::<comp::CharacterState>()
.get(scene_data.player_entity)
.map_or(false, |cs| cs.is_dodge());
let viewpoint_pos = if let Some(viewpoint_pos) =
positions.get(scene_data.viewpoint_entity).map(|pos| pos.0)
{
let viewpoint_ori = ecs
.read_storage::<comp::Ori>()
.get(scene_data.viewpoint_entity)
.map_or(Quaternion::identity(), |ori| ori.to_quat());
let is_running = ecs
.read_storage::<comp::Vel>()
.get(scene_data.player_entity)
.map(|v| v.0.magnitude_squared() > RUNNING_THRESHOLD.powi(2))
.unwrap_or(false);
let viewpoint_rolling = ecs
.read_storage::<comp::CharacterState>()
.get(scene_data.viewpoint_entity)
.map_or(false, |cs| cs.is_dodge());
let on_ground = ecs
.read_storage::<comp::PhysicsState>()
.get(scene_data.player_entity)
.map(|p| p.on_ground.is_some());
let is_running = ecs
.read_storage::<comp::Vel>()
.get(scene_data.viewpoint_entity)
.map(|v| v.0.magnitude_squared() > RUNNING_THRESHOLD.powi(2))
.unwrap_or(false);
let (player_height, player_eye_height) = scene_data
.state
.ecs()
.read_storage::<comp::Body>()
.get(scene_data.player_entity)
.map_or((1.0, 0.0), |b| (b.height(), b.eye_height()));
let on_ground = ecs
.read_storage::<comp::PhysicsState>()
.get(scene_data.viewpoint_entity)
.map(|p| p.on_ground.is_some());
// Add the analog input to camera
self.camera
.rotate_by(Vec3::from([self.camera_input_state.x, 0.0, 0.0]));
self.camera
.rotate_by(Vec3::from([0.0, self.camera_input_state.y, 0.0]));
let (viewpoint_height, viewpoint_eye_height) = scene_data
.state
.ecs()
.read_storage::<comp::Body>()
.get(scene_data.viewpoint_entity)
.map_or((1.0, 0.0), |b| (b.height(), b.eye_height()));
// Alter camera position to match player.
let tilt = self.camera.get_orientation().y;
let dist = self.camera.get_distance();
if scene_data.mutable_viewpoint || matches!(self.camera.get_mode(), CameraMode::Freefly)
{
// Add the analog input to camera if it's a mutable viewpoint
self.camera
.rotate_by(Vec3::from([self.camera_input_state.x, 0.0, 0.0]));
self.camera
.rotate_by(Vec3::from([0.0, self.camera_input_state.y, 0.0]));
} else {
// Otherwise set the cameras rotation to the viewpoints
let q = viewpoint_ori;
let sinr_cosp = 2.0 * (q.w * q.x + q.y * q.z);
let cosr_cosp = 1.0 - 2.0 * (q.x * q.x + q.y * q.y);
let roll = sinr_cosp.atan2(cosr_cosp);
let up = match self.camera.get_mode() {
CameraMode::FirstPerson => {
if player_rolling {
player_height * 0.42
} else if is_running && on_ground.unwrap_or(false) {
player_eye_height + (scene_data.state.get_time() as f32 * 17.0).sin() * 0.05
let sinp = 2.0 * (q.w * q.y - q.z * q.x);
let pitch = if sinp.abs() >= 1.0 {
std::f32::consts::FRAC_PI_2.copysign(sinp)
} else {
player_eye_height
}
},
CameraMode::ThirdPerson if scene_data.is_aiming => player_height * 1.16,
CameraMode::ThirdPerson => player_eye_height,
CameraMode::Freefly => 0.0,
};
sinp.asin()
};
match self.camera.get_mode() {
CameraMode::FirstPerson | CameraMode::ThirdPerson => {
self.camera.set_focus_pos(
player_pos + Vec3::unit_z() * (up - tilt.min(0.0).sin() * dist * 0.6),
);
},
CameraMode::Freefly => {},
};
let siny_cosp = 2.0 * (q.w * q.z + q.x * q.y);
let cosy_cosp = 1.0 - 2.0 * (q.y * q.y + q.z * q.z);
let yaw = siny_cosp.atan2(cosy_cosp);
// Tick camera for interpolation.
self.camera
.update(scene_data.state.get_time(), dt, scene_data.mouse_smoothing);
self.camera
.set_orientation_instant(Vec3::new(yaw, pitch, -roll));
}
// Alter camera position to match player.
let tilt = self.camera.get_orientation().y;
let dist = self.camera.get_distance();
let up = match self.camera.get_mode() {
CameraMode::FirstPerson => {
if viewpoint_rolling {
viewpoint_height * 0.42
} else if is_running && on_ground.unwrap_or(false) {
viewpoint_eye_height
+ (scene_data.state.get_time() as f32 * 17.0).sin() * 0.05
} else {
viewpoint_eye_height
}
},
CameraMode::ThirdPerson if scene_data.is_aiming => viewpoint_height * 1.16,
CameraMode::ThirdPerson => viewpoint_eye_height,
CameraMode::Freefly => 0.0,
};
match self.camera.get_mode() {
CameraMode::FirstPerson | CameraMode::ThirdPerson => {
self.camera.set_focus_pos(
viewpoint_pos + Vec3::unit_z() * (up - tilt.min(0.0).sin() * dist * 0.6),
);
},
CameraMode::Freefly => {},
};
// Tick camera for interpolation.
self.camera
.update(scene_data.state.get_time(), dt, scene_data.mouse_smoothing);
viewpoint_pos
} else {
Vec3::zero()
};
// Compute camera matrices.
self.camera.compute_dependents(&*scene_data.state.terrain());
@ -617,7 +651,7 @@ impl Scene {
.filter(|(pos, _, light_anim, h)| {
light_anim.col != Rgb::zero()
&& light_anim.strength > 0.0
&& (pos.0.distance_squared(player_pos) as f32)
&& (pos.0.distance_squared(viewpoint_pos) as f32)
< loaded_distance.powi(2) + LIGHT_DIST_RADIUS
&& h.map_or(true, |h| !h.is_dead)
})
@ -632,7 +666,7 @@ impl Scene {
.map(|el| el.light.with_strength((el.fadeout)(el.timeout))),
),
);
lights.sort_by_key(|light| light.get_pos().distance_squared(player_pos) as i32);
lights.sort_by_key(|light| light.get_pos().distance_squared(viewpoint_pos) as i32);
lights.truncate(MAX_LIGHT_COUNT);
renderer.update_consts(&mut self.data.lights, lights);
@ -657,7 +691,7 @@ impl Scene {
.join()
.filter(|(_, _, _, _, health)| !health.is_dead)
.filter(|(pos, _, _, _, _)| {
(pos.0.distance_squared(player_pos) as f32)
(pos.0.distance_squared(viewpoint_pos) as f32)
< (loaded_distance.min(SHADOW_MAX_DIST) + SHADOW_DIST_RADIUS).powi(2)
})
.map(|(pos, interpolated, scale, _, _)| {
@ -668,7 +702,7 @@ impl Scene {
)
})
.collect::<Vec<_>>();
shadows.sort_by_key(|shadow| shadow.get_pos().distance_squared(player_pos) as i32);
shadows.sort_by_key(|shadow| shadow.get_pos().distance_squared(viewpoint_pos) as i32);
shadows.truncate(MAX_SHADOW_COUNT);
renderer.update_consts(&mut self.data.shadows, &shadows);
@ -1139,7 +1173,7 @@ impl Scene {
self.sfx_mgr.maintain(
audio,
scene_data.state,
scene_data.player_entity,
scene_data.viewpoint_entity,
&self.camera,
&self.terrain,
client,

View File

@ -1166,7 +1166,7 @@ impl ParticleMgr {
let time = scene_data.state.get_time();
let player_pos = scene_data
.state
.read_component_copied::<Interpolated>(scene_data.player_entity)
.read_component_copied::<Interpolated>(scene_data.viewpoint_entity)
.map(|i| i.pos)
.unwrap_or_default();
let player_chunk = player_pos.xy().map2(TerrainChunk::RECT_SIZE, |e, sz| {

View File

@ -88,6 +88,7 @@ pub struct SessionState {
is_aiming: bool,
target_entity: Option<specs::Entity>,
selected_entity: Option<(specs::Entity, std::time::Instant)>,
viewpoint_entity: Option<specs::Entity>,
interactable: Option<Interactable>,
#[cfg(not(target_os = "macos"))]
mumble_link: SharedLink,
@ -149,6 +150,7 @@ impl SessionState {
is_aiming: false,
target_entity: None,
selected_entity: None,
viewpoint_entity: None,
interactable: None,
#[cfg(not(target_os = "macos"))]
mumble_link,
@ -162,6 +164,14 @@ impl SessionState {
self.key_state.auto_walk = false;
}
/// Gets the entity that is the current viewpoint, and a bool if the client
/// is allowed to edit it's data.
fn viewpoint_entity(&self) -> (specs::Entity, bool) {
self.viewpoint_entity
.map(|e| (e, false))
.unwrap_or_else(|| (self.client.borrow().entity(), true))
}
/// Tick the session (and the client attached to it).
fn tick(
&mut self,
@ -548,12 +558,11 @@ impl PlayState for SessionState {
if !self.inputs_state.insert(input) {
self.inputs_state.remove(&input);
}
match input {
GameInput::Primary => {
let mut client = self.client.borrow_mut();
// Mine and build targets can be the same block. make building take
// precedence.
// Mine and build targets can be the same block. make building
// take precedence.
// Order of precedence: build, then mining, then attack.
if let Some(build_target) = build_target.filter(|bt| {
state && can_build && nearest_block_dist == Some(bt.distance)
@ -890,16 +899,18 @@ impl PlayState for SessionState {
// Prevent accessing camera modes which aren't available in
// multiplayer unless you are an
// admin. This is an easily bypassed clientside check.
// The server should do its own filtering of which entities are sent
// to clients to prevent abuse.
// The server should do its own filtering of which entities are
// sent to clients to
// prevent abuse.
let camera = self.scene.camera_mut();
let client = self.client.borrow();
camera.next_mode(
client.is_moderator(),
client
.presence()
.map(|presence| presence == PresenceKind::Spectator)
.unwrap_or(false),
.map(|presence| presence != PresenceKind::Spectator)
.unwrap_or(true)
|| self.viewpoint_entity.is_some(),
);
},
GameInput::Select => {
@ -920,6 +931,24 @@ impl PlayState for SessionState {
client.decline_invite();
}
},
GameInput::SpectateViewpoint if state => {
if self.viewpoint_entity.is_some() {
self.viewpoint_entity = None;
self.scene.camera_mut().set_mode(CameraMode::Freefly);
} else if let Some(interactable) = self.interactable {
if self.scene.camera().get_mode() == CameraMode::Freefly {
match interactable {
Interactable::Block(_, _, _) => {},
Interactable::Entity(entity) => {
self.viewpoint_entity = Some(entity);
self.scene
.camera_mut()
.set_mode(CameraMode::FirstPerson);
},
}
}
}
},
_ => {},
}
},
@ -949,97 +978,121 @@ impl PlayState for SessionState {
}
}
// If auto-gliding, point camera into the wind
if let Some(dir) = self
.auto_walk
.then_some(self.client.borrow())
.filter(|client| client.is_gliding())
.and_then(|client| {
let ecs = client.state().ecs();
let entity = client.entity();
let fluid = ecs
.read_storage::<comp::PhysicsState>()
.get(entity)?
.in_fluid?;
ecs.read_storage::<Vel>()
.get(entity)
.map(|vel| fluid.relative_flow(vel).0)
.map(|rel_flow| {
let is_wind_downwards = rel_flow.dot(Vec3::unit_z()).is_sign_negative();
if !self.free_look {
if is_wind_downwards {
self.scene.camera().forward_xy().into()
} else {
let windwards = rel_flow
* self
.scene
.camera()
.forward_xy()
.dot(rel_flow.xy())
.signum();
Plane::from(Dir::new(self.scene.camera().right()))
.projection(windwards)
}
} else if is_wind_downwards {
Vec3::from(-rel_flow.xy())
} else {
-rel_flow
}
})
.and_then(Dir::from_unnormalized)
})
{
self.key_state.auto_walk = false;
self.inputs.move_dir = Vec2::zero();
self.inputs.look_dir = dir;
} else {
self.key_state.auto_walk = self.auto_walk;
if !self.free_look {
self.walk_forward_dir = self.scene.camera().forward_xy();
self.walk_right_dir = self.scene.camera().right_xy();
self.inputs.look_dir =
Dir::from_unnormalized(cam_dir + aim_dir_offset).unwrap();
}
if self.viewpoint_entity.map_or(false, |entity| {
!self
.client
.borrow()
.state()
.ecs()
.read_storage::<Pos>()
.contains(entity)
}) {
self.viewpoint_entity = None;
self.scene.camera_mut().set_mode(CameraMode::Freefly);
}
self.inputs.strafing = matches!(
self.scene.camera().get_mode(),
camera::CameraMode::FirstPerson
);
let (viewpoint_entity, mutable_viewpoint) = self.viewpoint_entity();
// Get the current state of movement related inputs
let input_vec = self.key_state.dir_vec();
let (axis_right, axis_up) = (input_vec[0], input_vec[1]);
let dt = global_state.clock.get_stable_dt().as_secs_f32();
// Auto camera mode
if global_state.settings.gameplay.auto_camera
&& matches!(
if mutable_viewpoint {
// If auto-gliding, point camera into the wind
if let Some(dir) = self
.auto_walk
.then_some(self.client.borrow())
.filter(|client| client.is_gliding())
.and_then(|client| {
let ecs = client.state().ecs();
let entity = client.entity();
let fluid = ecs
.read_storage::<comp::PhysicsState>()
.get(entity)?
.in_fluid?;
ecs.read_storage::<Vel>()
.get(entity)
.map(|vel| fluid.relative_flow(vel).0)
.map(|rel_flow| {
let is_wind_downwards =
rel_flow.dot(Vec3::unit_z()).is_sign_negative();
if !self.free_look {
if is_wind_downwards {
self.scene.camera().forward_xy().into()
} else {
let windwards = rel_flow
* self
.scene
.camera()
.forward_xy()
.dot(rel_flow.xy())
.signum();
Plane::from(Dir::new(self.scene.camera().right()))
.projection(windwards)
}
} else if is_wind_downwards {
Vec3::from(-rel_flow.xy())
} else {
-rel_flow
}
})
.and_then(Dir::from_unnormalized)
})
{
self.key_state.auto_walk = false;
self.inputs.move_dir = Vec2::zero();
self.inputs.look_dir = dir;
} else {
self.key_state.auto_walk = self.auto_walk;
if !self.free_look {
self.walk_forward_dir = self.scene.camera().forward_xy();
self.walk_right_dir = self.scene.camera().right_xy();
self.inputs.look_dir =
Dir::from_unnormalized(cam_dir + aim_dir_offset).unwrap();
}
}
self.inputs.strafing = matches!(
self.scene.camera().get_mode(),
camera::CameraMode::ThirdPerson | camera::CameraMode::FirstPerson
)
&& input_vec.magnitude_squared() > 0.0
{
let camera = self.scene.camera_mut();
let ori = camera.get_orientation();
camera.set_orientation_instant(Vec3::new(
ori.x
+ input_vec.x
* (3.0 - input_vec.y * 1.5 * if is_aiming { 1.5 } else { 1.0 })
* dt,
std::f32::consts::PI * if is_aiming { 0.015 } else { 0.1 },
0.0,
));
camera::CameraMode::FirstPerson
);
// Auto camera mode
if global_state.settings.gameplay.auto_camera
&& matches!(
self.scene.camera().get_mode(),
camera::CameraMode::ThirdPerson | camera::CameraMode::FirstPerson
)
&& input_vec.magnitude_squared() > 0.0
{
let camera = self.scene.camera_mut();
let ori = camera.get_orientation();
camera.set_orientation_instant(Vec3::new(
ori.x
+ input_vec.x
* (3.0 - input_vec.y * 1.5 * if is_aiming { 1.5 } else { 1.0 })
* dt,
std::f32::consts::PI * if is_aiming { 0.015 } else { 0.1 },
0.0,
));
}
self.inputs.climb = self.key_state.climb();
self.inputs.move_z =
self.key_state.swim_up as i32 as f32 - self.key_state.swim_down as i32 as f32;
}
match self.scene.camera().get_mode() {
CameraMode::FirstPerson | CameraMode::ThirdPerson => {
// Move the player character based on their walking direction.
// This could be different from the camera direction if free look is enabled.
self.inputs.move_dir =
self.walk_right_dir * axis_right + self.walk_forward_dir * axis_up;
if mutable_viewpoint {
// Move the player character based on their walking direction.
// This could be different from the camera direction if free look is
// enabled.
self.inputs.move_dir =
self.walk_right_dir * axis_right + self.walk_forward_dir * axis_up;
}
self.freefly_vel = Vec3::zero();
},
CameraMode::Freefly => {
// Move the camera freely in 3d space. Apply acceleration so that
// the movement feels more natural and controlled.
@ -1084,10 +1137,6 @@ impl PlayState for SessionState {
},
};
self.inputs.climb = self.key_state.climb();
self.inputs.move_z =
self.key_state.swim_up as i32 as f32 - self.key_state.swim_down as i32 as f32;
let mut outcomes = Vec::new();
// Runs if either in a multiplayer server or the singleplayer server is unpaused
@ -1177,6 +1226,8 @@ impl PlayState for SessionState {
self.scene.camera().get_mode(),
camera::CameraMode::FirstPerson
),
viewpoint_entity,
mutable_viewpoint,
target_entity: self.target_entity,
selected_entity: self.selected_entity,
},
@ -1608,7 +1659,8 @@ impl PlayState for SessionState {
let scene_data = SceneData {
client: &client,
state: client.state(),
player_entity: client.entity(),
viewpoint_entity,
mutable_viewpoint: mutable_viewpoint || self.free_look,
// Only highlight if interactable
target_entity: self.interactable.and_then(Interactable::entity),
loaded_distance: client.loaded_distance(),
@ -1688,10 +1740,13 @@ impl PlayState for SessionState {
let client = self.client.borrow();
let (viewpoint_entity, mutable_viewpoint) = self.viewpoint_entity();
let scene_data = SceneData {
client: &client,
state: client.state(),
player_entity: client.entity(),
viewpoint_entity,
mutable_viewpoint,
// Only highlight if interactable
target_entity: self.interactable.and_then(Interactable::entity),
loaded_distance: client.loaded_distance(),

View File

@ -190,6 +190,7 @@ impl ControlSettings {
GameInput::MapZoomOut => KeyMouse::Key(VirtualKeyCode::Minus),
GameInput::MapSetMarker => KeyMouse::Mouse(MouseButton::Middle),
GameInput::SpectateSpeedBoost => KeyMouse::Key(VirtualKeyCode::LControl),
GameInput::SpectateViewpoint => KeyMouse::Mouse(MouseButton::Middle),
}
}
}

View File

@ -1,6 +1,5 @@
mod pixel_art;
mod renderer;
pub use renderer::{SampleStrat, Transform};
use crate::{

View File

@ -3,7 +3,7 @@ use crate::hud::{
get_quality_col,
img_ids::Imgs,
item_imgs::{animate_by_pulse, ItemImgs},
util,
util, HudInfo,
};
use client::Client;
use common::{
@ -291,6 +291,7 @@ pub struct ItemTooltip<'a> {
transparency: f32,
image_frame: ImageFrame,
client: &'a Client,
info: &'a HudInfo,
imgs: &'a Imgs,
item_imgs: &'a ItemImgs,
pulse: f32,
@ -352,6 +353,7 @@ impl<'a> ItemTooltip<'a> {
pub fn new(
image_frame: ImageFrame,
client: &'a Client,
info: &'a HudInfo,
imgs: &'a Imgs,
item_imgs: &'a ItemImgs,
pulse: f32,
@ -369,6 +371,7 @@ impl<'a> ItemTooltip<'a> {
image: None,
image_dims: None,
client,
info,
imgs,
item_imgs,
pulse,
@ -448,7 +451,7 @@ impl<'a> Widget for ItemTooltip<'a> {
let i18n = &self.localized_strings;
let inventories = self.client.inventories();
let inventory = match inventories.get(self.client.entity()) {
let inventory = match inventories.get(self.info.viewpoint_entity) {
Some(l) => l,
None => return,
};