Merge branch 'master' into 'master'

Better camera positioning, smooth acceleration

See merge request veloren/veloren!35

Former-commit-id: ca38f861d1cc102fd9f2cb3f490871ea753f748f
This commit is contained in:
Joshua Barretto 2019-04-16 19:25:01 +00:00
commit a80ddb807f
3 changed files with 11 additions and 13 deletions

View File

@ -149,17 +149,15 @@ impl Client {
});
// Step 1
if
self.state.read_storage::<comp::phys::Pos>().get(self.player).is_some() &&
self.state.read_storage::<comp::phys::Vel>().get(self.player).is_some() &&
self.state.read_storage::<comp::phys::Dir>().get(self.player).is_some()
{
// TODO: remove this
const PLAYER_VELOCITY: f32 = 100.0;
// TODO: Set acceleration instead
self.state.write_component(self.player, comp::phys::Vel(Vec3::from(input.move_dir * PLAYER_VELOCITY) * 0.1));
if let (Some(_), Some(vel), Some(_)) = (
self.state.read_component_cloned::<comp::phys::Pos>(self.player),
self.state.read_component_cloned::<comp::phys::Vel>(self.player),
self.state.read_component_cloned::<comp::phys::Dir>(self.player),
) {
self.state.write_component(self.player, comp::phys::Vel(vel.0 + input.move_dir * 2.0 - vel.0.map(|e| e * e.abs() + e) * 0.03));
if input.move_dir.magnitude() > 0.01 {
self.state.write_component(self.player, comp::phys::Dir(input.move_dir.normalized().into()));
self.state.write_component(self.player, comp::phys::Dir(vel.0.normalized() * Vec3::new(1.0, 1.0, 0.0)));
self.state.write_component(self.player, comp::Animation::Run);
} else {
self.state.write_component(self.player, comp::Animation::Idle);

View File

@ -21,7 +21,7 @@ impl Camera {
Self {
focus: Vec3::unit_z() * 10.0,
ori: Vec3::zero(),
dist: 150.0,
dist: 10.0,
fov: 1.3,
aspect,
}

View File

@ -97,7 +97,7 @@ impl Scene {
},
// Zoom the camera when a zoom event occurs
Event::Zoom(delta) => {
self.camera.zoom_by(-delta);
self.camera.zoom_by(delta * 0.3);
true
},
// All other events are unhandled
@ -118,7 +118,7 @@ impl Scene {
.unwrap_or(Vec3::zero());
// Alter camera position to match player
self.camera.set_focus_pos(player_pos);
self.camera.set_focus_pos(player_pos + Vec3::unit_z() * 1.5);
// Compute camera matrices
let (view_mat, proj_mat, cam_pos) = self.camera.compute_dependents();