Merge branch 'christof/faster_orientation' into 'master'

introduce a fast path for the common case of already horizontal ori and small rotation changes

See merge request veloren/veloren!3375
This commit is contained in:
Marcel 2022-06-08 22:19:33 +00:00
commit b12dc3b020
3 changed files with 144 additions and 17 deletions

View File

@ -452,6 +452,19 @@ pub fn handle_orientation(
efficiency: f32,
dir_override: Option<Dir>,
) {
/// first check for horizontal
fn to_horizontal_fast(ori: &crate::comp::Ori) -> crate::comp::Ori {
if ori.to_quat().into_vec4().xy().is_approx_zero() {
*ori
} else {
ori.to_horizontal()
}
}
/// compute an upper limit for the difference of two orientations
fn ori_absdiff(a: &crate::comp::Ori, b: &crate::comp::Ori) -> f32 {
(a.to_quat().into_vec4() - b.to_quat().into_vec4()).reduce(|a, b| a.abs() + b.abs())
}
// Direction is set to the override if one is provided, else if entity is
// strafing or attacking the horiontal component of the look direction is used,
// else the current horizontal movement direction is used
@ -465,24 +478,34 @@ pub fn handle_orientation(
.into()
} else {
Dir::from_unnormalized(data.inputs.move_dir.into())
.map_or_else(|| data.ori.to_horizontal(), |dir| dir.into())
.map_or_else(|| to_horizontal_fast(data.ori), |dir| dir.into())
};
let rate = {
// Angle factor used to keep turning rate approximately constant by
// counteracting slerp turning more with a larger angle
let angle_factor = 2.0 / (1.0 - update.ori.dot(target_ori)).sqrt();
data.body.base_ori_rate()
* efficiency
* angle_factor
* if data.physics.on_ground.is_some() {
1.0
} else {
0.2
}
// unit is multiples of 180°
let half_turns_per_tick = data.body.base_ori_rate()
* efficiency
* if data.physics.on_ground.is_some() {
1.0
} else {
0.2
}
* data.dt.0;
// very rough guess
let ticks_from_target_guess = ori_absdiff(&update.ori, &target_ori) / half_turns_per_tick;
let instantaneous = ticks_from_target_guess < 1.0;
update.ori = if instantaneous {
target_ori
} else {
let target_fraction = {
// Angle factor used to keep turning rate approximately constant by
// counteracting slerp turning more with a larger angle
let angle_factor = 2.0 / (1.0 - update.ori.dot(target_ori)).sqrt();
half_turns_per_tick * angle_factor
};
update
.ori
.slerped_towards(target_ori, target_fraction.min(1.0))
};
update.ori = update
.ori
.slerped_towards(target_ori, (data.dt.0 * rate).min(1.0));
}
/// Updates components to move player as if theyre swimming

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@ -0,0 +1,104 @@
#[cfg(test)]
mod tests {
use common::{
comp::{
item::MaterialStatManifest, skills::GeneralSkill, CharacterState, Controller, Energy,
Ori, PhysicsState, Poise, Pos, Skill, Stats, Vel,
},
resources::{DeltaTime, GameMode, Time},
uid::Uid,
util::Dir,
SkillSetBuilder,
};
use common_ecs::dispatch;
use common_state::State;
use rand::thread_rng;
use specs::{Builder, Entity, WorldExt};
use std::time::Duration;
use vek::{approx::AbsDiffEq, Vec3};
use veloren_common_systems::character_behavior;
fn setup() -> State {
let mut state = State::new(GameMode::Server);
let msm = MaterialStatManifest::load().cloned();
state.ecs_mut().insert(msm);
state.ecs_mut().read_resource::<Time>();
state.ecs_mut().read_resource::<DeltaTime>();
state
}
fn create_entity(state: &mut State, ori: Ori) -> specs::Entity {
let body = common::comp::Body::Humanoid(common::comp::humanoid::Body::random_with(
&mut thread_rng(),
&common::comp::humanoid::Species::Human,
));
let skill_set = SkillSetBuilder::default().build();
state
.ecs_mut()
.create_entity()
.with(CharacterState::Idle(common::states::idle::Data::default()))
.with(Pos(Vec3::zero()))
.with(Vel::default())
.with(ori)
.with(body.mass())
.with(body.density())
.with(body)
.with(Energy::new(
body,
skill_set
.skill_level(Skill::General(GeneralSkill::EnergyIncrease))
.unwrap_or(0),
))
.with(Controller::default())
.with(Poise::new(body))
.with(skill_set)
.with(PhysicsState::default())
.with(Stats::empty())
.with(Uid(1))
.build()
}
fn tick(state: &mut State, dt: Duration) {
state.tick(
dt,
|dispatch_builder| {
dispatch::<character_behavior::Sys>(dispatch_builder, &[]);
},
false,
);
}
#[test]
fn orientation_shortcut() {
let mut state = setup();
const TESTCASES: usize = 5;
let testcases: [(Vec3<f32>, Vec3<f32>); TESTCASES] = [
// horizontal is unchanged
(Vec3::unit_x(), Vec3::unit_x()),
// nearly vertical takes time to adjust
(Vec3::new(0.1, 0.1, 1.0), Vec3::new(0.149, 0.149, 0.978)),
// intermediate case
(Vec3::new(0.6, 0.6, 0.1), Vec3::new(0.706, 0.706, 0.052)),
// edge case: nearly horizontal after system
(Vec3::new(0.6, 0.6, 0.0556), Vec3::new(0.707, 0.707, 0.000)),
// small enough to be horizontal in one step
(Vec3::new(0.6, 0.6, 0.04), Vec3::new(0.707, 0.707, 0.000)),
];
let mut entities: [Option<Entity>; TESTCASES] = [None; TESTCASES];
for i in 0..TESTCASES {
entities[i] = Some(create_entity(
&mut state,
Ori::from_unnormalized_vec(testcases[i].0).unwrap_or_default(),
));
}
tick(&mut state, Duration::from_secs_f32(0.033));
let results = state.ecs().read_storage::<Ori>();
for i in 0..TESTCASES {
if let Some(e) = entities[i] {
let result = Dir::from(*results.get(e).expect("Ori missing"));
assert!(result.abs_diff_eq(&testcases[i].1, 0.0005));
// println!("{:?}", result);
}
}
}
}