mirror of
https://gitlab.com/veloren/veloren.git
synced 2024-08-30 18:12:32 +00:00
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:
commit
b12dc3b020
@ -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
|
||||
|
104
common/systems/tests/character_state.rs
Normal file
104
common/systems/tests/character_state.rs
Normal file
@ -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);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue
Block a user