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Allow trees to pass between character and camera for bigger distances
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@ -2,6 +2,7 @@ use common::{terrain::TerrainGrid, vol::ReadVol};
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use common_base::span;
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use core::{f32::consts::PI, fmt::Debug};
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use num::traits::{real::Real, FloatConst};
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use std::convert::identity;
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use treeculler::Frustum;
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use vek::*;
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@ -372,6 +373,19 @@ impl Camera {
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let local_dependents = self.compute_dependents_helper(self.tgt_dist);
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let frustum = self.compute_frustum(&local_dependents);
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let dist = {
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fn dist_far(d: f32, max: f32) -> f32 { f32::min(max - d, max) }
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fn swap((a, b): (Vec3<f32>, Vec3<f32>)) -> (Vec3<f32>, Vec3<f32>) { (b, a) }
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fn invert(v: bool) -> bool { !v }
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let (dir_fn, transparent_fn, dist_fn, reduce_fn): (
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fn((Vec3<f32>, Vec3<f32>)) -> (Vec3<f32>, Vec3<f32>),
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fn(bool) -> bool,
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fn(f32, f32) -> f32,
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) = if self.tgt_dist < 20.0 {
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(identity, identity, f32::min)
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} else {
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(swap, invert, dist_far)
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};
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frustum
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.points
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.iter()
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@ -383,14 +397,15 @@ impl Camera {
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})
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.chain([(self.focus - self.forward() * (self.dist + 0.5))]) // Padding to behind
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.map(|pos| {
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let (start, end) = dir_fn((self.focus, pos));
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match terrain
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.ray(self.focus, pos)
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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(is_transparent)
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.until(|b| transparent_fn(is_transparent(b)))
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.cast()
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{
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(d, Ok(Some(_))) => f32::min(d, self.dist),
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(d, Ok(Some(_))) => dist_fn(d, 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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