Eye lerping on entities (#8151)
* eye lerping on entities * small improvements
This commit is contained in:
parent
b7be11d4d4
commit
55e86df25b
|
|
@ -6,6 +6,7 @@ using Robust.Client.Physics;
|
|||
using Robust.Client.Player;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.IoC;
|
||||
using Robust.Shared.Map;
|
||||
using Robust.Shared.Maths;
|
||||
using Robust.Shared.Timing;
|
||||
|
||||
|
|
@ -14,37 +15,81 @@ namespace Content.Client.Eye;
|
|||
public sealed class EyeLerpingSystem : EntitySystem
|
||||
{
|
||||
[Dependency] private readonly IEyeManager _eyeManager = default!;
|
||||
[Dependency] private readonly IMapManager _mapManager = default!;
|
||||
[Dependency] private readonly IPlayerManager _playerManager = default!;
|
||||
[Dependency] private readonly IGameTiming _gameTiming = default!;
|
||||
|
||||
private Angle? _lastGridAngle;
|
||||
private Angle? _lerpTo;
|
||||
private Angle _lerpStartRotation;
|
||||
private float _accumulator;
|
||||
|
||||
// How fast the camera rotates in radians / s
|
||||
private const float CameraRotateSpeed = MathF.PI;
|
||||
|
||||
// Safety override
|
||||
private const float LerpTimeMax = 1.5f;
|
||||
|
||||
// Lerping information for the player's active eye.
|
||||
private readonly EyeLerpInformation _playerActiveEye = new();
|
||||
|
||||
// Eyes other than the primary eye that are currently active.
|
||||
private readonly Dictionary<EntityUid, EyeLerpInformation> _activeEyes = new();
|
||||
private readonly List<EntityUid> _toRemove = new();
|
||||
|
||||
public override void Initialize()
|
||||
{
|
||||
base.Initialize();
|
||||
|
||||
SubscribeLocalEvent<EyeComponent, ComponentShutdown>(OnEyeShutdown);
|
||||
|
||||
UpdatesAfter.Add(typeof(TransformSystem));
|
||||
UpdatesAfter.Add(typeof(PhysicsSystem));
|
||||
UpdatesBefore.Add(typeof(EyeUpdateSystem));
|
||||
}
|
||||
|
||||
private void OnEyeShutdown(EntityUid uid, EyeComponent component, ComponentShutdown args)
|
||||
{
|
||||
RemoveEye(uid);
|
||||
}
|
||||
|
||||
public void AddEye(EntityUid uid)
|
||||
{
|
||||
if (!_activeEyes.ContainsKey(uid))
|
||||
{
|
||||
_activeEyes.Add(uid, new());
|
||||
}
|
||||
}
|
||||
|
||||
public void RemoveEye(EntityUid uid)
|
||||
{
|
||||
if (_activeEyes.ContainsKey(uid))
|
||||
{
|
||||
_activeEyes.Remove(uid);
|
||||
}
|
||||
}
|
||||
|
||||
public override void FrameUpdate(float frameTime)
|
||||
{
|
||||
if (!_gameTiming.IsFirstTimePredicted)
|
||||
return;
|
||||
|
||||
var currentEye = _eyeManager.CurrentEye;
|
||||
// Always do this one.
|
||||
LerpPlayerEye(frameTime);
|
||||
|
||||
foreach (var (entity, info) in _activeEyes)
|
||||
{
|
||||
LerpEntityEye(entity, info, frameTime);
|
||||
}
|
||||
|
||||
if (_toRemove.Count != 0)
|
||||
{
|
||||
foreach (var entity in _toRemove)
|
||||
{
|
||||
RemoveEye(entity);
|
||||
}
|
||||
|
||||
_toRemove.Clear();
|
||||
}
|
||||
}
|
||||
|
||||
private void LerpPlayerEye(float frameTime)
|
||||
{
|
||||
if (_playerManager.LocalPlayer?.ControlledEntity is not {} mob || Deleted(mob))
|
||||
return;
|
||||
|
||||
|
|
@ -52,62 +97,72 @@ public sealed class EyeLerpingSystem : EntitySystem
|
|||
if (!TryComp(mob, out IMoverComponent? mover))
|
||||
return;
|
||||
|
||||
var moverLastGridAngle = mover.LastGridAngle;
|
||||
LerpEye(_eyeManager.CurrentEye, frameTime, mover.LastGridAngle, _playerActiveEye);
|
||||
}
|
||||
|
||||
private void LerpEntityEye(EntityUid uid, EyeLerpInformation info, float frameTime)
|
||||
{
|
||||
if (!TryComp(uid, out TransformComponent? transform)
|
||||
|| !TryComp(uid, out EyeComponent? eye)
|
||||
|| eye.Eye == null
|
||||
|| !_mapManager.TryGetGrid(transform.GridID, out var grid))
|
||||
{
|
||||
_toRemove.Add(uid);
|
||||
return;
|
||||
}
|
||||
|
||||
LerpEye(eye.Eye, frameTime, grid.WorldRotation, info);
|
||||
}
|
||||
|
||||
private void LerpEye(IEye eye, float frameTime, Angle lastAngle, EyeLerpInformation lerpInfo)
|
||||
{
|
||||
|
||||
// Let's not turn the camera into a washing machine when the game starts.
|
||||
if (_lastGridAngle == null)
|
||||
if (lerpInfo.LastGridAngle == null)
|
||||
{
|
||||
_lastGridAngle = moverLastGridAngle;
|
||||
currentEye.Rotation = -moverLastGridAngle;
|
||||
lerpInfo.LastGridAngle = lastAngle;
|
||||
eye.Rotation = -lastAngle;
|
||||
return;
|
||||
}
|
||||
|
||||
// Check if the last lerp grid angle we have is not the same as the last mover grid angle...
|
||||
if (!_lastGridAngle.Value.EqualsApprox(moverLastGridAngle))
|
||||
if (!lerpInfo.LastGridAngle.Value.EqualsApprox(lastAngle))
|
||||
{
|
||||
// And now, we start lerping.
|
||||
_lerpTo = moverLastGridAngle;
|
||||
_lastGridAngle = moverLastGridAngle;
|
||||
_lerpStartRotation = currentEye.Rotation;
|
||||
_accumulator = 0f;
|
||||
lerpInfo.LerpTo = lastAngle;
|
||||
lerpInfo.LastGridAngle = lastAngle;
|
||||
lerpInfo.LerpStartRotation = eye.Rotation;
|
||||
lerpInfo.Accumulator = 0f;
|
||||
}
|
||||
|
||||
if (_lerpTo != null)
|
||||
if (lerpInfo.LerpTo != null)
|
||||
{
|
||||
_accumulator += frameTime;
|
||||
lerpInfo.Accumulator += frameTime;
|
||||
|
||||
var lerpRot = -_lerpTo.Value.FlipPositive().Reduced();
|
||||
var startRot = _lerpStartRotation.FlipPositive().Reduced();
|
||||
var lerpRot = -lerpInfo.LerpTo.Value.FlipPositive().Reduced();
|
||||
var startRot = lerpInfo.LerpStartRotation.FlipPositive().Reduced();
|
||||
|
||||
var changeNeeded = Angle.ShortestDistance(startRot, lerpRot);
|
||||
|
||||
if (changeNeeded.EqualsApprox(Angle.Zero))
|
||||
{
|
||||
// Nothing to do here!
|
||||
CleanupLerp();
|
||||
lerpInfo.Cleanup(eye);
|
||||
return;
|
||||
}
|
||||
|
||||
// Get how much the camera should have moved by now. Make it faster depending on the change needed.
|
||||
var changeRot = (CameraRotateSpeed * Math.Max(1f, Math.Abs(changeNeeded) * 0.75f)) * _accumulator * Math.Sign(changeNeeded);
|
||||
var changeRot = (CameraRotateSpeed * Math.Max(1f, Math.Abs(changeNeeded) * 0.75f)) * lerpInfo.Accumulator * Math.Sign(changeNeeded);
|
||||
|
||||
// How close is this from reaching the end?
|
||||
var percentage = (float)Math.Abs(changeRot / changeNeeded);
|
||||
|
||||
currentEye.Rotation = Angle.Lerp(startRot, lerpRot, percentage);
|
||||
eye.Rotation = Angle.Lerp(startRot, lerpRot, percentage);
|
||||
|
||||
// Either we have overshot, or we have taken way too long on this, emergency reset time
|
||||
if (percentage >= 1.0f || _accumulator >= LerpTimeMax)
|
||||
if (percentage >= 1.0f || lerpInfo.Accumulator >= LerpTimeMax)
|
||||
{
|
||||
CleanupLerp();
|
||||
}
|
||||
|
||||
void CleanupLerp()
|
||||
{
|
||||
currentEye.Rotation = -_lerpTo.Value;
|
||||
_lerpStartRotation = currentEye.Rotation;
|
||||
_lerpTo = null;
|
||||
_accumulator = 0f;
|
||||
lerpInfo.Cleanup(eye);
|
||||
}
|
||||
}
|
||||
else
|
||||
|
|
@ -117,7 +172,23 @@ public sealed class EyeLerpingSystem : EntitySystem
|
|||
// ghosting, this system listening for attached mob changes, and the eye rotation being reset after our
|
||||
// changes back to zero because of an EyeComponent state coming from the server being applied.
|
||||
// At some point we'll need to come up with a solution for that. But for now, I just want to fix this.
|
||||
currentEye.Rotation = -moverLastGridAngle;
|
||||
eye.Rotation = -lastAngle;
|
||||
}
|
||||
}
|
||||
|
||||
private sealed class EyeLerpInformation
|
||||
{
|
||||
public Angle? LastGridAngle { get; set; }
|
||||
public Angle? LerpTo { get; set; }
|
||||
public Angle LerpStartRotation { get; set; }
|
||||
public float Accumulator { get; set; }
|
||||
|
||||
public void Cleanup(IEye eye)
|
||||
{
|
||||
eye.Rotation = -LerpTo ?? Angle.Zero;
|
||||
LerpStartRotation = eye.Rotation;
|
||||
LerpTo = null;
|
||||
Accumulator = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
Loading…
Reference in New Issue