Corrects for singularity distortion. (#13925)
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@@ -60,7 +60,7 @@ public sealed class CombatModeIndicatorsOverlay : Overlay
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protected override void Draw(in OverlayDrawArgs args)
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{
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var mouseScreenPosition = _inputManager.MouseScreenPosition;
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var mousePosMap = _eye.ScreenToMap(mouseScreenPosition);
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var mousePosMap = _eye.PixelToMap(mouseScreenPosition);
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if (mousePosMap.MapId != args.MapId)
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return;
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@@ -34,7 +34,7 @@ public sealed class DecalPlacementOverlay : Overlay
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return;
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var mouseScreenPos = _inputManager.MouseScreenPosition;
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var mousePos = _eyeManager.ScreenToMap(mouseScreenPos);
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var mousePos = _eyeManager.PixelToMap(mouseScreenPos);
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if (mousePos.MapId != args.MapId)
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return;
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@@ -242,7 +242,7 @@ public sealed class DragDropSystem : SharedDragDropSystem
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if (TryComp<SpriteComponent>(_draggedEntity, out var draggedSprite))
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{
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// pop up drag shadow under mouse
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var mousePos = _eyeManager.ScreenToMap(_inputManager.MouseScreenPosition);
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var mousePos = _eyeManager.PixelToMap(_inputManager.MouseScreenPosition);
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_dragShadow = EntityManager.SpawnEntity("dragshadow", mousePos);
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var dragSprite = Comp<SpriteComponent>(_dragShadow.Value);
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dragSprite.CopyFrom(draggedSprite);
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@@ -405,7 +405,7 @@ public sealed class DragDropSystem : SharedDragDropSystem
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// find possible targets on screen even if not reachable
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// TODO: Duplicated in SpriteSystem and TargetOutlineSystem. Should probably be cached somewhere for a frame?
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var mousePos = _eyeManager.ScreenToMap(_inputManager.MouseScreenPosition);
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var mousePos = _eyeManager.PixelToMap(_inputManager.MouseScreenPosition);
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var expansion = new Vector2(1.5f, 1.5f);
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var bounds = new Box2(mousePos.Position - expansion, mousePos.Position + expansion);
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@@ -533,7 +533,7 @@ public sealed class DragDropSystem : SharedDragDropSystem
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// Update position every frame to make it smooth.
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if (Exists(_dragShadow))
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{
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var mousePos = _eyeManager.ScreenToMap(_inputManager.MouseScreenPosition);
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var mousePos = _eyeManager.PixelToMap(_inputManager.MouseScreenPosition);
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Transform(_dragShadow.Value).WorldPosition = mousePos.Position;
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}
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}
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@@ -51,7 +51,7 @@ namespace Content.Client.Gameplay
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EntityUid? uid = null;
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if (UserInterfaceManager.CurrentlyHovered is IViewportControl vp && _inputManager.MouseScreenPosition.IsValid)
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uid = GetClickedEntity(vp.ScreenToMap(_inputManager.MouseScreenPosition.Position));
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uid = GetClickedEntity(vp.PixelToMap(_inputManager.MouseScreenPosition.Position));
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else if (UserInterfaceManager.CurrentlyHovered is EntityMenuElement element)
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uid = element.Entity;
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@@ -166,7 +166,7 @@ namespace Content.Client.Gameplay
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EntityUid? entityToClick = null;
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if (args.Viewport is IViewportControl vp)
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{
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var mousePosWorld = vp.ScreenToMap(kArgs.PointerLocation.Position);
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var mousePosWorld = vp.PixelToMap(kArgs.PointerLocation.Position);
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entityToClick = GetClickedEntity(mousePosWorld);
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coordinates = _mapManager.TryFindGridAt(mousePosWorld, out _, out var grid) ?
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@@ -94,7 +94,7 @@ public sealed class GridDraggingSystem : SharedGridDraggingSystem
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}
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var mouseScreenPos = _inputManager.MouseScreenPosition;
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var mousePos = _eyeManager.ScreenToMap(mouseScreenPos);
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var mousePos = _eyeManager.PixelToMap(mouseScreenPos);
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if (_dragging == null)
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{
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@@ -173,7 +173,7 @@ namespace Content.Client.NPC
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private void DrawScreen(OverlayDrawArgs args, DrawingHandleScreen screenHandle)
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{
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var mousePos = _inputManager.MouseScreenPosition;
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var mouseWorldPos = _eyeManager.ScreenToMap(mousePos);
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var mouseWorldPos = _eyeManager.PixelToMap(mousePos);
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var aabb = new Box2(mouseWorldPos.Position - SharedPathfindingSystem.ChunkSizeVec, mouseWorldPos.Position + SharedPathfindingSystem.ChunkSizeVec);
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var xformQuery = _entManager.GetEntityQuery<TransformComponent>();
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@@ -324,7 +324,7 @@ namespace Content.Client.NPC
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private void DrawWorld(OverlayDrawArgs args, DrawingHandleWorld worldHandle)
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{
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var mousePos = _inputManager.MouseScreenPosition;
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var mouseWorldPos = _eyeManager.ScreenToMap(mousePos);
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var mouseWorldPos = _eyeManager.PixelToMap(mousePos);
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var aabb = new Box2(mouseWorldPos.Position - Vector2.One / 4f, mouseWorldPos.Position + Vector2.One / 4f);
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var xformQuery = _entManager.GetEntityQuery<TransformComponent>();
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@@ -65,7 +65,7 @@ namespace Content.Client.NodeContainer
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var mousePos = _inputManager.MouseScreenPosition.Position;
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_mouseWorldPos = args
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.ViewportControl!
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.ScreenToMap(new Vector2(mousePos.X, mousePos.Y))
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.PixelToMap(mousePos)
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.Position;
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if (_hovered == null)
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@@ -117,7 +117,7 @@ public sealed class InteractionOutlineSystem : EntitySystem
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if (_uiManager.CurrentlyHovered is IViewportControl vp
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&& _inputManager.MouseScreenPosition.IsValid)
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{
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var mousePosWorld = vp.ScreenToMap(_inputManager.MouseScreenPosition.Position);
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var mousePosWorld = vp.PixelToMap(_inputManager.MouseScreenPosition.Position);
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entityToClick = screen.GetClickedEntity(mousePosWorld);
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if (vp is ScalingViewport svp)
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@@ -118,7 +118,7 @@ public sealed class TargetOutlineSystem : EntitySystem
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// find possible targets on screen
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// TODO: Duplicated in SpriteSystem and DragDropSystem. Should probably be cached somewhere for a frame?
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var mousePos = _eyeManager.ScreenToMap(_inputManager.MouseScreenPosition).Position;
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var mousePos = _eyeManager.PixelToMap(_inputManager.MouseScreenPosition).Position;
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var bounds = new Box2(mousePos - LookupVector, mousePos + LookupVector);
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var pvsEntities = _lookup.GetEntitiesIntersecting(_eyeManager.CurrentMap, bounds, LookupFlags.Approximate | LookupFlags.Static);
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var spriteQuery = GetEntityQuery<SpriteComponent>();
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@@ -1,15 +1,17 @@
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using System.Numerics;
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using Content.Shared.Singularity.Components;
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using Robust.Client.Graphics;
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using Robust.Client.UserInterface.CustomControls;
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using Robust.Shared.Enums;
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using Robust.Shared.Prototypes;
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using System.Numerics;
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namespace Content.Client.Singularity
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{
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public sealed class SingularityOverlay : Overlay
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public sealed class SingularityOverlay : Overlay, IEntityEventSubscriber
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{
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[Dependency] private readonly IEntityManager _entMan = default!;
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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private SharedTransformSystem? _xformSystem = null;
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/// <summary>
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/// Maximum number of distortions that can be shown on screen at a time.
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@@ -29,6 +31,8 @@ namespace Content.Client.Singularity
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IoCManager.InjectDependencies(this);
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_shader = _prototypeManager.Index<ShaderPrototype>("Singularity").Instance().Duplicate();
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_shader.SetParameter("maxDistance", MaxDistance * EyeManager.PixelsPerMeter);
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_entMan.EventBus.SubscribeEvent<PixelToMapEvent>(EventSource.Local, this, OnProjectFromScreenToMap);
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ZIndex = 101; // Should be drawn after the placement overlay so admins placing items near the singularity can tell where they're going.
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}
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private readonly Vector2[] _positions = new Vector2[MaxCount];
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@@ -40,14 +44,17 @@ namespace Content.Client.Singularity
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{
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if (args.Viewport.Eye == null)
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return false;
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if (_xformSystem is null && !_entMan.TrySystem(out _xformSystem))
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return false;
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_count = 0;
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foreach (var (distortion, xform) in _entMan.EntityQuery<SingularityDistortionComponent, TransformComponent>())
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var query = _entMan.EntityQueryEnumerator<SingularityDistortionComponent, TransformComponent>();
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while (query.MoveNext(out var uid, out var distortion, out var xform))
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{
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if (xform.MapID != args.MapId)
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continue;
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var mapPos = xform.WorldPosition;
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var mapPos = _xformSystem.GetWorldPosition(uid);
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// is the distortion in range?
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if ((mapPos - args.WorldAABB.ClosestPoint(mapPos)).LengthSquared() > MaxDistance * MaxDistance)
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@@ -56,7 +63,7 @@ namespace Content.Client.Singularity
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// To be clear, this needs to use "inside-viewport" pixels.
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// In other words, specifically NOT IViewportControl.WorldToScreen (which uses outer coordinates).
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var tempCoords = args.Viewport.WorldToLocal(mapPos);
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tempCoords.Y = args.Viewport.Size.Y - tempCoords.Y;
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tempCoords.Y = args.Viewport.Size.Y - tempCoords.Y; // Local space to fragment space.
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_positions[_count] = tempCoords;
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_intensities[_count] = distortion.Intensity;
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@@ -87,6 +94,50 @@ namespace Content.Client.Singularity
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worldHandle.DrawRect(args.WorldAABB, Color.White);
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worldHandle.UseShader(null);
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}
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/// <summary>
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/// Repeats the transformation applied by the shader in <see cref="Resources/Textures/Shaders/singularity.swsl"/>
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/// </summary>
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private void OnProjectFromScreenToMap(ref PixelToMapEvent args)
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{ // Mostly copypasta from the singularity shader.
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var maxDistance = MaxDistance * EyeManager.PixelsPerMeter;
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var finalCoords = args.VisiblePosition;
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for (var i = 0; i < MaxCount && i < _count; i++)
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{
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// An explanation of pain:
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// The shader used by the singularity to create the neat distortion effect occurs in _fragment space_
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// All of these calculations are done in _local space_.
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// The only difference between the two is that in fragment space 'Y' is measured in pixels from the bottom of the viewport...
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// and in local space 'Y' is measured in pixels from the top of the viewport.
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// As a minor optimization the locations of the singularities are transformed into fragment space in BeforeDraw so the shader doesn't need to.
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// We need to undo that here or this will transform the cursor position as if the singularities were mirrored vertically relative to the center of the viewport.
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var localPosition = _positions[i];
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localPosition.Y = args.Viewport.Size.Y - localPosition.Y;
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var delta = args.VisiblePosition - localPosition;
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var distance = (delta / args.Viewport.RenderScale).Length();
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var deformation = _intensities[i] / MathF.Pow(distance, _falloffPowers[i]);
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// ensure deformation goes to zero at max distance
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// avoids long-range single-pixel shifts that are noticeable when leaving PVS.
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if (distance >= maxDistance)
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deformation = 0.0f;
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else
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deformation *= 1.0f - MathF.Pow(distance / maxDistance, 4.0f);
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if (deformation > 0.8)
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deformation = MathF.Pow(deformation, 0.3f);
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finalCoords -= delta * deformation;
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}
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finalCoords.X -= MathF.Floor(finalCoords.X / (args.Viewport.Size.X * 2)) * args.Viewport.Size.X * 2; // Manually handle the wrapping reflection behaviour used by the viewport texture.
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finalCoords.Y -= MathF.Floor(finalCoords.Y / (args.Viewport.Size.Y * 2)) * args.Viewport.Size.Y * 2;
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finalCoords.X = (finalCoords.X >= args.Viewport.Size.X) ? ((args.Viewport.Size.X * 2) - finalCoords.X) : finalCoords.X;
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finalCoords.Y = (finalCoords.Y >= args.Viewport.Size.Y) ? ((args.Viewport.Size.Y * 2) - finalCoords.Y) : finalCoords.Y;
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args.VisiblePosition = finalCoords;
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}
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}
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}
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@@ -94,7 +94,7 @@ namespace Content.Client.Tabletop
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}
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// Map mouse position to EntityCoordinates
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var coords = _viewport.ScreenToMap(_inputManager.MouseScreenPosition.Position);
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var coords = _viewport.PixelToMap(_inputManager.MouseScreenPosition.Position);
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// Clamp coordinates to viewport
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var clampedCoords = ClampPositionToViewport(coords, _viewport);
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@@ -21,6 +21,7 @@ namespace Content.Client.Viewport
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public sealed class ScalingViewport : Control, IViewportControl
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{
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[Dependency] private readonly IClyde _clyde = default!;
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[Dependency] private readonly IEntityManager _entityManager = default!;
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[Dependency] private readonly IInputManager _inputManager = default!;
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// Internal viewport creation is deferred.
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@@ -252,8 +253,26 @@ namespace Content.Client.Viewport
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EnsureViewportCreated();
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var matrix = Matrix3.Invert(GetLocalToScreenMatrix());
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coords = matrix.Transform(coords);
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return _viewport!.LocalToWorld(matrix.Transform(coords));
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return _viewport!.LocalToWorld(coords);
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}
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/// <inheritdoc/>
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public MapCoordinates PixelToMap(Vector2 coords)
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{
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if (_eye == null)
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return default;
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EnsureViewportCreated();
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var matrix = Matrix3.Invert(GetLocalToScreenMatrix());
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coords = matrix.Transform(coords);
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var ev = new PixelToMapEvent(coords, this, _viewport!);
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_entityManager.EventBus.RaiseEvent(EventSource.Local, ref ev);
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return _viewport!.LocalToWorld(ev.VisiblePosition);
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}
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public Vector2 WorldToScreen(Vector2 map)
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@@ -47,7 +47,7 @@ public sealed class MeleeArcOverlay : Overlay
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return;
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var mousePos = _inputManager.MouseScreenPosition;
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var mapPos = _eyeManager.ScreenToMap(mousePos);
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var mapPos = _eyeManager.PixelToMap(mousePos);
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if (mapPos.MapId != args.MapId)
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return;
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@@ -96,7 +96,7 @@ public sealed partial class MeleeWeaponSystem : SharedMeleeWeaponSystem
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return;
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}
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var mousePos = _eyeManager.ScreenToMap(_inputManager.MouseScreenPosition);
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var mousePos = _eyeManager.PixelToMap(_inputManager.MouseScreenPosition);
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if (mousePos.MapId == MapId.Nullspace)
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{
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@@ -64,7 +64,7 @@ public sealed class TetherGunSystem : SharedTetherGunSystem
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}
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var mousePos = _input.MouseScreenPosition;
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var mouseWorldPos = _eyeManager.ScreenToMap(mousePos);
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var mouseWorldPos = _eyeManager.PixelToMap(mousePos);
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if (mouseWorldPos.MapId == MapId.Nullspace)
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return;
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@@ -50,7 +50,7 @@ public sealed class GunSpreadOverlay : Overlay
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return;
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var mouseScreenPos = _input.MouseScreenPosition;
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var mousePos = _eye.ScreenToMap(mouseScreenPos);
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var mousePos = _eye.PixelToMap(mouseScreenPos);
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if (mapPos.MapId != mousePos.MapId)
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return;
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@@ -151,7 +151,7 @@ public sealed partial class GunSystem : SharedGunSystem
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if (gun.NextFire > Timing.CurTime)
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return;
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var mousePos = _eyeManager.ScreenToMap(_inputManager.MouseScreenPosition);
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var mousePos = _eyeManager.PixelToMap(_inputManager.MouseScreenPosition);
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if (mousePos.MapId == MapId.Nullspace)
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{
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