Move Eye Lerping to content and fix/improve it a bunch. (#5900)

This commit is contained in:
Vera Aguilera Puerto
2021-12-27 18:50:00 +01:00
committed by GitHub
parent b0bdc0336e
commit 525c38b794
4 changed files with 142 additions and 4 deletions

View File

@@ -0,0 +1,123 @@
using System;
using Content.Shared.Movement.Components;
using Robust.Client.GameObjects;
using Robust.Client.Graphics;
using Robust.Client.Physics;
using Robust.Client.Player;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Maths;
using Robust.Shared.Timing;
namespace Content.Client.Eye;
public class EyeLerpingSystem : EntitySystem
{
[Dependency] private readonly IEyeManager _eyeManager = 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;
public override void Initialize()
{
base.Initialize();
UpdatesAfter.Add(typeof(TransformSystem));
UpdatesAfter.Add(typeof(PhysicsSystem));
UpdatesBefore.Add(typeof(EyeUpdateSystem));
}
public override void FrameUpdate(float frameTime)
{
if (!_gameTiming.IsFirstTimePredicted)
return;
var currentEye = _eyeManager.CurrentEye;
if (_playerManager.LocalPlayer?.ControlledEntity is not {} mob || Deleted(mob))
return;
// We can't lerp if the mob can't move!
if (!TryComp(mob, out IMoverComponent? mover))
return;
var moverLastGridAngle = mover.LastGridAngle;
// Let's not turn the camera into a washing machine when the game starts.
if (_lastGridAngle == null)
{
_lastGridAngle = moverLastGridAngle;
currentEye.Rotation = -moverLastGridAngle;
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))
{
// And now, we start lerping.
_lerpTo = moverLastGridAngle;
_lastGridAngle = moverLastGridAngle;
_lerpStartRotation = currentEye.Rotation;
_accumulator = 0f;
}
if (_lerpTo != null)
{
_accumulator += frameTime;
var lerpRot = -_lerpTo.Value.FlipPositive().Reduced();
var startRot = _lerpStartRotation.FlipPositive().Reduced();
var changeNeeded = Angle.ShortestDistance(startRot, lerpRot);
if (changeNeeded.EqualsApprox(Angle.Zero))
{
// Nothing to do here!
CleanupLerp();
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);
// How close is this from reaching the end?
var percentage = (float)Math.Abs(changeRot / changeNeeded);
currentEye.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)
{
CleanupLerp();
}
void CleanupLerp()
{
currentEye.Rotation = -_lerpTo.Value;
_lerpStartRotation = currentEye.Rotation;
_lerpTo = null;
_accumulator = 0f;
}
}
else
{
// This makes it so rotating the camera manually is impossible...
// However, it is needed. Why? Because of a funny (hilarious, even) race condition involving
// 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;
}
}
}

View File

@@ -5,6 +5,7 @@ using Content.Shared.Pulling.Components;
using Robust.Client.Player;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Map;
using Robust.Shared.Physics;
namespace Content.Client.Physics.Controllers
@@ -19,11 +20,15 @@ namespace Content.Client.Physics.Controllers
if (_playerManager.LocalPlayer?.ControlledEntity is not {Valid: true} player ||
!EntityManager.TryGetComponent(player, out IMoverComponent? mover) ||
!EntityManager.TryGetComponent(player, out PhysicsComponent? body))
!EntityManager.TryGetComponent(player, out PhysicsComponent? body) ||
!EntityManager.TryGetComponent(player, out TransformComponent? xform))
{
return;
}
if (xform.GridID != GridId.Invalid)
mover.LastGridAngle = GetParentGridAngle(xform, mover);
// Essentially we only want to set our mob to predicted so every other entity we just interpolate
// (i.e. only see what the server has sent us).
// The exception to this is joints.

View File

@@ -50,6 +50,7 @@ namespace Content.Shared.Movement.Components
private MoveButtons _heldMoveButtons = MoveButtons.None;
[ViewVariables]
public Angle LastGridAngle { get; set; } = new(0);
public float CurrentWalkSpeed => _movementSpeed?.CurrentWalkSpeed ?? MovementSpeedModifierComponent.DefaultBaseWalkSpeed;

View File

@@ -5,6 +5,7 @@ using Content.Shared.Friction;
using Content.Shared.MobState.Components;
using Content.Shared.Movement.Components;
using Content.Shared.Pulling.Components;
using JetBrains.Annotations;
using Robust.Shared.Configuration;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
@@ -60,6 +61,14 @@ namespace Content.Shared.Movement
UsedMobMovement.Clear();
}
protected Angle GetParentGridAngle(TransformComponent xform, IMoverComponent mover)
{
if (xform.GridID == GridId.Invalid || !_mapManager.TryGetGrid(xform.GridID, out var grid))
return mover.LastGridAngle;
return grid.WorldRotation;
}
/// <summary>
/// A generic kinematic mover for entities.
/// </summary>
@@ -68,7 +77,7 @@ namespace Content.Shared.Movement
var (walkDir, sprintDir) = mover.VelocityDir;
var transform = EntityManager.GetComponent<TransformComponent>(mover.Owner);
var parentRotation = transform.Parent!.WorldRotation;
var parentRotation = GetParentGridAngle(transform, mover);
// Regular movement.
// Target velocity.
@@ -118,7 +127,7 @@ namespace Content.Shared.Movement
if (!touching)
{
if (transform.GridID != GridId.Invalid)
mover.LastGridAngle = transform.Parent!.WorldRotation;
mover.LastGridAngle = GetParentGridAngle(transform, mover);
transform.WorldRotation = physicsComponent.LinearVelocity.GetDir().ToAngle();
return;
@@ -130,7 +139,7 @@ namespace Content.Shared.Movement
// This is relative to the map / grid we're on.
var total = walkDir * mover.CurrentWalkSpeed + sprintDir * mover.CurrentSprintSpeed;
var parentRotation = transform.Parent!.WorldRotation;
var parentRotation = GetParentGridAngle(transform, mover);
var worldTotal = _relativeMovement ? parentRotation.RotateVec(total) : total;