More eye lerping changes (#11436)
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@@ -5,21 +5,19 @@ using Robust.Client.Graphics;
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using Robust.Client.Physics;
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using Robust.Client.Player;
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using Robust.Shared.Collections;
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using Robust.Shared.Map;
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using Robust.Shared.Timing;
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using Robust.Shared.Utility;
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namespace Content.Client.Eye;
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public sealed class EyeLerpingSystem : EntitySystem
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{
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[Dependency] private readonly IEyeManager _eyeManager = default!;
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly SharedMoverController _mover = default!;
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// Eyes other than the primary eye that are currently active.
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private readonly Dictionary<EntityUid, EyeLerpInformation> _activeEyes = new();
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// Convenience variable for for VV.
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[ViewVariables]
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private IEnumerable<LerpingEyeComponent> ActiveEyes => EntityQuery<LerpingEyeComponent>();
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public override void Initialize()
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{
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@@ -27,6 +25,9 @@ public sealed class EyeLerpingSystem : EntitySystem
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SubscribeLocalEvent<EyeComponent, ComponentStartup>(OnEyeStartup);
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SubscribeLocalEvent<EyeComponent, ComponentShutdown>(OnEyeShutdown);
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SubscribeLocalEvent<LerpingEyeComponent, EntParentChangedMessage>(HandleMapChange);
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SubscribeLocalEvent<EyeComponent, PlayerAttachedEvent>(OnAttached);
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SubscribeLocalEvent<LerpingEyeComponent, PlayerDetachedEvent>(OnDetached);
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UpdatesAfter.Add(typeof(TransformSystem));
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UpdatesAfter.Add(typeof(PhysicsSystem));
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@@ -35,38 +36,58 @@ public sealed class EyeLerpingSystem : EntitySystem
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private void OnEyeStartup(EntityUid uid, EyeComponent component, ComponentStartup args)
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{
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if (component.Eye == null)
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return;
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// If the eye starts up then don't lerp at all.
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var xformQuery = GetEntityQuery<TransformComponent>();
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TryComp<InputMoverComponent>(uid, out var mover);
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xformQuery.TryGetComponent(uid, out var xform);
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var lerpInfo = _activeEyes.GetOrNew(uid);
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lerpInfo.TargetRotation = GetRotation(xformQuery, mover, xform);
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lerpInfo.LastRotation = lerpInfo.TargetRotation;
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if (xform != null)
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{
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lerpInfo.MapId = xform.MapID;
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}
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component.Eye.Rotation = lerpInfo.TargetRotation;
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if (_playerManager.LocalPlayer?.ControlledEntity == uid)
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AddEye(uid, component, true);
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}
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private void OnEyeShutdown(EntityUid uid, EyeComponent component, ComponentShutdown args)
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{
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RemoveEye(uid);
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RemCompDeferred<LerpingEyeComponent>(uid);
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}
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public void AddEye(EntityUid uid)
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// TODO replace this with some way of automatically getting and including any eyes that are associated with a viewport / render able thingy.
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public void AddEye(EntityUid uid, EyeComponent? component = null, bool automatic = false)
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{
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_activeEyes.TryAdd(uid, new EyeLerpInformation());
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if (!Resolve(uid, ref component))
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return;
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var lerpInfo = EnsureComp<LerpingEyeComponent>(uid);
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lerpInfo.TargetRotation = GetRotation(uid);
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lerpInfo.LastRotation = lerpInfo.TargetRotation;
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lerpInfo.ManuallyAdded |= !automatic;
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if (component.Eye != null)
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component.Eye.Rotation = lerpInfo.TargetRotation;
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}
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public void RemoveEye(EntityUid uid)
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{
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_activeEyes.Remove(uid);
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if (!TryComp(uid, out LerpingEyeComponent? lerp))
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return;
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// If this is the currently controlled entity, we keep the component.
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if (_playerManager.LocalPlayer?.ControlledEntity == uid)
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lerp.ManuallyAdded = false;
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else
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RemComp(uid, lerp);
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}
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private void HandleMapChange(EntityUid uid, LerpingEyeComponent component, ref EntParentChangedMessage args)
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{
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// Is this actually a map change? If yes, stop any lerps
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if (args.OldMapId != args.Transform.MapID)
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component.LastRotation = GetRotation(uid, args.Transform);
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}
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private void OnAttached(EntityUid uid, EyeComponent component, PlayerAttachedEvent args)
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{
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AddEye(uid, component, true);
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}
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private void OnDetached(EntityUid uid, LerpingEyeComponent component, PlayerDetachedEvent args)
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{
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if (!component.ManuallyAdded)
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RemCompDeferred(uid, component);
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}
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public override void Update(float frameTime)
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@@ -76,46 +97,21 @@ public sealed class EyeLerpingSystem : EntitySystem
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if (!_gameTiming.IsFirstTimePredicted)
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return;
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var moverQuery = GetEntityQuery<InputMoverComponent>();
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var xformQuery = GetEntityQuery<TransformComponent>();
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var foundEyes = new ValueList<EntityUid>(1);
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// Set all of our eye rotations to the relevant values.
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foreach (var (eye, entity) in GetEyes())
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{
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var lerpInfo = _activeEyes.GetOrNew(entity);
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foundEyes.Add(entity);
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moverQuery.TryGetComponent(entity, out var mover);
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xformQuery.TryGetComponent(entity, out var xform);
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lerpInfo.LastRotation = lerpInfo.TargetRotation;
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lerpInfo.TargetRotation = GetRotation(xformQuery, mover, xform);
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if (xform != null)
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{
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// If we traverse maps then don't lerp.
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if (xform.MapID != lerpInfo.MapId)
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foreach (var (lerpInfo, xform) in EntityQuery<LerpingEyeComponent, TransformComponent>())
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{
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lerpInfo.LastRotation = lerpInfo.TargetRotation;
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}
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}
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}
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foreach (var eye in foundEyes)
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{
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if (!_activeEyes.ContainsKey(eye))
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{
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_activeEyes.Remove(eye);
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}
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lerpInfo.TargetRotation = GetRotation(lerpInfo.Owner, xform);
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}
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}
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/// <summary>
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/// Does the eye need to lerp or is its rotation matched.
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/// </summary>
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private bool NeedsLerp(EntityUid uid, InputMoverComponent? mover = null)
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private bool NeedsLerp(InputMoverComponent? mover)
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{
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if (mover == null)
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return true;
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return false;
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if (mover.RelativeRotation.Equals(mover.TargetRelativeRotation))
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return false;
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@@ -123,67 +119,42 @@ public sealed class EyeLerpingSystem : EntitySystem
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return true;
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}
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private Angle GetRotation(EntityQuery<TransformComponent> xformQuery, InputMoverComponent? mover = null, TransformComponent? xform = null)
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private Angle GetRotation(EntityUid uid, TransformComponent? xform = null, InputMoverComponent? mover = null)
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{
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if (!Resolve(uid, ref xform))
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return Angle.Zero;
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// If we can move then tie our eye to our inputs (these also get lerped so it should be fine).
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if (mover != null)
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if (Resolve(uid, ref mover, false))
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{
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return -_mover.GetParentGridAngle(mover);
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}
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// if not tied to a mover then lock it to map / grid
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if (xform != null)
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{
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var relative = xform.GridUid;
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relative ??= xform.MapUid;
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if (xformQuery.TryGetComponent(relative, out var relativeXform))
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{
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return -relativeXform.WorldRotation;
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}
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}
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var relative = xform.GridUid ?? xform.MapUid;
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if (relative != null)
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return -Transform(relative.Value).WorldRotation;
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return Angle.Zero;
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}
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private IEnumerable<(IEye Eye, EntityUid Entity)> GetEyes()
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{
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if (_playerManager.LocalPlayer?.ControlledEntity is { } player && !Deleted(player))
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{
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yield return (_eyeManager.CurrentEye, player);
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}
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if (_activeEyes.Count == 0)
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yield break;
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var eyeQuery = GetEntityQuery<EyeComponent>();
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foreach (var (ent, info) in _activeEyes)
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{
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if (!eyeQuery.TryGetComponent(ent, out var eyeComp) ||
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eyeComp.Eye == null)
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{
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continue;
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}
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yield return (eyeComp.Eye, ent);
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}
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}
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public override void FrameUpdate(float frameTime)
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{
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var tickFraction = (float) _gameTiming.TickFraction / ushort.MaxValue;
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const double lerpMinimum = 0.00001;
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var xformQuery = GetEntityQuery<TransformComponent>();
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foreach (var (eye, entity) in GetEyes())
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foreach (var (lerpInfo, eye, xform) in EntityQuery<LerpingEyeComponent, EyeComponent, TransformComponent>())
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{
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if (!_activeEyes.TryGetValue(entity, out var lerpInfo))
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continue;
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var entity = eye.Owner;
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if (TryComp<InputMoverComponent>(entity, out var mover) && !NeedsLerp(entity, mover))
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TryComp<InputMoverComponent>(entity, out var mover);
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// This needs to be recomputed every frame, as if this is simply the grid rotation, then we need to account for grid angle lerping.
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lerpInfo.TargetRotation = GetRotation(entity, xform, mover);
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if (!NeedsLerp(mover))
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{
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eye.Rotation = GetRotation(xformQuery, mover);
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eye.Rotation = lerpInfo.TargetRotation;
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continue;
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}
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@@ -198,15 +169,4 @@ public sealed class EyeLerpingSystem : EntitySystem
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eye.Rotation = shortest * tickFraction + lerpInfo.LastRotation;
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}
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}
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private sealed class EyeLerpInformation
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{
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public Angle LastRotation;
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public Angle TargetRotation;
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/// <summary>
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/// If we go to a new map then don't lerp and snap instantly.
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/// </summary>
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public MapId MapId;
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}
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}
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19
Content.Client/Eye/LerpingEyeComponent.cs
Normal file
19
Content.Client/Eye/LerpingEyeComponent.cs
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@@ -0,0 +1,19 @@
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namespace Content.Client.Eye;
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/// <summary>
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/// Component for keeping track of client-side eye lerping. This component should only be added or removed via the <see cref="EyeLerpingSystem"/>.
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/// </summary>
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[RegisterComponent]
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public sealed class LerpingEyeComponent : Component
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{
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/// <summary>
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/// False if this eye was automatically added when a player was attached to this entity.
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/// </summary>
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public bool ManuallyAdded = false;
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[ViewVariables]
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public Angle LastRotation;
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[ViewVariables]
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public Angle TargetRotation;
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}
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@@ -115,6 +115,12 @@ public sealed class SurveillanceCameraMonitorBoundUserInterface : BoundUserInter
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{
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base.Dispose(disposing);
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if (_currentCamera != null)
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{
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_eyeLerpingSystem.RemoveEye(_currentCamera.Value);
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_currentCamera = null;
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}
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if (disposing)
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{
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_window?.Dispose();
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