More eye lerping changes (#11436)

This commit is contained in:
Leon Friedrich
2022-09-21 22:40:24 +12:00
committed by GitHub
parent e27ff28063
commit e61c7044ff
3 changed files with 93 additions and 108 deletions

View File

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

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@@ -0,0 +1,19 @@
namespace Content.Client.Eye;
/// <summary>
/// Component for keeping track of client-side eye lerping. This component should only be added or removed via the <see cref="EyeLerpingSystem"/>.
/// </summary>
[RegisterComponent]
public sealed class LerpingEyeComponent : Component
{
/// <summary>
/// False if this eye was automatically added when a player was attached to this entity.
/// </summary>
public bool ManuallyAdded = false;
[ViewVariables]
public Angle LastRotation;
[ViewVariables]
public Angle TargetRotation;
}

View File

@@ -115,6 +115,12 @@ public sealed class SurveillanceCameraMonitorBoundUserInterface : BoundUserInter
{
base.Dispose(disposing);
if (_currentCamera != null)
{
_eyeLerpingSystem.RemoveEye(_currentCamera.Value);
_currentCamera = null;
}
if (disposing)
{
_window?.Dispose();