fix floating point errors in map mode on far away targets

This commit is contained in:
yuni 2024-05-01 22:14:35 +02:00
parent 591b4a4f46
commit b695ba7701

View file

@ -165,8 +165,8 @@ pub fn update_map_camera(
settings: Res<var::Settings>, settings: Res<var::Settings>,
mut mapcam: ResMut<MapCam>, mut mapcam: ResMut<MapCam>,
mut q_camera: Query<&mut Transform, (With<Camera>, Without<actor::PlayerCamera>)>, mut q_camera: Query<&mut Transform, (With<Camera>, Without<actor::PlayerCamera>)>,
q_playercam: Query<&Transform, (With<actor::PlayerCamera>, Without<Camera>)>, q_playercam: Query<(&Transform, &Position), (With<actor::PlayerCamera>, Without<Camera>)>,
q_target: Query<&Transform, (With<hud::IsTargeted>, Without<Camera>, Without<actor::PlayerCamera>)>, q_target: Query<(&Transform, &Position), (With<hud::IsTargeted>, Without<Camera>, Without<actor::PlayerCamera>)>,
q_target_changed: Query<(), Changed<hud::IsTargeted>>, q_target_changed: Query<(), Changed<hud::IsTargeted>>,
mut mouse_events: EventReader<MouseMotion>, mut mouse_events: EventReader<MouseMotion>,
mut er_mousewheel: EventReader<MouseWheel>, mut er_mousewheel: EventReader<MouseWheel>,
@ -176,11 +176,11 @@ pub fn update_map_camera(
return; return;
} }
let mut camera_transform = q_camera.get_single_mut().unwrap(); let mut camera_transform = q_camera.get_single_mut().unwrap();
let player_transform = q_playercam.get_single().unwrap(); let (player_trans, player_pos) = q_playercam.get_single().unwrap();
let target = if let Ok(target) = q_target.get_single() { let (target_trans, target_pos) = if let Ok(target) = q_target.get_single() {
target target
} else { } else {
player_transform (player_trans, player_pos)
}; };
// Get mouse movement // Get mouse movement
@ -192,7 +192,7 @@ pub fn update_map_camera(
// direction parameter for the Transform.look_at function is ambiguous // direction parameter for the Transform.look_at function is ambiguous
// at the extreme values and the orientation will flicker back/forth. // at the extreme values and the orientation will flicker back/forth.
let epsilon = 0.001; let epsilon = 0.001;
let min_zoom: f64 = target.scale.x as f64 * 2.0; let min_zoom: f64 = target_trans.scale.x as f64 * 2.0;
let max_zoom: f64 = 17e18; // at this point, camera starts glitching let max_zoom: f64 = 17e18; // at this point, camera starts glitching
mapcam.pitch = (mapcam.pitch + mouse_delta.y as f64 / 180.0 * settings.mouse_sensitivity as f64).clamp(-PI64 / 2.0 + epsilon, PI64 / 2.0 - epsilon); mapcam.pitch = (mapcam.pitch + mouse_delta.y as f64 / 180.0 * settings.mouse_sensitivity as f64).clamp(-PI64 / 2.0 + epsilon, PI64 / 2.0 - epsilon);
mapcam.yaw += mouse_delta.x as f64 / 180.0 * settings.mouse_sensitivity as f64; mapcam.yaw += mouse_delta.x as f64 / 180.0 * settings.mouse_sensitivity as f64;
@ -225,9 +225,9 @@ pub fn update_map_camera(
// Update zoom level // Update zoom level
if !mapcam.initialized { if !mapcam.initialized {
let factor: f64 = if target == player_transform { 7.0 } else { 1.0 }; let factor: f64 = if target_trans == player_trans { 7.0 } else { 1.0 };
mapcam.target_zoom_level *= target.scale.x as f64 * factor; mapcam.target_zoom_level *= target_trans.scale.x as f64 * factor;
mapcam.zoom_level *= target.scale.x as f64 * factor; mapcam.zoom_level *= target_trans.scale.x as f64 * factor;
mapcam.initialized = true; mapcam.initialized = true;
} }
let mut change_zoom: f64 = 0.0; let mut change_zoom: f64 = 0.0;
@ -247,7 +247,7 @@ pub fn update_map_camera(
// Update point of view // Update point of view
let pov_rotation = DQuat::from_euler(EulerRot::XYZ, 0.0, mapcam.yaw as f64, mapcam.pitch as f64); let pov_rotation = DQuat::from_euler(EulerRot::XYZ, 0.0, mapcam.yaw as f64, mapcam.pitch as f64);
let offset = DVec3::new(mapcam.offset_x, 0.0, mapcam.offset_z); let offset = DVec3::new(mapcam.offset_x, 0.0, mapcam.offset_z);
let point_of_view = offset + pov_rotation * (mapcam.zoom_level as f64 * DVec3::new(1.0, 0.0, 0.0)); let point_of_view = pov_rotation * (mapcam.zoom_level as f64 * DVec3::new(1.0, 0.0, 0.0));
// Update movement offset // Update movement offset
let mut direction = pov_rotation * DVec3::new(offset_x, 0.0, offset_z); let mut direction = pov_rotation * DVec3::new(offset_x, 0.0, offset_z);
@ -259,9 +259,9 @@ pub fn update_map_camera(
mapcam.offset_z += 0.01 * (direction.z * mapcam.zoom_level); mapcam.offset_z += 0.01 * (direction.z * mapcam.zoom_level);
// Apply updates to camera // Apply updates to camera
mapcam.center = target.translation.as_dvec3() + offset; mapcam.center = **target_pos + offset;
camera_transform.translation = target.translation + point_of_view.as_vec3(); camera_transform.translation = point_of_view.as_vec3();
camera_transform.look_at(mapcam.center.as_vec3(), Vec3::Y); camera_transform.look_at(Vec3::ZERO, Vec3::Y);
} }
pub fn update_fov( pub fn update_fov(
@ -691,17 +691,27 @@ pub fn calc_angular_diameter(
// the rendering position to center entities at the player camera. // the rendering position to center entities at the player camera.
// This avoids rendering glitches when very far away from the origin. // This avoids rendering glitches when very far away from the origin.
pub fn position_to_transform( pub fn position_to_transform(
mapcam: Res<MapCam>,
settings: Res<var::Settings>,
q_player: Query<&Position, With<actor::PlayerCamera>>, q_player: Query<&Position, With<actor::PlayerCamera>>,
mut q_trans: Query<(&'static mut Transform, &'static Position, &'static Rotation), Without<Parent>>, mut q_trans: Query<(&'static mut Transform, &'static Position, &'static Rotation), Without<Parent>>,
) { ) {
if let Ok(player_pos) = q_player.get_single() { let center: DVec3 = if settings.map_active {
mapcam.center
}
else if let Ok(player_pos) = q_player.get_single() {
**player_pos
} else {
error!("Can't find player's position");
return;
};
for (mut transform, pos, rot) in &mut q_trans { for (mut transform, pos, rot) in &mut q_trans {
transform.translation = Vec3::new( transform.translation = Vec3::new(
(pos.x - player_pos.x) as f32, (pos.x - center.x) as f32,
(pos.y - player_pos.y) as f32, (pos.y - center.y) as f32,
(pos.z - player_pos.z) as f32, (pos.z - center.z) as f32,
); );
transform.rotation = rot.as_quat(); transform.rotation = rot.as_quat();
} }
}
} }