Files
OldThink/Content.Client/Eye/EyeLerpingSystem.cs

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using System.Numerics;
using Content.Shared.Movement.Components;
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using Content.Shared.Movement.Systems;
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using JetBrains.Annotations;
using Robust.Client.GameObjects;
using Robust.Client.Physics;
using Robust.Client.Player;
using Robust.Shared.Player;
using Robust.Shared.Timing;
namespace Content.Client.Eye;
public sealed class EyeLerpingSystem : EntitySystem
{
[Dependency] private readonly IPlayerManager _playerManager = default!;
[Dependency] private readonly IGameTiming _gameTiming = default!;
[Dependency] private readonly SharedEyeSystem _eye = default!;
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[Dependency] private readonly SharedMoverController _mover = default!;
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[Dependency] private readonly SharedTransformSystem _transform = default!;
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// Convenience variable for for VV.
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[ViewVariables, UsedImplicitly]
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private IEnumerable<LerpingEyeComponent> ActiveEyes => EntityQuery<LerpingEyeComponent>();
public override void Initialize()
{
base.Initialize();
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SubscribeLocalEvent<EyeComponent, ComponentStartup>(OnEyeStartup);
SubscribeLocalEvent<EyeComponent, ComponentShutdown>(OnEyeShutdown);
SubscribeLocalEvent<EyeAttachedEvent>(OnAttached);
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SubscribeLocalEvent<LerpingEyeComponent, EntParentChangedMessage>(HandleMapChange);
SubscribeLocalEvent<LerpingEyeComponent, LocalPlayerDetachedEvent>(OnDetached);
UpdatesAfter.Add(typeof(TransformSystem));
UpdatesAfter.Add(typeof(PhysicsSystem));
UpdatesBefore.Add(typeof(SharedEyeSystem));
UpdatesOutsidePrediction = true;
}
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private void OnEyeStartup(EntityUid uid, EyeComponent component, ComponentStartup args)
{
if (_playerManager.LocalEntity == uid)
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AddEye(uid, component, true);
}
private void OnEyeShutdown(EntityUid uid, EyeComponent component, ComponentShutdown args)
{
RemCompDeferred<LerpingEyeComponent>(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)
{
if (!Resolve(uid, ref component))
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return;
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var lerpInfo = EnsureComp<LerpingEyeComponent>(uid);
lerpInfo.TargetRotation = GetRotation(uid);
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lerpInfo.LastRotation = lerpInfo.TargetRotation;
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lerpInfo.ManuallyAdded |= !automatic;
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lerpInfo.TargetZoom = component.Zoom;
lerpInfo.LastZoom = lerpInfo.TargetZoom;
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if (component.Eye != null)
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{
_eye.SetRotation(uid, lerpInfo.TargetRotation, component);
_eye.SetZoom(uid, lerpInfo.TargetZoom, component);
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}
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}
public void RemoveEye(EntityUid uid)
{
if (!TryComp(uid, out LerpingEyeComponent? lerp))
return;
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// If this is the currently controlled entity, we keep the component.
if (_playerManager.LocalEntity == uid)
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lerp.ManuallyAdded = false;
else
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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// 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(ref EyeAttachedEvent ev)
{
AddEye(ev.Entity, ev.Component, true);
}
private void OnDetached(EntityUid uid, LerpingEyeComponent component, LocalPlayerDetachedEvent args)
{
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if (!component.ManuallyAdded)
RemCompDeferred(uid, component);
}
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public override void Update(float frameTime)
{
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base.Update(frameTime);
if (!_gameTiming.IsFirstTimePredicted)
return;
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// Set all of our eye rotations to the relevant values.
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var query = AllEntityQuery<LerpingEyeComponent, TransformComponent>();
while (query.MoveNext(out var uid, out var lerpInfo, out var xform))
{
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lerpInfo.LastRotation = lerpInfo.TargetRotation;
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lerpInfo.TargetRotation = GetRotation(uid, xform);
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lerpInfo.LastZoom = lerpInfo.TargetZoom;
lerpInfo.TargetZoom = UpdateZoom(uid, frameTime);
}
}
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private Vector2 UpdateZoom(EntityUid uid, float frameTime, EyeComponent? eye = null, ContentEyeComponent? content = null)
{
if (!Resolve(uid, ref content, ref eye, false))
return Vector2.One;
var diff = content.TargetZoom - eye.Zoom;
if (diff.LengthSquared() < 0.00001f)
{
return content.TargetZoom;
}
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var change = diff * Math.Min(8f * frameTime, 1);
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return eye.Zoom + change;
}
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/// <summary>
/// Does the eye need to lerp or is its rotation matched.
/// </summary>
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private bool NeedsLerp(InputMoverComponent? mover)
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{
if (mover == null)
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return false;
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if (mover.RelativeRotation.Equals(mover.TargetRelativeRotation))
return false;
return true;
}
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private Angle GetRotation(EntityUid uid, TransformComponent? xform = null, InputMoverComponent? mover = null)
{
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if (!Resolve(uid, ref xform))
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 (Resolve(uid, ref mover, false))
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{
return -_mover.GetParentGridAngle(mover);
}
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// if not tied to a mover then lock it to map / grid
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var relative = xform.GridUid ?? xform.MapUid;
if (relative != null)
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return -_transform.GetWorldRotation(relative.Value);
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return Angle.Zero;
}
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public override void FrameUpdate(float frameTime)
{
var tickFraction = (float) _gameTiming.TickFraction / ushort.MaxValue;
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const double lerpMinimum = 0.00001;
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var query = AllEntityQuery<LerpingEyeComponent, EyeComponent, TransformComponent>();
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while (query.MoveNext(out var entity, out var lerpInfo, out var eye, out var xform))
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{
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// Handle zoom
var zoomDiff = Vector2.Lerp(lerpInfo.LastZoom, lerpInfo.TargetZoom, tickFraction);
if ((zoomDiff - lerpInfo.TargetZoom).Length() < lerpMinimum)
{
_eye.SetZoom(entity, lerpInfo.TargetZoom, eye);
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}
else
{
_eye.SetZoom(entity, zoomDiff, eye);
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}
// Handle Rotation
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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.
lerpInfo.TargetRotation = GetRotation(entity, xform, mover);
if (!NeedsLerp(mover))
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{
_eye.SetRotation(entity, lerpInfo.TargetRotation, eye);
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continue;
}
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var shortest = Angle.ShortestDistance(lerpInfo.LastRotation, lerpInfo.TargetRotation);
if (Math.Abs(shortest.Theta) < lerpMinimum)
{
_eye.SetRotation(entity, lerpInfo.TargetRotation, eye);
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continue;
}
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_eye.SetRotation(entity, shortest * tickFraction + lerpInfo.LastRotation, eye);
}
}
}