Implement camera system

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2026-08-28 19:22:57 +02:00
parent 81736a4fab
commit 730ffb777e
8 changed files with 666 additions and 11 deletions
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//! Presentation-only state and tuning for the match camera.
use bevy::prelude::*;
use crate::stage::manifest::StageCameraProfile;
const EMPTY_FRAME_HALF_SIZE: f32 = 40.0;
const SUBJECT_COUNT_SCALES: [f32; 4] = [1.5, 1.32, 1.16, 1.0];
/// The rectangle contributed by one tracked subject on the gameplay plane.
#[derive(Clone, Copy, Debug, Default, PartialEq)]
pub struct CameraSubjectBounds {
pub center: Vec2,
pub left_extent: f32,
pub right_extent: f32,
pub bottom_extent: f32,
pub top_extent: f32,
}
/// The aggregate rectangle the camera must keep in view on the gameplay plane.
#[derive(Clone, Copy, Debug, Default, PartialEq)]
pub struct CameraFrameBounds {
pub left: f32,
pub right: f32,
pub bottom: f32,
pub top: f32,
}
impl CameraFrameBounds {
fn around(center: Vec2, half_size: f32) -> Self {
Self {
left: center.x - half_size,
right: center.x + half_size,
bottom: center.y - half_size,
top: center.y + half_size,
}
}
fn width(self) -> f32 {
self.right - self.left
}
fn height(self) -> f32 {
self.top - self.bottom
}
}
/// A solved camera pose before it is smoothed and applied to the render camera.
#[derive(Clone, Copy, Debug, Default, PartialEq)]
pub struct CameraPose {
pub interest: Vec2,
pub eye: Vec2,
pub depth: f32,
pub fov: f32,
}
/// Runtime presentation state for the match camera.
///
/// This intentionally remains outside rollback: it follows already-simulated
/// fighter positions and must not affect gameplay.
#[derive(Component, Clone, Copy, Debug)]
pub struct MatchCamera {
pub current: CameraPose,
pub target: CameraPose,
pub frame: CameraFrameBounds,
pub shake_offset: Vec2,
pub needs_snap: bool,
}
impl Default for MatchCamera {
fn default() -> Self {
Self {
current: CameraPose::default(),
target: CameraPose::default(),
frame: CameraFrameBounds::default(),
shake_offset: Vec2::ZERO,
needs_snap: true,
}
}
}
/// Owns the presentation-only match-camera systems.
#[derive(Default)]
pub struct MatchCameraPlugin;
impl Plugin for MatchCameraPlugin {
fn build(&self, app: &mut App) {
app.add_systems(
Update,
(update_match_camera, debug_draw_camera).run_if(in_state(crate::AppState::InMatch)),
);
}
}
/// Produces the aggregate rectangle to frame, constraining target contributions
/// to the explicit stage camera rectangle.
pub fn frame_subjects(
subjects: impl IntoIterator<Item = CameraSubjectBounds>,
profile: &StageCameraProfile,
current_depth: f32,
) -> CameraFrameBounds {
let subjects: Vec<_> = subjects.into_iter().collect();
let scale = profile.subject_scale
* SUBJECT_COUNT_SCALES[subjects
.len()
.saturating_sub(1)
.min(SUBJECT_COUNT_SCALES.len() - 1)];
let mut frame = if subjects.is_empty() {
CameraFrameBounds::around(profile.origin, EMPTY_FRAME_HALF_SIZE)
} else {
let mut frame = CameraFrameBounds {
left: f32::INFINITY,
right: f32::NEG_INFINITY,
bottom: f32::INFINITY,
top: f32::NEG_INFINITY,
};
for subject in subjects {
let center = subject.center.clamp(
Vec2::new(profile.left, profile.bottom),
Vec2::new(profile.right, profile.top),
);
let left_extent = subject.left_extent * scale;
let right_extent = subject.right_extent * scale;
let bottom_extent = subject.bottom_extent * scale;
let top_extent = subject.top_extent * scale;
frame.left = frame
.left
.min((center.x - left_extent).clamp(profile.left, profile.right));
frame.right = frame
.right
.max((center.x + right_extent).clamp(profile.left, profile.right));
frame.bottom = frame
.bottom
.min((center.y - bottom_extent).clamp(profile.bottom, profile.top));
frame.top = frame
.top
.max((center.y + top_extent).clamp(profile.bottom, profile.top));
}
frame
};
let depth_fraction = ((current_depth - profile.min_depth)
/ (profile.max_depth - profile.min_depth).max(f32::EPSILON))
.clamp(0.0, 1.0);
frame.bottom =
(frame.bottom - profile.max_downward_expansion * depth_fraction).max(profile.bottom);
frame
}
/// Solves a perspective camera pose that contains `frame` at the supplied
/// aspect ratio. The profile supplies Melee-style stage bias and pan limits.
pub fn solve_pose(
frame: CameraFrameBounds,
profile: &StageCameraProfile,
aspect_ratio: f32,
) -> CameraPose {
let aspect_ratio = aspect_ratio.max(f32::EPSILON);
let vertical_half_fov = profile.vertical_fov_degrees.to_radians() * 0.5;
let spread = frame.width().max(frame.height());
let vertical_bias = ((spread - 60.0) / 60.0).clamp(0.0, 1.0) * 0.0682;
let vertical_center = profile.origin.y
+ ((frame.bottom - profile.origin.y) + (frame.top - profile.origin.y))
* (0.5 - vertical_bias);
let vertical_angle =
(-(vertical_center - profile.origin.y) * profile.vertical_pan_coefficient).clamp(
-profile.max_downward_pan_degrees.to_radians(),
profile.max_upward_pan_degrees.to_radians(),
) + profile.vertical_tilt_degrees.to_radians();
let up_angle = vertical_half_fov + vertical_angle;
let down_angle = vertical_half_fov - vertical_angle;
let vertical_depth = frame.height() / (up_angle.tan() + down_angle.tan()).max(f32::EPSILON);
let vertical_eye_offset = vertical_depth * vertical_angle.tan();
let interest_y = vertical_eye_offset + frame.top - vertical_depth * up_angle.tan();
let horizontal_half_fov = (vertical_half_fov.tan() * aspect_ratio).atan();
let horizontal_center = (frame.left + frame.right) * 0.5;
let horizontal_angle =
(-(horizontal_center - profile.origin.x) * profile.horizontal_pan_coefficient).clamp(
-profile.max_horizontal_pan_degrees.to_radians(),
profile.max_horizontal_pan_degrees.to_radians(),
);
let right_angle = horizontal_half_fov - horizontal_angle;
let left_angle = horizontal_half_fov + horizontal_angle;
let horizontal_depth = frame.width() / (right_angle.tan() + left_angle.tan()).max(f32::EPSILON);
let horizontal_eye_offset = horizontal_depth * horizontal_angle.tan();
let interest_x = frame.right - horizontal_depth * right_angle.tan() - horizontal_eye_offset;
let depth = horizontal_depth
.max(vertical_depth)
.clamp(profile.min_depth, profile.max_depth);
let interest = Vec2::new(interest_x, interest_y).clamp(
Vec2::new(profile.left, profile.bottom),
Vec2::new(profile.right, profile.top),
);
CameraPose {
eye: interest + Vec2::new(horizontal_eye_offset, -vertical_eye_offset),
interest,
depth,
fov: profile.vertical_fov_degrees.to_radians(),
}
}
fn update_match_camera(
time: Res<Time>,
fighters: Query<
(
&crate::fighter::motion::FighterTranslation,
&crate::fighter::FighterCameraProfile,
&crate::fighter::FighterFacingDirection,
),
With<crate::player::Player>,
>,
mut cameras: Query<(
&mut Transform,
&mut Projection,
&mut MatchCamera,
&StageCameraProfile,
)>,
) {
let subjects = fighters.iter().map(|(translation, profile, facing)| {
fighter_subject_bounds(
Vec2::new(translation.x.to_num(), translation.y.to_num()),
*profile,
*facing,
)
});
for (mut transform, mut projection, mut camera, profile) in &mut cameras {
let Projection::Perspective(projection) = projection.as_mut() else {
continue;
};
camera.frame = frame_subjects(subjects.clone(), profile, camera.current.depth);
camera.target = solve_pose(camera.frame, profile, projection.aspect_ratio);
if camera.needs_snap {
camera.current = camera.target;
camera.needs_snap = false;
} else {
let spread = camera.frame.width().max(camera.frame.height());
let interest_rate =
profile.tracking_smoothness * (1.0 + ((spread - 120.0) / 780.0).clamp(0.0, 1.0));
let interest_alpha = 1.0 - (-interest_rate * time.delta_secs()).exp();
let eye_alpha = 1.0 - (-(profile.tracking_smoothness * 3.0) * time.delta_secs()).exp();
camera.current.interest = camera
.current
.interest
.lerp(camera.target.interest, interest_alpha);
camera.current.eye = camera.current.eye.lerp(camera.target.eye, eye_alpha);
camera.current.depth += (camera.target.depth - camera.current.depth) * eye_alpha;
camera.current.fov += (camera.target.fov - camera.current.fov) * interest_alpha;
}
projection.fov = camera.current.fov;
transform.translation = Vec3::new(
camera.current.eye.x + camera.shake_offset.x,
camera.current.eye.y + camera.shake_offset.y,
camera.current.depth,
);
transform.look_at(
Vec3::new(camera.current.interest.x, camera.current.interest.y, 0.0),
Vec3::Y,
);
}
}
fn fighter_subject_bounds(
translation: Vec2,
profile: crate::fighter::FighterCameraProfile,
facing: crate::fighter::FighterFacingDirection,
) -> CameraSubjectBounds {
let (left_extent, right_extent) = match facing {
crate::fighter::FighterFacingDirection::Left => (
profile.forward_extent.to_num(),
profile.backward_extent.to_num(),
),
crate::fighter::FighterFacingDirection::Right => (
profile.backward_extent.to_num(),
profile.forward_extent.to_num(),
),
};
CameraSubjectBounds {
center: translation + Vec2::Y * profile.vertical_origin_offset.to_num::<f32>(),
left_extent,
right_extent,
bottom_extent: profile.downward_extent.to_num(),
top_extent: profile.upward_extent.to_num(),
}
}
fn debug_draw_camera(
mut gizmos: Gizmos,
fighters: Query<
(
&crate::fighter::motion::FighterTranslation,
&crate::fighter::FighterCameraProfile,
&crate::fighter::FighterFacingDirection,
),
With<crate::player::Player>,
>,
cameras: Query<(&MatchCamera, &StageCameraProfile)>,
) {
for (camera, profile) in &cameras {
draw_rectangle(
&mut gizmos,
CameraFrameBounds {
left: profile.left,
right: profile.right,
bottom: profile.bottom,
top: profile.top,
},
Color::srgb(1.0, 0.5, 0.0),
);
draw_rectangle(&mut gizmos, camera.frame, Color::srgb(1.0, 1.0, 0.0));
for (translation, fighter_profile, facing) in &fighters {
let subject = fighter_subject_bounds(
Vec2::new(translation.x.to_num(), translation.y.to_num()),
*fighter_profile,
*facing,
);
draw_rectangle(
&mut gizmos,
CameraFrameBounds {
left: subject.center.x - subject.left_extent,
right: subject.center.x + subject.right_extent,
bottom: subject.center.y - subject.bottom_extent,
top: subject.center.y + subject.top_extent,
},
Color::srgb(0.0, 1.0, 0.0),
);
}
gizmos.circle(
Vec3::new(camera.current.interest.x, camera.current.interest.y, 0.0),
1.0,
Color::srgb(0.0, 1.0, 1.0),
);
}
}
fn draw_rectangle(gizmos: &mut Gizmos, frame: CameraFrameBounds, color: Color) {
let bottom_left = Vec3::new(frame.left, frame.bottom, 0.0);
let bottom_right = Vec3::new(frame.right, frame.bottom, 0.0);
let top_left = Vec3::new(frame.left, frame.top, 0.0);
let top_right = Vec3::new(frame.right, frame.top, 0.0);
gizmos.line(bottom_left, bottom_right, color);
gizmos.line(bottom_right, top_right, color);
gizmos.line(top_right, top_left, color);
gizmos.line(top_left, bottom_left, color);
}
#[cfg(test)]
mod tests {
use super::*;
fn profile() -> StageCameraProfile {
StageCameraProfile {
left: -100.0,
right: 100.0,
bottom: -50.0,
top: 100.0,
origin: Vec2::new(0.0, 20.0),
vertical_fov_degrees: 30.0,
min_depth: 20.0,
max_depth: 200.0,
subject_scale: 1.0,
tracking_smoothness: 3.0,
vertical_tilt_degrees: 0.0,
horizontal_pan_coefficient: 0.0,
vertical_pan_coefficient: 0.0,
max_horizontal_pan_degrees: 17.5,
max_upward_pan_degrees: 5.0,
max_downward_pan_degrees: 7.0,
max_downward_expansion: 40.0,
}
}
fn fighter_profile() -> crate::fighter::FighterCameraProfile {
crate::fighter::FighterCameraProfile {
vertical_origin_offset: crate::math::int::FGi32::lit("1.5"),
forward_extent: crate::math::int::FGi32::lit("4.0"),
backward_extent: crate::math::int::FGi32::lit("2.0"),
upward_extent: crate::math::int::FGi32::lit("3.0"),
downward_extent: crate::math::int::FGi32::lit("1.0"),
visibility_radius: crate::math::int::FGi32::lit("3.0"),
}
}
#[test]
fn fighter_camera_bounds_mirror_with_facing_direction() {
let profile = fighter_profile();
let translation = Vec2::new(10.0, 20.0);
let right = fighter_subject_bounds(
translation,
profile,
crate::fighter::FighterFacingDirection::Right,
);
let left = fighter_subject_bounds(
translation,
profile,
crate::fighter::FighterFacingDirection::Left,
);
assert_eq!(right.center, Vec2::new(10.0, 21.5));
assert_eq!(right.left_extent, 2.0);
assert_eq!(right.right_extent, 4.0);
assert_eq!(left.left_extent, 4.0);
assert_eq!(left.right_extent, 2.0);
assert_eq!(right.bottom_extent, 1.0);
assert_eq!(right.top_extent, 3.0);
}
#[test]
fn empty_frame_is_centered_on_the_stage_origin() {
let profile = profile();
let frame = frame_subjects([], &profile, profile.min_depth);
assert_eq!(frame.left, -40.0);
assert_eq!(frame.right, 40.0);
assert_eq!(frame.bottom, -20.0);
assert_eq!(frame.top, 60.0);
}
#[test]
fn subject_bounds_are_clamped_to_camera_limits() {
let profile = profile();
let frame = frame_subjects(
[CameraSubjectBounds {
center: Vec2::new(300.0, 300.0),
left_extent: 20.0,
right_extent: 20.0,
bottom_extent: 20.0,
top_extent: 20.0,
}],
&profile,
profile.min_depth,
);
assert_eq!(frame.right, profile.right);
assert_eq!(frame.top, profile.top);
assert!(frame.left >= profile.left);
assert!(frame.bottom >= profile.bottom);
}
#[test]
fn four_subjects_use_the_base_scale() {
let profile = profile();
let subject = CameraSubjectBounds {
center: Vec2::ZERO,
left_extent: 10.0,
right_extent: 10.0,
bottom_extent: 10.0,
top_extent: 10.0,
};
let one = frame_subjects([subject], &profile, profile.min_depth);
let four = frame_subjects([subject; 4], &profile, profile.min_depth);
assert_eq!(one.width(), 30.0);
assert_eq!(four.width(), 20.0);
}
#[test]
fn depth_grows_with_subject_separation_and_obeys_limits() {
let profile = profile();
let near = solve_pose(
CameraFrameBounds {
left: -1.0,
right: 1.0,
bottom: 19.0,
top: 21.0,
},
&profile,
16.0 / 9.0,
);
let far = solve_pose(
CameraFrameBounds {
left: -100.0,
right: 100.0,
bottom: -50.0,
top: 100.0,
},
&profile,
16.0 / 9.0,
);
assert_eq!(near.depth, profile.min_depth);
assert!(far.depth > near.depth);
assert_eq!(far.depth, profile.max_depth);
}
#[test]
fn narrow_aspect_ratio_requires_more_depth_for_horizontal_spread() {
let profile = profile();
let frame = CameraFrameBounds {
left: -50.0,
right: 50.0,
bottom: 19.0,
top: 21.0,
};
let narrow = solve_pose(frame, &profile, 4.0 / 3.0);
let wide = solve_pose(frame, &profile, 16.0 / 9.0);
assert!(narrow.depth > wide.depth);
}
#[test]
fn downward_expansion_increases_with_depth_without_crossing_stage_bottom() {
let profile = profile();
let subject = CameraSubjectBounds {
center: Vec2::new(0.0, 0.0),
left_extent: 0.0,
right_extent: 0.0,
bottom_extent: 0.0,
top_extent: 0.0,
};
let near = frame_subjects([subject], &profile, profile.min_depth);
let far = frame_subjects([subject], &profile, profile.max_depth);
assert!(far.bottom < near.bottom);
assert!(far.bottom >= profile.bottom);
}
}