789 lines
27 KiB
Rust
789 lines
27 KiB
Rust
//! Presentation-only state and tuning for the match camera.
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use bevy::prelude::*;
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use crate::{fighter::manifest::FighterManifest, stage::manifest::StageCameraProfile};
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const EMPTY_FRAME_HALF_SIZE: f32 = 40.0;
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const SUBJECT_COUNT_SCALES: [f32; 4] = [1.5, 1.32, 1.16, 1.0];
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const VERTICAL_PAN_REFERENCE_OFFSET: f32 = -30.0;
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const EXTENT_APPROACH_PER_SECOND: f32 = 30.0;
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const MELEE_DOWNWARD_EXPANSION_START_DEPTH: f32 = 80.0;
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const MELEE_DOWNWARD_EXPANSION_END_DEPTH: f32 = 5000.0;
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const MELEE_DOWNWARD_EXPANSION_MIN: f32 = 10.0;
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const MELEE_DOWNWARD_EXPANSION_MAX: f32 = 400.0;
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const MELEE_INTEREST_FOLLOW_MIN: f32 = 0.05;
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const MELEE_INTEREST_FOLLOW_MAX: f32 = 0.1;
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const MELEE_INTEREST_FOLLOW_START_SPREAD: f32 = 120.0;
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const MELEE_INTEREST_FOLLOW_END_SPREAD: f32 = 900.0;
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const MELEE_EYE_FOLLOW: f32 = 0.15;
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const MELEE_FOV_FOLLOW: f32 = 0.1;
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/// The rectangle contributed by one tracked subject on the gameplay plane.
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#[derive(Clone, Copy, Debug, Default, PartialEq)]
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pub struct CameraSubjectBounds {
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pub center: Vec2,
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pub left_extent: f32,
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pub right_extent: f32,
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pub bottom_extent: f32,
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pub top_extent: f32,
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}
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/// Presentation-only fighter camera extents that ease toward the manifest
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/// values. This prevents a facing change from instantly expanding the frame.
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#[derive(Component, Clone, Copy, Debug, Default)]
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pub struct FighterCameraExtents {
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left: f32,
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right: f32,
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bottom: f32,
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top: f32,
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initialized: bool,
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}
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/// The aggregate rectangle the camera must keep in view on the gameplay plane.
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#[derive(Clone, Copy, Debug, Default, PartialEq)]
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pub struct CameraFrameBounds {
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pub left: f32,
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pub right: f32,
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pub bottom: f32,
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pub top: f32,
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}
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impl CameraFrameBounds {
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fn around(center: Vec2, half_size: f32) -> Self {
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Self {
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left: center.x - half_size,
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right: center.x + half_size,
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bottom: center.y - half_size,
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top: center.y + half_size,
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}
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}
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fn width(self) -> f32 {
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self.right - self.left
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}
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fn height(self) -> f32 {
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self.top - self.bottom
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}
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}
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/// A solved camera pose before it is smoothed and applied to the render camera.
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#[derive(Clone, Copy, Debug, Default, PartialEq)]
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pub struct CameraPose {
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pub interest: Vec2,
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pub eye: Vec2,
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pub depth: f32,
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pub fov: f32,
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}
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/// Runtime presentation state for the match camera.
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///
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/// This intentionally remains outside rollback: it follows already-simulated
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/// fighter positions and must not affect gameplay.
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#[derive(Component, Clone, Copy, Debug)]
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pub struct MatchCamera {
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pub current: CameraPose,
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pub target: CameraPose,
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pub frame: CameraFrameBounds,
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pub shake_offset: Vec2,
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pub needs_snap: bool,
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}
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impl Default for MatchCamera {
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fn default() -> Self {
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Self {
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current: CameraPose::default(),
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target: CameraPose::default(),
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frame: CameraFrameBounds::default(),
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shake_offset: Vec2::ZERO,
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needs_snap: true,
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}
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}
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}
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/// Owns the presentation-only match-camera systems.
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#[derive(Default)]
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pub struct MatchCameraPlugin;
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impl Plugin for MatchCameraPlugin {
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fn build(&self, app: &mut App) {
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app.add_systems(
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Update,
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(update_match_camera, debug_draw_camera)
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.chain()
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.run_if(in_state(crate::AppState::InMatch)),
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);
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}
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}
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/// Produces the aggregate rectangle to frame, constraining target contributions
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/// to the explicit stage camera rectangle.
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pub fn frame_subjects(
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subjects: impl IntoIterator<Item = CameraSubjectBounds>,
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profile: &StageCameraProfile,
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current_depth: f32,
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) -> CameraFrameBounds {
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let subjects: Vec<_> = subjects.into_iter().collect();
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let scale = profile.subject_scale
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* SUBJECT_COUNT_SCALES[subjects
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.len()
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.saturating_sub(1)
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.min(SUBJECT_COUNT_SCALES.len() - 1)];
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let mut frame = if subjects.is_empty() {
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CameraFrameBounds::around(profile.origin, EMPTY_FRAME_HALF_SIZE)
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} else {
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let mut frame = CameraFrameBounds {
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left: f32::INFINITY,
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right: f32::NEG_INFINITY,
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bottom: f32::INFINITY,
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top: f32::NEG_INFINITY,
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};
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for subject in subjects {
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let center = subject.center.clamp(
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Vec2::new(profile.left, profile.bottom),
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Vec2::new(profile.right, profile.top),
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);
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let left_extent = subject.left_extent * scale;
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let right_extent = subject.right_extent * scale;
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let bottom_extent = subject.bottom_extent * scale;
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let top_extent = subject.top_extent * scale;
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frame.left = frame
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.left
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.min((center.x - left_extent).clamp(profile.left, profile.right));
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frame.right = frame
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.right
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.max((center.x + right_extent).clamp(profile.left, profile.right));
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frame.bottom = frame
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.bottom
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.min((center.y - bottom_extent).clamp(profile.bottom, profile.top));
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frame.top = frame
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.top
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.max((center.y + top_extent).clamp(profile.bottom, profile.top));
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}
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frame
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};
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frame.bottom -= melee_downward_expansion(current_depth);
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frame
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}
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fn melee_downward_expansion(depth: f32) -> f32 {
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let fraction = ((depth.abs() - MELEE_DOWNWARD_EXPANSION_START_DEPTH)
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/ (MELEE_DOWNWARD_EXPANSION_END_DEPTH - MELEE_DOWNWARD_EXPANSION_START_DEPTH))
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.clamp(0.0, 1.0);
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MELEE_DOWNWARD_EXPANSION_MIN
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+ (MELEE_DOWNWARD_EXPANSION_MAX - MELEE_DOWNWARD_EXPANSION_MIN) * fraction
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}
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/// Solves a perspective camera pose that contains `frame` at the supplied
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/// aspect ratio. The profile supplies Melee-style stage bias and pan limits.
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pub fn solve_pose(
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frame: CameraFrameBounds,
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profile: &StageCameraProfile,
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aspect_ratio: f32,
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) -> CameraPose {
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let aspect_ratio = aspect_ratio.max(f32::EPSILON);
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let vertical_half_fov = profile.vertical_fov_degrees.to_radians() * 0.5;
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let spread = frame.width().max(frame.height());
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let vertical_bias = ((spread - 60.0) / 60.0).clamp(0.0, 1.0) * 0.0682;
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let vertical_center = profile.origin.y
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+ ((frame.bottom - profile.origin.y) + (frame.top - profile.origin.y))
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* (0.5 - vertical_bias);
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let vertical_angle = (-(vertical_center + VERTICAL_PAN_REFERENCE_OFFSET)
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* profile.vertical_pan_degrees_per_unit)
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.to_radians()
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.clamp(
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-profile.max_downward_pan_degrees.to_radians(),
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profile.max_upward_pan_degrees.to_radians(),
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)
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+ profile.vertical_pan_degrees.to_radians();
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let up_angle = vertical_half_fov + vertical_angle;
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let down_angle = vertical_half_fov - vertical_angle;
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let vertical_depth = frame.height() / (up_angle.tan() + down_angle.tan()).max(f32::EPSILON);
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let vertical_eye_offset = vertical_depth * vertical_angle.tan();
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let interest_y = vertical_eye_offset + frame.top - vertical_depth * up_angle.tan();
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let horizontal_center = (frame.left + frame.right) * 0.5;
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let horizontal_angle = (-(horizontal_center - profile.origin.x)
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* profile.horizontal_pan_degrees_per_unit)
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.to_radians()
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.clamp(
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-profile.max_horizontal_pan_degrees.to_radians(),
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profile.max_horizontal_pan_degrees.to_radians(),
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);
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let right_tangent = aspect_ratio * (vertical_half_fov - horizontal_angle).tan();
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let left_tangent = aspect_ratio * (vertical_half_fov + horizontal_angle).tan();
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let horizontal_depth = frame.width() / (right_tangent + left_tangent).max(f32::EPSILON);
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let horizontal_eye_offset = aspect_ratio * horizontal_depth * horizontal_angle.tan();
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let interest_x = frame.right - horizontal_depth * right_tangent - horizontal_eye_offset;
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let depth = horizontal_depth
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.max(vertical_depth)
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.clamp(profile.min_depth, profile.max_depth);
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let interest = Vec2::new(interest_x, interest_y);
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correct_pose_to_camera_bounds(
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CameraPose {
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eye: interest + Vec2::new(horizontal_eye_offset, -vertical_eye_offset),
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interest,
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depth,
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fov: profile.vertical_fov_degrees.to_radians(),
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},
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profile,
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aspect_ratio,
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)
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}
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fn correct_pose_to_camera_bounds(
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mut pose: CameraPose,
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profile: &StageCameraProfile,
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aspect_ratio: f32,
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) -> CameraPose {
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let Some(corners) = view_corners_on_plane(pose, aspect_ratio) else {
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return pose;
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};
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let mut left = f32::INFINITY;
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let mut right = f32::NEG_INFINITY;
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let mut bottom = f32::INFINITY;
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let mut top = f32::NEG_INFINITY;
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for corner in corners {
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left = left.min(corner.x);
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right = right.max(corner.x);
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bottom = bottom.min(corner.y);
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top = top.max(corner.y);
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}
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let correction = Vec2::new(
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axis_correction(left, right, profile.left, profile.right),
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axis_correction(bottom, top, profile.bottom, profile.top),
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);
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pose.eye += correction;
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pose.interest += correction;
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pose
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}
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fn axis_correction(minimum: f32, maximum: f32, lower_bound: f32, upper_bound: f32) -> f32 {
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let lower_overlap = (lower_bound - minimum).max(0.0);
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let upper_overlap = (upper_bound - maximum).min(0.0);
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match (lower_overlap > 0.0, upper_overlap < 0.0) {
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(true, true) => (lower_overlap + upper_overlap) * 0.5,
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(true, false) => lower_overlap,
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(false, true) => upper_overlap,
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(false, false) => 0.0,
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}
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}
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fn view_corners_on_plane(pose: CameraPose, aspect_ratio: f32) -> Option<[Vec2; 4]> {
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let eye = Vec3::new(pose.eye.x, pose.eye.y, pose.depth);
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let interest = Vec3::new(pose.interest.x, pose.interest.y, 0.0);
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let forward = (interest - eye).try_normalize()?;
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let right = forward.cross(Vec3::Y).try_normalize()?;
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let up = right.cross(forward).try_normalize()?;
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let vertical_tangent = (pose.fov * 0.5).tan();
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let horizontal_tangent = vertical_tangent * aspect_ratio;
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[(1.0, 1.0), (-1.0, 1.0), (1.0, -1.0), (-1.0, -1.0)]
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.map(|(horizontal, vertical)| {
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let ray = (forward
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+ right * horizontal_tangent * horizontal
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+ up * vertical_tangent * vertical)
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.try_normalize()?;
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let distance = -eye.z / ray.z;
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(distance >= 0.0).then(|| (eye + ray * distance).truncate())
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})
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.into_iter()
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.collect::<Option<Vec<_>>>()
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.and_then(|corners| corners.try_into().ok())
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}
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fn update_match_camera(
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time: Res<Time>,
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mut fighters: Query<
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(
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&crate::fighter::motion::FighterTranslation,
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&crate::fighter::Fighter,
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&crate::fighter::FighterFacingDirection,
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&mut FighterCameraExtents,
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),
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With<crate::player::Player>,
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>,
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camera_profiles: Query<&StageCameraProfile, With<MatchCamera>>,
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mut cameras: Query<(&mut Transform, &mut Projection, &mut MatchCamera), With<MatchCamera>>,
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manifests: Res<Assets<FighterManifest>>,
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) {
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let Ok(profile) = camera_profiles.single() else {
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return;
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};
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let subjects = fighters
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.iter_mut()
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.map(|(translation, fighter, facing, mut extents)| {
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let manifest = manifests
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.get(&fighter.manifest)
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.expect("Fighter manifest should be valid");
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fighter_subject_bounds(
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Vec2::new(translation.x.to_num(), translation.y.to_num()),
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manifest.camera,
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*facing,
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profile,
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&mut extents,
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time.delta_secs(),
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)
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})
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.collect::<Vec<_>>();
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for (mut transform, mut projection, mut camera) in &mut cameras {
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let Projection::Perspective(projection) = projection.as_mut() else {
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continue;
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};
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let frame_depth = if camera.needs_snap {
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transform.translation.z.abs()
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} else {
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camera.current.depth
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};
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camera.frame = frame_subjects(subjects.iter().copied(), profile, frame_depth);
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camera.target = solve_pose(camera.frame, profile, projection.aspect_ratio);
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if camera.needs_snap {
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camera.current = camera.target;
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camera.needs_snap = false;
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} else {
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let spread = camera.frame.width().max(camera.frame.height());
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let interest_rate = if spread <= MELEE_INTEREST_FOLLOW_START_SPREAD {
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MELEE_INTEREST_FOLLOW_MIN
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} else if spread >= MELEE_INTEREST_FOLLOW_END_SPREAD {
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MELEE_INTEREST_FOLLOW_MAX
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} else {
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MELEE_INTEREST_FOLLOW_MIN
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+ (MELEE_INTEREST_FOLLOW_MAX - MELEE_INTEREST_FOLLOW_MIN)
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* (spread - MELEE_INTEREST_FOLLOW_START_SPREAD)
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/ (MELEE_INTEREST_FOLLOW_END_SPREAD - MELEE_INTEREST_FOLLOW_START_SPREAD)
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} * profile.tracking_smoothness;
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let interest_alpha = sixty_hz_lerp_alpha(interest_rate, time.delta_secs());
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let eye_alpha = sixty_hz_lerp_alpha(
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MELEE_EYE_FOLLOW * profile.tracking_smoothness,
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time.delta_secs(),
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);
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let fov_alpha = sixty_hz_lerp_alpha(MELEE_FOV_FOLLOW, time.delta_secs());
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camera.current.interest = camera
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.current
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.interest
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.lerp(camera.target.interest, interest_alpha);
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camera.current.eye = camera.current.eye.lerp(camera.target.eye, eye_alpha);
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camera.current.depth += (camera.target.depth - camera.current.depth) * eye_alpha;
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camera.current.fov += (camera.target.fov - camera.current.fov) * fov_alpha;
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}
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projection.fov = camera.current.fov;
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transform.translation = Vec3::new(
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camera.current.eye.x + camera.shake_offset.x,
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camera.current.eye.y + camera.shake_offset.y,
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camera.current.depth,
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);
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transform.look_at(
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Vec3::new(camera.current.interest.x, camera.current.interest.y, 0.0),
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Vec3::Y,
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);
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}
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}
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fn sixty_hz_lerp_alpha(per_frame_factor: f32, delta_secs: f32) -> f32 {
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1.0 - (1.0 - per_frame_factor.clamp(0.0, 1.0)).powf(delta_secs * 60.0)
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}
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fn fighter_subject_bounds(
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translation: Vec2,
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profile: crate::fighter::FighterCameraProfile,
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facing: crate::fighter::FighterFacingDirection,
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stage_profile: &StageCameraProfile,
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extents: &mut FighterCameraExtents,
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delta_secs: f32,
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) -> CameraSubjectBounds {
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let (left, right) = match facing {
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crate::fighter::FighterFacingDirection::Left => (
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profile.forward_extent.to_num::<f32>() * stage_profile.fighter_forward_extent_scale,
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profile.backward_extent.to_num(),
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),
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crate::fighter::FighterFacingDirection::Right => (
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profile.backward_extent.to_num(),
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profile.forward_extent.to_num::<f32>() * stage_profile.fighter_forward_extent_scale,
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),
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};
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let target = FighterCameraExtents {
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left,
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right,
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bottom: profile.downward_extent.to_num(),
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top: profile.upward_extent.to_num(),
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initialized: true,
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};
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if !extents.initialized {
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*extents = target;
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} else {
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let maximum_delta = EXTENT_APPROACH_PER_SECOND * delta_secs;
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extents.left = approach(extents.left, target.left, maximum_delta);
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extents.right = approach(extents.right, target.right, maximum_delta);
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extents.bottom = approach(extents.bottom, target.bottom, maximum_delta);
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extents.top = approach(extents.top, target.top, maximum_delta);
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}
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CameraSubjectBounds {
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center: translation + Vec2::Y * profile.vertical_origin_offset.to_num::<f32>(),
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left_extent: extents.left,
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right_extent: extents.right,
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bottom_extent: extents.bottom,
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top_extent: extents.top,
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}
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}
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|
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fn approach(current: f32, target: f32, maximum_delta: f32) -> f32 {
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current + (target - current).clamp(-maximum_delta, maximum_delta)
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}
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|
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fn debug_draw_camera(
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mut gizmos: Gizmos,
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fighters: Query<
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(
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&crate::fighter::motion::FighterTranslation,
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&crate::fighter::Fighter,
|
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&crate::fighter::FighterFacingDirection,
|
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&FighterCameraExtents,
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),
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With<crate::player::Player>,
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>,
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cameras: Query<(&MatchCamera, &StageCameraProfile)>,
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manifests: Res<Assets<FighterManifest>>,
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|
) {
|
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for (camera, profile) in &cameras {
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draw_rectangle(
|
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&mut gizmos,
|
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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, _facing, extents) in &fighters {
|
|
let manifest = manifests
|
|
.get(&fighter.manifest)
|
|
.expect("Fighter manifest should be valid");
|
|
let center = Vec2::new(translation.x.to_num(), translation.y.to_num())
|
|
+ Vec2::Y * manifest.camera.vertical_origin_offset.to_num::<f32>();
|
|
draw_rectangle(
|
|
&mut gizmos,
|
|
CameraFrameBounds {
|
|
left: center.x - extents.left,
|
|
right: center.x + extents.right,
|
|
bottom: center.y - extents.bottom,
|
|
top: center.y + extents.top,
|
|
},
|
|
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,
|
|
fighter_forward_extent_scale: 1.0,
|
|
tracking_smoothness: 3.0,
|
|
vertical_pan_degrees: 0.0,
|
|
horizontal_pan_degrees_per_unit: 0.0,
|
|
vertical_pan_degrees_per_unit: 0.0,
|
|
max_horizontal_pan_degrees: 17.5,
|
|
max_upward_pan_degrees: 5.0,
|
|
max_downward_pan_degrees: 7.0,
|
|
}
|
|
}
|
|
|
|
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 fighter_profile = fighter_profile();
|
|
let stage_profile = profile();
|
|
let translation = Vec2::new(10.0, 20.0);
|
|
let mut right_extents = FighterCameraExtents::default();
|
|
let right = fighter_subject_bounds(
|
|
translation,
|
|
fighter_profile,
|
|
crate::fighter::FighterFacingDirection::Right,
|
|
&stage_profile,
|
|
&mut right_extents,
|
|
1.0 / 60.0,
|
|
);
|
|
let mut left_extents = FighterCameraExtents::default();
|
|
let left = fighter_subject_bounds(
|
|
translation,
|
|
fighter_profile,
|
|
crate::fighter::FighterFacingDirection::Left,
|
|
&stage_profile,
|
|
&mut left_extents,
|
|
1.0 / 60.0,
|
|
);
|
|
|
|
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 fighter_forward_extent_uses_the_stage_scale() {
|
|
let mut stage_profile = profile();
|
|
stage_profile.fighter_forward_extent_scale = 1.5;
|
|
let mut extents = FighterCameraExtents::default();
|
|
let bounds = fighter_subject_bounds(
|
|
Vec2::ZERO,
|
|
fighter_profile(),
|
|
crate::fighter::FighterFacingDirection::Right,
|
|
&stage_profile,
|
|
&mut extents,
|
|
1.0 / 60.0,
|
|
);
|
|
|
|
assert_eq!(bounds.left_extent, 2.0);
|
|
assert_eq!(bounds.right_extent, 6.0);
|
|
}
|
|
|
|
#[test]
|
|
fn fighter_extents_approach_facing_changes_at_half_a_unit_per_sixtieth() {
|
|
let stage_profile = profile();
|
|
let mut extents = FighterCameraExtents::default();
|
|
fighter_subject_bounds(
|
|
Vec2::ZERO,
|
|
fighter_profile(),
|
|
crate::fighter::FighterFacingDirection::Right,
|
|
&stage_profile,
|
|
&mut extents,
|
|
1.0 / 60.0,
|
|
);
|
|
let bounds = fighter_subject_bounds(
|
|
Vec2::ZERO,
|
|
fighter_profile(),
|
|
crate::fighter::FighterFacingDirection::Left,
|
|
&stage_profile,
|
|
&mut extents,
|
|
1.0 / 60.0,
|
|
);
|
|
|
|
assert_eq!(bounds.left_extent, 2.5);
|
|
assert_eq!(bounds.right_extent, 3.5);
|
|
}
|
|
|
|
#[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, -30.0);
|
|
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_matches_melees_global_curve() {
|
|
assert_eq!(melee_downward_expansion(80.0), 10.0);
|
|
assert_eq!(melee_downward_expansion(5000.0), 400.0);
|
|
assert!((melee_downward_expansion(1000.0) - 82.92683).abs() < 0.0001);
|
|
|
|
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);
|
|
}
|
|
|
|
#[test]
|
|
fn pan_coefficients_are_degrees_per_world_unit() {
|
|
let mut profile = profile();
|
|
profile.left = -1_000.0;
|
|
profile.right = 1_000.0;
|
|
profile.bottom = -1_000.0;
|
|
profile.top = 1_000.0;
|
|
profile.max_depth = 1_000.0;
|
|
profile.horizontal_pan_degrees_per_unit = 0.1;
|
|
let pose = solve_pose(
|
|
CameraFrameBounds {
|
|
left: 90.0,
|
|
right: 110.0,
|
|
bottom: 19.0,
|
|
top: 21.0,
|
|
},
|
|
&profile,
|
|
16.0 / 9.0,
|
|
);
|
|
|
|
let expected_offset = (pose.eye.x - pose.interest.x).abs();
|
|
assert!(expected_offset > 5.0);
|
|
assert!(expected_offset < 7.0);
|
|
}
|
|
|
|
#[test]
|
|
fn solved_view_is_corrected_inside_camera_bounds() {
|
|
let mut profile = profile();
|
|
profile.max_depth = 1_000.0;
|
|
profile.vertical_pan_degrees = -10.0;
|
|
profile.horizontal_pan_degrees_per_unit = 0.1;
|
|
profile.vertical_pan_degrees_per_unit = 0.1;
|
|
let pose = solve_pose(
|
|
CameraFrameBounds {
|
|
left: 70.0,
|
|
right: 95.0,
|
|
bottom: 70.0,
|
|
top: 95.0,
|
|
},
|
|
&profile,
|
|
16.0 / 9.0,
|
|
);
|
|
|
|
for corner in view_corners_on_plane(pose, 16.0 / 9.0).unwrap() {
|
|
assert!(corner.x >= profile.left - 0.001);
|
|
assert!(corner.x <= profile.right + 0.001);
|
|
assert!(corner.y >= profile.bottom - 0.001);
|
|
assert!(corner.y <= profile.top + 0.001);
|
|
}
|
|
}
|
|
|
|
#[test]
|
|
fn frame_independent_smoothing_matches_melee_at_sixty_hz() {
|
|
assert!((sixty_hz_lerp_alpha(0.09, 1.0 / 60.0) - 0.09).abs() < f32::EPSILON);
|
|
assert!(sixty_hz_lerp_alpha(0.09, 1.0 / 30.0) > 0.09);
|
|
}
|
|
}
|