1pub mod camera;
2pub mod debug;
3pub mod figure;
4pub mod lod;
5pub mod math;
6pub mod particle;
7pub mod simple;
8pub mod smoke_cycle;
9pub mod terrain;
10pub mod tether;
11pub mod trail;
12
13use std::collections::HashSet;
14
15pub use self::{
16 camera::{Camera, CameraMode},
17 debug::{Debug, DebugShape, DebugShapeId},
18 figure::FigureMgr,
19 lod::Lod,
20 particle::ParticleMgr,
21 terrain::{SpriteRenderContextLazy, Terrain},
22 tether::TetherMgr,
23 trail::TrailMgr,
24};
25use crate::{
26 audio::{
27 AudioFrontend,
28 ambience::{self, AmbienceMgr},
29 music::MusicMgr,
30 sfx::SfxMgr,
31 },
32 ecs::comp::Interpolated,
33 render::{
34 CloudsLocals, Consts, CullingMode, Drawer, GlobalModel, Globals, GlobalsBindGroup, Light,
35 Model, PointLightMatrix, PostProcessLocals, RainOcclusionLocals, Renderer, Shadow,
36 ShadowLocals, SkyboxVertex, create_skybox_mesh,
37 },
38 session::PlayerDebugLines,
39 settings::Settings,
40 window::{AnalogGameInput, Event},
41};
42use client::Client;
43use common::{
44 calendar::Calendar,
45 comp::{
46 self, CharacterState, item::ItemDesc, ship::figuredata::VOXEL_COLLIDER_MANIFEST,
47 slot::EquipSlot, tool::ToolKind,
48 },
49 outcome::Outcome,
50 resources::{DeltaTime, TimeOfDay, TimeScale},
51 terrain::{BlockKind, TerrainChunk, TerrainGrid},
52 vol::ReadVol,
53 weather::WeatherGrid,
54};
55use common_base::{prof_span, span};
56use common_state::State;
57use comp::item::Reagent;
58use hashbrown::HashMap;
59use num::traits::{Float, FloatConst};
60use specs::{Entity as EcsEntity, Join, LendJoin, WorldExt};
61use vek::*;
62
63const ZOOM_CAP_PLAYER: f32 = 1000.0;
64const ZOOM_CAP_ADMIN: f32 = 100000.0;
65
66const CURSOR_PAN_SCALE: f32 = 0.005;
68
69pub(crate) const MAX_LIGHT_COUNT: usize = 20; pub(crate) const MAX_SHADOW_COUNT: usize = 24;
72pub(crate) const MAX_POINT_LIGHT_MATRICES_COUNT: usize = MAX_LIGHT_COUNT * 6 + 6;
73const NUM_DIRECTED_LIGHTS: usize = 1;
74const LIGHT_DIST_RADIUS: f32 = 64.0; const SHADOW_DIST_RADIUS: f32 = 8.0;
76const SHADOW_MAX_DIST: f32 = 96.0; const EPSILON_UPSILON: f64 = -1.0;
79
80const SHADOW_NEAR: f32 = 0.25; const SHADOW_FAR: f32 = 128.0; const RUNNING_THRESHOLD: f32 = 0.7;
86
87const RAIN_THRESHOLD: f32 = 0.0;
89
90pub type LightData<'a> = (bool, &'a [Light]);
92
93struct EventLight {
94 light: Light,
95 timeout: f32,
96 fadeout: fn(f32) -> f32,
97}
98
99struct Skybox {
100 model: Model<SkyboxVertex>,
101}
102
103pub struct Scene {
104 data: GlobalModel,
105 globals_bind_group: GlobalsBindGroup,
106 camera: Camera,
107 camera_input_state: Vec2<f32>,
108 event_lights: Vec<EventLight>,
109
110 skybox: Skybox,
111 terrain: Terrain<TerrainChunk>,
112 pub debug: Debug,
113 pub lod: Lod,
114 loaded_distance: f32,
115 map_bounds: Vec2<f32>,
119 select_pos: Option<Vec3<i32>>,
120 light_data: Vec<Light>,
121
122 particle_mgr: ParticleMgr,
123 trail_mgr: TrailMgr,
124 figure_mgr: FigureMgr,
125 tether_mgr: TetherMgr,
126 pub sfx_mgr: SfxMgr,
127 pub music_mgr: MusicMgr,
128 ambience_mgr: AmbienceMgr,
129
130 integrated_rain_vel: f32,
131 pub wind_vel: Vec2<f32>,
132 pub interpolated_time_of_day: Option<f64>,
133 last_lightning: Option<(Vec3<f32>, f64)>,
134 local_time: f64,
135
136 pub debug_vectors_enabled: bool,
137}
138
139pub struct SceneData<'a> {
140 pub client: &'a Client,
141 pub state: &'a State,
142 pub viewpoint_entity: specs::Entity,
143 pub mutable_viewpoint: bool,
144 pub target_entities: &'a HashSet<specs::Entity>,
145 pub loaded_distance: f32,
146 pub terrain_view_distance: u32, pub entity_view_distance: u32,
148 pub tick: u64,
149 pub gamma: f32,
150 pub exposure: f32,
151 pub ambiance: f32,
152 pub mouse_smoothing: bool,
153 pub sprite_render_distance: f32,
154 pub particles_enabled: bool,
155 pub weapon_trails_enabled: bool,
156 pub flashing_lights_enabled: bool,
157 pub figure_lod_render_distance: f32,
158 pub is_aiming: bool,
159 pub interpolated_time_of_day: Option<f64>,
160 pub wind_vel: Vec2<f32>,
161}
162
163impl SceneData<'_> {
164 pub fn get_sun_dir(&self) -> Vec3<f32> {
165 TimeOfDay::new(self.interpolated_time_of_day.unwrap_or(0.0)).get_sun_dir()
166 }
167
168 pub fn get_moon_dir(&self) -> Vec3<f32> {
169 TimeOfDay::new(self.interpolated_time_of_day.unwrap_or(0.0)).get_moon_dir()
170 }
171}
172
173fn compute_scalar_fov<F: Float>(_near_plane: F, fov: F, aspect: F) -> F {
214 let two = F::one() + F::one();
215 let theta_y = fov / two;
216 let theta_x = (aspect * theta_y.tan()).atan();
217 theta_x.min(theta_y)
218}
219
220fn compute_warping_parameter<F: Float + FloatConst>(
252 gamma: F,
253 (gamma_a, gamma_b, gamma_c): (F, F, F),
254 (eta_b, eta_c): (F, F),
255) -> F {
256 if gamma < gamma_a {
257 -F::one()
258 } else if gamma_a <= gamma && gamma < gamma_b {
260 -F::one() + (eta_b + F::one()) * (F::one() - (F::FRAC_PI_2() * (gamma - gamma_a) / (gamma_b - gamma_a)).cos())
262 } else if gamma_b <= gamma && gamma < gamma_c {
264 eta_b + (eta_c - eta_b) * (F::FRAC_PI_2() * (gamma - gamma_b) / (gamma_c - gamma_b)).sin()
265 } else {
266 eta_c
267 }
268 .max(-F::one()).min(F::one())
270}
271
272fn compute_warping_parameter_perspective<F: Float + FloatConst>(
287 gamma: F,
288 near_plane: F,
289 fov: F,
290 aspect: F,
291) -> F {
292 let theta = compute_scalar_fov(near_plane, fov, aspect);
293 let two = F::one() + F::one();
294 let three = two + F::one();
295 let ten = three + three + three + F::one();
296 compute_warping_parameter(
297 gamma,
298 (
299 theta / three,
300 theta,
301 theta + (three / ten) * (F::FRAC_PI_2() - theta),
302 ),
303 (-two / ten, F::zero()),
304 )
305}
306
307impl Scene {
308 pub fn new(
310 renderer: &mut Renderer,
311 lazy_init: &mut SpriteRenderContextLazy,
312 client: &Client,
313 settings: &Settings,
314 ) -> Self {
315 let resolution = renderer.resolution().map(|e| e as f32);
316 let sprite_render_context = lazy_init(renderer);
317
318 let data = GlobalModel {
319 globals: renderer.create_consts(&[Globals::default()]),
320 lights: renderer.create_consts(&[Light::default(); MAX_LIGHT_COUNT]),
321 shadows: renderer.create_consts(&[Shadow::default(); MAX_SHADOW_COUNT]),
322 shadow_mats: renderer.create_shadow_bound_locals(&[ShadowLocals::default()]),
323 rain_occlusion_mats: renderer
324 .create_rain_occlusion_bound_locals(&[RainOcclusionLocals::default()]),
325 point_light_matrices: Box::new(
326 [PointLightMatrix::default(); MAX_POINT_LIGHT_MATRICES_COUNT],
327 ),
328 };
329
330 let lod = Lod::new(renderer, client, settings);
331
332 let globals_bind_group = renderer.bind_globals(&data, lod.get_data());
333
334 let terrain = Terrain::new(renderer, &data, lod.get_data(), sprite_render_context);
335
336 let camera_mode = match client.presence() {
337 Some(comp::PresenceKind::Spectator) => CameraMode::Freefly,
338 _ => CameraMode::ThirdPerson,
339 };
340
341 let calendar = client.state().ecs().read_resource::<Calendar>();
342
343 Self {
344 data,
345 globals_bind_group,
346 camera: Camera::new(resolution.x / resolution.y, camera_mode),
347 camera_input_state: Vec2::zero(),
348 event_lights: Vec::new(),
349
350 skybox: Skybox {
351 model: renderer.create_model(&create_skybox_mesh()).unwrap(),
352 },
353 terrain,
354 debug: Debug::new(),
355 lod,
356 loaded_distance: 0.0,
357 map_bounds: Vec2::new(
358 client.world_data().min_chunk_alt(),
359 client.world_data().max_chunk_alt(),
360 ),
361 select_pos: None,
362 light_data: Vec::new(),
363 particle_mgr: ParticleMgr::new(renderer),
364 trail_mgr: TrailMgr::default(),
365 figure_mgr: FigureMgr::new(renderer),
366 tether_mgr: TetherMgr::new(renderer),
367 sfx_mgr: SfxMgr::default(),
368 music_mgr: MusicMgr::new(&calendar),
369 ambience_mgr: AmbienceMgr {
370 ambience: ambience::load_ambience_items(),
371 },
372 integrated_rain_vel: 0.0,
373 wind_vel: Vec2::zero(),
374 interpolated_time_of_day: None,
375 last_lightning: None,
376 local_time: 0.0,
377 debug_vectors_enabled: false,
378 }
379 }
380
381 pub fn globals(&self) -> &Consts<Globals> { &self.data.globals }
383
384 pub fn camera(&self) -> &Camera { &self.camera }
386
387 pub fn terrain(&self) -> &Terrain<TerrainChunk> { &self.terrain }
389
390 pub fn lights(&self) -> &Vec<Light> { &self.light_data }
392
393 pub fn particle_mgr(&self) -> &ParticleMgr { &self.particle_mgr }
395
396 pub fn trail_mgr(&self) -> &TrailMgr { &self.trail_mgr }
398
399 pub fn figure_mgr(&self) -> &FigureMgr { &self.figure_mgr }
401
402 pub fn music_mgr(&self) -> &MusicMgr { &self.music_mgr }
403
404 pub fn camera_mut(&mut self) -> &mut Camera { &mut self.camera }
406
407 pub fn set_select_pos(&mut self, pos: Option<Vec3<i32>>) { self.select_pos = pos; }
409
410 pub fn select_pos(&self) -> Option<Vec3<i32>> { self.select_pos }
411
412 pub fn handle_input_event(&mut self, event: Event, client: &Client) -> bool {
417 match event {
418 Event::Resize(dims) => {
420 self.camera.set_aspect_ratio(dims.x as f32 / dims.y as f32);
421 true
422 },
423 Event::CursorPan(delta) => {
425 self.camera.rotate_by(Vec3::from(delta) * CURSOR_PAN_SCALE);
426 true
427 },
428 Event::Zoom(delta) => {
430 let cap = if client.is_moderator() {
431 ZOOM_CAP_ADMIN
432 } else {
433 ZOOM_CAP_PLAYER
434 };
435 let player_scale = client
439 .state()
440 .read_component_copied::<comp::Scale>(client.entity())
441 .map_or(1.0, |s| s.0);
442 if delta < 0.0 {
443 self.camera.zoom_switch(
444 delta * (0.05 + self.camera.get_distance() * 0.01) / (1.0 - delta * 0.01),
446 cap,
447 player_scale,
448 );
449 } else {
450 self.camera.zoom_switch(
451 delta * (0.05 + self.camera.get_distance() * 0.01),
452 cap,
453 player_scale,
454 );
455 }
456 true
457 },
458 Event::AnalogGameInput(input) => match input {
459 AnalogGameInput::CameraX(d) => {
460 self.camera_input_state.x = d;
461 true
462 },
463 AnalogGameInput::CameraY(d) => {
464 self.camera_input_state.y = d;
465 true
466 },
467 _ => false,
468 },
469 _ => false,
471 }
472 }
473
474 pub fn handle_outcome(
475 &mut self,
476 outcome: &Outcome,
477 scene_data: &SceneData,
478 audio: &mut AudioFrontend,
479 ) {
480 span!(_guard, "handle_outcome", "Scene::handle_outcome");
481 self.particle_mgr
482 .handle_outcome(outcome, scene_data, &self.figure_mgr);
483 self.sfx_mgr
484 .handle_outcome(outcome, audio, scene_data.client);
485
486 match outcome {
487 Outcome::Lightning { pos } => {
488 self.last_lightning = Some((*pos, scene_data.state.get_time()));
489 },
490 Outcome::Explosion {
491 pos,
492 power,
493 is_attack,
494 reagent,
495 ..
496 } => self.event_lights.push(EventLight {
497 light: Light::new(
498 *pos,
499 match reagent {
500 Some(Reagent::Blue) => Rgb::new(0.15, 0.4, 1.0),
501 Some(Reagent::Green) => Rgb::new(0.0, 1.0, 0.0),
502 Some(Reagent::Purple) => Rgb::new(0.7, 0.0, 1.0),
503 Some(Reagent::Red) => {
504 if *is_attack {
505 Rgb::new(1.0, 0.5, 0.0)
506 } else {
507 Rgb::new(1.0, 0.0, 0.0)
508 }
509 },
510 Some(Reagent::White) => Rgb::new(1.0, 1.0, 1.0),
511 Some(Reagent::Yellow) => Rgb::new(1.0, 1.0, 0.0),
512 Some(Reagent::FireRain) => Rgb::new(1.0, 0.8, 0.3),
513 Some(Reagent::FireGigas) => Rgb::new(1.0, 0.6, 0.2),
514 None => Rgb::new(1.0, 0.5, 0.0),
515 },
516 power
517 * if *is_attack || reagent.is_none() {
518 2.5
519 } else {
520 5.0
521 },
522 ),
523 timeout: match reagent {
524 Some(_) => 1.0,
525 None => 0.5,
526 },
527 fadeout: |timeout| timeout * 2.0,
528 }),
529 Outcome::ProjectileShot { .. } => {},
530 _ => {},
531 }
532 }
533
534 pub fn maintain(
537 &mut self,
538 renderer: &mut Renderer,
539 audio: &mut AudioFrontend,
540 scene_data: &SceneData,
541 client: &Client,
542 settings: &Settings,
543 ) {
544 span!(_guard, "maintain", "Scene::maintain");
545 let ecs = scene_data.state.ecs();
547
548 let dt = ecs.fetch::<DeltaTime>().0;
549
550 self.local_time += dt as f64 * ecs.fetch::<TimeScale>().0;
551
552 let positions = ecs.read_storage::<comp::Pos>();
553
554 let viewpoint_ori = ecs
555 .read_storage::<comp::Ori>()
556 .get(scene_data.viewpoint_entity)
557 .map_or(Quaternion::identity(), |ori| ori.to_quat());
558
559 let viewpoint_look_ori = ecs
560 .read_storage::<comp::CharacterActivity>()
561 .get(scene_data.viewpoint_entity)
562 .and_then(|activity| activity.look_dir)
563 .map(|dir| {
564 let d = dir.to_vec();
565
566 let pitch = (-d.z).asin();
567 let yaw = d.x.atan2(d.y);
568
569 Vec3::new(yaw, pitch, 0.0)
570 })
571 .unwrap_or_else(|| {
572 let q = viewpoint_ori;
573 let sinr_cosp = 2.0 * (q.w * q.x + q.y * q.z);
574 let cosr_cosp = 1.0 - 2.0 * (q.x * q.x + q.y * q.y);
575 let pitch = sinr_cosp.atan2(cosr_cosp);
576
577 let siny_cosp = 2.0 * (q.w * q.z + q.x * q.y);
578 let cosy_cosp = 1.0 - 2.0 * (q.y * q.y + q.z * q.z);
579 let yaw = siny_cosp.atan2(cosy_cosp);
580
581 Vec3::new(-yaw, -pitch, 0.0)
582 });
583
584 let viewpoint_scale = ecs
585 .read_storage::<comp::Scale>()
586 .get(scene_data.viewpoint_entity)
587 .map_or(1.0, |scale| scale.0);
588
589 let (is_humanoid, viewpoint_height, viewpoint_eye_height) = ecs
590 .read_storage::<comp::Body>()
591 .get(scene_data.viewpoint_entity)
592 .map_or((false, 1.0, 0.0), |b| {
593 (
594 matches!(b, comp::Body::Humanoid(_)),
595 b.height() * viewpoint_scale,
596 b.eye_height(1.0) * viewpoint_scale, )
598 });
599 let viewpoint_eye_height = if matches!(self.camera.get_mode(), CameraMode::FirstPerson)
601 && let Some(char_state) = self
602 .figure_mgr
603 .states
604 .character_states
605 .get(&scene_data.viewpoint_entity)
606 && let Some(interpolated) = ecs
607 .read_storage::<Interpolated>()
608 .get(scene_data.viewpoint_entity)
609 {
610 char_state
612 .wpos_of(
613 char_state
614 .computed_skeleton
615 .head
616 .mul_point(Vec3::unit_z() * 0.6),
617 )
618 .z
619 - interpolated.pos.z
620 } else {
621 match ecs
624 .read_storage::<CharacterState>()
625 .get(scene_data.viewpoint_entity)
626 {
627 Some(CharacterState::Crawl) => viewpoint_eye_height * 0.3,
628 Some(CharacterState::Sit) => viewpoint_eye_height * 0.7,
629 Some(c) if c.is_stealthy() => viewpoint_eye_height * 0.6,
630 _ => viewpoint_eye_height,
631 }
632 };
633
634 if scene_data.mutable_viewpoint || matches!(self.camera.get_mode(), CameraMode::Freefly) {
635 self.camera.rotate_by(self.camera_input_state.with_z(0.0));
637 } else {
638 self.camera.set_orientation(viewpoint_look_ori);
640 }
641
642 let viewpoint_offset = if is_humanoid {
643 let is_running = ecs
644 .read_storage::<comp::Vel>()
645 .get(scene_data.viewpoint_entity)
646 .zip(
647 ecs.read_storage::<comp::PhysicsState>()
648 .get(scene_data.viewpoint_entity),
649 )
650 .map(|(v, ps)| {
651 (v.0 - ps.ground_vel).magnitude_squared() > RUNNING_THRESHOLD.powi(2)
652 })
653 .unwrap_or(false);
654
655 let on_ground = ecs
656 .read_storage::<comp::PhysicsState>()
657 .get(scene_data.viewpoint_entity)
658 .map(|p| p.on_ground.is_some());
659
660 let holding_ranged = client
661 .inventories()
662 .get(scene_data.viewpoint_entity)
663 .and_then(|inv| inv.equipped(EquipSlot::ActiveMainhand))
664 .and_then(|item| item.tool_info())
665 .is_some_and(|tool_kind| {
666 matches!(
667 tool_kind,
668 ToolKind::Bow | ToolKind::Staff | ToolKind::Sceptre | ToolKind::Throwable
669 )
670 })
671 || client
672 .current::<CharacterState>()
673 .is_some_and(|char_state| matches!(char_state, CharacterState::Throw(_)));
674
675 let up = match self.camera.get_mode() {
676 CameraMode::FirstPerson => {
677 if is_running && on_ground.unwrap_or(false) {
678 viewpoint_eye_height
679 + (scene_data.state.get_time() as f32 * 17.0).sin() * 0.05
680 } else {
681 viewpoint_eye_height
682 }
683 },
684 CameraMode::ThirdPerson if scene_data.is_aiming && holding_ranged => {
685 viewpoint_height * 1.05 + settings.gameplay.aim_offset_y
686 },
687 CameraMode::ThirdPerson if scene_data.is_aiming => viewpoint_height * 1.05,
688 CameraMode::ThirdPerson => viewpoint_eye_height,
689 CameraMode::Freefly => 0.0,
690 };
691
692 let right = match self.camera.get_mode() {
693 CameraMode::FirstPerson => 0.0,
694 CameraMode::ThirdPerson if scene_data.is_aiming && holding_ranged => {
695 settings.gameplay.aim_offset_x
696 },
697 CameraMode::ThirdPerson => 0.0,
698 CameraMode::Freefly => 0.0,
699 };
700
701 let tilt = self.camera.get_orientation().y;
703 let dist = self.camera.get_distance();
704
705 Vec3::unit_z() * (up - tilt.min(0.0).sin() * dist * 0.6)
706 + self.camera.right() * (right * viewpoint_scale)
707 } else {
708 self.figure_mgr
709 .viewpoint_offset(scene_data, scene_data.viewpoint_entity)
710 };
711
712 let entity_pos = positions
713 .get(scene_data.viewpoint_entity)
714 .map_or(Vec3::zero(), |pos| pos.0);
715
716 let viewpoint_pos = match self.camera.get_mode() {
717 CameraMode::FirstPerson => {
718 let viewpoint_pos = ecs
723 .read_storage::<Interpolated>()
724 .get(scene_data.viewpoint_entity)
725 .map_or(entity_pos, |i| i.pos.xy().with_z(entity_pos.z));
726 self.camera
727 .force_xy_focus_pos(viewpoint_pos + viewpoint_offset);
728 viewpoint_pos
729 },
730 CameraMode::ThirdPerson => {
731 let viewpoint_pos = entity_pos;
732 self.camera.set_focus_pos(viewpoint_pos + viewpoint_offset);
733 viewpoint_pos
734 },
735 CameraMode::Freefly => entity_pos,
736 };
737
738 self.camera
740 .update(scene_data.state.get_time(), dt, scene_data.mouse_smoothing);
741
742 self.camera.compute_dependents(&scene_data.state.terrain());
744 let camera::Dependents {
745 view_mat,
746 view_mat_inv,
747 proj_mat,
748 proj_mat_inv,
749 cam_pos,
750 ..
751 } = self.camera.dependents();
752
753 let loaded_distance =
755 (0.98 * self.loaded_distance + 0.02 * scene_data.loaded_distance).max(0.01);
756
757 let lights = &mut self.light_data;
759 lights.clear();
760
761 self.particle_mgr.maintain(
763 renderer,
764 scene_data,
765 &self.terrain,
766 &self.figure_mgr,
767 lights,
768 );
769
770 self.trail_mgr.maintain(renderer, scene_data);
772
773 let max_light_dist = loaded_distance.powi(2) + LIGHT_DIST_RADIUS;
775 lights.extend(
776 (
777 &scene_data.state.ecs().read_storage::<comp::Pos>(),
778 scene_data
779 .state
780 .ecs()
781 .read_storage::<crate::ecs::comp::Interpolated>()
782 .maybe(),
783 &scene_data
784 .state
785 .ecs()
786 .read_storage::<comp::LightAnimation>(),
787 scene_data
788 .state
789 .ecs()
790 .read_storage::<comp::Health>()
791 .maybe(),
792 )
793 .join()
794 .filter(|(pos, _, light_anim, h)| {
795 light_anim.col != Rgb::zero()
796 && light_anim.strength > 0.0
797 && pos.0.distance_squared(viewpoint_pos) < max_light_dist
798 && h.is_none_or(|h| !h.is_dead)
799 })
800 .map(|(pos, interpolated, light_anim, _)| {
801 let pos = interpolated.map_or(pos.0, |i| i.pos);
803 let mut light =
804 Light::new(pos + light_anim.offset, light_anim.col, light_anim.strength);
805 if let Some((dir, fov)) = light_anim.dir {
806 light = light.with_dir(dir, fov);
807 }
808 light
809 })
810 .chain(
811 self.event_lights
812 .iter()
813 .map(|el| el.light.with_strength((el.fadeout)(el.timeout))),
814 ),
815 );
816 let voxel_colliders_manifest = VOXEL_COLLIDER_MANIFEST.read();
817 let figure_mgr = &self.figure_mgr;
818 lights.extend(
819 (
820 &scene_data.state.ecs().entities(),
821 &scene_data
822 .state
823 .read_storage::<crate::ecs::comp::Interpolated>(),
824 &scene_data.state.read_storage::<comp::Body>(),
825 &scene_data.state.read_storage::<comp::Collider>(),
826 )
827 .join()
828 .filter_map(|(entity, interpolated, body, collider)| {
829 let vol = collider.get_vol(&voxel_colliders_manifest)?;
830 let (blocks_of_interest, offset) =
831 figure_mgr.get_blocks_of_interest(entity, body, Some(collider))?;
832
833 let mat = Mat4::from(interpolated.ori.to_quat())
834 .translated_3d(interpolated.pos)
835 * Mat4::translation_3d(offset);
836
837 let p = mat.inverted().mul_point(viewpoint_pos);
838 let aabb = Aabb {
839 min: Vec3::zero(),
840 max: vol.volume().sz.as_(),
841 };
842 if aabb.contains_point(p) || aabb.distance_to_point(p) < max_light_dist {
843 Some(
844 blocks_of_interest
845 .lights
846 .iter()
847 .map(move |(block_offset, level)| {
848 let wpos = mat.mul_point(block_offset.as_() + 0.5);
849 (wpos, level)
850 })
851 .filter(move |(wpos, _)| {
852 wpos.distance_squared(viewpoint_pos) < max_light_dist
853 })
854 .map(|(wpos, level)| {
855 Light::new(wpos, Rgb::white(), *level as f32 / 7.0)
856 }),
857 )
858 } else {
859 None
860 }
861 })
862 .flatten(),
863 );
864 lights.sort_by_key(|light| light.get_pos().distance_squared(viewpoint_pos) as i32);
865 lights.truncate(MAX_LIGHT_COUNT);
866 renderer.update_consts(&mut self.data.lights, lights);
867
868 self.event_lights.retain_mut(|el| {
870 el.timeout -= dt;
871 el.timeout > 0.0
872 });
873
874 let mut shadows = (
876 &scene_data.state.ecs().read_storage::<comp::Pos>(),
877 scene_data
878 .state
879 .ecs()
880 .read_storage::<crate::ecs::comp::Interpolated>()
881 .maybe(),
882 scene_data.state.ecs().read_storage::<comp::Scale>().maybe(),
883 &scene_data.state.ecs().read_storage::<comp::Body>(),
884 &scene_data.state.ecs().read_storage::<comp::Health>(),
885 )
886 .join()
887 .filter(|(_, _, _, _, health)| !health.is_dead)
888 .filter(|(pos, _, _, _, _)| {
889 pos.0.distance_squared(viewpoint_pos)
890 < (loaded_distance.min(SHADOW_MAX_DIST) + SHADOW_DIST_RADIUS).powi(2)
891 })
892 .map(|(pos, interpolated, scale, _, _)| {
893 Shadow::new(
894 interpolated.map_or(pos.0, |i| i.pos),
896 scale.map_or(1.0, |s| s.0),
897 )
898 })
899 .collect::<Vec<_>>();
900 shadows.sort_by_key(|shadow| shadow.get_pos().distance_squared(viewpoint_pos) as i32);
901 shadows.truncate(MAX_SHADOW_COUNT);
902 renderer.update_consts(&mut self.data.shadows, &shadows);
903
904 self.loaded_distance = loaded_distance;
906
907 const DAY: f64 = 60.0 * 60.0 * 24.0;
915 let time_of_day = scene_data.state.get_time_of_day();
916 let max_lerp_period = if scene_data.flashing_lights_enabled {
917 DAY * 2.0
918 } else {
919 DAY * 0.25
920 };
921 self.interpolated_time_of_day =
922 Some(self.interpolated_time_of_day.map_or(time_of_day, |tod| {
923 if (tod - time_of_day).abs() > max_lerp_period {
924 time_of_day
925 } else {
926 Lerp::lerp(tod, time_of_day, dt as f64)
927 }
928 }));
929 let time_of_day = self.interpolated_time_of_day.unwrap_or(time_of_day);
930 let focus_pos = self.camera.get_focus_pos();
931 let focus_off = focus_pos.map(|e| e.trunc());
932
933 renderer.update_consts(&mut self.data.globals, &[Globals::new(
935 view_mat,
936 proj_mat,
937 cam_pos,
938 focus_pos,
939 self.loaded_distance,
940 self.lod.get_data().tgt_detail as f32,
941 self.map_bounds,
942 time_of_day,
943 scene_data.state.get_time(),
944 self.local_time,
945 renderer.resolution().as_(),
946 Vec2::new(SHADOW_NEAR, SHADOW_FAR),
947 lights.len(),
948 shadows.len(),
949 NUM_DIRECTED_LIGHTS,
950 scene_data
951 .state
952 .terrain()
953 .get((cam_pos + focus_off).map(|e| e.floor() as i32))
954 .ok()
955 .filter(|b| !(b.is_filled() && client.is_moderator()))
957 .map(|b| b.kind())
958 .unwrap_or(BlockKind::Air),
959 self.select_pos.map(|e| e - focus_off.map(|e| e as i32)),
960 scene_data.gamma,
961 scene_data.exposure,
962 self.last_lightning.unwrap_or((Vec3::zero(), -1000.0)),
963 self.wind_vel,
964 scene_data.ambiance,
965 self.camera.get_mode(),
966 scene_data.sprite_render_distance - 20.0,
967 )]);
968 renderer.update_clouds_locals(CloudsLocals::new(proj_mat_inv, view_mat_inv));
969 renderer.update_postprocess_locals(PostProcessLocals::new(proj_mat_inv, view_mat_inv));
970
971 self.lod.maintain(renderer, client, focus_pos, &self.camera);
973
974 self.tether_mgr.maintain(renderer, client, focus_pos);
976
977 self.debug.maintain(renderer);
979
980 let (
982 _visible_bounds,
983 visible_light_volume,
984 visible_psr_bounds,
985 visible_occlusion_volume,
986 visible_por_bounds,
987 ) = self.terrain.maintain(
988 renderer,
989 scene_data,
990 focus_pos,
991 self.loaded_distance,
992 &self.camera,
993 );
994
995 let _figure_bounds = self.figure_mgr.maintain(
997 renderer,
998 &mut self.trail_mgr,
999 scene_data,
1000 visible_psr_bounds,
1001 visible_por_bounds,
1002 &self.camera,
1003 Some(&self.terrain),
1004 );
1005
1006 let fov = self.camera.get_effective_fov();
1007 let aspect_ratio = self.camera.get_aspect_ratio();
1008 let view_dir = ((focus_pos.map(f32::fract)) - cam_pos).normalized();
1009
1010 let look_at = cam_pos;
1015 let new_dir = view_dir;
1016 let new_dir = new_dir.normalized();
1017 let up: math::Vec3<f32> = math::Vec3::unit_y();
1018
1019 let texture_mat = Mat4::<f32>::scaling_3d::<Vec3<f32>>(Vec3::new(0.5, -0.5, 1.0))
1033 * Mat4::translation_3d(Vec3::new(1.0, -1.0, 0.0));
1034
1035 let directed_mats = |d_view_mat: math::Mat4<f32>,
1036 d_dir: math::Vec3<f32>,
1037 volume: &Vec<math::Vec3<f32>>|
1038 -> (Mat4<f32>, Mat4<f32>) {
1039 let v_p_orig = math::Vec3::from(d_view_mat * math::Vec4::from_direction(new_dir));
1041 let mut v_p = v_p_orig.normalized();
1042 let cos_gamma = new_dir.map(f64::from).dot(d_dir.map(f64::from));
1043 let sin_gamma = (1.0 - cos_gamma * cos_gamma).sqrt();
1044 let gamma = sin_gamma.asin();
1045 let view_mat = math::Mat4::from_col_array(view_mat.into_col_array());
1046 let bounds1 = math::fit_psr(
1049 view_mat.map_cols(math::Vec4::from),
1050 volume.iter().copied(),
1051 math::Vec4::homogenized,
1052 );
1053 let n_e = f64::from(-bounds1.max.z);
1054 let factor = compute_warping_parameter_perspective(
1055 gamma,
1056 n_e,
1057 f64::from(fov),
1058 f64::from(aspect_ratio),
1059 );
1060
1061 v_p.z = 0.0;
1062 v_p.normalize();
1063 let l_r: math::Mat4<f32> = if factor > EPSILON_UPSILON {
1064 math::Mat4::look_at_lh(math::Vec3::zero(), math::Vec3::unit_z(), v_p)
1068 } else {
1069 math::Mat4::identity()
1070 };
1071 let directed_proj_mat = math::Mat4::new(
1073 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, -1.0, 0.0, 0.0, 0.0, 0.0, 1.0,
1074 );
1075
1076 let light_all_mat = l_r * directed_proj_mat * d_view_mat;
1077 let bounds0 = math::fit_psr(
1080 light_all_mat,
1081 volume.iter().copied(),
1082 math::Vec4::homogenized,
1083 );
1084 let (z_0, z_1) = {
1092 let f_e = f64::from(-bounds1.min.z).max(n_e);
1093 let p_z = bounds1.max.z;
1095 let p_y = bounds0.min.y;
1097 let p_x = bounds0.center().x;
1098 let view_inv = view_mat.inverted();
1100 let light_all_inv = light_all_mat.inverted();
1102
1103 let view_point = view_inv
1105 * math::Vec4::from_point(
1106 -math::Vec3::unit_z() * p_z, );
1108 let view_plane = view_mat.transposed() * -math::Vec4::unit_z();
1109
1110 let light_point = light_all_inv
1112 * math::Vec4::from_point(
1113 math::Vec3::unit_y() * p_y, );
1115 let light_plane = light_all_mat.transposed() * math::Vec4::unit_y();
1116
1117 let shadow_point = light_all_inv
1119 * math::Vec4::from_point(
1120 math::Vec3::unit_x() * p_x, );
1122 let shadow_plane = light_all_mat.transposed() * math::Vec4::unit_x();
1123
1124 let solve_p0 = math::Mat4::new(
1128 view_plane.x,
1129 view_plane.y,
1130 view_plane.z,
1131 0.0,
1132 light_plane.x,
1133 light_plane.y,
1134 light_plane.z,
1135 0.0,
1136 shadow_plane.x,
1137 shadow_plane.y,
1138 shadow_plane.z,
1139 0.0,
1140 0.0,
1141 0.0,
1142 0.0,
1143 1.0,
1144 );
1145
1146 let plane_dist = math::Vec4::new(
1148 view_plane.dot(view_point),
1149 light_plane.dot(light_point),
1150 shadow_plane.dot(shadow_point),
1151 1.0,
1152 );
1153 let p0_world = solve_p0.inverted() * plane_dist;
1154 let p0 = light_all_mat * p0_world;
1156 let mut p1 = p0;
1157 p1.y = bounds0.max.y;
1159
1160 let view_from_light_mat = view_mat * light_all_inv;
1163 let z0 = view_from_light_mat * p0;
1165 let z1 = view_from_light_mat * p1;
1166
1167 (
1172 f64::from(z0.homogenized().dot(-math::Vec4::unit_z())).clamp(n_e, f_e),
1173 f64::from(z1.homogenized().dot(-math::Vec4::unit_z())).clamp(n_e, f_e),
1174 )
1175 };
1176
1177 let mut light_focus_pos: math::Vec3<f32> = math::Vec3::zero();
1179 light_focus_pos.x = bounds0.center().x;
1180 light_focus_pos.y = bounds0.min.y;
1181 light_focus_pos.z = bounds0.center().z;
1182
1183 let d = f64::from(bounds0.max.y - bounds0.min.y).abs();
1184
1185 let w_l_y = d;
1186
1187 let alpha = z_1 / z_0;
1191 let alpha_sqrt = alpha.sqrt();
1192 let directed_near_normal = if factor < 0.0 {
1193 (1.0 + alpha_sqrt - factor * (alpha - 1.0)) / ((alpha - 1.0) * (factor + 1.0))
1195 } else {
1196 ((alpha_sqrt - 1.0) * (factor * alpha_sqrt + 1.0)).recip()
1198 };
1199
1200 let y_ = |v: f64| w_l_y * (v + directed_near_normal).abs();
1202 let directed_near = y_(0.0) as f32;
1203 let directed_far = y_(1.0) as f32;
1204 light_focus_pos.y = if factor > EPSILON_UPSILON {
1205 light_focus_pos.y - directed_near
1206 } else {
1207 light_focus_pos.y
1208 };
1209 let w_v: math::Mat4<f32> = math::Mat4::translation_3d(-math::Vec3::new(
1211 light_focus_pos.x,
1212 light_focus_pos.y,
1213 light_focus_pos.z,
1214 ));
1215 let shadow_view_mat: math::Mat4<f32> = w_v * light_all_mat;
1216 let w_p: math::Mat4<f32> = {
1217 if factor > EPSILON_UPSILON {
1218 let near = directed_near;
1220 let far = directed_far;
1221 let left = -1.0;
1222 let right = 1.0;
1223 let bottom = -1.0;
1224 let top = 1.0;
1225 let s_x = 2.0 * near / (right - left);
1226 let o_x = (right + left) / (right - left);
1227 let s_z = 2.0 * near / (top - bottom);
1228 let o_z = (top + bottom) / (top - bottom);
1229
1230 let s_y = (far + near) / (far - near);
1231 let o_y = -2.0 * far * near / (far - near);
1232
1233 math::Mat4::new(
1234 s_x, o_x, 0.0, 0.0, 0.0, s_y, 0.0, o_y, 0.0, o_z, s_z, 0.0, 0.0, 1.0, 0.0,
1235 0.0,
1236 )
1237 } else {
1238 math::Mat4::identity()
1239 }
1240 };
1241
1242 let shadow_all_mat: math::Mat4<f32> = w_p * shadow_view_mat;
1243 let math::Aabb::<f32> {
1246 min:
1247 math::Vec3 {
1248 x: xmin,
1249 y: ymin,
1250 z: zmin,
1251 },
1252 max:
1253 math::Vec3 {
1254 x: xmax,
1255 y: ymax,
1256 z: zmax,
1257 },
1258 } = math::fit_psr(
1259 shadow_all_mat,
1260 volume.iter().copied(),
1261 math::Vec4::homogenized,
1262 );
1263 let s_x = 2.0 / (xmax - xmin);
1264 let s_y = 2.0 / (ymax - ymin);
1265 let s_z = 1.0 / (zmax - zmin);
1266 let o_x = -(xmax + xmin) / (xmax - xmin);
1267 let o_y = -(ymax + ymin) / (ymax - ymin);
1268 let o_z = -zmin / (zmax - zmin);
1269 let directed_proj_mat = Mat4::new(
1270 s_x, 0.0, 0.0, o_x, 0.0, s_y, 0.0, o_y, 0.0, 0.0, s_z, o_z, 0.0, 0.0, 0.0, 1.0,
1271 );
1272
1273 let shadow_all_mat: Mat4<f32> = Mat4::from_col_arrays(shadow_all_mat.into_col_arrays());
1274
1275 let directed_texture_proj_mat = texture_mat * directed_proj_mat;
1276 (
1277 directed_proj_mat * shadow_all_mat,
1278 directed_texture_proj_mat * shadow_all_mat,
1279 )
1280 };
1281
1282 let weather = client
1283 .state()
1284 .max_weather_near(focus_off.xy() + cam_pos.xy());
1285 self.wind_vel = weather.wind_vel();
1286 if weather.rain > RAIN_THRESHOLD {
1287 let weather = client.weather_at_player();
1288 let rain_vel = weather.rain_vel();
1289 let rain_view_mat = math::Mat4::look_at_rh(look_at, look_at + rain_vel, up);
1290
1291 self.integrated_rain_vel += rain_vel.magnitude() * dt;
1292 let rain_dir_mat = Mat4::rotation_from_to_3d(-Vec3::unit_z(), rain_vel);
1293
1294 let (shadow_mat, texture_mat) =
1295 directed_mats(rain_view_mat, rain_vel, &visible_occlusion_volume);
1296
1297 let rain_occlusion_locals = RainOcclusionLocals::new(
1298 shadow_mat,
1299 texture_mat,
1300 rain_dir_mat,
1301 weather.rain,
1302 self.integrated_rain_vel,
1303 );
1304
1305 renderer.update_consts(&mut self.data.rain_occlusion_mats, &[rain_occlusion_locals]);
1306 } else if self.integrated_rain_vel > 0.0 {
1307 self.integrated_rain_vel = 0.0;
1308 let rain_occlusion_locals = RainOcclusionLocals::default();
1310 renderer.update_consts(&mut self.data.rain_occlusion_mats, &[rain_occlusion_locals]);
1311 }
1312
1313 let sun_dir = scene_data.get_sun_dir();
1314 let is_daylight = sun_dir.z < 0.0;
1315 if renderer.pipeline_modes().shadow.is_map() && (is_daylight || !lights.is_empty()) {
1316 let (point_shadow_res, _directed_shadow_res) = renderer.get_shadow_resolution();
1317 let point_shadow_aspect = point_shadow_res.x as f32 / point_shadow_res.y as f32;
1320 let directed_light_dir = sun_dir;
1323
1324 let mut directed_shadow_mats = Vec::with_capacity(6);
1327
1328 let light_view_mat = math::Mat4::look_at_rh(look_at, look_at + directed_light_dir, up);
1329 let (shadow_mat, texture_mat) =
1330 directed_mats(light_view_mat, directed_light_dir, &visible_light_volume);
1331
1332 let shadow_locals = ShadowLocals::new(shadow_mat, texture_mat);
1333
1334 renderer.update_consts(&mut self.data.shadow_mats, &[shadow_locals]);
1335
1336 directed_shadow_mats.push(light_view_mat);
1337 directed_shadow_mats
1339 .extend_from_slice(&[math::Mat4::default(); 6 - NUM_DIRECTED_LIGHTS] as _);
1340 let mut shadow_mats = Vec::with_capacity(6 * (lights.len() + 1));
1343 shadow_mats.resize_with(6, PointLightMatrix::default);
1344 let shadow_proj = camera::perspective_rh_zo_general(
1350 90.0f32.to_radians(),
1351 point_shadow_aspect,
1352 1.0 / SHADOW_NEAR,
1353 1.0 / SHADOW_FAR,
1354 );
1355 let shadow_proj = shadow_proj * Mat4::scaling_3d(-1.0);
1360
1361 let orientations = [
1364 (Vec3::new(1.0, 0.0, 0.0), Vec3::new(0.0, -1.0, 0.0)),
1365 (Vec3::new(-1.0, 0.0, 0.0), Vec3::new(0.0, -1.0, 0.0)),
1366 (Vec3::new(0.0, 1.0, 0.0), Vec3::new(0.0, 0.0, 1.0)),
1367 (Vec3::new(0.0, -1.0, 0.0), Vec3::new(0.0, 0.0, -1.0)),
1368 (Vec3::new(0.0, 0.0, 1.0), Vec3::new(0.0, -1.0, 0.0)),
1369 (Vec3::new(0.0, 0.0, -1.0), Vec3::new(0.0, -1.0, 0.0)),
1370 ];
1371
1372 shadow_mats.extend(lights.iter().flat_map(|light| {
1376 let eye = Vec3::new(light.pos[0], light.pos[1], light.pos[2]) - focus_off;
1379 orientations.iter().map(move |&(forward, up)| {
1380 PointLightMatrix::new(shadow_proj * Mat4::look_at_lh(eye, eye + forward, up))
1383 })
1384 }));
1385
1386 for (i, val) in shadow_mats.into_iter().enumerate() {
1387 self.data.point_light_matrices[i] = val
1388 }
1389 }
1390
1391 self.figure_mgr.clean(scene_data.tick);
1393
1394 self.sfx_mgr.maintain(
1396 audio,
1397 scene_data.state,
1398 scene_data.viewpoint_entity,
1399 &self.camera,
1400 &self.terrain,
1401 client,
1402 );
1403
1404 self.ambience_mgr.maintain(
1405 audio,
1406 &settings.audio,
1407 scene_data.state,
1408 client,
1409 &self.camera,
1410 );
1411
1412 self.music_mgr.maintain(audio, scene_data.state, client);
1413 }
1414
1415 pub fn global_bind_group(&self) -> &GlobalsBindGroup { &self.globals_bind_group }
1416
1417 pub fn render(
1419 &self,
1420 drawer: &mut Drawer<'_>,
1421 state: &State,
1422 viewpoint_entity: EcsEntity,
1423 tick: u64,
1424 scene_data: &SceneData,
1425 ) {
1426 span!(_guard, "render", "Scene::render");
1427 let sun_dir = scene_data.get_sun_dir();
1428 let is_daylight = sun_dir.z < 0.0;
1429 let focus_pos = self.camera.get_focus_pos();
1430 let cam_pos = self.camera.dependents().cam_pos + focus_pos.map(|e| e.trunc());
1431 let is_rain = state.max_weather_near(cam_pos.xy()).rain > RAIN_THRESHOLD;
1432 let culling_mode = if scene_data
1433 .state
1434 .terrain()
1435 .get_key(scene_data.state.terrain().pos_key(cam_pos.as_()))
1436 .is_some_and(|c| cam_pos.z < c.meta().alt() - terrain::UNDERGROUND_ALT)
1437 {
1438 CullingMode::Underground
1439 } else {
1440 CullingMode::Surface
1441 };
1442
1443 let camera_data = (&self.camera, scene_data.figure_lod_render_distance);
1444
1445 if drawer.pipeline_modes().shadow.is_map() && (is_daylight || !self.light_data.is_empty()) {
1447 if is_daylight {
1448 prof_span!("directed shadows");
1449 if let Some(mut shadow_pass) = drawer.shadow_pass() {
1450 self.terrain.render_shadows(
1452 &mut shadow_pass.draw_terrain_shadows(),
1453 focus_pos,
1454 culling_mode,
1455 );
1456
1457 self.figure_mgr.render_shadows(
1459 &mut shadow_pass.draw_figure_shadows(),
1460 state,
1461 tick,
1462 camera_data,
1463 );
1464 self.debug
1465 .render_shadows(&mut shadow_pass.draw_debug_shadows());
1466 }
1467 }
1468
1469 {
1471 prof_span!("point shadows");
1472 drawer.draw_point_shadows(
1473 &self.data.point_light_matrices,
1474 self.terrain.chunks_for_point_shadows(focus_pos),
1475 )
1476 }
1477 }
1478 if is_rain {
1480 prof_span!("rain occlusion");
1481 if let Some(mut occlusion_pass) = drawer.rain_occlusion_pass() {
1482 self.terrain
1483 .render_rain_occlusion(&mut occlusion_pass.draw_terrain_shadows(), cam_pos);
1484
1485 self.figure_mgr.render_rain_occlusion(
1486 &mut occlusion_pass.draw_figure_shadows(),
1487 state,
1488 tick,
1489 camera_data,
1490 );
1491 }
1492 }
1493
1494 prof_span!(guard, "main pass");
1495 if let Some(mut first_pass) = drawer.first_pass() {
1496 self.figure_mgr.render_viewpoint(
1497 &mut first_pass.draw_figures(),
1498 state,
1499 viewpoint_entity,
1500 tick,
1501 camera_data,
1502 );
1503
1504 self.terrain
1505 .render(&mut first_pass, focus_pos, culling_mode);
1506
1507 self.figure_mgr.render(
1508 &mut first_pass.draw_figures(),
1509 state,
1510 viewpoint_entity,
1511 tick,
1512 camera_data,
1513 );
1514
1515 self.lod.render(&mut first_pass, culling_mode);
1516
1517 first_pass.draw_skybox(&self.skybox.model);
1519
1520 let mut sprite_drawer = first_pass.draw_sprites(
1522 &self.terrain.sprite_globals,
1523 &self.terrain.sprite_render_state.sprite_atlas_textures,
1524 );
1525 self.figure_mgr.render_sprites(
1526 &mut sprite_drawer,
1527 state,
1528 cam_pos,
1529 scene_data.sprite_render_distance,
1530 );
1531 self.terrain.render_sprites(
1532 &mut sprite_drawer,
1533 focus_pos,
1534 cam_pos,
1535 scene_data.sprite_render_distance,
1536 culling_mode,
1537 );
1538 drop(sprite_drawer);
1539
1540 self.tether_mgr.render(&mut first_pass);
1542
1543 self.particle_mgr
1545 .render(&mut first_pass.draw_particles(), scene_data);
1546
1547 self.terrain.render_translucent(&mut first_pass, focus_pos);
1549
1550 self.debug.render(&mut first_pass.draw_debug());
1552 }
1553 drop(guard);
1554 }
1555
1556 pub fn maintain_debug_hitboxes(
1557 &mut self,
1558 client: &Client,
1559 settings: &Settings,
1560 hitboxes: &mut HashMap<specs::Entity, DebugShapeId>,
1561 tracks: &mut HashMap<Vec2<i32>, Vec<DebugShapeId>>,
1562 gizmos: &mut Vec<(DebugShapeId, common::resources::Time, bool)>,
1563 ) {
1564 let ecs = client.state().ecs();
1565 {
1566 let mut current_chunks = hashbrown::HashSet::new();
1567 let terrain_grid = ecs.read_resource::<TerrainGrid>();
1568 for (key, chunk) in terrain_grid.iter() {
1569 current_chunks.insert(key);
1570 tracks.entry(key).or_insert_with(|| {
1571 let mut ret = Vec::new();
1572 for bezier in chunk.meta().tracks().iter() {
1573 let shape_id = self.debug.add_shape(DebugShape::TrainTrack {
1574 path: *bezier,
1575 rail_width: 0.35,
1576 rail_sep: 2.5,
1577 plank_width: 0.75,
1578 plank_height: 0.25,
1579 plank_sep: 6.0,
1580 });
1581 ret.push(shape_id);
1582 self.debug
1583 .set_context(shape_id, [0.0; 4], [1.0; 4], [0.0, 0.0, 0.0, 1.0]);
1584 }
1585 for point in chunk.meta().debug_points().iter() {
1586 let shape_id = self.debug.add_shape(DebugShape::Cylinder {
1587 radius: 0.1,
1588 height: 0.1,
1589 });
1590 ret.push(shape_id);
1591 self.debug.set_context(
1592 shape_id,
1593 point.with_w(0.0).into_array(),
1594 [1.0; 4],
1595 [0.0, 0.0, 0.0, 1.0],
1596 );
1597 }
1598 for line in chunk.meta().debug_lines().iter() {
1599 let shape_id = self
1600 .debug
1601 .add_shape(DebugShape::Line([line.start, line.end], 0.1));
1602 ret.push(shape_id);
1603 self.debug
1604 .set_context(shape_id, [0.0; 4], [1.0; 4], [0.0, 0.0, 0.0, 1.0]);
1605 }
1606 ret
1607 });
1608 }
1609 tracks.retain(|k, v| {
1610 let keep = current_chunks.contains(k);
1611 if !keep {
1612 for shape in v.iter() {
1613 self.debug.remove_shape(*shape);
1614 }
1615 }
1616 keep
1617 });
1618 }
1619 let mut current_entities = hashbrown::HashSet::new();
1620 if settings.interface.toggle_hitboxes {
1621 let positions = ecs.read_component::<comp::Pos>();
1622 let colliders = ecs.read_component::<comp::Collider>();
1623 let orientations = ecs.read_component::<comp::Ori>();
1624 let scales = ecs.read_component::<comp::Scale>();
1625 let groups = ecs.read_component::<comp::Group>();
1626 for (entity, pos, collider, ori, scale, group) in (
1627 &ecs.entities(),
1628 &positions,
1629 &colliders,
1630 &orientations,
1631 scales.maybe(),
1632 groups.maybe(),
1633 )
1634 .join()
1635 {
1636 match collider {
1637 comp::Collider::CapsulePrism {
1638 p0,
1639 p1,
1640 radius,
1641 z_min,
1642 z_max,
1643 } => {
1644 let scale = scale.map_or(1.0, |s| s.0);
1645 current_entities.insert(entity);
1646
1647 let shape = DebugShape::CapsulePrism {
1648 p0: *p0 * scale,
1649 p1: *p1 * scale,
1650 radius: *radius * scale,
1651 height: (*z_max - *z_min) * scale,
1652 };
1653
1654 if let Some(shape_id) = hitboxes.get(&entity)
1656 && self.debug.get_shape(*shape_id).is_some_and(|s| s != &shape)
1657 {
1658 self.debug.remove_shape(*shape_id);
1659 hitboxes.remove(&entity);
1660 }
1661
1662 let shape_id = hitboxes
1663 .entry(entity)
1664 .or_insert_with(|| self.debug.add_shape(shape));
1665 let hb_pos = [pos.0.x, pos.0.y, pos.0.z + *z_min * scale, 0.0];
1666 let color = if group == Some(&comp::group::ENEMY) {
1667 [1.0, 0.0, 0.0, 0.5]
1668 } else if group == Some(&comp::group::NPC) {
1669 [0.0, 0.0, 1.0, 0.5]
1670 } else {
1671 [0.0, 1.0, 0.0, 0.5]
1672 };
1673 let ori = ori.to_quat();
1675 let hb_ori = [ori.x, ori.y, ori.z, ori.w];
1676 self.debug.set_context(*shape_id, hb_pos, color, hb_ori);
1677 },
1678 comp::Collider::Voxel { .. }
1679 | comp::Collider::Volume(_)
1680 | comp::Collider::Point => {
1681 },
1683 }
1684 }
1685 }
1686 hitboxes.retain(|k, v| {
1687 let keep = current_entities.contains(k);
1688 if !keep {
1689 self.debug.remove_shape(*v);
1690 }
1691 keep
1692 });
1693
1694 let time = client.state().get_time();
1695 gizmos.retain(|(id, end_time, _)| {
1696 let keep = end_time.0 > time;
1697 if !keep {
1698 self.debug.remove_shape(*id);
1699 }
1700 keep
1701 });
1702 }
1703
1704 pub fn maintain_debug_vectors(&mut self, client: &Client, lines: &mut PlayerDebugLines) {
1705 lines
1706 .chunk_normal
1707 .take()
1708 .map(|id| self.debug.remove_shape(id));
1709 lines.fluid_vel.take().map(|id| self.debug.remove_shape(id));
1710 lines.wind.take().map(|id| self.debug.remove_shape(id));
1711 lines.vel.take().map(|id| self.debug.remove_shape(id));
1712 if self.debug_vectors_enabled {
1713 let ecs = client.state().ecs();
1714
1715 let vels = &ecs.read_component::<comp::Vel>();
1716 let Some(vel) = vels.get(client.entity()) else {
1717 return;
1718 };
1719
1720 let phys_states = &ecs.read_component::<comp::PhysicsState>();
1721 let Some(phys) = phys_states.get(client.entity()) else {
1722 return;
1723 };
1724
1725 let positions = &ecs.read_component::<comp::Pos>();
1726 let Some(pos) = positions.get(client.entity()) else {
1727 return;
1728 };
1729
1730 let weather = ecs.read_resource::<WeatherGrid>();
1731 const LINE_WIDTH: f32 = 0.05;
1734 {
1736 let Some(fluid) = phys.in_fluid else {
1737 return;
1738 };
1739 let shape = DebugShape::Line([pos.0, pos.0 + fluid.flow_vel().0 / 2.], LINE_WIDTH);
1740 let id = self.debug.add_shape(shape);
1741 lines.fluid_vel = Some(id);
1742 self.debug
1743 .set_context(id, [0.0; 4], [0.18, 0.72, 0.87, 0.8], [0.0, 0.0, 0.0, 1.0]);
1744 }
1745 {
1747 let Some(chunk) = client.current_chunk() else {
1748 return;
1749 };
1750 let shape = DebugShape::Line(
1751 [
1752 pos.0,
1753 pos.0
1754 + chunk
1755 .meta()
1756 .approx_chunk_terrain_normal()
1757 .unwrap_or(Vec3::unit_z())
1758 * 2.5,
1759 ],
1760 LINE_WIDTH,
1761 );
1762 let id = self.debug.add_shape(shape);
1763 lines.chunk_normal = Some(id);
1764 self.debug
1765 .set_context(id, [0.0; 4], [0.22, 0.63, 0.1, 0.8], [0.0, 0.0, 0.0, 1.0]);
1766 }
1767 {
1769 let wind = weather.get_interpolated(pos.0.xy()).wind_vel();
1770 let shape = DebugShape::Line([pos.0, pos.0 + wind * 5.0], LINE_WIDTH);
1771 let id = self.debug.add_shape(shape);
1772 lines.wind = Some(id);
1773 self.debug
1774 .set_context(id, [0.0; 4], [0.76, 0.76, 0.76, 0.8], [0.0, 0.0, 0.0, 1.0]);
1775 }
1776 {
1778 let shape = DebugShape::Line([pos.0, pos.0 + vel.0 / 2.0], LINE_WIDTH);
1779 let id = self.debug.add_shape(shape);
1780 lines.vel = Some(id);
1781 self.debug
1782 .set_context(id, [0.0; 4], [0.98, 0.76, 0.01, 0.8], [0.0, 0.0, 0.0, 1.0]);
1783 }
1784 }
1785 }
1786}