add third person mode
This commit is contained in:
@@ -1,5 +1,50 @@
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# Changelog
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## 1.6.0
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### Added
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- **A third-person camera: the 3RD rung.** The VOXEL ladder's eighth rung
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(`3` / SELECT walk onto it after 1ST, and it is on the OPTIONS row)
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stands the camera on a boom behind the player's shoulder. It is the
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first-person rig with one number added, so everything 1ST already did
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it does: the look steers on a mouse, the right stick or a touch drag,
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and the grid walk is replaced by continuous camera-relative movement --
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push in any direction and you go there, at any angle, with collision,
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warps, ledges, encounters and scripts still running through the
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engine's own machinery.
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The boom **collides**: it marches back through the terrain height field
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and the map's own walkability, so backing into a wall walks the camera
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in to your shoulders instead of through it, and rounding a corner eases
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it back out rather than snapping. Squeezed all the way into the head it
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simply draws as 1ST until you step clear. It also carries a small
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over-the-shoulder rail offset, which fades out as the boom shortens.
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Every sprite in the world **turns to face it** -- yours, the NPCs', the
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figures drawn into the furniture -- and shows the frame it would look
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like from where the camera actually stands, so walking behind someone
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shows you their back. Your own character is drawn (with the
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through-the-wall silhouette 1ST had no use for) and **turns to face
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where they are walking** rather than where the camera looks, so a strafe
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reads as one; standing still they come back round to the camera's
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bearing, which is the one A talks along.
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Your card's frame is chosen from your body's **continuous** bearing
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rather than from the compass direction the grid game stores. An NPC's
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facing really is one of four directions, but yours is the angle the
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camera itself is hung off, and quantising it before measuring it against
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the eye leaves no margin for the shoulder rail's few degrees of offset:
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in a band just short of each 45-degree boundary the pair read as 135
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degrees apart and picked the mirrored PROFILE frame. Standing still.
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Spinning the camera swept four of those bands a revolution, which showed
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up as the character flicking sideways for a split second.
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In VR the boom is declined outright and 3RD presents as 1ST does: a
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headset that seats its wearer three cells behind their own body is a
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well-known way to make people ill. The rung still changes the walk and
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the sprites the same way.
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## 1.5.2
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### Added
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@@ -3,7 +3,8 @@
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A mod for the [Pokémon Gen 1 Recompilation
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Project](https://github.com/bryanthaboi/pokemon-gen1-recomp-project).
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The overworld as a voxelized 3D diorama. Also supports experimental first-person and VR.
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The overworld as a voxelized 3D diorama. Also supports experimental
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first-person, third-person and VR.
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## Controls
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@@ -12,7 +13,7 @@ menu.
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| control | does |
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| --- | --- |
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| `3`, or the **VOXEL** options row | OFF → 15 → 35 → 50 → 75 → 1ST → OFF (camera pitch) |
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| `3`, or the **VOXEL** options row | OFF → 15 → 35 → 50 → 75 → 1ST → 3RD → OFF (camera pitch) |
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| `SELECT` (pad / touch) | the same step as `3` — for the machines with no number row |
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| `5`, or the **V-GRID** options row | OFF / ON — a one-pixel wireframe on every voxel |
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| `6`, or the **T-SHIFT** options row | OFF → 1 → 2 → 3 → OFF (miniature blur) |
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@@ -23,11 +24,41 @@ menu.
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| the **AA** options row | OFF / 2X / 4X — smooth the stair-stepped edges of the 3D world by rendering the diorama larger than the window and folding it back down. The ladder is samples per display pixel: 2X is a canvas root-two wider and taller, 4X one exactly twice the size. Every edge in the projected picture softens with the silhouettes — the tileset's own texels are quads in a perspective view and cross the pixel grid at the same arbitrary angles — so the diorama reads smoother rather than sharper. The most expensive row in the mod, so it is OFF by default and **FULL** leaves it alone |
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| the **DAYTIME** options row | SYNC / DAY / NIGHT / DUSK / DAWN / CYCLE — what time it is outdoors, on the diorama *and* on the flat 2D world; held at SYNC (and off the menu) while VOXEL is FULL |
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## Free-roam cameras (1ST / 3RD)
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The last two rungs of the **VOXEL** ladder are experimental, and they are
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the same camera: **1ST** stands it in the player's own eyes, **3RD** pulls
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it back onto a boom behind their shoulder. Both steer, and on both the grid
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walk is replaced by continuous camera-relative movement — push in any
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direction and you go there, at any angle, not just along the four compass
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lines. Collision, warps, ledges, encounters and scripts all still run
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through the engine's own machinery.
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| control | does |
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| --- | --- |
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| mouse | look (the cursor is captured; left click is A, right click is B) |
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| right stick | look |
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| a touch drag off the overlay's controls | look |
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| left stick / touch d-pad / arrow keys | walk, relative to where the camera looks |
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On **3RD** the boom shortens against whatever is behind you, so backing into
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a wall walks the camera in to your shoulders rather than through it — squeeze
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it all the way in and the view is 1ST until you step clear. The character
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turns to face where they are walking, and every sprite in the world — yours,
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the NPCs', the figures drawn into the furniture — turns to face the camera
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and shows the frame it would look like from where the camera actually
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stands, so walking behind someone shows you their back.
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## VR
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The **VR** options row (OFF / ON, off by default) drives a PCVR headset
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through OpenXR on Windows — SteamVR, Oculus or WMR.
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Both free-roam rungs put the headset in the player's *head*: a boom that
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seats its wearer three cells behind their own body is a reliable way to make
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people ill, so **3RD** in VR is **1ST** in VR. The rung still changes the
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walk and the sprites the same way.
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### VR controls
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Suggested onto Touch, Index and WMR controllers (rebindable in the
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+137
-18
@@ -1,4 +1,4 @@
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-- Voxel world mode: the first-person camera -- the 1ST rung.
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-- Voxel world mode: the free-roam camera -- the 1ST and 3RD rungs.
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--
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-- Every other rung is the same camera at a different pitch: an orbit over
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-- the view centre, described by one number. 1ST is a different rig
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@@ -9,6 +9,13 @@
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-- uniforms, project(), the sky's vanishing line, the water's lean -- reads
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-- eye and focus the same way it always has.
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--
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-- 3RD is that same rig with the eye pulled back onto a boom behind the
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-- player's shoulder (lib/ThirdPerson.lua). Everything in this file is
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-- already general over where the eye stands -- the attitude, the look
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-- inputs, the move intent, the cards that turn to face the eye -- so the
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-- third-person rung is one number applied at the very end of frame(),
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-- rather than a second camera to keep in step with this one.
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--
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-- What this module owns:
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--
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-- the ATTITUDE yaw and pitch, fed by whichever look input speaks:
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@@ -47,6 +54,7 @@ local Mat4 = V.require("Mat4")
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local Voxel = V.require("VoxelState")
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local Voxel3D = V.require("Voxel3D")
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local WorldCurve = V.require("WorldCurve")
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local ThirdPerson = V.require("ThirdPerson")
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local FirstPerson = {}
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@@ -133,9 +141,12 @@ end
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-- ------- gates
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-- Whether the 1ST rung is selected and the 3D pass can carry it.
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-- Whether a free-roam rung -- 1ST or 3RD -- is selected and the 3D pass can
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-- carry it. Both stand the camera with the player, so both read the look
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-- inputs, both walk free, and both turn the cards; how far behind the head
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-- the eye ends up is ThirdPerson's business alone.
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function FirstPerson.engaged()
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return Voxel.isFirstPerson(Voxel.level) and Voxel3D.available()
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return Voxel.isFreeCam(Voxel.level) and Voxel3D.available()
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end
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-- Whether first person should be READING the player's inputs right now:
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@@ -178,7 +189,16 @@ end
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-- deep enough into the blend that the card would fill the lens from
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-- inside. The sun pass keeps drawing it either way -- a first-person
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-- player still throws a shadow on the ground ahead.
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--
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-- Never while 3RD's boom is genuinely out, whatever the blend: the whole
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-- point of a boom is that the character it is booming away from is on
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-- screen. (Nor the silhouette that rides the same answer -- seeing your own
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-- outline through the building you just walked behind is what a
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-- third-person camera owes the player.) A boom SQUEEZED into the head by a
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-- wall answers false there and the card comes out again, because at that
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-- range it is the first-person problem word for word.
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function FirstPerson.hidePlayer()
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if ThirdPerson.showsPlayer() then return false end
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return FirstPerson.cardBlend() > 0.9
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end
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@@ -193,17 +213,79 @@ function FirstPerson.lookBy(dyaw, dpitch)
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FirstPerson.pitch + dpitch))
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end
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-- The view direction's flat compass facing, for everything that still
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-- thinks in the grid's four directions: the cell A interacts with, the
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-- sprite the sun sees, the direction a blocked slide bonks in.
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function FirstPerson.compassFacing()
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local s, c = math.sin(FirstPerson.yaw), math.cos(FirstPerson.yaw)
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-- A bearing as one of the grid's four directions -- the 45-degree
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-- quantisation every facing in this file is made with, in one place so the
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-- compass, the body and the card frames can never disagree about where a
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-- boundary is.
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local function facingOf(a)
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local s, c = math.sin(a), math.cos(a)
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if math.abs(s) > math.abs(c) then
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return s > 0 and "right" or "left"
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end
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return c > 0 and "down" or "up"
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end
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-- The view direction's flat compass facing, for everything that still
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-- thinks in the grid's four directions: the cell A interacts with, the
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-- sprite the sun sees, the direction a blocked slide bonks in.
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function FirstPerson.compassFacing()
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return facingOf(FirstPerson.yaw)
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end
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-- Which way the BODY points, as a continuous world bearing, given the
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-- world-space direction it is walking (0, 0 while standing). In the head,
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-- the body is the head: you face what you look at. On the boom you can see
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-- yourself, and a character sliding sideways while facing the lens reads as
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-- a bug rather than as a strafe -- so a walking body turns to face its own
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-- travel, and a standing one comes back round to the camera's bearing,
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-- which is the one A talks along.
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function FirstPerson.bodyBearing(wx, wz)
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if ThirdPerson.extended() and wx and wz and (wx ~= 0 or wz ~= 0) then
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return math.atan2(wx, wz)
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end
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return FirstPerson.yaw
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end
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-- The same answer as one of the four facings, which is what the grid game
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-- (and the sprite sheet) reasons in.
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function FirstPerson.bodyFacing(wx, wz)
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return facingOf(FirstPerson.bodyBearing(wx, wz))
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end
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-- ------- the body's live bearing
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--
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-- The bearing the player's own body is actually pointing along RIGHT NOW,
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-- or nil whenever the free walk is not the thing pointing it (a scripted
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-- move, a cutscene, the grid walk with the rung off). FreeMove maintains
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-- it; only the player's own card reads it.
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--
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-- It exists because the card's frame is chosen by the angle BETWEEN the
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-- body and the eye, and quantising the body to a compass direction first
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-- throws away exactly the precision that choice needs. A standing body is
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-- pointed along the camera's own yaw, so the true angle between them is a
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-- flat 180 degrees and the card should show its back and nothing else --
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-- but snap the body to one of four directions on the game tick, then
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-- measure it against an eye that has kept turning since, and the pair can
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-- read as 135 degrees and pick the PROFILE frame instead. Spin the camera
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-- fast and the character flicks to a mirrored side view for a frame or
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-- two. Keeping the bearing continuous gives the measurement a full 45
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-- degrees of slack before it can cross a boundary, which no frame's worth
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-- of turning comes close to spending.
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FirstPerson.bodyYaw = nil
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-- Point the body along the direction it is walking (or, standing, along
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-- the camera): records the continuous bearing and hands back the compass
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-- facing the caller wants for p.facing.
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function FirstPerson.pointBody(wx, wz)
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FirstPerson.bodyYaw = FirstPerson.bodyBearing(wx, wz)
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return facingOf(FirstPerson.bodyYaw)
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end
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-- Hand the body back to whatever else is turning it.
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function FirstPerson.releaseBody()
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FirstPerson.bodyYaw = nil
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end
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-- The unit look direction, and its flat (ground-plane) part.
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local function lookDir()
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local cp = math.cos(FirstPerson.pitch)
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@@ -234,21 +316,43 @@ function FirstPerson.cardYaw(wx, wz)
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return math.atan2(dx, dz)
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end
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-- Which of the four sprite frames a body at world bearing `phi` shows an
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-- eye looking at (wx, wz): the bearing rotated into the viewer's own frame,
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-- quantised. nil when there is no rig to be seen from.
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local function frameFor(phi, wx, wz)
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local eye = rig and rig.eye
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if not (eye and phi) then return nil end
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local dx, dz = eye[1] - wx, eye[3] - wz
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if dx * dx + dz * dz < 1e-9 then return nil end
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local rel = wrapPi(phi - math.atan2(dx, dz))
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local idx = math.floor((rel + math.pi / 4) / (math.pi / 2)) % 4
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return FACING_ORDER[idx + 1]
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end
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-- Which of the four sprite frames an entity shows THIS eye: its facing
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-- rotated into the viewer's own frame, quantised. The flat game's frames
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-- are "how this pose looks from the south", so the apparent facing is the
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-- pose rotated by where the viewer actually stands -- walk behind an NPC
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-- and you see their back, circle to their flank and you see the profile,
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-- exactly as the four frames Gen 1 drew intend.
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--
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-- An NPC's facing IS one of the four and nothing finer, so this is the
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-- whole story for everyone in the world except the one body the camera is
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-- attached to -- see playerFacing.
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function FirstPerson.apparentFacing(facing, wx, wz)
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local eye = rig and rig.eye
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local phi = FACING_ANGLE[facing]
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if not (eye and phi) then return facing end
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local dx, dz = eye[1] - wx, eye[3] - wz
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if dx * dx + dz * dz < 1e-9 then return facing end
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local rel = wrapPi(phi - math.atan2(dx, dz))
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local idx = math.floor((rel + math.pi / 4) / (math.pi / 2)) % 4
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return FACING_ORDER[idx + 1]
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return frameFor(FACING_ANGLE[facing], wx, wz) or facing
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end
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-- The PLAYER's own card, which is the one case where the body's bearing is
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-- known to better than a compass point (bodyYaw, above) -- and the one case
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-- where it matters, because the eye is derived FROM that bearing rather
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-- than independent of it. Measured continuously, a standing body reads as
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-- a flat 180 degrees from its own camera and shows its back, steadily,
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-- however fast the camera is spun. Falls back to the four-direction answer
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-- whenever something other than the free walk is turning the body.
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function FirstPerson.playerFacing(facing, wx, wz)
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return frameFor(FirstPerson.bodyYaw, wx, wz)
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or FirstPerson.apparentFacing(facing, wx, wz)
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end
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-- ------- the move intent
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@@ -344,6 +448,12 @@ function FirstPerson.update(dt)
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rig = nil
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end
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-- the boom, on the same tick and for the same reason: it has to keep
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-- easing after 3RD is left, and it needs the blend to know whether a
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-- change of rung is a SLIDE (already inside the world, 1ST <-> 3RD) or
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-- part of the dive in from the orbit, which carries the eye anyway
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ThirdPerson.update(dt, FirstPerson.blend)
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-- mouse capture follows engagement: captured whenever the rung is on and
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-- the window has focus, released the moment either ends. Checked against
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-- the live mode rather than toggled on edges, so a capture lost to the
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@@ -444,6 +554,12 @@ function FirstPerson.frame(me, cx, cy, vw, vh)
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head[2] + ly * FirstPerson.FOCUS_DIST,
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head[3] + lz * FirstPerson.FOCUS_DIST }
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-- 3RD: the eye walks back off the head along the very direction it looks,
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-- as far as the world allows. Fully in (1ST, and every frame of the
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-- diorama) this hands back the head and the focus untouched, so the two
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-- rungs are one rig with one number between them.
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local camEye, camFocus = ThirdPerson.place(head, lx, ly, lz, fpFocus)
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local oEye, oFocus, oFov, oUp = orbitRig(cx, cy, vh)
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local function mix(p, q)
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return { p[1] + (q[1] - p[1]) * e,
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@@ -462,8 +578,8 @@ function FirstPerson.frame(me, cx, cy, vw, vh)
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local k = WorldCurve.k(vh) * (1 - e)
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rig = {
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eye = mix(oEye, head),
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focus = mix(oFocus, fpFocus),
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eye = mix(oEye, camEye),
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focus = mix(oFocus, camFocus),
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fov = oFov + (FirstPerson.FOV - oFov) * e,
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up = up,
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curve = k,
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@@ -503,6 +619,9 @@ function FirstPerson.signature()
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math.floor(b * 64),
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math.floor(FirstPerson.yaw * 64),
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math.floor(FirstPerson.pitch * 64),
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-- and how far back the boom stands the eye: a wall shortening it moves
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-- the camera the sun's box is fitted around, standing still or not
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ThirdPerson.signature(),
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}, ",")
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end
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+30
-10
@@ -1,11 +1,16 @@
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-- Voxel world mode: free movement for the first-person rung.
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-- Voxel world mode: free movement for the free-roam rungs.
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--
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-- The engine walks a grid: sixteen frames per cell, four directions,
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-- input locked mid-step. Inside a first-person camera that gait reads as
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-- riding a rail, so while 1ST drives, this module replaces the WALK and
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-- nothing else: the player's position becomes continuous, steered by the
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-- camera's own yaw -- push forward and you go where you look, at any
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-- angle, sliding along whatever you graze.
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-- input locked mid-step. Inside a camera that stands with the player that
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-- gait reads as riding a rail, so while 1ST or 3RD drives, this module
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-- replaces the WALK and nothing else: the player's position becomes
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-- continuous, steered by the camera's own yaw -- push forward and you go
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-- where you look, at any angle, sliding along whatever you graze.
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--
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-- Both rungs walk identically: the boom behind the shoulder (3RD) changes
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-- where the eye stands, not which way it points, and the walk was always
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-- rotated by the YAW. The one thing it does change is which way the body
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-- POINTS while it moves -- see bodyFacing in the tick.
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--
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-- THE GRID IS STILL THE GAME. Every fact the world cares about is a fact
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-- about cells -- what blocks, what warps, what rustles, what bites -- and
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@@ -73,6 +78,11 @@ end
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function FreeMove.drop()
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pos = nil
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-- and the body with it: while something else is walking the player --
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-- a scripted move, a ledge hop, the grid walk off the rung -- the
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-- engine's own four-direction facing is the whole truth about which way
|
||||
-- they point, so the card must stop reading our finer one
|
||||
FirstPerson.releaseBody()
|
||||
end
|
||||
|
||||
-- named for the suite: the module's live position, nil while dropped
|
||||
@@ -231,8 +241,12 @@ function FreeMove.tick(state)
|
||||
local input = Game.input
|
||||
|
||||
-- the head is the facing: what A talks to, what the sun's card shows,
|
||||
-- which way a bonk points
|
||||
p.facing = FirstPerson.compassFacing()
|
||||
-- which way a bonk points. (A body that is WALKING may turn along its
|
||||
-- travel instead -- see below, once there is a travel to turn along; a
|
||||
-- standing one always faces where the camera looks, which is what makes
|
||||
-- A predictable.) pointBody rather than compassFacing, so the card also
|
||||
-- gets the CONTINUOUS bearing behind that compass point.
|
||||
p.facing = FirstPerson.pointBody(0, 0)
|
||||
|
||||
if input:wasPressed("a") then
|
||||
state:interact()
|
||||
@@ -266,6 +280,12 @@ function FreeMove.tick(state)
|
||||
|
||||
if not moving then return end
|
||||
|
||||
-- and once there IS a direction of travel, the body may point along it
|
||||
-- rather than along the head: on the boom (3RD) you can see yourself, so
|
||||
-- a strafe has to look like walking sideways. In the head it is the head
|
||||
-- either way -- bodyBearing says so.
|
||||
p.facing = FirstPerson.pointBody(wx, wz)
|
||||
|
||||
state.bumpCooldown = math.max(0, (state.bumpCooldown or 0) - 1)
|
||||
|
||||
local speed = (Game.save and Game.save.onBike) and FreeMove.BIKE
|
||||
@@ -307,8 +327,8 @@ function FreeMove.tick(state)
|
||||
FreeMove.drop()
|
||||
return
|
||||
end
|
||||
-- the push handlers may have turned the facing; the head still rules
|
||||
p.facing = FirstPerson.compassFacing()
|
||||
-- the push handlers may have turned the facing; the walk still rules
|
||||
p.facing = FirstPerson.pointBody(wx, wz)
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
@@ -0,0 +1,349 @@
|
||||
-- Voxel world mode: the third-person camera -- the 3RD rung.
|
||||
--
|
||||
-- 3RD is 1ST with the eye pulled off the back of the head. Everything that
|
||||
-- makes the first-person rung work -- the steered attitude, the placed
|
||||
-- camera on Voxel3D's seam, the cards that turn to face the eye, the
|
||||
-- continuous camera-relative walk -- is already general over WHERE the eye
|
||||
-- stands, so this module adds exactly one thing to it: a BOOM.
|
||||
--
|
||||
-- What the boom owns:
|
||||
--
|
||||
-- the LENGTH how far behind the pivot the eye sits, eased in and out
|
||||
-- so stepping between 1ST and 3RD slides rather than cuts,
|
||||
-- and clamped every frame by what the world will allow.
|
||||
--
|
||||
-- the COLLISION a march back along the boom line through the terrain
|
||||
-- height field and the map's own walkability, so backing
|
||||
-- into a wall walks the camera in toward the player's
|
||||
-- shoulders instead of through the wall into the void.
|
||||
-- The recovery is deliberately slower than the intrusion:
|
||||
-- a camera must never be a frame late leaving geometry,
|
||||
-- and must never snap back out the instant a corner clears.
|
||||
--
|
||||
-- the SHOULDER the small lateral rail offset that keeps the character
|
||||
-- off dead centre, faded out with the boom so a camera
|
||||
-- jammed against a wall does not also slide sideways into
|
||||
-- it.
|
||||
--
|
||||
-- Deliberately NOT here: the attitude, the look inputs, the blend, the
|
||||
-- move intent (all lib/FirstPerson.lua, which drives this module and reads
|
||||
-- its answer while building the frame's rig), and movement itself
|
||||
-- (lib/FreeMove.lua, unchanged -- the walk is camera-relative either way,
|
||||
-- and the camera's yaw is the same number on both rungs).
|
||||
--
|
||||
-- Nothing here is required for the rung to draw: with no overworld to ask
|
||||
-- (a headless run, the test suite) every query answers "clear" and the boom
|
||||
-- extends to its full length over an empty world.
|
||||
|
||||
-- the mod namespace (see main.lua): V.require loads a sibling module
|
||||
local V = ...
|
||||
|
||||
local Voxel = V.require("VoxelState")
|
||||
|
||||
local ThirdPerson = {}
|
||||
|
||||
-- ------- the boom's numbers
|
||||
--
|
||||
-- BOOM is world pixels behind the pivot at full extension. A cell is 16 and
|
||||
-- a character card is 16 tall, so 48 stands the camera three cells back:
|
||||
-- with the first-person lens (65 degrees vertical) that frames the player
|
||||
-- at roughly a quarter of the frame height -- the modern action-game
|
||||
-- middle ground, close enough to read the four-frame sprite and far enough
|
||||
-- to see the cell you are about to walk into.
|
||||
--
|
||||
-- PIVOT_LIFT raises the orbit point above the first-person eye, so the
|
||||
-- boom looks slightly DOWN across the player's shoulder rather than
|
||||
-- straight through the back of their head.
|
||||
--
|
||||
-- SHOULDER is the lateral rail offset, in world pixels, positive to the
|
||||
-- camera's right -- which puts the player left of centre, leaving the
|
||||
-- larger half of the frame in front of them.
|
||||
ThirdPerson.BOOM = 48
|
||||
ThirdPerson.PIVOT_LIFT = 4
|
||||
ThirdPerson.SHOULDER = 4
|
||||
|
||||
-- how long the eye takes to slide out to the boom (and back into the head
|
||||
-- when 1ST is picked), in seconds -- the same order as FirstPerson's own
|
||||
-- dive so stepping 75 -> 1ST -> 3RD reads as one continuous camera
|
||||
ThirdPerson.BOOM_TIME = 0.35
|
||||
|
||||
-- ------- the collision's numbers
|
||||
--
|
||||
-- STEP is how far apart the samples along the boom line are, in world
|
||||
-- pixels, and REFINE how many bisections narrow the first blocked one --
|
||||
-- four halvings of a 4px step lands the eye within a quarter pixel of the
|
||||
-- face, which is finer than the boom ever needs to be.
|
||||
--
|
||||
-- PAD is the clearance kept between the eye and whatever stopped it. It
|
||||
-- has to beat the placed camera's near plane (|eye - focus| * 0.05, which
|
||||
-- at full extension is about 3.6 world pixels -- see Voxel3D) or the near
|
||||
-- plane clips a hole in the very wall the boom stopped at.
|
||||
--
|
||||
-- CLEAR is how high above a cell's ground the eye must be to pass OVER
|
||||
-- something unwalkable rather than being stopped by it: a fence, a kerb or
|
||||
-- a plant pot should not shove the camera in, a building should. Roughly
|
||||
-- head height, so the eye clears the props and never the walls.
|
||||
ThirdPerson.STEP = 4
|
||||
ThirdPerson.REFINE = 4
|
||||
ThirdPerson.PAD = 5
|
||||
ThirdPerson.CLEAR = 20
|
||||
|
||||
-- How fast the boom is allowed to grow BACK once whatever shortened it is
|
||||
-- out of the way, in world pixels per second. Shortening is instant (a
|
||||
-- camera inside a wall is a hole in the frame); lengthening is rationed,
|
||||
-- so rounding a corner eases the eye back out instead of snapping it.
|
||||
ThirdPerson.RETURN = 150
|
||||
|
||||
-- ------- state
|
||||
--
|
||||
-- `out` is the eased extension, 0 in the head and 1 fully boomed -- the
|
||||
-- number that carries 1ST into 3RD. `len` is the boom's actual length in
|
||||
-- world pixels after the world has had its say, which is what place()
|
||||
-- stands the eye at and update() eases back toward `want`.
|
||||
ThirdPerson.out = 0
|
||||
ThirdPerson.len = 0
|
||||
ThirdPerson.want = 0
|
||||
|
||||
local function ease(t)
|
||||
return t * t * (3 - 2 * t)
|
||||
end
|
||||
|
||||
-- ------- gates
|
||||
|
||||
-- Whether the 3RD rung is the one selected. Not "is the boom out" -- that
|
||||
-- is extended() below, which stays true through the ease after the rung is
|
||||
-- left, the same way FirstPerson.blend outlives its own rung.
|
||||
--
|
||||
-- A live headset declines the boom outright: VR builds its own eye cameras
|
||||
-- from the tracked pose and never asks place() where to stand, and a
|
||||
-- headset that seats its wearer three cells behind their own body is a
|
||||
-- well-known way to make people ill. Answering false here is what keeps
|
||||
-- everything ELSE the extension decides -- the player's own card, the body
|
||||
-- that turns as it walks -- honest about the head VR actually puts you in.
|
||||
-- Required lazily and guarded: VR reaches this module through FirstPerson,
|
||||
-- and a headless run has no VR module worth loading at all.
|
||||
local function headset()
|
||||
local ok, on = pcall(function() return V.require("VR").active() end)
|
||||
return ok and on or false
|
||||
end
|
||||
|
||||
function ThirdPerson.selected()
|
||||
return Voxel.isThirdPerson(Voxel.level) and not headset()
|
||||
end
|
||||
|
||||
-- The eased extension, 0 at the head and 1 at the full boom.
|
||||
function ThirdPerson.extension()
|
||||
return ease(ThirdPerson.out)
|
||||
end
|
||||
|
||||
-- Whether the boom is out far enough to be a third-person camera at all --
|
||||
-- read off the TARGET extension rather than the live length, so it is
|
||||
-- steady while the world shoves the eye about. What the body reads to
|
||||
-- decide whether it turns along its own travel.
|
||||
function ThirdPerson.extended()
|
||||
return ThirdPerson.extension() > 0.5
|
||||
end
|
||||
|
||||
-- How far back the eye must ACTUALLY be, in world pixels, for the player's
|
||||
-- own card to be worth drawing: a shade under a cell, which is the point
|
||||
-- where a 16-pixel card stops being a character and starts being a wall of
|
||||
-- pixels across the lens.
|
||||
ThirdPerson.SHOW_AT = 14
|
||||
|
||||
-- Whether the player's own card belongs in the frame. Not the same
|
||||
-- question as extended(): back into a fence and the boom collapses into
|
||||
-- the head whatever the rung says, and a card drawn there fills the lens
|
||||
-- from inside exactly as it would in first person -- so it comes out, and
|
||||
-- the rung reads as first person for as long as the world insists on it.
|
||||
function ThirdPerson.showsPlayer()
|
||||
return ThirdPerson.extension() > 0 and ThirdPerson.len >= ThirdPerson.SHOW_AT
|
||||
end
|
||||
|
||||
-- ------- the world the boom has to fit through
|
||||
--
|
||||
-- Everything below asks the live overworld and pcall-guards the asking:
|
||||
-- with no map (headless, the suite, a frame mid-warp) the boom simply
|
||||
-- extends to its full length, which is the right answer for a world with
|
||||
-- nothing in it.
|
||||
|
||||
local function overworld()
|
||||
local ok, ow = pcall(function()
|
||||
return require("src.core.Game").overworld
|
||||
end)
|
||||
if not ok or not ow or not ow.map then return nil end
|
||||
return ow
|
||||
end
|
||||
|
||||
-- Which map, and which of its cells, covers a world point. The player's own
|
||||
-- map first, then the neighbours the scene streams in around it (same ox/oy
|
||||
-- offsets VoxelScene draws them at) -- without that pass the boom would
|
||||
-- shorten against "off the map" every time the player walked within three
|
||||
-- cells of a route connection, which is most of the time.
|
||||
--
|
||||
-- nil means no map covers it: genuinely off the world, where the border
|
||||
-- ring is drawn and the camera has no business going.
|
||||
local function cellAt(ow, wx, wz)
|
||||
local map = ow.map
|
||||
local cx, cy = math.floor(wx / 16), math.floor(wz / 16)
|
||||
if map:inBounds(cx, cy) then return map, cx, cy end
|
||||
for _, nb in ipairs(ow.neighbors or {}) do
|
||||
if nb.map then
|
||||
local nx = math.floor((wx - (nb.ox or 0)) / 16)
|
||||
local ny = math.floor((wz - (nb.oy or 0)) / 16)
|
||||
if nb.map:inBounds(nx, ny) then return nb.map, nx, ny end
|
||||
end
|
||||
end
|
||||
return nil
|
||||
end
|
||||
|
||||
-- Whether the eye may not stand at this world point. Two refusals, and
|
||||
-- they are different questions:
|
||||
--
|
||||
-- the GROUND is the terrain height field the mesh is actually built from
|
||||
-- (VoxelScene.groundAt -- the same answer a character stands on), so a
|
||||
-- ledge, a raised bank or a cliff stops the boom exactly where it stops
|
||||
-- the geometry, at any pitch.
|
||||
--
|
||||
-- the WALKABILITY is the map's own, and stands in for everything built
|
||||
-- ON the ground that the height field does not describe: house walls,
|
||||
-- trees, signs, counters. Held to CLEAR above that cell's ground so the
|
||||
-- short furniture of the world is passed over rather than bumped into.
|
||||
local function occupied(ow, wx, y, wz)
|
||||
local map, cx, cy = cellAt(ow, wx, wz)
|
||||
if not map then return true end
|
||||
local VoxelScene = V.require("VoxelScene")
|
||||
local okG, gh = pcall(VoxelScene.groundAt, map, cx, cy)
|
||||
gh = (okG and gh) or 0
|
||||
if y < gh + ThirdPerson.PAD then return true end
|
||||
local okW, walkable = pcall(function() return map:isWalkableCell(cx, cy) end)
|
||||
if okW and not walkable and y < gh + ThirdPerson.CLEAR then return true end
|
||||
return false
|
||||
end
|
||||
|
||||
ThirdPerson._occupied = occupied -- named for the suite
|
||||
|
||||
-- How far back along (bx, by, bz) from `pivot` the eye can stand, up to
|
||||
-- `want`. March at STEP, and when a sample refuses, bisect back into the
|
||||
-- gap between it and the last clear one -- so the answer is the face's own
|
||||
-- position rather than the sampling grid's, and walking toward a wall
|
||||
-- draws the camera in smoothly instead of in four-pixel jerks. PAD comes
|
||||
-- off whatever survives.
|
||||
function ThirdPerson.reach(ow, pivot, bx, by, bz, want)
|
||||
if not ow or want <= 0 then return math.max(0, want) end
|
||||
local function clear(t)
|
||||
return not occupied(ow, pivot[1] + bx * t, pivot[2] + by * t,
|
||||
pivot[3] + bz * t)
|
||||
end
|
||||
local lo = 0
|
||||
local steps = math.ceil(want / ThirdPerson.STEP)
|
||||
local hi = nil
|
||||
for i = 1, steps do
|
||||
local t = math.min(want, i * ThirdPerson.STEP)
|
||||
if clear(t) then
|
||||
lo = t
|
||||
else
|
||||
hi = t
|
||||
break
|
||||
end
|
||||
end
|
||||
if not hi then return want end
|
||||
for _ = 1, ThirdPerson.REFINE do
|
||||
local mid = (lo + hi) / 2
|
||||
if clear(mid) then lo = mid else hi = mid end
|
||||
end
|
||||
return math.max(0, lo - ThirdPerson.PAD)
|
||||
end
|
||||
|
||||
-- ------- the tick
|
||||
--
|
||||
-- Rides FirstPerson.update, which is itself on the pipeline's own update
|
||||
-- hook, so this runs every frame whatever the rung -- the extension has to
|
||||
-- keep easing back in after 3RD is left. `blend` is FirstPerson's dive into
|
||||
-- the head: while it is fully out (the diorama), the extension SNAPS to its
|
||||
-- target rather than easing, so picking 3RD from an orbit rung is one
|
||||
-- motion (the dive) rather than two (a dive, then a slide backwards).
|
||||
function ThirdPerson.update(dt, blend)
|
||||
local target = ThirdPerson.selected() and 1 or 0
|
||||
if (blend or 0) <= 0 then
|
||||
ThirdPerson.out = target
|
||||
ThirdPerson.len = ThirdPerson.BOOM * target
|
||||
-- and the wanted length with it: place() is what normally maintains it
|
||||
-- and it does not run at all while the rig is out of the frame, so a
|
||||
-- stale want left here would have the recovery below creeping the boom
|
||||
-- back out over a camera that is not on screen
|
||||
ThirdPerson.want = ThirdPerson.len
|
||||
else
|
||||
local step = dt / ThirdPerson.BOOM_TIME
|
||||
if ThirdPerson.out < target then
|
||||
ThirdPerson.out = math.min(target, ThirdPerson.out + step)
|
||||
elseif ThirdPerson.out > target then
|
||||
ThirdPerson.out = math.max(target, ThirdPerson.out - step)
|
||||
end
|
||||
end
|
||||
|
||||
-- the rationed recovery: place() already pulled `len` in to whatever the
|
||||
-- world allowed this frame, and this is the only thing that lets it back
|
||||
-- out again
|
||||
if ThirdPerson.len < ThirdPerson.want then
|
||||
ThirdPerson.len = math.min(ThirdPerson.want,
|
||||
ThirdPerson.len + ThirdPerson.RETURN * dt)
|
||||
end
|
||||
end
|
||||
|
||||
-- ------- the eye
|
||||
--
|
||||
-- Where the camera stands, given the pivot the first-person rig would have
|
||||
-- put the eye at and the unit look direction it would have looked along.
|
||||
-- Returns the eye and the focus: both slide by the shoulder offset, so the
|
||||
-- view direction is untouched and only the frame's contents shift.
|
||||
--
|
||||
-- With the boom fully in this is exactly the first-person answer, to the
|
||||
-- pixel -- which is what makes 1ST and 3RD one rig with a number between
|
||||
-- them rather than two cameras to keep in sync.
|
||||
function ThirdPerson.place(pivot, lx, ly, lz, focus)
|
||||
local e = ThirdPerson.extension()
|
||||
if e <= 0 then
|
||||
ThirdPerson.want, ThirdPerson.len = 0, 0
|
||||
return pivot, focus
|
||||
end
|
||||
|
||||
local up = ThirdPerson.PIVOT_LIFT * e
|
||||
local orbit = { pivot[1], pivot[2] + up, pivot[3] }
|
||||
|
||||
local want = ThirdPerson.BOOM * e
|
||||
ThirdPerson.want = want
|
||||
local room = ThirdPerson.reach(overworld(), orbit, -lx, -ly, -lz, want)
|
||||
-- in instantly, out only as fast as update() allows
|
||||
ThirdPerson.len = math.min(ThirdPerson.len, room)
|
||||
local len = ThirdPerson.len
|
||||
|
||||
-- the rail offset, faded with how much boom actually survived: a camera
|
||||
-- squeezed against a wall gives up its shoulder before it gives up its
|
||||
-- distance. Right of the look, flat: cross(look, worldUp) normalized,
|
||||
-- which for a look of (sin y, *, cos y) is (-cos y, 0, sin y) -- the same
|
||||
-- right hand FirstPerson.moveWorld strafes along.
|
||||
local flat = math.sqrt(lx * lx + lz * lz)
|
||||
local sx, sz = 0, 0
|
||||
if flat > 1e-6 then
|
||||
local s = ThirdPerson.SHOULDER * e * (len / math.max(want, 1e-6))
|
||||
sx, sz = -lz / flat * s, lx / flat * s
|
||||
end
|
||||
|
||||
local eye = { orbit[1] - lx * len + sx,
|
||||
orbit[2] - ly * len,
|
||||
orbit[3] - lz * len + sz }
|
||||
local aim = focus and { focus[1] + sx, focus[2] + up, focus[3] + sz }
|
||||
or nil
|
||||
return eye, aim
|
||||
end
|
||||
|
||||
-- What a shadow signature has to include about the boom: the sun's box is
|
||||
-- fitted around this camera, so sliding the eye back (or having a wall
|
||||
-- shove it in) re-fits it even standing still.
|
||||
function ThirdPerson.signature()
|
||||
if ThirdPerson.extension() <= 0 then return "" end
|
||||
return math.floor(ThirdPerson.len) .. "/" ..
|
||||
math.floor(ThirdPerson.extension() * 64)
|
||||
end
|
||||
|
||||
return ThirdPerson
|
||||
@@ -257,6 +257,11 @@ local function renderWorld(views, ctl)
|
||||
VoxelScene.spriteLean = math.rad(75)
|
||||
|
||||
local pivot, anchor, scale, mountYaw
|
||||
-- Either free-roam rung puts the headset in the player's head: 3RD's boom
|
||||
-- is a FLAT-SCREEN framing device, and a headset that stands its wearer
|
||||
-- three cells behind their own body is a well-known way to make people
|
||||
-- ill. The rung still changes the walk and the cards the same way; only
|
||||
-- the eye stays where a head belongs.
|
||||
local fp = FirstPerson.engaged()
|
||||
local battle, battleFloor
|
||||
if camMode == "battle" then battle, battleFloor = battleStage() end
|
||||
|
||||
@@ -226,8 +226,16 @@ end
|
||||
-- reads its own shadowing with must describe the same frame, or the
|
||||
-- mirror-flip half of the pair asks the map about texels the sun filed
|
||||
-- under the other cheek.
|
||||
-- The player's own card asks a different function for the same answer:
|
||||
-- their body's bearing is what the camera is derived FROM, so it is known
|
||||
-- continuously rather than as one of four directions, and measuring
|
||||
-- against the compass point instead flicks the card to a profile for a
|
||||
-- frame or two when the camera is spun fast (see playerFacing).
|
||||
local function viewFacing(p)
|
||||
if FirstPerson.cardBlend() > 0.5 then
|
||||
if p.isPlayer then
|
||||
return FirstPerson.playerFacing(p.facing, p.px + 8, p.py + 8)
|
||||
end
|
||||
return FirstPerson.apparentFacing(p.facing, p.px + 8, p.py + 8)
|
||||
end
|
||||
return p.facing
|
||||
|
||||
+32
-14
@@ -33,17 +33,18 @@ local Voxel = {}
|
||||
-- in the table is deliberate: the ladder is a list of what each rung LOOKS
|
||||
-- like, and two rungs may look the same while meaning different things.
|
||||
--
|
||||
-- 1ST is the other rung that is more than an angle: the camera steps off its
|
||||
-- orbit entirely and stands in the player's own eyes (lib/FirstPerson.lua),
|
||||
-- with free look and free movement. Its ANGLE entry is 75 -- the orbit rung
|
||||
-- it hands over from -- because the tween in and out of first person starts
|
||||
-- from whatever the orbit shows, and the lowest rung is the one a dive into
|
||||
-- a head should start from. Everything angle-derived (the sky's fade, the
|
||||
-- billboard lean the blend eases away) reads that 75 while the first-person
|
||||
-- rig owns the actual camera.
|
||||
Voxel.ANGLES_DEG = { 0, 35, 15, 35, 50, 75, 75 }
|
||||
-- 1ST and 3RD are the other rungs that are more than an angle: the camera
|
||||
-- steps off its orbit entirely and stands with the player -- in their eyes
|
||||
-- (lib/FirstPerson.lua), or on a boom behind their shoulder
|
||||
-- (lib/ThirdPerson.lua) -- with free look and free movement on both. Their
|
||||
-- ANGLE entries are 75 -- the orbit rung they hand over from -- because the
|
||||
-- tween in and out starts from whatever the orbit shows, and the lowest rung
|
||||
-- is the one a dive into a head should start from. Everything angle-derived
|
||||
-- (the sky's fade, the billboard lean the blend eases away) reads that 75
|
||||
-- while the free-roam rig owns the actual camera.
|
||||
Voxel.ANGLES_DEG = { 0, 35, 15, 35, 50, 75, 75, 75 }
|
||||
Voxel.ANGLE_LABELS = { "OFF", "FULL", "15", "35", "50", "75",
|
||||
"1ST (EXPERIMENTAL)" }
|
||||
"1ST (EXPERIMENTAL)", "3RD (EXPERIMENTAL)" }
|
||||
Voxel.MAX_LEVEL = #Voxel.ANGLES_DEG - 1
|
||||
|
||||
-- the rung FULL sits on, so nothing has to hunt for it by label
|
||||
@@ -60,6 +61,23 @@ function Voxel.isFirstPerson(level)
|
||||
return (level or Voxel.level) == Voxel.FP_LEVEL
|
||||
end
|
||||
|
||||
-- and the third-person one, which is the same rig with the eye boomed off
|
||||
-- the back of the head (lib/ThirdPerson.lua)
|
||||
Voxel.TP_LEVEL = 7
|
||||
|
||||
function Voxel.isThirdPerson(level)
|
||||
return (level or Voxel.level) == Voxel.TP_LEVEL
|
||||
end
|
||||
|
||||
-- The two of them together: the rungs where the camera stands WITH the
|
||||
-- player rather than orbiting the view centre, which is what decides that
|
||||
-- the look inputs are read, the walk goes free and the cards turn to face
|
||||
-- the eye. Everything that used to ask isFirstPerson for those asks this.
|
||||
function Voxel.isFreeCam(level)
|
||||
level = level or Voxel.level
|
||||
return Voxel.isFirstPerson(level) or Voxel.isThirdPerson(level)
|
||||
end
|
||||
|
||||
-- ------- what the hotkey walks
|
||||
--
|
||||
-- The ANGLE rungs only, with FULL left out. The key is a display-mode
|
||||
@@ -69,11 +87,11 @@ end
|
||||
-- with no indication that a keypress had done so. FULL stays on the OPTIONS
|
||||
-- row, which is where a preset that changes other rows belongs.
|
||||
--
|
||||
-- 1ST is on the path: it changes the camera and only the camera, which is
|
||||
-- exactly what the key promises -- and the key is also the way back OUT of
|
||||
-- first person on a keyboard, where the mouse is captured and the OPTIONS
|
||||
-- 1ST and 3RD are on the path: they change the camera and only the camera,
|
||||
-- which is exactly what the key promises -- and the key is also the way back
|
||||
-- OUT of them on a keyboard, where the mouse is captured and the OPTIONS
|
||||
-- menu is a trip.
|
||||
Voxel.HOTKEY_ORDER = { 0, 2, 3, 4, 5, 6 } -- OFF, 15, 35, 50, 75, 1ST
|
||||
Voxel.HOTKEY_ORDER = { 0, 2, 3, 4, 5, 6, 7 } -- OFF,15,35,50,75,1ST,3RD
|
||||
|
||||
-- The rung a press moves to from `level`.
|
||||
--
|
||||
|
||||
@@ -24,10 +24,11 @@
|
||||
-- below. This file declares; lib/ draws.
|
||||
--
|
||||
-- Voxel mode is presentational: it changes what the world LOOKS like and
|
||||
-- nothing about what it IS. ONE rung is the deliberate exception. 1ST --
|
||||
-- the first-person camera -- replaces the grid WALK with a free,
|
||||
-- camera-relative one while it is selected (lib/FreeMove.lua), because a
|
||||
-- head you can steer with a mouse demands feet that go where it looks.
|
||||
-- nothing about what it IS. TWO rungs are the deliberate exception. 1ST
|
||||
-- (the camera in the player's own eyes) and 3RD (the same rig, boomed back
|
||||
-- behind their shoulder) replace the grid WALK with a free,
|
||||
-- camera-relative one while either is selected (lib/FreeMove.lua), because
|
||||
-- a camera you can steer with a mouse demands feet that go where it looks.
|
||||
-- Even there the game is untouched: the walk asks the engine's own
|
||||
-- collision the same questions a grid step asks, keeps the player's
|
||||
-- logical cell synced, and fires the engine's own landing pipeline per
|
||||
@@ -860,9 +861,11 @@ end
|
||||
-- so this file keeps naming every engine seam the mod touches.
|
||||
OverworldBattle.install()
|
||||
|
||||
-- ------- the first-person rung's inputs and its walk
|
||||
-- ------- the free-roam rungs' inputs and their walk
|
||||
--
|
||||
-- 1ST needs two things no other rung does, and each is a named seam:
|
||||
-- 1ST and 3RD need two things no other rung does, and each is a named seam.
|
||||
-- Both rungs are one rig -- the boom behind the shoulder is a number inside
|
||||
-- it (lib/ThirdPerson.lua) -- so both are installed by the same two calls:
|
||||
--
|
||||
-- FirstPerson.install claims the LOOK inputs the engine ignores: the right
|
||||
-- stick's axes (Game:gamepadaxis passes them to Input, which returns early
|
||||
@@ -874,11 +877,11 @@ OverworldBattle.install()
|
||||
-- open screen is the look; the d-pad and buttons still go to
|
||||
-- TouchControls, whose own d-pad finger is also read back analog as the
|
||||
-- move vector). Every wrap forwards whatever it does not claim, and claims
|
||||
-- only while 1ST is actually driving.
|
||||
-- only while one of the two rungs is actually driving.
|
||||
--
|
||||
-- FreeMove.install wraps OverworldState:handleInput -- the one choke point
|
||||
-- where the grid walk reads the pad, and the same seam the engine's own
|
||||
-- Cycling Road pull lives behind. While 1ST drives, the walk is continuous
|
||||
-- Cycling Road pull lives behind. While either drives, the walk is continuous
|
||||
-- and camera-relative; the player's logical cell stays synced and every
|
||||
-- per-cell consequence still runs through the engine's own machinery
|
||||
-- (onStepComplete, checkEdgeExit, checkLedgeHop, checkBoulderPush). The
|
||||
|
||||
+1
-1
@@ -1,7 +1,7 @@
|
||||
{
|
||||
"id": "DRAMATIC_SHAPE",
|
||||
"name": "Dramatic Shape Voxel Mod",
|
||||
"version": "1.5.2",
|
||||
"version": "1.6.0",
|
||||
"api": 2,
|
||||
"entry": "main.lua",
|
||||
"profile": "content",
|
||||
|
||||
@@ -17,11 +17,12 @@ return {
|
||||
"the engine's TILT and GBC FX rows are taken OFF the OPTIONS menu and held at off for as long as this mod is installed -- TILT is the flat fake of what this mode does for real, GBC FX is a full-screen pass over the top of it; uninstalling puts both rows back",
|
||||
"hotkeys 3 and 5 are taken over from those two, which have no key and no row while this is loaded",
|
||||
"SELECT in free roam steps the VOXEL ladder exactly as hotkey 3 does -- the button has no overworld job in Gen 1, and phones and pads have no number row; menus keep it untouched",
|
||||
"on the 1ST rung ONLY, the grid walk is replaced by free camera-relative movement: collision, warps, ledges, encounters and scripts still run through the engine's own machinery, and every other rung leaves movement untouched",
|
||||
"on the 1ST rung the mouse cursor is captured for free look; left click is A, right click is B, and any touch off the overlay's controls drags the view",
|
||||
"on the 1ST and 3RD rungs ONLY, the grid walk is replaced by free camera-relative movement: collision, warps, ledges, encounters and scripts still run through the engine's own machinery, and every other rung leaves movement untouched",
|
||||
"on the 1ST and 3RD rungs the mouse cursor is captured for free look; left click is A, right click is B, and any touch off the overlay's controls drags the view",
|
||||
"on the 3RD rung the character turns to face where they are walking rather than where the camera looks, so a strafe reads as one; standing still they come back round to the camera's bearing, which is the one A talks along",
|
||||
},
|
||||
added = {
|
||||
"VOXEL options row and hotkey 3 (OFF / 15 / 35 / 50 / 75 degrees / 1ST, a first-person camera with free look and free movement)",
|
||||
"VOXEL options row and hotkey 3 (OFF / 15 / 35 / 50 / 75 degrees / 1ST / 3RD -- a first-person camera and a third-person one, both with free look and free movement)",
|
||||
"T-SHIFT options row and hotkey 6 (OFF / 1 / 2 / 3), the miniature blur",
|
||||
"V-GRID on hotkey 5 and V-CURVE on hotkey 7",
|
||||
"WATER on hotkey 9 (FULL / SKY / OFF, FULL by default): the water surface becomes a field of pixel-tall voxel columns rising and falling as waves, reflecting the sky, the sun, the moon and the cast standing beside it -- and, on FULL, the shoreline, trees and buildings behind it, by a screen-space ray march",
|
||||
@@ -44,8 +45,10 @@ return {
|
||||
"the battle backdrop renders at the GB's 160x144 to match the pics composited over it, so it is chunkier than the free-roam pass",
|
||||
"menus and cutscenes are unaffected -- outside a battle the mode only draws the free-roam overworld",
|
||||
"terrain meshes are cached per map, so the first frame after entering a large map costs a build",
|
||||
"1ST needs the 3D pass like every rung; without it the level still persists but the world stays 2D and the grid walk stays in charge",
|
||||
"in 1ST, scripted walks, ledge hops and spinner slides play out as the grid moves they are, with the camera riding along; free control resumes when they land",
|
||||
"1ST and 3RD need the 3D pass like every rung; without it the level still persists but the world stays 2D and the grid walk stays in charge",
|
||||
"in 1ST and 3RD, scripted walks, ledge hops and spinner slides play out as the grid moves they are, with the camera riding along; free control resumes when they land",
|
||||
"3RD's boom shortens against whatever stands behind the player, so backing into a wall walks the camera in to their shoulders; squeezed all the way in it draws as 1ST until they step clear",
|
||||
"3RD in VR is 1ST in VR: a headset that seats its wearer three cells behind their own body is a well-known way to make people ill, so the boom is declined while a headset is live",
|
||||
"rooms have no ceilings, so a first-person look over an interior wall shows the void the diorama always had behind it",
|
||||
"VR is Windows x64 only (the shipped loader and the Win32 GL binding): on any other platform -- mobile above all -- the VR row is absent from the OPTIONS menu and the manager's page both, and a stored vr=true carried over in a save is ignored. On Windows it renders the scene once per eye (heavy with WATER FULL or AA up); pad/keyboard/mouse keep working alongside the XR controllers. The loader DLL is found wherever the mod was put -- the dev tree, an installed release's save directory, or an imported archive, from which it is copied once into the save directory so the FFI has a real disk path",
|
||||
"VR on and off are both the VR row's job (options menu or manager); no controller button does either",
|
||||
|
||||
@@ -49,14 +49,16 @@ T.eq(defs._owners and defs._owners.voxel, "DRAMATIC_SHAPE",
|
||||
|
||||
-- ------- the ladders the engine drives
|
||||
|
||||
T.eq(#defs.voxel.levels, 7, "voxel exposes a seven-rung ladder")
|
||||
T.eq(#defs.voxel.levels, 8, "voxel exposes an eight-rung ladder")
|
||||
T.eq(defs.voxel.levels[1], "OFF", "rung 0 is OFF")
|
||||
T.eq(defs.voxel.levels[2], "FULL",
|
||||
"FULL is the first rung after OFF -- the order those two get used in")
|
||||
T.eq(defs.voxel.levels[6], "75", "rung 5 is the 75-degree camera")
|
||||
T.eq(defs.voxel.levels[7], "1ST (EXPERIMENTAL)",
|
||||
"the top rung is the first-person camera, labelled as the experiment it is")
|
||||
T.eq(Pipelines.maxLevel("voxel"), 6, "the engine reads the ladder height")
|
||||
"rung 6 is the first-person camera, labelled as the experiment it is")
|
||||
T.eq(defs.voxel.levels[8], "3RD (EXPERIMENTAL)",
|
||||
"and the top rung is the third-person one, labelled the same way")
|
||||
T.eq(Pipelines.maxLevel("voxel"), 7, "the engine reads the ladder height")
|
||||
T.eq(Pipelines.levelLabel("voxel", 3), "35", "the engine reads the rung labels")
|
||||
|
||||
-- ------- gating: inert until switched on, and inert without a GPU
|
||||
@@ -1084,12 +1086,14 @@ local Curve = run.loader.exports.DRAMATIC_SHAPE.lib.require("WorldCurve")
|
||||
-- with nothing on screen saying a keypress had done it.
|
||||
Pipelines.setLevel("voxel", 0)
|
||||
local walk = {}
|
||||
for _ = 1, 7 do
|
||||
for _ = 1, 8 do
|
||||
Game.keypressed(keyGame, "3")
|
||||
walk[#walk + 1] = Pipelines.levelLabel("voxel")
|
||||
end
|
||||
T.eq(table.concat(walk, ","), "15,35,50,75,1ST (EXPERIMENTAL),OFF,15",
|
||||
"3 walks OFF -> 15 -> 35 -> 50 -> 75 -> 1ST and wraps, never touching FULL")
|
||||
T.eq(table.concat(walk, ","),
|
||||
"15,35,50,75,1ST (EXPERIMENTAL),3RD (EXPERIMENTAL),OFF,15",
|
||||
"3 walks OFF -> 15 -> 35 -> 50 -> 75 -> 1ST -> 3RD and wraps, never "
|
||||
.. "touching FULL")
|
||||
|
||||
-- FULL is 35 degrees, so a press from it goes ON to 50 rather than back to
|
||||
-- the rung that shows the same camera -- the key never appears to do nothing.
|
||||
@@ -1176,8 +1180,8 @@ T.eq(GBCFX.level, 0, "and on the live renderer")
|
||||
-- TILT with or without us. Park the ladder on its top rung and turn both
|
||||
-- back on, so the single press under test is the one that wraps to OFF --
|
||||
-- where nothing else is going to clear them.
|
||||
-- 6 is the "1ST" rung, the last one the key walks before it wraps to OFF
|
||||
Pipelines.setLevel("voxel", 6)
|
||||
-- 3RD is the last rung the key walks before it wraps to OFF
|
||||
Pipelines.setLevel("voxel", VoxelState.TP_LEVEL)
|
||||
Tilt.setLevel(3)
|
||||
GBCFX.setLevel(4)
|
||||
keyGame.save.options.tilt = 3
|
||||
@@ -3674,6 +3678,213 @@ FirstPerson.blend = 0
|
||||
VoxelState.reset()
|
||||
end
|
||||
|
||||
-- ------- the third-person rung
|
||||
--
|
||||
-- 3RD is 1ST with the eye on a boom, so what the suite has to hold still is
|
||||
-- the boom: where it stands the eye behind a pivot, the march through the
|
||||
-- world that shortens it when something is in the way, and the two things
|
||||
-- its extension decides that 1ST decides the other way -- the player's own
|
||||
-- card being drawn, and the body turning to face where it walks.
|
||||
|
||||
do
|
||||
local FirstPerson =
|
||||
run.loader.exports.DRAMATIC_SHAPE.lib.require("FirstPerson")
|
||||
local ThirdPerson =
|
||||
run.loader.exports.DRAMATIC_SHAPE.lib.require("ThirdPerson")
|
||||
local VoxelState = run.loader.exports.DRAMATIC_SHAPE.lib.require("VoxelState")
|
||||
local Voxel3D = run.loader.exports.DRAMATIC_SHAPE.lib.require("Voxel3D")
|
||||
|
||||
T.eq(VoxelState.TP_LEVEL, 7, "3RD is the eighth rung")
|
||||
T.check(VoxelState.isThirdPerson(7), "and isThirdPerson answers for it")
|
||||
T.check(not VoxelState.isThirdPerson(6), "but not for 1ST")
|
||||
T.check(VoxelState.isFreeCam(6) and VoxelState.isFreeCam(7),
|
||||
"both rungs that stand the camera with the player answer isFreeCam")
|
||||
T.check(not VoxelState.isFreeCam(5), "the 75-degree orbit does not")
|
||||
T.eq(VoxelState.ANGLE_LABELS[VoxelState.TP_LEVEL + 1], "3RD (EXPERIMENTAL)",
|
||||
"the rung wears the experimental label")
|
||||
T.eq(VoxelState.ANGLES_DEG[VoxelState.TP_LEVEL + 1], 75,
|
||||
"and hands the blend the same 75-degree orbit 1ST does")
|
||||
T.eq(VoxelState.HOTKEY_ORDER[#VoxelState.HOTKEY_ORDER], VoxelState.TP_LEVEL,
|
||||
"the 3 key walks onto it, and off it back to OFF")
|
||||
|
||||
-- the boom's own tween: picked from an orbit rung (blend fully out) the
|
||||
-- extension SNAPS, so the dive into the world is one motion rather than a
|
||||
-- dive followed by a slide; picked from inside the head it eases
|
||||
VoxelState.setLevel(VoxelState.TP_LEVEL)
|
||||
ThirdPerson.out, ThirdPerson.len = 0, 0
|
||||
ThirdPerson.update(1 / 60, 0)
|
||||
T.eq(ThirdPerson.out, 1, "picked from the diorama, the boom starts extended")
|
||||
ThirdPerson.out, ThirdPerson.len = 0, 0
|
||||
ThirdPerson.update(1 / 60, 1)
|
||||
T.check(ThirdPerson.out > 0 and ThirdPerson.out < 1,
|
||||
"picked from inside the head, it slides out over the boom's own time")
|
||||
|
||||
-- ------- the world the march asks
|
||||
--
|
||||
-- A stub map that refuses everything from x = 4 rightward, with no tileset
|
||||
-- for the height field to read -- so the ground answers 0 (the lookup is
|
||||
-- guarded for exactly this) and only the walkability speaks.
|
||||
local wall = { map = {
|
||||
inBounds = function(_, cx, cy) return cx >= 0 and cy >= 0 end,
|
||||
isWalkableCell = function(_, cx) return cx < 4 end,
|
||||
cellTile = function() return 0 end,
|
||||
} }
|
||||
|
||||
T.check(ThirdPerson._occupied(wall, 70, 10, 8),
|
||||
"an unwalkable cell refuses the eye at head height")
|
||||
T.check(not ThirdPerson._occupied(wall, 70, 30, 8),
|
||||
"but not one the eye stands well above -- a fence is not a wall")
|
||||
T.check(ThirdPerson._occupied(wall, 70, 2, 8),
|
||||
"and the ground refuses it from below")
|
||||
T.check(ThirdPerson._occupied(wall, -20, 30, 8),
|
||||
"off the world entirely there is nowhere to stand: the border ring")
|
||||
|
||||
-- the march itself: the wall's face is at x = 64, the pivot at x = 40, so
|
||||
-- the eye may travel 24 east of it less the clearance pad -- the FACE's own
|
||||
-- position rather than the four-pixel sampling grid's
|
||||
local room = ThirdPerson.reach(wall, { 40, 10, 8 }, 1, 0, 0, ThirdPerson.BOOM)
|
||||
T.check(math.abs(room - (24 - ThirdPerson.PAD)) < 0.5,
|
||||
"the boom stops a pad short of the face that blocked it")
|
||||
T.eq(ThirdPerson.reach(wall, { 40, 30, 8 }, 1, 0, 0, ThirdPerson.BOOM),
|
||||
ThirdPerson.BOOM, "with nothing tall enough in the way it runs out full")
|
||||
T.eq(ThirdPerson.reach(nil, { 40, 10, 8 }, 1, 0, 0, ThirdPerson.BOOM),
|
||||
ThirdPerson.BOOM, "and with no world to ask at all -- headless, mid-warp")
|
||||
|
||||
-- ------- the eye
|
||||
--
|
||||
-- place() is pure arithmetic over the pivot and the look, given a world
|
||||
-- with nothing in it: the suite lends the overworld away for the length of
|
||||
-- the check so the march has nothing to shorten against.
|
||||
local Game = require("src.core.Game")
|
||||
local hadOw = Game.overworld
|
||||
Game.overworld = nil
|
||||
|
||||
ThirdPerson.out, ThirdPerson.len = 1, ThirdPerson.BOOM
|
||||
local eye, aim = ThirdPerson.place({ 100, 20, 200 }, 0, 0, 1,
|
||||
{ 100, 20, 224 })
|
||||
T.check(math.abs(eye[3] - (200 - ThirdPerson.BOOM)) < 1e-6,
|
||||
"looking south, the eye stands a full boom north of the pivot")
|
||||
T.eq(eye[2], 20 + ThirdPerson.PIVOT_LIFT,
|
||||
"raised to the orbit point above the head")
|
||||
T.check(math.abs(eye[1] - (100 - ThirdPerson.SHOULDER)) < 1e-6,
|
||||
"and slid along the rail to the camera's own right -- which is west "
|
||||
.. "looking south, and puts the player left of centre")
|
||||
T.check(math.abs(aim[1] - eye[1]) < 1e-6
|
||||
and math.abs(aim[3] - eye[3] - (ThirdPerson.BOOM + 24)) < 1e-6,
|
||||
"the focus slides with it, so the rail moves the frame and not the look")
|
||||
|
||||
ThirdPerson.out, ThirdPerson.len = 0, 0
|
||||
local head = { 100, 20, 200 }
|
||||
local focus = { 100, 20, 224 }
|
||||
T.eq(ThirdPerson.place(head, 0, 0, 1, focus), head,
|
||||
"with the boom fully in, the eye IS the head -- 1ST to the pixel")
|
||||
|
||||
-- ------- what the extension decides
|
||||
--
|
||||
-- The rig is built through FirstPerson exactly as 1ST's is; the boom moves
|
||||
-- the eye, and everything keyed to where the eye stands follows it.
|
||||
ThirdPerson.out, ThirdPerson.len = 1, ThirdPerson.BOOM
|
||||
FirstPerson.yaw, FirstPerson.pitch = 0, 0
|
||||
FirstPerson.blend = 1
|
||||
FirstPerson.frame({ px = 100, py = 200, gh = 0, lift = 0 }, 500, 600, 320, 288)
|
||||
T.check(FirstPerson.cardBlend() == 1,
|
||||
"the boomed rig turns the cards to face it, exactly as the head does")
|
||||
T.check(not FirstPerson.hidePlayer(),
|
||||
"but the player's own card is DRAWN -- it is what the camera is watching")
|
||||
T.eq(FirstPerson.apparentFacing("down", 108, 208), "up",
|
||||
"and it shows the camera behind it its back")
|
||||
|
||||
-- and a boom a wall has squeezed back into the head takes the card out
|
||||
-- again: at that range it is the first-person problem word for word
|
||||
ThirdPerson.len = ThirdPerson.SHOW_AT - 1
|
||||
T.check(FirstPerson.hidePlayer(),
|
||||
"backed into a fence, the collapsed boom stops drawing the card")
|
||||
ThirdPerson.len = ThirdPerson.SHOW_AT
|
||||
T.check(not FirstPerson.hidePlayer(), "and draws it again the moment it clears")
|
||||
ThirdPerson.len = ThirdPerson.BOOM
|
||||
|
||||
T.eq(FirstPerson.bodyFacing(1, 0), "right",
|
||||
"a body walking east turns east, whichever way the camera is pointed")
|
||||
T.eq(FirstPerson.bodyFacing(0, -1), "up", "and north walking north")
|
||||
T.eq(FirstPerson.bodyFacing(0, 0), FirstPerson.compassFacing(),
|
||||
"standing still it comes back round to the camera's bearing, which is "
|
||||
.. "the one A talks along")
|
||||
|
||||
-- ------- the spin-flicker guard
|
||||
--
|
||||
-- The player's card is the one whose body the camera is derived FROM: the
|
||||
-- body is pointed along the camera's own yaw, so the angle between them is
|
||||
-- a flat 180 degrees and the card should show its back and nothing else,
|
||||
-- at every bearing.
|
||||
--
|
||||
-- Quantise the body to a compass point first and that stops being true.
|
||||
-- The shoulder rail stands the eye a few degrees off the exact rear axis,
|
||||
-- and the round trip through four directions has no margin to spare for
|
||||
-- it: in a band just short of each 45-degree boundary the pair measures as
|
||||
-- 135 degrees and picks the mirrored PROFILE frame. Standing perfectly
|
||||
-- still. Spin the camera and you sweep four of those bands a revolution --
|
||||
-- the character flicking sideways for a split second, which is the bug
|
||||
-- this pair of checks exists to hold shut.
|
||||
--
|
||||
-- 44 degrees is inside the first band. No lag anywhere: the body is
|
||||
-- pointed exactly where the camera looks, which is what standing still IS.
|
||||
FirstPerson.yaw, FirstPerson.pitch = math.rad(44), 0
|
||||
FirstPerson.frame({ px = 100, py = 200, gh = 0, lift = 0 }, 500, 600, 320, 288)
|
||||
FirstPerson.bodyYaw = FirstPerson.yaw
|
||||
T.eq(FirstPerson.apparentFacing("down", 108, 208), "right",
|
||||
"measured off the compass point, a standing body picks the profile -- "
|
||||
.. "the flicker, reproduced with the camera perfectly still")
|
||||
T.eq(FirstPerson.playerFacing("down", 108, 208), "up",
|
||||
"measured off the body's own bearing, the card keeps its back turned")
|
||||
|
||||
-- and the whole revolution, which is the assertion that actually matters:
|
||||
-- there is no bearing at all where a standing body shows anything but its
|
||||
-- back
|
||||
;(function()
|
||||
local wrong = {}
|
||||
for deg = 0, 359 do
|
||||
FirstPerson.yaw = math.rad(deg)
|
||||
FirstPerson.frame({ px = 100, py = 200, gh = 0, lift = 0 },
|
||||
500, 600, 320, 288)
|
||||
FirstPerson.bodyYaw = FirstPerson.yaw
|
||||
if FirstPerson.playerFacing(FirstPerson.compassFacing(), 108, 208)
|
||||
~= "up" then
|
||||
wrong[#wrong + 1] = deg
|
||||
end
|
||||
end
|
||||
T.eq(#wrong, 0,
|
||||
"a standing body shows its back at every one of 360 bearings (bad: "
|
||||
.. table.concat(wrong, ",") .. ")")
|
||||
end)()
|
||||
|
||||
-- and with nothing holding a bearing -- a scripted walk, a cutscene, the
|
||||
-- grid walk -- the player falls back to the four-direction answer with
|
||||
-- everybody else
|
||||
FirstPerson.releaseBody()
|
||||
T.eq(FirstPerson.bodyYaw, nil, "releasing the body drops the bearing")
|
||||
T.eq(FirstPerson.playerFacing("down", 108, 208),
|
||||
FirstPerson.apparentFacing("down", 108, 208),
|
||||
"and the card reads exactly as an NPC's would")
|
||||
T.eq(FirstPerson.pointBody(0, 0), FirstPerson.compassFacing(),
|
||||
"pointing it again hands back the compass facing p.facing wants")
|
||||
T.eq(FirstPerson.bodyYaw, FirstPerson.yaw, "and records the bearing behind it")
|
||||
FirstPerson.yaw, FirstPerson.pitch = 0, 0
|
||||
FirstPerson.frame({ px = 100, py = 200, gh = 0, lift = 0 }, 500, 600, 320, 288)
|
||||
|
||||
ThirdPerson.out, ThirdPerson.len = 0, 0
|
||||
T.eq(FirstPerson.bodyFacing(1, 0), "down",
|
||||
"in the head the body is the head, whichever way it walks")
|
||||
T.check(FirstPerson.hidePlayer(),
|
||||
"and the card the camera stands inside is left out of the frame again")
|
||||
|
||||
-- everything the section borrowed, put back
|
||||
Game.overworld = hadOw
|
||||
FirstPerson.blend = 0
|
||||
ThirdPerson.out, ThirdPerson.len, ThirdPerson.want = 0, 0, 0
|
||||
Voxel3D.camera = nil
|
||||
VoxelState.reset()
|
||||
end
|
||||
|
||||
-- ------- the VR rig's arithmetic
|
||||
--
|
||||
-- VRRig is the deliberately pure half of the VR stack: headset poses in,
|
||||
|
||||
@@ -0,0 +1,198 @@
|
||||
-- Scratch driver: shots of the 3RD (third-person) rung -- the eye boomed
|
||||
-- off the back of the player's head, the player's own card drawn and turned
|
||||
-- to face it, the boom shortening against walls indoors, and the body
|
||||
-- turning to face where it walks.
|
||||
--
|
||||
-- POKEPORT_DRIVER=mods/DramaticShapeVoxelMod/tests/tp_shots.lua \
|
||||
-- SHOT_DIR=.scratchpad/tpshots lovec.exe .
|
||||
return function(game)
|
||||
local U = dofile("tests/drivers/util.lua")
|
||||
local Pipelines = require("src.render.Pipelines")
|
||||
|
||||
local ROOT = (os.getenv("SHOT_DIR") or "shots/tp")
|
||||
|
||||
local handle = game.mods.exports["DRAMATIC_SHAPE"]
|
||||
if not (handle and handle.lib) then
|
||||
print("[tp] DRAMATIC_SHAPE mod not loaded")
|
||||
return love.event.quit()
|
||||
end
|
||||
local V = handle.lib
|
||||
local FirstPerson = V.require("FirstPerson")
|
||||
local ThirdPerson = V.require("ThirdPerson")
|
||||
local ChunkMesher = V.require("ChunkMesher")
|
||||
local Voxel = V.require("VoxelState")
|
||||
local DayNight = V.require("DayNight")
|
||||
|
||||
pcall(os.execute, 'mkdir -p "' .. ROOT .. '" 2>/dev/null')
|
||||
pcall(os.execute, 'mkdir "' .. ROOT:gsub("/", "\\") .. '" 2>nul')
|
||||
|
||||
require("src.world.OverworldController").rollEncounter = function() return nil end
|
||||
local TileRenderer = require("src.render.TileRenderer")
|
||||
TileRenderer.tick = function() end
|
||||
TileRenderer.animFrame = function() return 0 end
|
||||
DayNight.setting:sync("day")
|
||||
|
||||
local Zoom = require("src.render.Zoom")
|
||||
pcall(function()
|
||||
game.save.options.zoom = 0
|
||||
Zoom.applyOptions(game.save.options)
|
||||
end)
|
||||
|
||||
local function settle()
|
||||
for _ = 1, 900 do
|
||||
if ChunkMesher.pending() == 0 then break end
|
||||
U.wait(1)
|
||||
end
|
||||
for _ = 1, 300 do
|
||||
if FirstPerson.blend >= 1 and Voxel.ready
|
||||
and ChunkMesher.pending() == 0 then break end
|
||||
U.wait(1)
|
||||
end
|
||||
U.wait(40)
|
||||
end
|
||||
|
||||
-- the nearest WALKABLE cell (fp_shots' helper): a guessed coordinate
|
||||
-- inside a building footprint buries the pivot in the geometry
|
||||
local function place(mapId, x, y)
|
||||
U.teleport(game, mapId, x, y, "down")
|
||||
local ow = game.stack:top()
|
||||
local map = ow and ow.map
|
||||
if not map or map:isWalkableCell(x, y) then return end
|
||||
for r = 1, 8 do
|
||||
for dy = -r, r do
|
||||
for dx = -r, r do
|
||||
if math.max(math.abs(dx), math.abs(dy)) == r then
|
||||
local cx, cy = x + dx, y + dy
|
||||
if map:inBounds(cx, cy) and map:isWalkableCell(cx, cy) then
|
||||
U.teleport(game, mapId, cx, cy, "down")
|
||||
print(("[tp] (%d,%d) not walkable; standing at (%d,%d)")
|
||||
:format(x, y, cx, cy))
|
||||
return
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- yaw is a world bearing: 0 south, pi/2 east, pi north, -pi/2 west
|
||||
local SCENES = {
|
||||
-- Pallet Town, mid-street: the player's own card seen from behind, in
|
||||
-- each compass direction plus a diagonal (the off-grid case, where a
|
||||
-- south-facing card would be edge-on to any orbit camera)
|
||||
{ map = "PALLET_TOWN", x = 13, y = 14, yaw = math.pi, label = "pallet_north" },
|
||||
{ map = "PALLET_TOWN", x = 13, y = 14, yaw = 0, label = "pallet_south" },
|
||||
{ map = "PALLET_TOWN", x = 9, y = 7, yaw = math.pi / 2, label = "pallet_east" },
|
||||
{ map = "PALLET_TOWN", x = 9, y = 7, yaw = 3 * math.pi / 4,
|
||||
label = "pallet_diag" },
|
||||
-- the shoreline: the boom over water, reflecting the player
|
||||
{ map = "PALLET_TOWN", x = 9, y = 12, yaw = 0, label = "pallet_water" },
|
||||
-- pitched down, the classic third-person framing; and up, where the
|
||||
-- boom has to shorten rather than bury the eye in the ground
|
||||
{ map = "PALLET_TOWN", x = 13, y = 14, yaw = math.pi,
|
||||
pitch = math.rad(35), label = "pallet_down" },
|
||||
{ map = "PALLET_TOWN", x = 13, y = 14, yaw = math.pi,
|
||||
pitch = -math.rad(40), label = "pallet_skyward" },
|
||||
-- Route 1: grass and ledges, with the character in frame for scale
|
||||
{ map = "ROUTE_1", x = 10, y = 28, yaw = math.pi, label = "route1_north" },
|
||||
-- interiors: the one place a 48px boom cannot fit, so the collision
|
||||
-- march is the whole shot
|
||||
{ map = "VIRIDIAN_POKECENTER", x = 3, y = 5, yaw = math.pi,
|
||||
label = "center_north" },
|
||||
{ map = "REDS_HOUSE_1F", x = 3, y = 4, yaw = math.pi,
|
||||
label = "reds_house" },
|
||||
}
|
||||
|
||||
local shots = 0
|
||||
for _, s in ipairs(SCENES) do
|
||||
place(s.map, s.x, s.y)
|
||||
Pipelines.setLevel("voxel", Voxel.TP_LEVEL)
|
||||
Pipelines.setLevel("tiltshift", 0)
|
||||
settle()
|
||||
FirstPerson.yaw = s.yaw
|
||||
FirstPerson.pitch = s.pitch or FirstPerson.PITCH_DEFAULT
|
||||
U.wait(20)
|
||||
print(("[tp] %-16s boom %.1f of %.1f"):format(s.label, ThirdPerson.len,
|
||||
ThirdPerson.BOOM))
|
||||
if U.shot(game, ("%s/%s.png"):format(ROOT, s.label)) then
|
||||
shots = shots + 1
|
||||
end
|
||||
end
|
||||
|
||||
-- the slide from 1ST to 3RD: the eye walks out of the head rather than
|
||||
-- cutting, so the halfway frame is a real camera position
|
||||
place("PALLET_TOWN", 13, 14)
|
||||
Pipelines.setLevel("voxel", Voxel.FP_LEVEL)
|
||||
settle()
|
||||
if U.shot(game, ROOT .. "/from_1st.png") then shots = shots + 1 end
|
||||
Pipelines.setLevel("voxel", Voxel.TP_LEVEL)
|
||||
for _ = 1, 300 do
|
||||
if ThirdPerson.out >= 0.5 then break end
|
||||
U.wait(1)
|
||||
end
|
||||
if U.shot(game, ROOT .. "/boom_mid.png") then shots = shots + 1 end
|
||||
U.wait(60)
|
||||
if U.shot(game, ROOT .. "/boom_out.png") then shots = shots + 1 end
|
||||
|
||||
-- ------- the free walk, with the body turning
|
||||
--
|
||||
-- Hold forward with the head yawed off-grid: the player must GLIDE (off
|
||||
-- the 16px grid, which no grid step can do) and the body must end up
|
||||
-- facing its own travel rather than the lens.
|
||||
place("PALLET_TOWN", 13, 14)
|
||||
Pipelines.setLevel("voxel", Voxel.TP_LEVEL)
|
||||
settle()
|
||||
local ow = game.stack:top()
|
||||
local p = ow.player
|
||||
FirstPerson.yaw = 3 * math.pi / 4 -- northeast, deliberately off-grid
|
||||
FirstPerson.pitch = FirstPerson.PITCH_DEFAULT
|
||||
local x0, y0 = p.px, p.py
|
||||
U.hold(game, "up", 90)
|
||||
local moved = math.abs(p.px - x0) + math.abs(p.py - y0)
|
||||
print(("[tp] walk moved %.1f px; off-grid: %s; body faces %s (camera %s)")
|
||||
:format(moved,
|
||||
tostring(p.px % 16 ~= 0 or p.py % 16 ~= 0),
|
||||
tostring(p.facing), tostring(FirstPerson.compassFacing())))
|
||||
if U.shot(game, ROOT .. "/walked.png") then shots = shots + 1 end
|
||||
|
||||
-- strafing: the one case the body facing exists for. Hold RIGHT with the
|
||||
-- head due north and the character must walk east showing its flank.
|
||||
place("PALLET_TOWN", 13, 14)
|
||||
settle()
|
||||
FirstPerson.yaw = math.pi
|
||||
U.hold(game, "right", 40)
|
||||
print(("[tp] strafe: body faces %s, camera looks %s")
|
||||
:format(tostring(p.facing), tostring(FirstPerson.compassFacing())))
|
||||
if U.shot(game, ROOT .. "/strafe.png") then shots = shots + 1 end
|
||||
|
||||
-- ------- the spin, sampled
|
||||
--
|
||||
-- Stand still and turn the camera fast, sampling the frame the player's
|
||||
-- own card actually draws every rendered frame. A standing body is
|
||||
-- pointed along the camera's own yaw, so it must show its back the whole
|
||||
-- way round; anything else is the sideways flick. Sampled through the
|
||||
-- live rig, so this measures the real thing rather than the arithmetic.
|
||||
place("PALLET_TOWN", 13, 14)
|
||||
Pipelines.setLevel("voxel", Voxel.TP_LEVEL)
|
||||
settle()
|
||||
ow = game.stack:top()
|
||||
p = ow.player
|
||||
local seen, frames = {}, 0
|
||||
for _ = 1, 240 do
|
||||
FirstPerson.lookBy(math.rad(7), 0) -- ~420 deg/s, a hard flick
|
||||
U.wait(1)
|
||||
local f = FirstPerson.playerFacing(p.facing, p.px + 8, p.py + 8)
|
||||
seen[f] = (seen[f] or 0) + 1
|
||||
frames = frames + 1
|
||||
end
|
||||
local report = {}
|
||||
for f, n in pairs(seen) do
|
||||
report[#report + 1] = ("%s x%d"):format(f, n)
|
||||
end
|
||||
table.sort(report)
|
||||
print(("[tp] spin: %d frames, card frames seen: %s")
|
||||
:format(frames, table.concat(report, ", ")))
|
||||
|
||||
print(("[tp] %d shots into %s"):format(shots, ROOT))
|
||||
love.event.quit()
|
||||
end
|
||||
Reference in New Issue
Block a user