Nameplate and chat bubble improvements

They should stack much better now. I also hooked up the true mouth position to the name-tag, but it's too shaky on chat bubbles.
This commit is contained in:
Kae 2023-06-27 00:42:07 +10:00
parent 94c84ad013
commit 63b68b3a55
15 changed files with 120 additions and 45 deletions

View File

@ -3,7 +3,8 @@
"showMasterNames" : true,
"fontDirectives" : "?border=1;222;2220",
"inspectOpacityRate" : 0.15,
"movementThreshold" : 0.5
"movementThreshold" : 0.5,
"offset" : [0, 13]
},
"font" : {
"defaultDirectives" : "",

View File

@ -1,3 +1,4 @@
{
"movementThreshold" : 0.5
"movementThreshold" : 0.5,
"bubbleOffset" : [0, 1.875]
}

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@ -1,4 +1,5 @@
#include "StarChatBubbleSeparation.hpp"
#include "StarLogging.hpp"
namespace Star {
@ -21,7 +22,7 @@ bool compareOverlapRight(RectF const& newBox, RectF const& fixedBox) {
template <typename Compare>
void appendHorizontalOverlaps(List<RectF>& overlaps,
List<RectF> const& boxes,
List<RectF>::iterator leftBound,
List<RectF>::const_iterator leftBound,
Compare compare,
RectF const& box) {
auto i = leftBound;
@ -36,7 +37,7 @@ void appendHorizontalOverlaps(List<RectF>& overlaps,
}
}
RectF separateBubble(List<RectF>& sortedLeftEdges, List<RectF>& sortedRightEdges, RectF box) {
RectF separateBubble(List<RectF> const& sortedLeftEdges, List<RectF> const& sortedRightEdges, List<RectF>& outLeftEdges, List<RectF>& outRightEdges, RectF box) {
// We have to maintain two lists of boxes: one sorted by the left edges and
// one
// by the right edges. This is because boxes can be different sizes, and
@ -54,19 +55,33 @@ RectF separateBubble(List<RectF>& sortedLeftEdges, List<RectF>& sortedRightEdges
// overlap with 'box'.
while (true) {
// While box is overlapping any other boxes, raise its Y value.
List<RectF> overlappingBoxes =
horizontalOverlaps.filtered([&box](RectF const& overlapper) { return box.intersects(overlapper, false); });
// While box is overlapping any other boxes, move it halfway away.
List<RectF> overlappingBoxes = horizontalOverlaps.filtered([&box](RectF const& overlapper) {
if (overlapper.intersects(box, false)) {
Vec2F oSize = overlapper.size(), bSize = box.size();
if (oSize[0] == bSize[0]) {
if (oSize[1] == bSize[1])
return overlapper.center()[1] <= box.center()[1];
else
return oSize[1] > bSize[1];
}
else if (oSize[0] > bSize[0])
return true;
}
return false;
});
if (overlappingBoxes.empty())
break;
RectF overlapBoundBox = fold(overlappingBoxes, box, [](RectF const& a, RectF const& b) { return a.combined(b); });
SpatialLogger::logPoly("screen", PolyF(box), { 255, 0, 0, 255 });
SpatialLogger::logPoly("screen", PolyF(overlapBoundBox), { 0, 0, 255, 255 });
auto height = box.height();
box.setYMin(overlapBoundBox.yMax());
box.setYMax(box.yMin() + height);
}
sortedLeftEdges.insertSorted(box, compareLeft);
sortedRightEdges.insertSorted(box, compareRight);
outLeftEdges.append(box);
outRightEdges.append(box);
return box;
}

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@ -20,13 +20,16 @@ struct BubbleState {
Vec2F currentDestination;
// The bound box of the nametag if it was at the destination.
RectF boundBox;
// The position for the bubble chosen by the algorithm (which it may not
// The separation offset for the bubble chosen by the algorithm (which it may not
// have fully moved to yet).
Vec2F separatedPosition;
// The bound box of the bubble around the separatedPosition.
Vec2F seperatedOffset;
// The bound box of the bubble around the separatedOffset.
RectF separatedBox;
// Where the bubble is now, which could be anywhere en route to the
// separatedPosition.
// Where the bubble offset is now, which could be anywhere en route to the
// seperatedOffset.
Vec2F currentOffset;
// The final position.
Vec2F currentPosition;
};
@ -63,6 +66,11 @@ private:
List<RectF> m_sortedRightEdges;
};
bool compareLeft(RectF const& a, RectF const& b);
bool compareRight(RectF const& a, RectF const& b);
bool compareOverlapLeft(RectF const& newBox, RectF const& fixedBox);
bool compareOverlapRight(RectF const& newBox, RectF const& fixedBox);
// Shifts box upwards until it is not overlapping any of the boxes in
// sortedLeftEdges
// and sortedRightEdges.
@ -71,7 +79,7 @@ private:
// The two lists contain all the chat bubbles that have been separated, sorted
// by
// the X positions of their left and right edges respectively.
RectF separateBubble(List<RectF>& sortedLeftEdges, List<RectF>& sortedRightEdges, RectF box);
RectF separateBubble(List<RectF> const& sortedLeftEdges, List<RectF> const& sortedRightEdges, List<RectF>& outLeftEdges, List<RectF>& outRightEdges, RectF box);
template <typename T>
BubbleSeparator<T>::BubbleSeparator(float tweenFactor, float movementThreshold)
@ -100,9 +108,10 @@ void BubbleSeparator<T>::setMovementThreshold(float movementThreshold) {
template <typename T>
void BubbleSeparator<T>::addBubble(Vec2F position, RectF boundBox, T contents, unsigned margin) {
boundBox.setYMax(boundBox.yMax() + margin);
RectF separated = separateBubble(m_sortedLeftEdges, m_sortedRightEdges, boundBox);
Vec2F separatedPosition = position + separated.min() - boundBox.min();
Bubble bubble = Bubble{contents, position, position, boundBox, separatedPosition, separated, separatedPosition};
RectF separated = separateBubble(m_sortedLeftEdges, m_sortedRightEdges, m_sortedLeftEdges, m_sortedRightEdges, boundBox);
Vec2F separatedOffset = separated.min() - boundBox.min();
Vec2F separatedPosition = position + separatedOffset;
Bubble bubble = Bubble{ contents, position, position, boundBox, separatedOffset, separated, separatedOffset, separatedPosition };
m_bubbles.insertSorted(move(bubble), &BubbleSeparator<T>::compareBubbleY);
}
@ -126,26 +135,36 @@ List<BubbleState<T>> BubbleSeparator<T>::filtered(function<bool(Bubble const&, T
template <typename T>
void BubbleSeparator<T>::forEach(function<void(Bubble&, T&)> func) {
bool anyMoved = false;
m_bubbles.exec([this, func, &anyMoved](Bubble& bubble) {
List<Box<float, 2>> leftEdges = move(m_sortedLeftEdges);
List<Box<float, 2>> rightEdges = move(m_sortedRightEdges);
m_bubbles.exec([this, func, &anyMoved, &leftEdges, &rightEdges](Bubble& bubble) {
RectF oldBoundBox = bubble.boundBox;
func(bubble, bubble.contents);
// Kae: I'm disabling the movement threshold check for now because it also
// stops bubble sorting on bubbles that haven't moved, which causes problems.
Vec2F sizeDelta = bubble.boundBox.size() - oldBoundBox.size();
Vec2F positionDelta = bubble.idealDestination - bubble.currentDestination;
if (sizeDelta.magnitude() > m_movementThreshold || positionDelta.magnitude() > m_movementThreshold) {
m_sortedLeftEdges.remove(bubble.separatedBox);
m_sortedRightEdges.remove(bubble.separatedBox);
RectF boundBox = bubble.boundBox.translated(positionDelta);
RectF separated = separateBubble(m_sortedLeftEdges, m_sortedRightEdges, boundBox);
anyMoved = true;
bubble.currentDestination = bubble.idealDestination;
bubble.boundBox = boundBox;
bubble.separatedPosition = bubble.idealDestination + separated.min() - boundBox.min();
bubble.separatedBox = separated;
bubble.currentPosition += positionDelta;
}
leftEdges.remove(bubble.separatedBox);
rightEdges.remove(bubble.separatedBox);
RectF boundBox = RectF::withCenter(bubble.idealDestination, bubble.boundBox.size());
RectF separated = separateBubble(leftEdges, rightEdges, m_sortedLeftEdges, m_sortedRightEdges, boundBox);
leftEdges.insertSorted(bubble.separatedBox, compareLeft);
rightEdges.insertSorted(bubble.separatedBox, compareRight);
anyMoved = true;
bubble.currentDestination = bubble.idealDestination;
bubble.boundBox = boundBox;
bubble.seperatedOffset = separated.min() - boundBox.min();
bubble.separatedBox = separated;
});
m_sortedLeftEdges.sort(compareLeft);
m_sortedRightEdges.sort(compareRight);
if (anyMoved)
m_bubbles.sort(&BubbleSeparator<T>::compareBubbleY);
}
@ -153,8 +172,10 @@ void BubbleSeparator<T>::forEach(function<void(Bubble&, T&)> func) {
template <typename T>
void BubbleSeparator<T>::update() {
m_bubbles.exec([this](Bubble& bubble) {
Vec2F delta = bubble.separatedPosition - bubble.currentPosition;
bubble.currentPosition += m_tweenFactor * delta;
Vec2F delta = bubble.seperatedOffset - bubble.currentOffset;
bubble.currentOffset += m_tweenFactor * delta;
bubble.currentPosition = bubble.currentDestination + bubble.currentOffset;
});
}

View File

@ -53,7 +53,7 @@ void NameplatePainter::update(WorldClientPtr const& world, WorldCamera const& ca
m_nametags.forEach([&world, &camera, this, inspectionMode](BubbleState<Nametag>& bubbleState, Nametag& nametag) {
if (auto entity = as<NametagEntity>(world->entity(nametag.entityId))) {
bubbleState.idealDestination = camera.worldToScreen(entity->position()) + m_offset * camera.pixelRatio();
bubbleState.idealDestination = camera.worldToScreen(entity->nametagOrigin()) + m_offset * camera.pixelRatio();
bubbleState.boundBox = determineBoundBox(bubbleState.idealDestination, nametag);
nametag.statusText = entity->statusText();

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@ -810,6 +810,10 @@ Vec3B Monster::nametagColor() const {
return m_monsterVariant.nametagColor;
}
Vec2F Monster::nametagOrigin() const {
return mouthPosition(false);
}
bool Monster::aggressive() const {
return m_aggressive;
}
@ -826,6 +830,10 @@ Vec2F Monster::mouthPosition() const {
return mouthOffset() + position();
}
Vec2F Monster::mouthPosition(bool) const {
return mouthPosition();
}
List<ChatAction> Monster::pullPendingChatActions() {
return std::move(m_pendingChatActions);
}

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@ -111,6 +111,7 @@ public:
Maybe<String> statusText() const override;
bool displayNametag() const override;
Vec3B nametagColor() const override;
Vec2F nametagOrigin() const override;
bool aggressive() const override;
@ -118,6 +119,7 @@ public:
Maybe<LuaValue> evalScript(String const& code) override;
virtual Vec2F mouthPosition() const override;
virtual Vec2F mouthPosition(bool ignoreAdjustments) const override;
virtual List<ChatAction> pullPendingChatActions() override;
List<PhysicsForceRegion> forceRegions() const override;

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@ -216,9 +216,9 @@ RectF Npc::metaBoundBox() const {
return RectF(-4, -4, 4, 4);
}
Vec2F Npc::mouthOffset() const {
return Vec2F{m_humanoid.mouthOffset(true)[0] * numericalDirection(m_humanoid.facingDirection()),
m_humanoid.mouthOffset(true)[1]};
Vec2F Npc::mouthOffset(bool ignoreAdjustments) const {
return Vec2F{m_humanoid.mouthOffset(ignoreAdjustments)[0] * numericalDirection(m_humanoid.facingDirection()),
m_humanoid.mouthOffset(ignoreAdjustments)[1]};
}
Vec2F Npc::feetOffset() const {
@ -508,6 +508,10 @@ Vec3B Npc::nametagColor() const {
return m_npcVariant.nametagColor;
}
Vec2F Npc::nametagOrigin() const {
return mouthPosition(false);
}
bool Npc::aggressive() const {
return m_aggressive.get();
}
@ -804,7 +808,11 @@ void Npc::getNetStates(bool initial) {
}
Vec2F Npc::mouthPosition() const {
return mouthOffset() + position();
return mouthOffset(true) + position();
}
Vec2F Npc::mouthPosition(bool ignoreAdjustments) const {
return mouthOffset(ignoreAdjustments) + position();
}
List<ChatAction> Npc::pullPendingChatActions() {

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@ -57,7 +57,7 @@ public:
Vec2F position() const override;
RectF metaBoundBox() const override;
Vec2F mouthOffset() const;
Vec2F mouthOffset(bool ignoreAdjustments = true) const;
Vec2F feetOffset() const;
Vec2F headArmorOffset() const;
Vec2F chestArmorOffset() const;
@ -105,6 +105,7 @@ public:
Maybe<String> statusText() const override;
bool displayNametag() const override;
Vec3B nametagColor() const override;
Vec2F nametagOrigin() const override;
bool aggressive() const;
@ -112,6 +113,7 @@ public:
Maybe<LuaValue> evalScript(String const& code) override;
Vec2F mouthPosition() const override;
Vec2F mouthPosition(bool ignoreAdjustments) const override;
List<ChatAction> pullPendingChatActions() override;
bool isInteractive() const override;

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@ -1193,6 +1193,10 @@ Vec2F Object::mouthPosition() const {
}
}
Vec2F Object::mouthPosition(bool) const {
return mouthPosition();
}
List<ChatAction> Object::pullPendingChatActions() {
return std::move(m_pendingChatActions);
}

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@ -114,6 +114,7 @@ public:
Maybe<LuaValue> evalScript(String const& code) override;
virtual Vec2F mouthPosition() const override;
virtual Vec2F mouthPosition(bool ignoreAdjustments) const override;
virtual List<ChatAction> pullPendingChatActions() override;
void breakObject(bool smash = true);

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@ -580,9 +580,9 @@ Vec2F Player::velocity() const {
return m_movementController->velocity();
}
Vec2F Player::mouthOffset() const {
Vec2F Player::mouthOffset(bool ignoreAdjustments) const {
return Vec2F(
m_humanoid->mouthOffset(true)[0] * numericalDirection(facingDirection()), m_humanoid->mouthOffset(true)[1]);
m_humanoid->mouthOffset(ignoreAdjustments)[0] * numericalDirection(facingDirection()), m_humanoid->mouthOffset(ignoreAdjustments)[1]);
}
Vec2F Player::feetOffset() const {
@ -610,7 +610,11 @@ Vec2F Player::legsArmorOffset() const {
}
Vec2F Player::mouthPosition() const {
return position() + mouthOffset();
return position() + mouthOffset(true);
}
Vec2F Player::mouthPosition(bool ignoreAdjustments) const {
return position() + mouthOffset(ignoreAdjustments);
}
RectF Player::collisionArea() const {
@ -1933,6 +1937,10 @@ Vec3B Player::nametagColor() const {
return jsonToVec3B(assets->json("/player.config:nametagColor"));
}
Vec2F Player::nametagOrigin() const {
return mouthPosition(false);
}
void Player::setBodyDirectives(String const& directives) {
m_identity.bodyDirectives = directives;
m_identityUpdated = true;

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@ -86,7 +86,8 @@ public:
Vec2F velocity() const override;
Vec2F mouthPosition() const override;
Vec2F mouthOffset() const;
Vec2F mouthPosition(bool ignoreAdjustments) const override;
Vec2F mouthOffset(bool ignoreAdjustments = true) const;
Vec2F feetOffset() const;
Vec2F headArmorOffset() const;
Vec2F chestArmorOffset() const;
@ -284,6 +285,7 @@ public:
Maybe<String> statusText() const override;
bool displayNametag() const override;
Vec3B nametagColor() const override;
Vec2F nametagOrigin() const override;
void setBodyDirectives(String const& directives);
void setHairType(String const& group, String const& type);

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@ -10,7 +10,8 @@ STAR_CLASS(ChattyEntity);
class ChattyEntity : public virtual Entity {
public:
virtual Vec2F mouthPosition() const = 0;
virtual Vec2F mouthPosition() const { return mouthPosition(true); };
virtual Vec2F mouthPosition(bool) const = 0;
virtual List<ChatAction> pullPendingChatActions() = 0;
};

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@ -13,6 +13,7 @@ public:
virtual Maybe<String> statusText() const = 0;
virtual bool displayNametag() const = 0;
virtual Vec3B nametagColor() const = 0;
virtual Vec2F nametagOrigin() const = 0;
};
}