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:
parent
94c84ad013
commit
63b68b3a55
@ -3,7 +3,8 @@
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"showMasterNames" : true,
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"fontDirectives" : "?border=1;222;2220",
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"inspectOpacityRate" : 0.15,
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"movementThreshold" : 0.5
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"movementThreshold" : 0.5,
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"offset" : [0, 13]
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},
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"font" : {
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"defaultDirectives" : "",
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@ -1,3 +1,4 @@
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{
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"movementThreshold" : 0.5
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"movementThreshold" : 0.5,
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"bubbleOffset" : [0, 1.875]
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}
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@ -1,4 +1,5 @@
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#include "StarChatBubbleSeparation.hpp"
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#include "StarLogging.hpp"
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namespace Star {
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@ -21,7 +22,7 @@ bool compareOverlapRight(RectF const& newBox, RectF const& fixedBox) {
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template <typename Compare>
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void appendHorizontalOverlaps(List<RectF>& overlaps,
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List<RectF> const& boxes,
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List<RectF>::iterator leftBound,
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List<RectF>::const_iterator leftBound,
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Compare compare,
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RectF const& box) {
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auto i = leftBound;
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@ -36,7 +37,7 @@ void appendHorizontalOverlaps(List<RectF>& overlaps,
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}
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}
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RectF separateBubble(List<RectF>& sortedLeftEdges, List<RectF>& sortedRightEdges, RectF box) {
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RectF separateBubble(List<RectF> const& sortedLeftEdges, List<RectF> const& sortedRightEdges, List<RectF>& outLeftEdges, List<RectF>& outRightEdges, RectF box) {
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// We have to maintain two lists of boxes: one sorted by the left edges and
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// one
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// by the right edges. This is because boxes can be different sizes, and
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@ -54,19 +55,33 @@ RectF separateBubble(List<RectF>& sortedLeftEdges, List<RectF>& sortedRightEdges
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// overlap with 'box'.
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while (true) {
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// While box is overlapping any other boxes, raise its Y value.
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List<RectF> overlappingBoxes =
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horizontalOverlaps.filtered([&box](RectF const& overlapper) { return box.intersects(overlapper, false); });
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// While box is overlapping any other boxes, move it halfway away.
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List<RectF> overlappingBoxes = horizontalOverlaps.filtered([&box](RectF const& overlapper) {
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if (overlapper.intersects(box, false)) {
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Vec2F oSize = overlapper.size(), bSize = box.size();
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if (oSize[0] == bSize[0]) {
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if (oSize[1] == bSize[1])
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return overlapper.center()[1] <= box.center()[1];
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else
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return oSize[1] > bSize[1];
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}
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else if (oSize[0] > bSize[0])
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return true;
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}
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return false;
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});
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if (overlappingBoxes.empty())
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break;
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RectF overlapBoundBox = fold(overlappingBoxes, box, [](RectF const& a, RectF const& b) { return a.combined(b); });
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SpatialLogger::logPoly("screen", PolyF(box), { 255, 0, 0, 255 });
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SpatialLogger::logPoly("screen", PolyF(overlapBoundBox), { 0, 0, 255, 255 });
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auto height = box.height();
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box.setYMin(overlapBoundBox.yMax());
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box.setYMax(box.yMin() + height);
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}
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sortedLeftEdges.insertSorted(box, compareLeft);
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sortedRightEdges.insertSorted(box, compareRight);
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outLeftEdges.append(box);
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outRightEdges.append(box);
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return box;
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}
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@ -20,13 +20,16 @@ struct BubbleState {
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Vec2F currentDestination;
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// The bound box of the nametag if it was at the destination.
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RectF boundBox;
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// The position for the bubble chosen by the algorithm (which it may not
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// The separation offset for the bubble chosen by the algorithm (which it may not
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// have fully moved to yet).
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Vec2F separatedPosition;
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// The bound box of the bubble around the separatedPosition.
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Vec2F seperatedOffset;
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// The bound box of the bubble around the separatedOffset.
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RectF separatedBox;
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// Where the bubble is now, which could be anywhere en route to the
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// separatedPosition.
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// Where the bubble offset is now, which could be anywhere en route to the
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// seperatedOffset.
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Vec2F currentOffset;
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// The final position.
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Vec2F currentPosition;
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};
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@ -63,6 +66,11 @@ private:
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List<RectF> m_sortedRightEdges;
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};
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bool compareLeft(RectF const& a, RectF const& b);
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bool compareRight(RectF const& a, RectF const& b);
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bool compareOverlapLeft(RectF const& newBox, RectF const& fixedBox);
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bool compareOverlapRight(RectF const& newBox, RectF const& fixedBox);
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// Shifts box upwards until it is not overlapping any of the boxes in
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// sortedLeftEdges
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// and sortedRightEdges.
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@ -71,7 +79,7 @@ private:
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// The two lists contain all the chat bubbles that have been separated, sorted
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// by
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// the X positions of their left and right edges respectively.
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RectF separateBubble(List<RectF>& sortedLeftEdges, List<RectF>& sortedRightEdges, RectF box);
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RectF separateBubble(List<RectF> const& sortedLeftEdges, List<RectF> const& sortedRightEdges, List<RectF>& outLeftEdges, List<RectF>& outRightEdges, RectF box);
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template <typename T>
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BubbleSeparator<T>::BubbleSeparator(float tweenFactor, float movementThreshold)
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@ -100,9 +108,10 @@ void BubbleSeparator<T>::setMovementThreshold(float movementThreshold) {
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template <typename T>
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void BubbleSeparator<T>::addBubble(Vec2F position, RectF boundBox, T contents, unsigned margin) {
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boundBox.setYMax(boundBox.yMax() + margin);
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RectF separated = separateBubble(m_sortedLeftEdges, m_sortedRightEdges, boundBox);
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Vec2F separatedPosition = position + separated.min() - boundBox.min();
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Bubble bubble = Bubble{contents, position, position, boundBox, separatedPosition, separated, separatedPosition};
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RectF separated = separateBubble(m_sortedLeftEdges, m_sortedRightEdges, m_sortedLeftEdges, m_sortedRightEdges, boundBox);
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Vec2F separatedOffset = separated.min() - boundBox.min();
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Vec2F separatedPosition = position + separatedOffset;
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Bubble bubble = Bubble{ contents, position, position, boundBox, separatedOffset, separated, separatedOffset, separatedPosition };
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m_bubbles.insertSorted(move(bubble), &BubbleSeparator<T>::compareBubbleY);
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}
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@ -126,26 +135,36 @@ List<BubbleState<T>> BubbleSeparator<T>::filtered(function<bool(Bubble const&, T
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template <typename T>
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void BubbleSeparator<T>::forEach(function<void(Bubble&, T&)> func) {
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bool anyMoved = false;
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m_bubbles.exec([this, func, &anyMoved](Bubble& bubble) {
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List<Box<float, 2>> leftEdges = move(m_sortedLeftEdges);
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List<Box<float, 2>> rightEdges = move(m_sortedRightEdges);
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m_bubbles.exec([this, func, &anyMoved, &leftEdges, &rightEdges](Bubble& bubble) {
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RectF oldBoundBox = bubble.boundBox;
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func(bubble, bubble.contents);
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// Kae: I'm disabling the movement threshold check for now because it also
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// stops bubble sorting on bubbles that haven't moved, which causes problems.
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Vec2F sizeDelta = bubble.boundBox.size() - oldBoundBox.size();
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Vec2F positionDelta = bubble.idealDestination - bubble.currentDestination;
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if (sizeDelta.magnitude() > m_movementThreshold || positionDelta.magnitude() > m_movementThreshold) {
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m_sortedLeftEdges.remove(bubble.separatedBox);
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m_sortedRightEdges.remove(bubble.separatedBox);
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RectF boundBox = bubble.boundBox.translated(positionDelta);
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RectF separated = separateBubble(m_sortedLeftEdges, m_sortedRightEdges, boundBox);
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leftEdges.remove(bubble.separatedBox);
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rightEdges.remove(bubble.separatedBox);
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RectF boundBox = RectF::withCenter(bubble.idealDestination, bubble.boundBox.size());
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RectF separated = separateBubble(leftEdges, rightEdges, m_sortedLeftEdges, m_sortedRightEdges, boundBox);
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leftEdges.insertSorted(bubble.separatedBox, compareLeft);
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rightEdges.insertSorted(bubble.separatedBox, compareRight);
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anyMoved = true;
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bubble.currentDestination = bubble.idealDestination;
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bubble.boundBox = boundBox;
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bubble.separatedPosition = bubble.idealDestination + separated.min() - boundBox.min();
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bubble.seperatedOffset = separated.min() - boundBox.min();
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bubble.separatedBox = separated;
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bubble.currentPosition += positionDelta;
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}
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});
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m_sortedLeftEdges.sort(compareLeft);
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m_sortedRightEdges.sort(compareRight);
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if (anyMoved)
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m_bubbles.sort(&BubbleSeparator<T>::compareBubbleY);
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}
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@ -153,8 +172,10 @@ void BubbleSeparator<T>::forEach(function<void(Bubble&, T&)> func) {
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template <typename T>
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void BubbleSeparator<T>::update() {
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m_bubbles.exec([this](Bubble& bubble) {
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Vec2F delta = bubble.separatedPosition - bubble.currentPosition;
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bubble.currentPosition += m_tweenFactor * delta;
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Vec2F delta = bubble.seperatedOffset - bubble.currentOffset;
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bubble.currentOffset += m_tweenFactor * delta;
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bubble.currentPosition = bubble.currentDestination + bubble.currentOffset;
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});
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}
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@ -53,7 +53,7 @@ void NameplatePainter::update(WorldClientPtr const& world, WorldCamera const& ca
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m_nametags.forEach([&world, &camera, this, inspectionMode](BubbleState<Nametag>& bubbleState, Nametag& nametag) {
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if (auto entity = as<NametagEntity>(world->entity(nametag.entityId))) {
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bubbleState.idealDestination = camera.worldToScreen(entity->position()) + m_offset * camera.pixelRatio();
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bubbleState.idealDestination = camera.worldToScreen(entity->nametagOrigin()) + m_offset * camera.pixelRatio();
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bubbleState.boundBox = determineBoundBox(bubbleState.idealDestination, nametag);
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nametag.statusText = entity->statusText();
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@ -810,6 +810,10 @@ Vec3B Monster::nametagColor() const {
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return m_monsterVariant.nametagColor;
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}
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Vec2F Monster::nametagOrigin() const {
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return mouthPosition(false);
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}
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bool Monster::aggressive() const {
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return m_aggressive;
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}
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@ -826,6 +830,10 @@ Vec2F Monster::mouthPosition() const {
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return mouthOffset() + position();
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}
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Vec2F Monster::mouthPosition(bool) const {
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return mouthPosition();
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}
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List<ChatAction> Monster::pullPendingChatActions() {
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return std::move(m_pendingChatActions);
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}
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@ -111,6 +111,7 @@ public:
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Maybe<String> statusText() const override;
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bool displayNametag() const override;
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Vec3B nametagColor() const override;
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Vec2F nametagOrigin() const override;
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bool aggressive() const override;
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@ -118,6 +119,7 @@ public:
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Maybe<LuaValue> evalScript(String const& code) override;
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virtual Vec2F mouthPosition() const override;
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virtual Vec2F mouthPosition(bool ignoreAdjustments) const override;
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virtual List<ChatAction> pullPendingChatActions() override;
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List<PhysicsForceRegion> forceRegions() const override;
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@ -216,9 +216,9 @@ RectF Npc::metaBoundBox() const {
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return RectF(-4, -4, 4, 4);
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}
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Vec2F Npc::mouthOffset() const {
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return Vec2F{m_humanoid.mouthOffset(true)[0] * numericalDirection(m_humanoid.facingDirection()),
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m_humanoid.mouthOffset(true)[1]};
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Vec2F Npc::mouthOffset(bool ignoreAdjustments) const {
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return Vec2F{m_humanoid.mouthOffset(ignoreAdjustments)[0] * numericalDirection(m_humanoid.facingDirection()),
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m_humanoid.mouthOffset(ignoreAdjustments)[1]};
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}
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Vec2F Npc::feetOffset() const {
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@ -508,6 +508,10 @@ Vec3B Npc::nametagColor() const {
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return m_npcVariant.nametagColor;
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}
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Vec2F Npc::nametagOrigin() const {
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return mouthPosition(false);
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}
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bool Npc::aggressive() const {
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return m_aggressive.get();
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}
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@ -804,7 +808,11 @@ void Npc::getNetStates(bool initial) {
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}
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Vec2F Npc::mouthPosition() const {
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return mouthOffset() + position();
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return mouthOffset(true) + position();
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}
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Vec2F Npc::mouthPosition(bool ignoreAdjustments) const {
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return mouthOffset(ignoreAdjustments) + position();
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}
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List<ChatAction> Npc::pullPendingChatActions() {
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@ -57,7 +57,7 @@ public:
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Vec2F position() const override;
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RectF metaBoundBox() const override;
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Vec2F mouthOffset() const;
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Vec2F mouthOffset(bool ignoreAdjustments = true) const;
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Vec2F feetOffset() const;
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Vec2F headArmorOffset() const;
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Vec2F chestArmorOffset() const;
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@ -105,6 +105,7 @@ public:
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Maybe<String> statusText() const override;
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bool displayNametag() const override;
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Vec3B nametagColor() const override;
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Vec2F nametagOrigin() const override;
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bool aggressive() const;
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@ -112,6 +113,7 @@ public:
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Maybe<LuaValue> evalScript(String const& code) override;
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Vec2F mouthPosition() const override;
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Vec2F mouthPosition(bool ignoreAdjustments) const override;
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List<ChatAction> pullPendingChatActions() override;
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bool isInteractive() const override;
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@ -1193,6 +1193,10 @@ Vec2F Object::mouthPosition() const {
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}
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}
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Vec2F Object::mouthPosition(bool) const {
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return mouthPosition();
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}
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List<ChatAction> Object::pullPendingChatActions() {
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return std::move(m_pendingChatActions);
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}
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@ -114,6 +114,7 @@ public:
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Maybe<LuaValue> evalScript(String const& code) override;
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virtual Vec2F mouthPosition() const override;
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virtual Vec2F mouthPosition(bool ignoreAdjustments) const override;
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virtual List<ChatAction> pullPendingChatActions() override;
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void breakObject(bool smash = true);
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@ -580,9 +580,9 @@ Vec2F Player::velocity() const {
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return m_movementController->velocity();
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}
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Vec2F Player::mouthOffset() const {
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Vec2F Player::mouthOffset(bool ignoreAdjustments) const {
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return Vec2F(
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m_humanoid->mouthOffset(true)[0] * numericalDirection(facingDirection()), m_humanoid->mouthOffset(true)[1]);
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m_humanoid->mouthOffset(ignoreAdjustments)[0] * numericalDirection(facingDirection()), m_humanoid->mouthOffset(ignoreAdjustments)[1]);
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}
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Vec2F Player::feetOffset() const {
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@ -610,7 +610,11 @@ Vec2F Player::legsArmorOffset() const {
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}
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Vec2F Player::mouthPosition() const {
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return position() + mouthOffset();
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return position() + mouthOffset(true);
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}
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Vec2F Player::mouthPosition(bool ignoreAdjustments) const {
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return position() + mouthOffset(ignoreAdjustments);
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}
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RectF Player::collisionArea() const {
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@ -1933,6 +1937,10 @@ Vec3B Player::nametagColor() const {
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return jsonToVec3B(assets->json("/player.config:nametagColor"));
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}
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Vec2F Player::nametagOrigin() const {
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return mouthPosition(false);
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}
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void Player::setBodyDirectives(String const& directives) {
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m_identity.bodyDirectives = directives;
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m_identityUpdated = true;
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@ -86,7 +86,8 @@ public:
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Vec2F velocity() const override;
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Vec2F mouthPosition() const override;
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Vec2F mouthOffset() const;
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Vec2F mouthPosition(bool ignoreAdjustments) const override;
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Vec2F mouthOffset(bool ignoreAdjustments = true) const;
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Vec2F feetOffset() const;
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Vec2F headArmorOffset() const;
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Vec2F chestArmorOffset() const;
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@ -284,6 +285,7 @@ public:
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Maybe<String> statusText() const override;
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bool displayNametag() const override;
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Vec3B nametagColor() const override;
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Vec2F nametagOrigin() const override;
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void setBodyDirectives(String const& directives);
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void setHairType(String const& group, String const& type);
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@ -10,7 +10,8 @@ STAR_CLASS(ChattyEntity);
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class ChattyEntity : public virtual Entity {
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public:
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virtual Vec2F mouthPosition() const = 0;
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virtual Vec2F mouthPosition() const { return mouthPosition(true); };
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virtual Vec2F mouthPosition(bool) const = 0;
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virtual List<ChatAction> pullPendingChatActions() = 0;
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};
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@ -13,6 +13,7 @@ public:
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virtual Maybe<String> statusText() const = 0;
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virtual bool displayNametag() const = 0;
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virtual Vec3B nametagColor() const = 0;
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virtual Vec2F nametagOrigin() const = 0;
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};
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}
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