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mirror of https://github.com/rwengine/openrw.git synced 2024-09-19 08:52:33 +02:00

Overhaul ingame camera implementation, much better now.

This commit is contained in:
Daniel Evans 2016-05-21 19:06:37 +01:00
parent 7a987ea1b6
commit 39c639fc60
4 changed files with 62 additions and 21 deletions

View File

@ -82,6 +82,8 @@ public:
bool isFlipped() const; bool isFlipped() const;
float getVelocity() const;
void ejectAll(); void ejectAll();
GameObject* getOccupant(size_t seat); GameObject* getOccupant(size_t seat);

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@ -365,6 +365,14 @@ bool VehicleObject::isFlipped() const
return up.z <= -0.1f; return up.z <= -0.1f;
} }
float VehicleObject::getVelocity() const
{
if (physVehicle) {
return (physVehicle->getCurrentSpeedKmHour()*1000.f)/(60.f*60.f);
}
return 0.f;
}
void VehicleObject::setSteeringAngle(float a) void VehicleObject::setSteeringAngle(float a)
{ {
steerAngle = a; steerAngle = a;

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@ -15,11 +15,19 @@
#include <script/ScriptMachine.hpp> #include <script/ScriptMachine.hpp>
#include <dynamics/RaycastCallbacks.hpp> #include <dynamics/RaycastCallbacks.hpp>
#define AUTOLOOK_TIME 2.f constexpr float kAutoLookTime = 2.f;
constexpr float kAutolookMinVelocity = 0.2f;
const float kMaxRotationRate = glm::half_pi<float>();
const float kCameraPitchLimit = glm::quarter_pi<float>() * 0.5f;
IngameState::IngameState(RWGame* game, bool newgame, const std::string& save) IngameState::IngameState(RWGame* game, bool newgame, const std::string& save)
: State(game), started(false), newgame(newgame), save(save), : State(game)
autolookTimer(0.f), camMode(IngameState::CAMERA_NORMAL) , started(false)
, save(save)
, newgame(newgame)
, autolookTimer(0.f)
, camMode(IngameState::CAMERA_NORMAL)
, m_cameraAngles { 0.f, glm::half_pi<float>() }
{ {
} }
@ -108,20 +116,24 @@ void IngameState::tick(float dt)
autolookTimer = std::max(autolookTimer - dt, 0.f); autolookTimer = std::max(autolookTimer - dt, 0.f);
auto player = game->getPlayer(); auto player = game->getPlayer();
if( player && player->isInputEnabled() && game->hasFocus() ) if( player && player->isInputEnabled() )
{ {
float qpi = glm::half_pi<float>();
sf::Vector2f screenSize(getWindow().getSize()); sf::Vector2f screenSize(getWindow().getSize());
sf::Vector2f screenCenter(screenSize / 2.f); sf::Vector2f screenCenter(screenSize / 2.f);
sf::Vector2f mouseMove;
if (game->hasFocus())
{
sf::Vector2f mousePos(sf::Mouse::getPosition(getWindow())); sf::Vector2f mousePos(sf::Mouse::getPosition(getWindow()));
sf::Vector2f deltaMouse = (mousePos - screenCenter); sf::Vector2f deltaMouse = (mousePos - screenCenter);
sf::Vector2f mouseMove(deltaMouse.x / screenSize.x, deltaMouse.y / screenSize.y); mouseMove = sf::Vector2f(deltaMouse.x / screenSize.x, deltaMouse.y / screenSize.y);
sf::Mouse::setPosition(sf::Vector2i(screenCenter), getWindow()); sf::Mouse::setPosition(sf::Vector2i(screenCenter), getWindow());
if(deltaMouse.x != 0 || deltaMouse.y != 0) if(deltaMouse.x != 0 || deltaMouse.y != 0)
{ {
autolookTimer = AUTOLOOK_TIME; autolookTimer = kAutoLookTime;
m_cameraAngles += glm::vec2(mouseMove.x, mouseMove.y);
m_cameraAngles.y = glm::clamp(m_cameraAngles.y, kCameraPitchLimit, glm::pi<float>() - kCameraPitchLimit);
}
} }
float viewDistance = 4.f; float viewDistance = 4.f;
@ -169,20 +181,36 @@ void IngameState::tick(float dt)
targetPosition = vehicle->getPosition(); targetPosition = vehicle->getPosition();
lookTargetPosition = targetPosition; lookTargetPosition = targetPosition;
lookTargetPosition.z += (vehicle->info->handling.dimensions.z); lookTargetPosition.z += (vehicle->info->handling.dimensions.z);
targetPosition.z += (vehicle->info->handling.dimensions.z * 2.f); targetPosition.z += (vehicle->info->handling.dimensions.z * 1.f);
physTarget = vehicle->physBody; physTarget = vehicle->physBody;
m_cameraAngles.y = glm::half_pi<float>();
// Rotate the camera to the ideal angle if the player isn't moving it
float velocity = vehicle->getVelocity();
if (autolookTimer <= 0.f && glm::abs(velocity) > kAutolookMinVelocity)
{
auto idealAngle = -glm::roll(vehicle->getRotation()) - glm::half_pi<float>();
if (velocity < 0.f) {
idealAngle = glm::mod(idealAngle - glm::pi<float>(), glm::pi<float>() * 2.f);
}
float currentAngle = glm::mod(m_cameraAngles.x, glm::pi<float>()*2);
float rotation = idealAngle - currentAngle;
if (glm::abs(rotation) > glm::pi<float>()) {
rotation -= glm::sign(rotation) * glm::pi<float>()*2.f;
}
m_cameraAngles.x += glm::sign(rotation) * std::min(kMaxRotationRate * dt, glm::abs(rotation));
}
} }
// Non-topdown camera can orbit // Non-topdown camera can orbit
if( camMode != IngameState::CAMERA_TOPDOWN ) if( camMode != IngameState::CAMERA_TOPDOWN )
{ {
// Rotate the cameraPosition vector around targetPosition by the mouse movement // Determine the "ideal" camera position for the current view angles
auto camtotarget = targetPosition - cameraPosition; auto yaw = glm::angleAxis(m_cameraAngles.x, glm::vec3(0.f, 0.f,-1.f));
float camAngle = glm::atan(camtotarget.y, camtotarget.x); auto pitch = glm::angleAxis(m_cameraAngles.y, glm::vec3(0.f,-1.f, 0.f));
glm::quat epsilon( glm::vec3( 0.f, 0.f, camAngle) ); auto cameraOffset =
glm::quat theta( glm::vec3(0.f, 0.f, -mouseMove.x) ); yaw * pitch * glm::vec3(0.f, 0.f, viewDistance);
glm::quat rho( epsilon * glm::vec3(0.f, mouseMove.y, 0.f) ); cameraPosition = targetPosition + cameraOffset;
cameraPosition = targetPosition - (theta * (rho * camtotarget));
} }
else else
{ {

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@ -27,6 +27,9 @@ class IngameState : public State
/** Timer to hold user camera position */ /** Timer to hold user camera position */
float autolookTimer; float autolookTimer;
CameraMode camMode; CameraMode camMode;
/// Current camera yaw and pitch
glm::vec2 m_cameraAngles;
public: public:
/** /**
* @brief IngameState * @brief IngameState