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synced 2024-10-06 09:07:19 +02:00
Improve ingame camera with invert y option in configuration.
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4a2141605d
commit
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@ -40,6 +40,9 @@ the game will look for ``~/.config/OpenRW/openrw.ini``, which should look like:
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```
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[game]
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path=/opt/games/Grand Theft Auto 3/ ; Game data path
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[input]
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invert_y=0 ; Invert camera Y
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```
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Eventually the game will write this for you, but currently it must be done by
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hand.
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@ -11,6 +11,7 @@ GameConfig::GameConfig(const std::string& configName, const std::string& configP
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: m_configName(configName)
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, m_configPath(configPath)
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, m_valid(false)
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, m_inputInvertY(false)
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{
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if (m_configPath.empty())
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{
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@ -78,6 +79,10 @@ int GameConfig::handler(void* user,
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{
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self->m_gamePath = value;
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}
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else if (MATCH("input", "invert_y"))
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{
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self->m_inputInvertY = atoi(value) > 0;
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}
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else
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{
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RW_MESSAGE("Unhandled config entry [" << section << "] " << name << " = " << value);
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@ -24,6 +24,7 @@ public:
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bool isValid();
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const std::string& getGameDataPath() const { return m_gamePath; }
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const bool getInputInvertY() const { return m_inputInvertY; }
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private:
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static std::string getDefaultConfigPath();
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@ -38,6 +39,9 @@ private:
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/// Path to the game data
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std::string m_gamePath;
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/// Invert the y axis for camera control.
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bool m_inputInvertY;
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};
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#endif
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@ -83,6 +83,11 @@ public:
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return script;
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}
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const GameConfig& getConfig() const
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{
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return config;
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}
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bool hitWorldRay(glm::vec3 &hit, glm::vec3 &normal, GameObject** object = nullptr)
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{
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auto vc = nextCam;
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@ -19,6 +19,7 @@ constexpr float kAutoLookTime = 2.f;
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constexpr float kAutolookMinVelocity = 0.2f;
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const float kMaxRotationRate = glm::half_pi<float>();
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const float kCameraPitchLimit = glm::quarter_pi<float>() * 0.5f;
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const float kVehicleCameraPitch = glm::half_pi<float>() - glm::quarter_pi<float>() * 0.25f;
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IngameState::IngameState(RWGame* game, bool newgame, const std::string& save)
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: State(game)
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@ -28,6 +29,8 @@ IngameState::IngameState(RWGame* game, bool newgame, const std::string& save)
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, autolookTimer(0.f)
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, camMode(IngameState::CAMERA_NORMAL)
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, m_cameraAngles { 0.f, glm::half_pi<float>() }
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, m_invertedY(game->getConfig().getInputInvertY())
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, m_vehicleFreeLook(true)
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{
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}
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@ -131,6 +134,9 @@ void IngameState::tick(float dt)
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if(deltaMouse.x != 0 || deltaMouse.y != 0)
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{
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autolookTimer = kAutoLookTime;
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if (!m_invertedY) {
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mouseMove.y = -mouseMove.y;
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}
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m_cameraAngles += glm::vec2(mouseMove.x, mouseMove.y);
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m_cameraAngles.y = glm::clamp(m_cameraAngles.y, kCameraPitchLimit, glm::pi<float>() - kCameraPitchLimit);
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}
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@ -183,22 +189,30 @@ void IngameState::tick(float dt)
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lookTargetPosition.z += (vehicle->info->handling.dimensions.z);
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targetPosition.z += (vehicle->info->handling.dimensions.z * 1.f);
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physTarget = vehicle->physBody;
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m_cameraAngles.y = glm::half_pi<float>();
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if (!m_vehicleFreeLook)
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{
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m_cameraAngles.y = kVehicleCameraPitch;
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}
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// Rotate the camera to the ideal angle if the player isn't moving it
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float velocity = vehicle->getVelocity();
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if (autolookTimer <= 0.f && glm::abs(velocity) > kAutolookMinVelocity)
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{
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auto idealAngle = -glm::roll(vehicle->getRotation()) - glm::half_pi<float>();
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auto idealYaw = -glm::roll(vehicle->getRotation()) + glm::half_pi<float>();
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const auto idealPitch = kVehicleCameraPitch;
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if (velocity < 0.f) {
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idealAngle = glm::mod(idealAngle - glm::pi<float>(), glm::pi<float>() * 2.f);
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idealYaw = glm::mod(idealYaw - glm::pi<float>(), glm::pi<float>() * 2.f);
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}
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float currentAngle = glm::mod(m_cameraAngles.x, glm::pi<float>()*2);
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float rotation = idealAngle - currentAngle;
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if (glm::abs(rotation) > glm::pi<float>()) {
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rotation -= glm::sign(rotation) * glm::pi<float>()*2.f;
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float currentYaw = glm::mod(m_cameraAngles.x, glm::pi<float>()*2);
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float currentPitch = m_cameraAngles.y;
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float deltaYaw = idealYaw - currentYaw;
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float deltaPitch = idealPitch - currentPitch;
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if (glm::abs(deltaYaw) > glm::pi<float>()) {
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deltaYaw -= glm::sign(deltaYaw) * glm::pi<float>()*2.f;
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}
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m_cameraAngles.x += glm::sign(rotation) * std::min(kMaxRotationRate * dt, glm::abs(rotation));
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m_cameraAngles.x += glm::sign(deltaYaw) * std::min(kMaxRotationRate * dt, glm::abs(deltaYaw));
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m_cameraAngles.y += glm::sign(deltaPitch) * std::min(kMaxRotationRate * dt, glm::abs(deltaPitch));
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}
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}
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@ -207,7 +221,7 @@ void IngameState::tick(float dt)
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{
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// Determine the "ideal" camera position for the current view angles
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auto yaw = glm::angleAxis(m_cameraAngles.x, glm::vec3(0.f, 0.f,-1.f));
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auto pitch = glm::angleAxis(m_cameraAngles.y, glm::vec3(0.f,-1.f, 0.f));
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auto pitch = glm::angleAxis(m_cameraAngles.y, glm::vec3(0.f, 1.f, 0.f));
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auto cameraOffset =
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yaw * pitch * glm::vec3(0.f, 0.f, viewDistance);
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cameraPosition = targetPosition + cameraOffset;
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@ -30,6 +30,10 @@ class IngameState : public State
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/// Current camera yaw and pitch
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glm::vec2 m_cameraAngles;
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/// Invert Y axis movement
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bool m_invertedY;
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/// Free look in vehicles.
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bool m_vehicleFreeLook;
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public:
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/**
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* @brief IngameState
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