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Make camera follow vehicle rotation

This commit is contained in:
Daniel Evans 2014-05-31 20:19:15 +01:00
parent 12f9bf08a9
commit 48b35f4310

View File

@ -4,6 +4,7 @@
#include "debugstate.hpp"
#include <objects/GTACharacter.hpp>
#include <objects/GTAVehicle.hpp>
#include <render/Model.hpp>
IngameState::IngameState()
: _player(nullptr), _playerCharacter(nullptr)
@ -61,25 +62,37 @@ void IngameState::tick(float dt)
else if (_lookAngles.y < -qpi)
_lookAngles.y = -qpi;
float localX = _lookAngles.x;
glm::quat vR = glm::normalize(glm::angleAxis(_lookAngles.x, glm::vec3{0.f, 0.f, 1.f}));
float viewDistance = 2.f;
if( _playerCharacter->getCurrentVehicle() ) {
auto model = _playerCharacter->getCurrentVehicle()->model;
for(auto& g : model->geometries) {
viewDistance = std::max(
(glm::length(g->geometryBounds.center) + g->geometryBounds.radius) * 1.5f,
viewDistance);
}
auto vfwd = _playerCharacter->getCurrentVehicle()->getRotation() * glm::vec3(1.f, 0.f, 0.f);
localX += atan2( vfwd.y, vfwd.x );
}
glm::quat vR = glm::normalize(glm::angleAxis(localX, glm::vec3{0.f, 0.f, 1.f}));
_player->updateMovementDirection(vR * _movement, _movement);
float viewDistance = _playerCharacter->getCurrentVehicle() ? -3.5f : -2.5f;
glm::vec3 localview;
float vy = cos(_lookAngles.y);
localview.x = -sin(-_lookAngles.x) * vy;
localview.y = -cos(-_lookAngles.x) * vy;
localview.x = -sin(-localX) * vy;
localview.y = -cos(-localX) * vy;
localview.z = -sin(_lookAngles.y);
localview *= viewDistance;
localview *= -viewDistance;
glm::vec3 viewPos = _playerCharacter->getPosition();
if(_playerCharacter->getCurrentVehicle()) {
viewPos = _playerCharacter->getCurrentVehicle()->getPosition();
}
setViewParameters( viewPos + localview, _lookAngles );
setViewParameters( viewPos + localview, {localX, _lookAngles.y} );
}
void IngameState::handleEvent(const sf::Event &event)