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Rewrite of camera and character look code

Make states responsible for interpolating camera transformation
Apply look direction to character orientation
This commit is contained in:
Daniel Evans 2016-11-29 23:28:53 +00:00
parent 04e79a5117
commit ddb62ed3cd
9 changed files with 169 additions and 141 deletions

View File

@ -319,7 +319,9 @@ void CharacterObject::updateCharacter(float dt) {
glm::vec3 walkDir = updateMovementAnimation(dt); glm::vec3 walkDir = updateMovementAnimation(dt);
if (canTurn()) { if (canTurn()) {
rotation = glm::angleAxis(m_look.x, glm::vec3{0.f, 0.f, 1.f}); // Rotation is based on look angles and movement
float yaw = m_look.x + std::atan2(movement.z, movement.x);
rotation = glm::quat(glm::vec3(0.f, 0.f, yaw));
} }
walkDir = rotation * walkDir; walkDir = rotation * walkDir;

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@ -522,17 +522,13 @@ void RWGame::tick(float dt) {
/// @todo this doesn't make sense as the condition /// @todo this doesn't make sense as the condition
if (state.playerObject) { if (state.playerObject) {
nextCam.frustum.update(nextCam.frustum.projection() * currentCam.frustum.update(currentCam.frustum.projection() *
nextCam.getView()); currentCam.getView());
// Use the current camera position to spawn pedestrians. // Use the current camera position to spawn pedestrians.
world->cleanupTraffic(nextCam); world->cleanupTraffic(currentCam);
world->createTraffic(nextCam); world->createTraffic(currentCam);
} }
} }
// render() needs two cameras to smoothly interpolate between ticks.
lastCam = nextCam;
nextCam = currState->getCamera();
} }
void RWGame::render(float alpha, float time) { void RWGame::render(float alpha, float time) {
@ -540,6 +536,11 @@ void RWGame::render(float alpha, float time) {
getRenderer().getRenderer()->swap(); getRenderer().getRenderer()->swap();
// Update the camera
if (!StateManager::get().states.empty()) {
currentCam = StateManager::get().states.back()->getCamera(alpha);
}
glm::ivec2 windowSize = getWindow().getSize(); glm::ivec2 windowSize = getWindow().getSize();
renderer.setViewport(windowSize.x, windowSize.y); renderer.setViewport(windowSize.x, windowSize.y);
@ -587,9 +588,7 @@ void RWGame::render(float alpha, float time) {
viewCam.rotation = state.cameraRotation; viewCam.rotation = state.cameraRotation;
} else { } else {
// There's no cutscene playing - use the camera returned by the State. // There's no cutscene playing - use the camera returned by the State.
viewCam.position = glm::mix(lastCam.position, nextCam.position, alpha); viewCam = currentCam;
viewCam.rotation =
glm::slerp(lastCam.rotation, nextCam.rotation, alpha);
} }
viewCam.frustum.aspectRatio = viewCam.frustum.aspectRatio =

View File

@ -31,7 +31,7 @@ class RWGame : public GameBase {
std::chrono::steady_clock::time_point last_clock_time; std::chrono::steady_clock::time_point last_clock_time;
bool inFocus = true; bool inFocus = true;
ViewCamera lastCam, nextCam; ViewCamera currentCam;
enum class DebugViewMode { enum class DebugViewMode {
Disabled, Disabled,
@ -82,7 +82,7 @@ public:
bool hitWorldRay(glm::vec3& hit, glm::vec3& normal, bool hitWorldRay(glm::vec3& hit, glm::vec3& normal,
GameObject** object = nullptr) { GameObject** object = nullptr) {
auto vc = nextCam; auto vc = currentCam;
glm::vec3 from(vc.position.x, vc.position.y, vc.position.z); glm::vec3 from(vc.position.x, vc.position.y, vc.position.z);
glm::vec3 tmp = vc.rotation * glm::vec3(1000.f, 0.f, 0.f); glm::vec3 tmp = vc.rotation * glm::vec3(1000.f, 0.f, 0.f);

View File

@ -37,7 +37,7 @@ void State::handleEvent(const SDL_Event& e) {
} }
} }
const ViewCamera& State::getCamera() { const ViewCamera& State::getCamera(float alpha) {
return defaultView; return defaultView;
} }
@ -45,7 +45,7 @@ bool State::shouldWorldUpdate() {
return false; return false;
} }
GameWorld* State::getWorld() { GameWorld* State::getWorld() const {
return game->getWorld(); return game->getWorld();
} }

View File

@ -48,7 +48,7 @@ public:
virtual void handleEvent(const SDL_Event& e); virtual void handleEvent(const SDL_Event& e);
virtual const ViewCamera& getCamera(); virtual const ViewCamera& getCamera(float alpha);
/** /**
* Returns false if the game world should not should * Returns false if the game world should not should
@ -56,7 +56,7 @@ public:
*/ */
virtual bool shouldWorldUpdate(); virtual bool shouldWorldUpdate();
GameWorld* getWorld(); GameWorld* getWorld() const;
GameWindow& getWindow(); GameWindow& getWindow();
bool hasExited() const { bool hasExited() const {

View File

@ -371,6 +371,6 @@ void DebugState::giveItem(int slot) {
} }
} }
const ViewCamera& DebugState::getCamera() { const ViewCamera& DebugState::getCamera(float alpha) {
return _debugCam; return _debugCam;
} }

View File

@ -35,7 +35,7 @@ public:
void spawnFollower(unsigned int id); void spawnFollower(unsigned int id);
void giveItem(int slot); void giveItem(int slot);
const ViewCamera& getCamera(); const ViewCamera& getCamera(float alpha);
}; };
#endif // DEBUGSTATE_HPP #endif // DEBUGSTATE_HPP

View File

@ -20,6 +20,7 @@
constexpr float kAutoLookTime = 2.f; constexpr float kAutoLookTime = 2.f;
constexpr float kAutolookMinVelocity = 0.2f; constexpr float kAutolookMinVelocity = 0.2f;
const float kInGameFOV = glm::half_pi<float>();
const float kMaxRotationRate = glm::half_pi<float>(); const float kMaxRotationRate = glm::half_pi<float>();
const float kCameraPitchLimit = glm::quarter_pi<float>() * 0.5f; const float kCameraPitchLimit = glm::quarter_pi<float>() * 0.5f;
const float kVehicleCameraPitch = const float kVehicleCameraPitch =
@ -35,6 +36,7 @@ IngameState::IngameState(RWGame* game, bool newgame, const std::string& save)
, m_cameraAngles{0.f, glm::half_pi<float>()} , m_cameraAngles{0.f, glm::half_pi<float>()}
, m_invertedY(game->getConfig().getInputInvertY()) , m_invertedY(game->getConfig().getInputInvertY())
, m_vehicleFreeLook(true) { , m_vehicleFreeLook(true) {
_look.frustum.fov = kInGameFOV;
} }
void IngameState::startTest() { void IngameState::startTest() {
@ -43,7 +45,7 @@ void IngameState::startTest() {
getWorld()->state->playerObject = playerChar->getGameObjectID(); getWorld()->state->playerObject = playerChar->getGameObjectID();
glm::vec3 itemspawn(276.5f, -609.f, 36.5f); glm::vec3 itemspawn(276.5f, -609.f, 36.5f);
for (int i = 1; i < getWorld()->data->weaponData.size(); ++i) { for (unsigned int i = 1; i < getWorld()->data->weaponData.size(); ++i) {
auto& item = getWorld()->data->weaponData[i]; auto& item = getWorld()->data->weaponData[i];
getWorld()->createPickup(itemspawn, item->modelID, getWorld()->createPickup(itemspawn, item->modelID,
PickupObject::OnStreet); PickupObject::OnStreet);
@ -141,24 +143,6 @@ void IngameState::tick(float dt) {
return inputEnabled && world->state->input[0].pressed(c); return inputEnabled && world->state->input[0].pressed(c);
}; };
float viewDistance = 4.f;
switch (camMode) {
case IngameState::CAMERA_CLOSE:
viewDistance = 2.f;
break;
case IngameState::CAMERA_NORMAL:
viewDistance = 4.0f;
break;
case IngameState::CAMERA_FAR:
viewDistance = 6.f;
break;
case IngameState::CAMERA_TOPDOWN:
viewDistance = 15.f;
break;
default:
viewDistance = 4.f;
}
auto target = world->pedestrianPool.find(world->state->cameraTarget); auto target = world->pedestrianPool.find(world->state->cameraTarget);
if (target == nullptr) { if (target == nullptr) {
@ -170,39 +154,17 @@ void IngameState::tick(float dt) {
targetPosition += glm::vec3(0.f, 0.f, 1.f); targetPosition += glm::vec3(0.f, 0.f, 1.f);
lookTargetPosition += glm::vec3(0.f, 0.f, 0.5f); lookTargetPosition += glm::vec3(0.f, 0.f, 0.5f);
btCollisionObject* physTarget = player->getCharacter()->physObject;
auto vehicle = auto vehicle =
(target->type() == GameObject::Character) (target->type() == GameObject::Character)
? static_cast<CharacterObject*>(target)->getCurrentVehicle() ? static_cast<CharacterObject*>(target)->getCurrentVehicle()
: nullptr; : nullptr;
if (vehicle) { if (vehicle) {
auto model = vehicle->getModel();
float maxDist = 0.f;
for (auto& g : model->geometries) {
float partSize = glm::length(g->geometryBounds.center) +
g->geometryBounds.radius;
maxDist = std::max(partSize, maxDist);
}
viewDistance = viewDistance + maxDist;
targetPosition = vehicle->getPosition();
lookTargetPosition = targetPosition;
lookTargetPosition.z +=
(vehicle->info->handling.dimensions.z * 0.5f);
targetPosition.z += (vehicle->info->handling.dimensions.z * 0.5f);
physTarget = vehicle->collision->getBulletBody();
if (!m_vehicleFreeLook) {
m_cameraAngles.y = kVehicleCameraPitch;
}
// Rotate the camera to the ideal angle if the player isn't moving // Rotate the camera to the ideal angle if the player isn't moving
// it // it
float velocity = vehicle->getVelocity(); float velocity = vehicle->getVelocity();
if (autolookTimer <= 0.f && if (autolookTimer <= 0.f &&
glm::abs(velocity) > kAutolookMinVelocity) { glm::abs(velocity) > kAutolookMinVelocity) {
auto idealYaw = auto idealYaw = glm::roll(vehicle->getRotation());
-glm::roll(vehicle->getRotation()) + glm::half_pi<float>();
const auto idealPitch = kVehicleCameraPitch; const auto idealPitch = kVehicleCameraPitch;
if (velocity < 0.f) { if (velocity < 0.f) {
idealYaw = glm::mod(idealYaw - glm::pi<float>(), idealYaw = glm::mod(idealYaw - glm::pi<float>(),
@ -225,53 +187,7 @@ void IngameState::tick(float dt) {
} }
} }
// Non-topdown camera can orbit
if (camMode != IngameState::CAMERA_TOPDOWN) {
bool lookleft = held(GameInputState::LookLeft);
bool lookright = held(GameInputState::LookRight);
if ((lookleft || lookright) && vehicle != nullptr) {
auto rotation = vehicle->getRotation();
if (!lookright) {
rotation *= glm::angleAxis(glm::half_pi<float>(),
glm::vec3(0.f, 0.f, -1.f));
} else if (!lookleft) {
rotation *= glm::angleAxis(glm::half_pi<float>(),
glm::vec3(0.f, 0.f, 1.f));
}
cameraPosition = targetPosition +
rotation * glm::vec3(0.f, viewDistance, 0.f);
} else {
// Determine the "ideal" camera position for the current view
// angles
auto yaw =
glm::angleAxis(m_cameraAngles.x, glm::vec3(0.f, 0.f, -1.f));
auto pitch =
glm::angleAxis(m_cameraAngles.y, glm::vec3(0.f, 1.f, 0.f));
auto cameraOffset =
yaw * pitch * glm::vec3(0.f, 0.f, viewDistance);
cameraPosition = targetPosition + cameraOffset;
}
} else {
cameraPosition = targetPosition + glm::vec3(0.f, 0.f, viewDistance);
}
glm::quat angle;
auto camtotarget = targetPosition - cameraPosition;
auto dir = glm::normalize(camtotarget);
float correction = glm::length(camtotarget) - viewDistance;
if (correction < 0.f) {
float innerDist = viewDistance * 0.1f;
correction = glm::min(0.f, correction + innerDist);
}
cameraPosition += dir * 10.f * correction * dt;
auto lookdir = glm::normalize(lookTargetPosition - cameraPosition);
// Calculate the yaw to look at the target.
float angleYaw = glm::atan(lookdir.y, lookdir.x);
angle = glm::quat(glm::vec3(0.f, 0.f, angleYaw));
glm::vec3 movement; glm::vec3 movement;
movement.x = input(GameInputState::GoForward) - movement.x = input(GameInputState::GoForward) -
input(GameInputState::GoBackwards); input(GameInputState::GoBackwards);
movement.y = movement.y =
@ -307,41 +223,14 @@ void IngameState::tick(float dt) {
} }
float length = glm::length(movement); float length = glm::length(movement);
float movementAngle = angleYaw - glm::half_pi<float>();
if (length > 0.1f) { if (length > 0.1f) {
glm::vec3 direction = glm::normalize(movement); auto move = speed * glm::normalize(movement);
movementAngle += atan2(direction.y, direction.x); player->setMoveDirection(glm::vec3(move.x, 0.f, move.y));
player->setMoveDirection(glm::vec3(speed, 0.f, 0.f));
} else { } else {
player->setMoveDirection(glm::vec3(0.f)); player->setMoveDirection(glm::vec3(0.f));
} }
player->setLookDirection({movementAngle, 0.f}); player->setLookDirection(m_cameraAngles);
} }
float len2d = glm::length(glm::vec2(lookdir));
float anglePitch = glm::atan(lookdir.z, len2d);
angle *= glm::quat(glm::vec3(0.f, -anglePitch, 0.f));
// Use rays to ensure target is visible from cameraPosition
auto rayEnd = cameraPosition;
auto rayStart = targetPosition;
auto to = btVector3(rayEnd.x, rayEnd.y, rayEnd.z);
auto from = btVector3(rayStart.x, rayStart.y, rayStart.z);
ClosestNotMeRayResultCallback ray(physTarget, from, to);
world->dynamicsWorld->rayTest(from, to, ray);
if (ray.hasHit() && ray.m_closestHitFraction < 1.f) {
cameraPosition =
glm::vec3(ray.m_hitPointWorld.x(), ray.m_hitPointWorld.y(),
ray.m_hitPointWorld.z());
cameraPosition +=
glm::vec3(ray.m_hitNormalWorld.x(), ray.m_hitNormalWorld.y(),
ray.m_hitNormalWorld.z()) *
0.1f;
}
_look.position = cameraPosition;
_look.rotation = angle;
} }
} }
@ -424,7 +313,7 @@ void IngameState::handlePlayerInput(const SDL_Event& event) {
if (!m_invertedY) { if (!m_invertedY) {
mouseMove.y = -mouseMove.y; mouseMove.y = -mouseMove.y;
} }
m_cameraAngles += glm::vec2(mouseMove.x, mouseMove.y); m_cameraAngles += glm::vec2(-mouseMove.x, mouseMove.y);
m_cameraAngles.y = m_cameraAngles.y =
glm::clamp(m_cameraAngles.y, kCameraPitchLimit, glm::clamp(m_cameraAngles.y, kCameraPitchLimit,
glm::pi<float>() - kCameraPitchLimit); glm::pi<float>() - kCameraPitchLimit);
@ -439,6 +328,140 @@ bool IngameState::shouldWorldUpdate() {
return true; return true;
} }
const ViewCamera& IngameState::getCamera() { const ViewCamera& IngameState::getCamera(float alpha) {
auto player = game->getPlayer();
auto world = getWorld();
if (!player) {
return _look;
}
// Force all input to 0 if player input is disabled
/// @todo verify 0ing input is the correct behaviour
const auto inputEnabled = player->isInputEnabled();
auto held = [&](GameInputState::Control c) {
return inputEnabled && world->state->input[0].pressed(c);
};
float viewDistance = getViewDistance();
auto target = getCameraTarget();
bool lookleft = held(GameInputState::LookLeft);
bool lookright = held(GameInputState::LookRight);
btCollisionObject* physTarget = player->getCharacter()->physObject;
auto targetTransform = target->getTimeAdjustedTransform(alpha);
glm::vec3 targetPosition(targetTransform[3]);
glm::vec3 lookTargetPosition(targetPosition);
targetPosition += glm::vec3(0.f, 0.f, 1.f);
lookTargetPosition += glm::vec3(0.f, 0.f, 0.5f);
if (target->type() == GameObject::Vehicle) {
auto vehicle = (VehicleObject*)target;
auto model = vehicle->getModel();
auto maxDist = model->getBoundingRadius() * 2.f;
viewDistance = viewDistance + maxDist;
lookTargetPosition.z += (vehicle->info->handling.dimensions.z * 0.5f);
targetPosition.z += (vehicle->info->handling.dimensions.z * 0.5f);
physTarget = vehicle->collision->getBulletBody();
if (!m_vehicleFreeLook) {
m_cameraAngles.y = kVehicleCameraPitch;
}
}
// Handle top-down camera
if (camMode == CAMERA_TOPDOWN) {
cameraPosition = targetPosition + glm::vec3(0.f, 0.f, viewDistance);
_look.rotation =
glm::angleAxis(glm::half_pi<float>(), glm::vec3(0.f, 1.f, 0.f));
} else if ((lookleft || lookright) &&
target->type() == GameObject::Vehicle) {
auto rotation = target->getRotation();
if (!lookright) {
rotation *= glm::angleAxis(glm::half_pi<float>(),
glm::vec3(0.f, 0.f, -1.f));
} else if (!lookleft) {
rotation *=
glm::angleAxis(glm::half_pi<float>(), glm::vec3(0.f, 0.f, 1.f));
}
cameraPosition =
targetPosition + rotation * glm::vec3(0.f, viewDistance, 0.f);
} else {
// Determine the "ideal" camera position for the current view angles
auto yaw = glm::angleAxis(m_cameraAngles.x - glm::half_pi<float>(),
glm::vec3(0.f, 0.f, 1.f));
auto pitch = glm::angleAxis(m_cameraAngles.y, glm::vec3(0.f, 1.f, 0.f));
auto cameraOffset = yaw * pitch * glm::vec3(0.f, 0.f, viewDistance);
cameraPosition = targetPosition + cameraOffset;
}
auto lookdir = glm::normalize(lookTargetPosition - cameraPosition);
// Calculate the angles to look at the target position
float len2d = glm::length(glm::vec2(lookdir));
float anglePitch = glm::atan(lookdir.z, len2d);
float angleYaw = glm::atan(lookdir.y, lookdir.x);
glm::quat angle(glm::vec3(0.f, -anglePitch, angleYaw));
// Ensure the target position is actually visible
auto rayEnd = cameraPosition;
auto rayStart = targetPosition;
auto to = btVector3(rayEnd.x, rayEnd.y, rayEnd.z);
auto from = btVector3(rayStart.x, rayStart.y, rayStart.z);
ClosestNotMeRayResultCallback ray(physTarget, from, to);
world->dynamicsWorld->rayTest(from, to, ray);
if (ray.hasHit() && ray.m_closestHitFraction < 1.f) {
cameraPosition =
glm::vec3(ray.m_hitPointWorld.x(), ray.m_hitPointWorld.y(),
ray.m_hitPointWorld.z());
cameraPosition +=
glm::vec3(ray.m_hitNormalWorld.x(), ray.m_hitNormalWorld.y(),
ray.m_hitNormalWorld.z()) *
0.1f;
}
_look.position = cameraPosition;
_look.rotation = angle;
return _look; return _look;
} }
GameObject* IngameState::getCameraTarget() const {
auto target =
getWorld()->pedestrianPool.find(game->getState()->cameraTarget);
if (target == nullptr && game->getPlayer()) {
target = game->getPlayer()->getCharacter();
}
// If the target is a character in a vehicle, make the vehicle the target
if (target && target->type() == GameObject::Character) {
auto vehicle = ((CharacterObject*)target)->getCurrentVehicle();
if (vehicle) {
target = vehicle;
}
}
return target;
}
float IngameState::getViewDistance() const {
float viewDistance = 4.f;
switch (camMode) {
case IngameState::CAMERA_CLOSE:
viewDistance = 2.f;
break;
case IngameState::CAMERA_NORMAL:
viewDistance = 4.0f;
break;
case IngameState::CAMERA_FAR:
viewDistance = 6.f;
break;
case IngameState::CAMERA_TOPDOWN:
viewDistance = 15.f;
break;
default:
viewDistance = 4.f;
}
return viewDistance;
}

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@ -32,6 +32,7 @@ class IngameState : public State {
bool m_vehicleFreeLook; bool m_vehicleFreeLook;
float moneyTimer = 0.f; // Timer used to updated displayed money value float moneyTimer = 0.f; // Timer used to updated displayed money value
public: public:
/** /**
* @brief IngameState * @brief IngameState
@ -56,7 +57,10 @@ public:
virtual bool shouldWorldUpdate(); virtual bool shouldWorldUpdate();
const ViewCamera& getCamera(); const ViewCamera& getCamera(float alpha);
private:
GameObject* getCameraTarget() const;
float getViewDistance() const;
}; };
#endif // INGAMESTATE_HPP #endif // INGAMESTATE_HPP