diff --git a/rwgame/ingamestate.cpp b/rwgame/ingamestate.cpp index fa184ff9..99760b75 100644 --- a/rwgame/ingamestate.cpp +++ b/rwgame/ingamestate.cpp @@ -102,48 +102,29 @@ void IngameState::tick(float dt) { float qpi = glm::half_pi(); - sf::Vector2i screenCenter{sf::Vector2i{getWindow().getSize()} / 2}; - sf::Vector2i mousePos = sf::Mouse::getPosition(getWindow()); - sf::Vector2i deltaMouse = mousePos - screenCenter; - sf::Mouse::setPosition(screenCenter, getWindow()); + sf::Vector2f screenSize(getWindow().getSize()); + sf::Vector2f screenCenter(screenSize / 2.f); + sf::Vector2f mousePos(sf::Mouse::getPosition(getWindow())); + sf::Vector2f deltaMouse = (mousePos - screenCenter); + sf::Vector2f mouseMove(deltaMouse.x / screenSize.x, deltaMouse.y / screenSize.y); + sf::Mouse::setPosition(sf::Vector2i(screenCenter), getWindow()); if(deltaMouse.x != 0 || deltaMouse.y != 0) { autolookTimer = AUTOLOOK_TIME; } - _lookAngles.x += deltaMouse.x / 100.0; - _lookAngles.y += deltaMouse.y / 100.0; - - while(_lookAngles.x > glm::pi()) - { - _lookAngles.x -= 2.f * glm::pi(); - } - while(_lookAngles.x < -glm::pi()) - { - _lookAngles.x += 2.f * glm::pi(); - } - - if (_lookAngles.y > qpi) - _lookAngles.y = qpi; - else if (_lookAngles.y < -qpi) - _lookAngles.y = -qpi; - - auto angle = glm::angleAxis(-_lookAngles.x, glm::vec3(0.f, 0.f, 1.f)); - angle *= glm::angleAxis(_lookAngles.y, glm::vec3(0.f, 1.f, 0.f)); - - player->updateMovementDirection(angle * _movement, _movement); - + float viewDistance = 4.f; auto target = getWorld()->findObject(getWorld()->state->cameraTarget); - + if( target == nullptr ) { target = player->getCharacter(); } - auto position = target->getPosition(); + glm::vec3 targetPosition = target->getPosition(); + targetPosition += glm::vec3(0.f, 0.f, 1.f); - float viewDistance = 4.f; btCollisionObject* physTarget = player->getCharacter()->physObject; auto vehicle = ( target->type() == GameObject::Character ) ? static_cast(target)->getCurrentVehicle() : nullptr; @@ -154,50 +135,47 @@ void IngameState::tick(float dt) (glm::length(g->geometryBounds.center) + g->geometryBounds.radius) * 4.0f, viewDistance); } - position = vehicle->getPosition(); - position.z += (vehicle->info->handling.dimensions.z / 2.f) * 2.5f; + targetPosition = vehicle->getPosition(); + targetPosition.z += (vehicle->info->handling.dimensions.z / 2.f) * 2.0f; physTarget = vehicle->physBody; - - float speed = vehicle->physVehicle->getCurrentSpeedKmHour(); - if( autolookTimer <= 0.f && std::abs(speed) > 1.f ) - { - float b = glm::roll(vehicle->getRotation()) + glm::half_pi(); - while( b > glm::pi() ) - { - b -= 2.f * glm::pi(); - } - while( b < -glm::pi() ) - { - b += 2.f * glm::pi(); - } - if( speed < 0.f ) - { - if( _lookAngles.x < 0.f ) - { - b -= glm::pi(); - } - else - { - b += glm::pi(); - } - } - - float aD = b - _lookAngles.x; - const float rotateSpeed = 1.f; - if( std::abs(aD) <= rotateSpeed * dt ) - { - _lookAngles.x = b; - } - else - { - _lookAngles.x += glm::sign(aD) * rotateSpeed * dt; - } - angle = glm::angleAxis(_lookAngles.x, glm::vec3(0.f, 0.f, 1.f)); - } } - auto rayEnd = position + angle * glm::vec3(-viewDistance, 0.f, 1.f); - auto rayStart = position + glm::vec3(0.f, 0.f, 1.f); + { + // Rotate the cameraPosition vector around targetPosition by the mouse movement + auto camtotarget = targetPosition - cameraPosition; + float camAngle = glm::atan(camtotarget.y, camtotarget.x); + glm::quat epsilon( glm::vec3( 0.f, 0.f, camAngle) ); + glm::quat theta( glm::vec3(0.f, 0.f, -mouseMove.x) ); + glm::quat rho( epsilon * glm::vec3(0.f, mouseMove.y, 0.f) ); + cameraPosition = targetPosition - (theta * (rho * camtotarget)); + } + + 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 * 0.25f; + correction = glm::min(0.f, correction + innerDist); + } + cameraPosition += dir * 10.f * correction * dt; + + // Calculate the yaw to look at the target. + float angleYaw = glm::atan(dir.y, dir.x); + angle = glm::quat( glm::vec3(0.f, 0.f, angleYaw) ); + + // Update player with camera yaw + player->updateMovementDirection(angle * _movement, _movement); + + float len2d = glm::length(glm::vec2(dir)); + float anglePitch = glm::atan(dir.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); @@ -205,22 +183,13 @@ void IngameState::tick(float dt) getWorld()->dynamicsWorld->rayTest(from, to, ray); if( ray.hasHit() && ray.m_closestHitFraction < 1.f ) { - position = glm::vec3(ray.m_hitPointWorld.x(), ray.m_hitPointWorld.y(), + cameraPosition = glm::vec3(ray.m_hitPointWorld.x(), ray.m_hitPointWorld.y(), ray.m_hitPointWorld.z()); - position += glm::vec3(ray.m_hitNormalWorld.x(), ray.m_hitNormalWorld.y(), + cameraPosition += glm::vec3(ray.m_hitNormalWorld.x(), ray.m_hitNormalWorld.y(), ray.m_hitNormalWorld.z()) * 0.1f; } - else - { - position = rayEnd; - } - // Move back from the character - - // Tilt the final look angle down a tad. - angle *= glm::angleAxis(glm::radians(10.f), glm::vec3(0.f, 1.f, 0.f)); - - _look.position = position; + _look.position = cameraPosition; _look.rotation = angle; } } diff --git a/rwgame/ingamestate.hpp b/rwgame/ingamestate.hpp index 2e9198bc..874133d8 100644 --- a/rwgame/ingamestate.hpp +++ b/rwgame/ingamestate.hpp @@ -12,8 +12,8 @@ class IngameState : public State bool newgame; ViewCamera _look; /** Player input */ - glm::vec2 _lookAngles; glm::vec3 _movement; + glm::vec3 cameraPosition; /** Timer to reset _lookAngles to forward in vehicles */ float autolookTimer; public: