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Overhaul camera behaviour
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8b18712d1f
commit
f9ce9a2057
@ -102,38 +102,19 @@ void IngameState::tick(float dt)
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{
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float qpi = glm::half_pi<float>();
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sf::Vector2i screenCenter{sf::Vector2i{getWindow().getSize()} / 2};
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sf::Vector2i mousePos = sf::Mouse::getPosition(getWindow());
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sf::Vector2i deltaMouse = mousePos - screenCenter;
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sf::Mouse::setPosition(screenCenter, getWindow());
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sf::Vector2f screenSize(getWindow().getSize());
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sf::Vector2f screenCenter(screenSize / 2.f);
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sf::Vector2f mousePos(sf::Mouse::getPosition(getWindow()));
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sf::Vector2f deltaMouse = (mousePos - screenCenter);
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sf::Vector2f mouseMove(deltaMouse.x / screenSize.x, deltaMouse.y / screenSize.y);
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sf::Mouse::setPosition(sf::Vector2i(screenCenter), getWindow());
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if(deltaMouse.x != 0 || deltaMouse.y != 0)
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{
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autolookTimer = AUTOLOOK_TIME;
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}
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_lookAngles.x += deltaMouse.x / 100.0;
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_lookAngles.y += deltaMouse.y / 100.0;
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while(_lookAngles.x > glm::pi<float>())
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{
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_lookAngles.x -= 2.f * glm::pi<float>();
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}
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while(_lookAngles.x < -glm::pi<float>())
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{
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_lookAngles.x += 2.f * glm::pi<float>();
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}
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if (_lookAngles.y > qpi)
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_lookAngles.y = qpi;
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else if (_lookAngles.y < -qpi)
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_lookAngles.y = -qpi;
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auto angle = glm::angleAxis(-_lookAngles.x, glm::vec3(0.f, 0.f, 1.f));
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angle *= glm::angleAxis(_lookAngles.y, glm::vec3(0.f, 1.f, 0.f));
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player->updateMovementDirection(angle * _movement, _movement);
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float viewDistance = 4.f;
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auto target = getWorld()->findObject(getWorld()->state->cameraTarget);
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if( target == nullptr )
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@ -141,9 +122,9 @@ void IngameState::tick(float dt)
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target = player->getCharacter();
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}
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auto position = target->getPosition();
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glm::vec3 targetPosition = target->getPosition();
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targetPosition += glm::vec3(0.f, 0.f, 1.f);
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float viewDistance = 4.f;
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btCollisionObject* physTarget = player->getCharacter()->physObject;
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auto vehicle = ( target->type() == GameObject::Character ) ? static_cast<CharacterObject*>(target)->getCurrentVehicle() : nullptr;
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@ -154,50 +135,47 @@ void IngameState::tick(float dt)
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(glm::length(g->geometryBounds.center) + g->geometryBounds.radius) * 4.0f,
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viewDistance);
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}
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position = vehicle->getPosition();
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position.z += (vehicle->info->handling.dimensions.z / 2.f) * 2.5f;
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targetPosition = vehicle->getPosition();
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targetPosition.z += (vehicle->info->handling.dimensions.z / 2.f) * 2.0f;
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physTarget = vehicle->physBody;
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float speed = vehicle->physVehicle->getCurrentSpeedKmHour();
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if( autolookTimer <= 0.f && std::abs(speed) > 1.f )
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{
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float b = glm::roll(vehicle->getRotation()) + glm::half_pi<float>();
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while( b > glm::pi<float>() )
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{
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b -= 2.f * glm::pi<float>();
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}
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while( b < -glm::pi<float>() )
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{
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b += 2.f * glm::pi<float>();
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}
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if( speed < 0.f )
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{
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if( _lookAngles.x < 0.f )
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{
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b -= glm::pi<float>();
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}
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else
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{
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b += glm::pi<float>();
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}
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}
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float aD = b - _lookAngles.x;
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const float rotateSpeed = 1.f;
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if( std::abs(aD) <= rotateSpeed * dt )
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{
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_lookAngles.x = b;
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}
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else
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{
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_lookAngles.x += glm::sign(aD) * rotateSpeed * dt;
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}
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angle = glm::angleAxis(_lookAngles.x, glm::vec3(0.f, 0.f, 1.f));
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}
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// Rotate the cameraPosition vector around targetPosition by the mouse movement
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auto camtotarget = targetPosition - cameraPosition;
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float camAngle = glm::atan(camtotarget.y, camtotarget.x);
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glm::quat epsilon( glm::vec3( 0.f, 0.f, camAngle) );
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glm::quat theta( glm::vec3(0.f, 0.f, -mouseMove.x) );
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glm::quat rho( epsilon * glm::vec3(0.f, mouseMove.y, 0.f) );
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cameraPosition = targetPosition - (theta * (rho * camtotarget));
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}
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auto rayEnd = position + angle * glm::vec3(-viewDistance, 0.f, 1.f);
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auto rayStart = position + glm::vec3(0.f, 0.f, 1.f);
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glm::quat angle;
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auto camtotarget = targetPosition - cameraPosition;
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auto dir = glm::normalize(camtotarget);
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float correction = glm::length(camtotarget) - viewDistance;
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if( correction < 0.f )
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{
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float innerDist = viewDistance * 0.25f;
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correction = glm::min(0.f, correction + innerDist);
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}
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cameraPosition += dir * 10.f * correction * dt;
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// Calculate the yaw to look at the target.
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float angleYaw = glm::atan(dir.y, dir.x);
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angle = glm::quat( glm::vec3(0.f, 0.f, angleYaw) );
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// Update player with camera yaw
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player->updateMovementDirection(angle * _movement, _movement);
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float len2d = glm::length(glm::vec2(dir));
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float anglePitch = glm::atan(dir.z, len2d);
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angle *= glm::quat( glm::vec3(0.f, -anglePitch, 0.f) );
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// Use rays to ensure target is visible from cameraPosition
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auto rayEnd = cameraPosition;
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auto rayStart = targetPosition;
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auto to = btVector3(rayEnd.x, rayEnd.y, rayEnd.z);
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auto from = btVector3(rayStart.x, rayStart.y, rayStart.z);
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ClosestNotMeRayResultCallback ray(physTarget, from, to);
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@ -205,22 +183,13 @@ void IngameState::tick(float dt)
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getWorld()->dynamicsWorld->rayTest(from, to, ray);
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if( ray.hasHit() && ray.m_closestHitFraction < 1.f )
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{
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position = glm::vec3(ray.m_hitPointWorld.x(), ray.m_hitPointWorld.y(),
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cameraPosition = glm::vec3(ray.m_hitPointWorld.x(), ray.m_hitPointWorld.y(),
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ray.m_hitPointWorld.z());
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position += glm::vec3(ray.m_hitNormalWorld.x(), ray.m_hitNormalWorld.y(),
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cameraPosition += glm::vec3(ray.m_hitNormalWorld.x(), ray.m_hitNormalWorld.y(),
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ray.m_hitNormalWorld.z()) * 0.1f;
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}
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else
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{
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position = rayEnd;
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}
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// Move back from the character
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// Tilt the final look angle down a tad.
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angle *= glm::angleAxis(glm::radians(10.f), glm::vec3(0.f, 1.f, 0.f));
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_look.position = position;
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_look.position = cameraPosition;
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_look.rotation = angle;
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}
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}
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@ -12,8 +12,8 @@ class IngameState : public State
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bool newgame;
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ViewCamera _look;
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/** Player input */
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glm::vec2 _lookAngles;
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glm::vec3 _movement;
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glm::vec3 cameraPosition;
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/** Timer to reset _lookAngles to forward in vehicles */
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float autolookTimer;
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public:
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