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openmw-tes3mp/apps/openmw/mwrender/camera.hpp

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#ifndef GAME_MWRENDER_CAMERA_H
#define GAME_MWRENDER_CAMERA_H
#include <string>
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#include <osg/ref_ptr>
#include <osg/Vec3>
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#include <osg/Vec3d>
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#include "../mwworld/ptr.hpp"
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namespace osg
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{
class Camera;
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class NodeCallback;
class Node;
}
namespace MWRender
{
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class NpcAnimation;
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/// \brief Camera control
class Camera
{
public:
enum class Mode { Normal, Vanity, Preview, StandingPreview };
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private:
MWWorld::Ptr mTrackingPtr;
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osg::ref_ptr<const osg::Node> mTrackingNode;
float mHeightScale;
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osg::ref_ptr<osg::Camera> mCamera;
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NpcAnimation *mAnimation;
bool mFirstPersonView;
Mode mMode;
bool mVanityAllowed;
bool mStandingPreviewAllowed;
bool mDeferredRotationAllowed;
float mNearest;
float mFurthest;
bool mIsNearest;
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float mHeight, mBaseCameraDistance;
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float mPitch, mYaw, mRoll;
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bool mVanityToggleQueued;
bool mVanityToggleQueuedValue;
bool mViewModeToggleQueued;
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float mCameraDistance;
float mMaxNextCameraDistance;
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osg::Vec3d mFocalPointAdjustment;
osg::Vec2d mFocalPointCurrentOffset;
osg::Vec2d mFocalPointTargetOffset;
float mFocalPointTransitionSpeedCoef;
bool mSkipFocalPointTransition;
// This fields are used to make focal point transition smooth if previous transition was not finished.
float mPreviousTransitionInfluence;
osg::Vec2d mFocalPointTransitionSpeed;
osg::Vec2d mPreviousTransitionSpeed;
osg::Vec2d mPreviousExtraOffset;
float mSmoothedSpeed;
float mZoomOutWhenMoveCoef;
bool mDynamicCameraDistanceEnabled;
bool mShowCrosshairInThirdPersonMode;
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bool mHeadBobbingEnabled;
float mHeadBobbingOffset;
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float mHeadBobbingWeight; // Value from 0 to 1 for smooth enabling/disabling.
float mTotalMovement; // Needed for head bobbing.
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void updateHeadBobbing(float duration);
void updateFocalPointOffset(float duration);
void updatePosition();
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float getCameraDistanceCorrection() const;
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osg::ref_ptr<osg::NodeCallback> mUpdateCallback;
// Used to rotate player to the direction of view after exiting preview or vanity mode.
osg::Vec3f mDeferredRotation;
bool mDeferredRotationDisabled;
void calculateDeferredRotation();
void updateStandingPreviewMode();
public:
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Camera(osg::Camera* camera);
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~Camera();
/// Attach camera to object
void attachTo(const MWWorld::Ptr &ptr) { mTrackingPtr = ptr; }
MWWorld::Ptr getTrackingPtr() const { return mTrackingPtr; }
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void setFocalPointTransitionSpeed(float v) { mFocalPointTransitionSpeedCoef = v; }
void setFocalPointTargetOffset(osg::Vec2d v);
void instantTransition();
void enableDynamicCameraDistance(bool v) { mDynamicCameraDistanceEnabled = v; }
void enableCrosshairInThirdPersonMode(bool v) { mShowCrosshairInThirdPersonMode = v; }
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/// Update the view matrix of \a cam
void updateCamera(osg::Camera* cam);
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/// Reset to defaults
void reset();
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/// Set where the camera is looking at. Uses Morrowind (euler) angles
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/// \param rot Rotation angles in radians
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void rotateCamera(float pitch, float yaw, bool adjust);
void rotateCameraToTrackingPtr();
float getYaw() const { return mYaw; }
void setYaw(float angle);
float getPitch() const { return mPitch; }
void setPitch(float angle);
/// @param Force view mode switch, even if currently not allowed by the animation.
void toggleViewMode(bool force=false);
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bool toggleVanityMode(bool enable);
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void allowVanityMode(bool allow);
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/// @note this may be ignored if an important animation is currently playing
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void togglePreviewMode(bool enable);
void applyDeferredPreviewRotationToPlayer(float dt);
void disableDeferredPreviewRotation() { mDeferredRotationDisabled = true; }
/// \brief Lowers the camera for sneak.
void setSneakOffset(float offset);
bool isFirstPerson() const { return mFirstPersonView && mMode == Mode::Normal; }
void processViewChange();
void update(float duration, bool paused=false);
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/// Adds distDelta to the camera distance. Switches 3rd/1st person view if distance is less than limit.
void adjustCameraDistance(float distDelta);
float getCameraDistance() const;
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void setAnimation(NpcAnimation *anim);
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osg::Vec3d getFocalPoint() const;
osg::Vec3d getFocalPointOffset() const;
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/// Stores focal and camera world positions in passed arguments
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void getPosition(osg::Vec3d &focal, osg::Vec3d &camera) const;
bool isVanityOrPreviewModeEnabled() const { return mMode != Mode::Normal; }
Mode getMode() const { return mMode; }
bool isNearest() const { return mIsNearest; }
};
}
#endif