2013-04-29 12:50:40 +00:00
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#ifndef GAME_MWRENDER_CAMERA_H
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#define GAME_MWRENDER_CAMERA_H
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2011-01-08 14:11:37 +00:00
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2012-07-03 13:32:38 +00:00
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#include <string>
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2011-02-10 11:56:19 +00:00
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2015-05-21 21:54:39 +00:00
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#include <osg/ref_ptr>
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#include <osg/Vec3>
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2015-06-01 13:34:46 +00:00
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#include <osg/Vec3d>
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2013-04-29 06:44:44 +00:00
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#include "../mwworld/ptr.hpp"
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namespace osg
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{
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class Camera;
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class NodeCallback;
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class Node;
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}
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namespace MWRender
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{
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class NpcAnimation;
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/// \brief Camera control
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class Camera
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{
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public:
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enum class Mode { Normal, Vanity, Preview, StandingPreview };
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private:
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MWWorld::Ptr mTrackingPtr;
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osg::ref_ptr<const osg::Node> mTrackingNode;
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float mHeightScale;
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osg::ref_ptr<osg::Camera> mCamera;
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NpcAnimation *mAnimation;
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bool mFirstPersonView;
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Mode mMode;
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bool mVanityAllowed;
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bool mStandingPreviewAllowed;
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bool mDeferredRotationAllowed;
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float mNearest;
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float mFurthest;
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bool mIsNearest;
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float mHeight, mBaseCameraDistance;
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float mPitch, mYaw, mRoll;
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bool mVanityToggleQueued;
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bool mVanityToggleQueuedValue;
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bool mViewModeToggleQueued;
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float mCameraDistance;
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float mMaxNextCameraDistance;
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osg::Vec3d mFocalPointAdjustment;
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osg::Vec2d mFocalPointCurrentOffset;
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osg::Vec2d mFocalPointTargetOffset;
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float mFocalPointTransitionSpeedCoef;
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bool mSkipFocalPointTransition;
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// This fields are used to make focal point transition smooth if previous transition was not finished.
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float mPreviousTransitionInfluence;
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osg::Vec2d mFocalPointTransitionSpeed;
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osg::Vec2d mPreviousTransitionSpeed;
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osg::Vec2d mPreviousExtraOffset;
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float mSmoothedSpeed;
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float mZoomOutWhenMoveCoef;
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bool mDynamicCameraDistanceEnabled;
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bool mShowCrosshairInThirdPersonMode;
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bool mHeadBobbingEnabled;
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float mHeadBobbingOffset;
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float mHeadBobbingWeight; // Value from 0 to 1 for smooth enabling/disabling.
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float mTotalMovement; // Needed for head bobbing.
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void updateHeadBobbing(float duration);
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void updateFocalPointOffset(float duration);
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void updatePosition();
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float getCameraDistanceCorrection() const;
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osg::ref_ptr<osg::NodeCallback> mUpdateCallback;
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// Used to rotate player to the direction of view after exiting preview or vanity mode.
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osg::Vec3f mDeferredRotation;
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bool mDeferredRotationDisabled;
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void calculateDeferredRotation();
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void updateStandingPreviewMode();
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public:
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Camera(osg::Camera* camera);
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~Camera();
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/// Attach camera to object
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void attachTo(const MWWorld::Ptr &ptr) { mTrackingPtr = ptr; }
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MWWorld::Ptr getTrackingPtr() const { return mTrackingPtr; }
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void setFocalPointTransitionSpeed(float v) { mFocalPointTransitionSpeedCoef = v; }
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void setFocalPointTargetOffset(osg::Vec2d v);
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void instantTransition();
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void enableDynamicCameraDistance(bool v) { mDynamicCameraDistanceEnabled = v; }
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void enableCrosshairInThirdPersonMode(bool v) { mShowCrosshairInThirdPersonMode = v; }
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/// Update the view matrix of \a cam
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void updateCamera(osg::Camera* cam);
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/// Reset to defaults
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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);
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void rotateCameraToTrackingPtr();
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float getYaw() const { return mYaw; }
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void setYaw(float angle);
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float getPitch() const { return mPitch; }
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void setPitch(float angle);
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/// @param Force view mode switch, even if currently not allowed by the animation.
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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);
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void applyDeferredPreviewRotationToPlayer(float dt);
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void disableDeferredPreviewRotation() { mDeferredRotationDisabled = true; }
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/// \brief Lowers the camera for sneak.
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void setSneakOffset(float offset);
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bool isFirstPerson() const { return mFirstPersonView && mMode == Mode::Normal; }
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void processViewChange();
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void update(float duration, bool paused=false);
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2020-07-25 20:42:58 +00:00
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/// Adds distDelta to the camera distance. Switches 3rd/1st person view if distance is less than limit.
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void adjustCameraDistance(float distDelta);
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2014-01-01 22:59:17 +00:00
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float getCameraDistance() const;
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void setAnimation(NpcAnimation *anim);
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osg::Vec3d getFocalPoint() const;
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osg::Vec3d getFocalPointOffset() const;
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2013-07-23 08:37:41 +00:00
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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;
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bool isVanityOrPreviewModeEnabled() const { return mMode != Mode::Normal; }
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Mode getMode() const { return mMode; }
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bool isNearest() const { return mIsNearest; }
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};
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}
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#endif
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