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

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#include "camera.hpp"
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#include <osg/Camera>
#include <components/sceneutil/positionattitudetransform.hpp>
#include <components/settings/settings.hpp>
#include "../mwbase/environment.hpp"
#include "../mwbase/windowmanager.hpp"
#include "../mwbase/world.hpp"
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#include "../mwworld/class.hpp"
#include "../mwworld/ptr.hpp"
#include "../mwworld/refdata.hpp"
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#include "../mwmechanics/drawstate.hpp"
#include "../mwmechanics/npcstats.hpp"
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#include "npcanimation.hpp"
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namespace
{
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class UpdateRenderCameraCallback : public osg::NodeCallback
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{
public:
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UpdateRenderCameraCallback(MWRender::Camera* cam)
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: mCamera(cam)
{
}
virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
{
osg::Camera* cam = static_cast<osg::Camera*>(node);
// traverse first to update animations, in case the camera is attached to an animated node
traverse(node, nv);
mCamera->updateCamera(cam);
}
private:
MWRender::Camera* mCamera;
};
}
namespace MWRender
{
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Camera::Camera (osg::Camera* camera)
: mHeightScale(1.f),
mCamera(camera),
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mAnimation(nullptr),
mFirstPersonView(true),
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mPreviewMode(false),
mNearest(30.f),
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mFurthest(800.f),
mIsNearest(false),
mHeight(124.f),
mBaseCameraDistance(Settings::Manager::getFloat("third person camera distance", "Camera")),
mVanityToggleQueued(false),
mVanityToggleQueuedValue(false),
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mViewModeToggleQueued(false),
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mCameraDistance(0.f),
mThirdPersonMode(ThirdPersonViewMode::Standard),
mOverShoulderOffset(osg::Vec2f(30.0f, -10.0f)),
mDefaultShoulderIsRight(true),
mThirdPersionOffsetType(ThirdPersonOffsetType::RightShoulder),
mFocalPointCurrentOffset(osg::Vec2d()),
mFocalPointTransitionSpeed(1.f)
{
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mVanity.enabled = false;
mVanity.allowed = true;
mPreviewCam.pitch = 0.f;
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mPreviewCam.yaw = 0.f;
mPreviewCam.offset = 400.f;
mMainCam.pitch = 0.f;
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mMainCam.yaw = 0.f;
mMainCam.offset = 400.f;
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mCameraDistance = mBaseCameraDistance;
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mUpdateCallback = new UpdateRenderCameraCallback(this);
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mCamera->addUpdateCallback(mUpdateCallback);
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}
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Camera::~Camera()
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{
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mCamera->removeUpdateCallback(mUpdateCallback);
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}
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MWWorld::Ptr Camera::getTrackingPtr() const
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{
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return mTrackingPtr;
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}
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osg::Vec3d Camera::getFocalPoint() const
{
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const osg::Node* trackNode = mTrackingNode;
if (!trackNode)
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return osg::Vec3d();
osg::NodePathList nodepaths = trackNode->getParentalNodePaths();
if (nodepaths.empty())
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return osg::Vec3d();
osg::Matrix worldMat = osg::computeLocalToWorld(nodepaths[0]);
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osg::Vec3d position = worldMat.getTrans();
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if (!isFirstPerson())
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{
position.z() += mHeight * mHeightScale;
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// We subtract 10.f here and add it within focalPointOffset in order to avoid camera clipping through ceiling.
// Needed because character's head can be a bit higher than collision area.
position.z() -= 10.f;
position += getFocalPointOffset() + mFocalPointAdjustment;
}
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return position;
}
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osg::Vec3d Camera::getFocalPointOffset() const
{
osg::Vec3d offset(0, 0, 10.f);
if (mThirdPersonMode == ThirdPersonViewMode::OverShoulder && !mPreviewMode && !mVanity.enabled)
{
offset.x() += mFocalPointCurrentOffset.x() * cos(getYaw());
offset.y() += mFocalPointCurrentOffset.x() * sin(getYaw());
offset.z() += mFocalPointCurrentOffset.y();
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}
return offset;
}
void Camera::getPosition(osg::Vec3d &focal, osg::Vec3d &camera) const
{
focal = getFocalPoint();
osg::Vec3d offset(0,0,0);
if (!isFirstPerson())
{
osg::Quat orient = osg::Quat(getPitch(), osg::Vec3d(1,0,0)) * osg::Quat(getYaw(), osg::Vec3d(0,0,1));
offset = orient * osg::Vec3d(0.f, -mCameraDistance, 0.f);
}
camera = focal + offset;
}
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void Camera::updateCamera(osg::Camera *cam)
{
if (mTrackingPtr.isEmpty())
return;
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osg::Vec3d focal, position;
getPosition(focal, position);
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osg::Quat orient = osg::Quat(getPitch(), osg::Vec3d(1,0,0)) * osg::Quat(getYaw(), osg::Vec3d(0,0,1));
osg::Vec3d forward = orient * osg::Vec3d(0,1,0);
osg::Vec3d up = orient * osg::Vec3d(0,0,1);
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cam->setViewMatrixAsLookAt(position, position + forward, up);
}
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void Camera::reset()
{
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togglePreviewMode(false);
toggleVanityMode(false);
if (!mFirstPersonView)
toggleViewMode();
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}
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void Camera::rotateCamera(float pitch, float yaw, bool adjust)
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{
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if (adjust)
{
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pitch += getPitch();
yaw += getYaw();
}
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setYaw(yaw);
setPitch(pitch);
}
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void Camera::attachTo(const MWWorld::Ptr &ptr)
{
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mTrackingPtr = ptr;
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}
void Camera::update(float duration, bool paused)
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{
if (mAnimation->upperBodyReady())
{
// Now process the view changes we queued earlier
if (mVanityToggleQueued)
{
toggleVanityMode(mVanityToggleQueuedValue);
mVanityToggleQueued = false;
}
if (mViewModeToggleQueued)
{
togglePreviewMode(false);
toggleViewMode();
mViewModeToggleQueued = false;
}
}
if (paused)
return;
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// only show the crosshair in game mode
MWBase::WindowManager *wm = MWBase::Environment::get().getWindowManager();
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wm->showCrosshair(!wm->isGuiMode() && !mVanity.enabled && !mPreviewMode
&& (mFirstPersonView || mThirdPersonMode != ThirdPersonViewMode::Standard));
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if(mVanity.enabled)
{
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rotateCamera(0.f, osg::DegreesToRadians(3.f * duration), true);
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}
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updateFocalPointOffset(duration);
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}
void Camera::setOverShoulderOffset(float horizontal, float vertical)
{
mOverShoulderOffset = osg::Vec2f(std::abs(horizontal), vertical);
mDefaultShoulderIsRight = horizontal >= 0;
}
void Camera::switchToLeftShoulder()
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{
if (mThirdPersionOffsetType == ThirdPersonOffsetType::RightShoulder)
mThirdPersionOffsetType = ThirdPersonOffsetType::LeftShoulder;
}
void Camera::switchToRightShoulder()
{
if (mThirdPersionOffsetType == ThirdPersonOffsetType::LeftShoulder)
mThirdPersionOffsetType = ThirdPersonOffsetType::RightShoulder;
}
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void Camera::switchToDefaultShoulder()
{
if (mThirdPersionOffsetType == ThirdPersonOffsetType::LeftShoulder || mThirdPersionOffsetType == ThirdPersonOffsetType::RightShoulder)
mThirdPersionOffsetType = mDefaultShoulderIsRight ? ThirdPersonOffsetType::RightShoulder : ThirdPersonOffsetType::LeftShoulder;
}
void Camera::updateFocalPointOffset(float duration)
{
if (mThirdPersonMode == ThirdPersonViewMode::Standard)
return; // In Standard mode there is no focal point offset.
ThirdPersonOffsetType newOffsetType = mThirdPersionOffsetType;
if (mTrackingPtr.getClass().isActor() && mTrackingPtr.getClass().getCreatureStats(mTrackingPtr).getDrawState() != MWMechanics::DrawState_Nothing)
newOffsetType = ThirdPersonOffsetType::Combat;
else if (MWBase::Environment::get().getWorld()->isSwimming(mTrackingPtr))
newOffsetType = ThirdPersonOffsetType::Swimming;
else if (mThirdPersionOffsetType == ThirdPersonOffsetType::Combat || mThirdPersionOffsetType == ThirdPersonOffsetType::Swimming)
newOffsetType = mDefaultShoulderIsRight ? ThirdPersonOffsetType::RightShoulder : ThirdPersonOffsetType::LeftShoulder;
if (newOffsetType != mThirdPersionOffsetType)
{
if (newOffsetType == ThirdPersonOffsetType::Combat || mThirdPersionOffsetType == ThirdPersonOffsetType::Combat)
mFocalPointTransitionSpeed = 5;
else
mFocalPointTransitionSpeed = 1;
mThirdPersionOffsetType = newOffsetType;
}
osg::Vec2d focalPointTargetOffset;
switch (mThirdPersionOffsetType)
{
case ThirdPersonOffsetType::RightShoulder:
focalPointTargetOffset = mOverShoulderOffset;
break;
case ThirdPersonOffsetType::LeftShoulder:
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focalPointTargetOffset = mOverShoulderOffset;
focalPointTargetOffset.x() *= -1;
break;
case ThirdPersonOffsetType::Combat:
case ThirdPersonOffsetType::Swimming:
default:
focalPointTargetOffset = osg::Vec2d(0, 15);
}
osg::Vec2d delta = focalPointTargetOffset - mFocalPointCurrentOffset;
if (delta.length2() > 0)
{
float coef = duration * (1.0 + 5.0 / delta.length()) * mFocalPointTransitionSpeed;
mFocalPointCurrentOffset += delta * std::min(coef, 1.0f);
}
else
mFocalPointTransitionSpeed = 1.f;
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}
void Camera::toggleViewMode(bool force)
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{
// Changing the view will stop all playing animations, so if we are playing
// anything important, queue the view change for later
if (!mAnimation->upperBodyReady() && !force)
{
mViewModeToggleQueued = true;
return;
}
else
mViewModeToggleQueued = false;
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if (mTrackingPtr.getClass().isActor())
mTrackingPtr.getClass().getCreatureStats(mTrackingPtr).setSideMovementAngle(0);
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mFirstPersonView = !mFirstPersonView;
processViewChange();
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}
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void Camera::allowVanityMode(bool allow)
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{
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if (!allow && mVanity.enabled)
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toggleVanityMode(false);
mVanity.allowed = allow;
}
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bool Camera::toggleVanityMode(bool enable)
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{
// Changing the view will stop all playing animations, so if we are playing
// anything important, queue the view change for later
if (mFirstPersonView && !mAnimation->upperBodyReady())
{
mVanityToggleQueued = true;
mVanityToggleQueuedValue = enable;
return false;
}
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if(!mVanity.allowed && enable)
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return false;
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if(mVanity.enabled == enable)
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return true;
mVanity.enabled = enable;
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processViewChange();
float offset = mPreviewCam.offset;
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if (mVanity.enabled) {
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setPitch(osg::DegreesToRadians(-30.f));
mMainCam.offset = mCameraDistance;
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} else {
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offset = mMainCam.offset;
}
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mCameraDistance = offset;
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return true;
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}
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void Camera::togglePreviewMode(bool enable)
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{
if (mFirstPersonView && !mAnimation->upperBodyReady())
return;
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if(mPreviewMode == enable)
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return;
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mPreviewMode = enable;
processViewChange();
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float offset = mCameraDistance;
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if (mPreviewMode) {
mMainCam.offset = offset;
offset = mPreviewCam.offset;
} else {
mPreviewCam.offset = offset;
offset = mMainCam.offset;
}
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mCameraDistance = offset;
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}
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void Camera::setSneakOffset(float offset)
{
mAnimation->setFirstPersonOffset(osg::Vec3f(0,0,-offset));
}
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float Camera::getYaw() const
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{
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if(mVanity.enabled || mPreviewMode)
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return mPreviewCam.yaw;
return mMainCam.yaw;
}
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void Camera::setYaw(float angle)
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{
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if (angle > osg::PI) {
angle -= osg::PI*2;
} else if (angle < -osg::PI) {
angle += osg::PI*2;
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}
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if (mVanity.enabled || mPreviewMode) {
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mPreviewCam.yaw = angle;
} else {
mMainCam.yaw = angle;
}
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}
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float Camera::getPitch() const
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{
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if (mVanity.enabled || mPreviewMode) {
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return mPreviewCam.pitch;
}
return mMainCam.pitch;
}
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void Camera::setPitch(float angle)
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{
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const float epsilon = 0.000001f;
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float limit = osg::PI_2 - epsilon;
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if(mPreviewMode)
limit /= 2;
if(angle > limit)
angle = limit;
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else if(angle < -limit)
angle = -limit;
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if (mVanity.enabled || mPreviewMode) {
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mPreviewCam.pitch = angle;
} else {
mMainCam.pitch = angle;
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}
}
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float Camera::getCameraDistance() const
{
if (isFirstPerson())
return 0.f;
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return mCameraDistance;
}
void Camera::updateBaseCameraDistance(float dist, bool adjust)
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{
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if(mFirstPersonView && !mPreviewMode && !mVanity.enabled)
return;
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mIsNearest = false;
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if (adjust)
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{
if (mVanity.enabled || mPreviewMode)
dist += mCameraDistance;
else
dist += std::min(mCameraDistance - getCameraDistanceCorrection(), mBaseCameraDistance);
}
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if (dist >= mFurthest)
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dist = mFurthest;
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else if (dist <= mNearest)
{
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dist = mNearest;
mIsNearest = true;
}
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if (mVanity.enabled || mPreviewMode)
mPreviewCam.offset = dist;
else if (!mFirstPersonView)
{
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mBaseCameraDistance = dist;
Settings::Manager::setFloat("third person camera distance", "Camera", dist);
}
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setCameraDistance();
}
void Camera::setCameraDistance(float dist, bool adjust)
{
if(mFirstPersonView && !mPreviewMode && !mVanity.enabled)
return;
if (adjust) dist += mCameraDistance;
if (dist >= mFurthest)
dist = mFurthest;
else if (dist < 10.f)
dist = 10.f;
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mCameraDistance = dist;
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}
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float Camera::getCameraDistanceCorrection() const
{
return mThirdPersonMode != ThirdPersonViewMode::Standard ? std::max(-getPitch(), 0.f) * 50.f : 0;
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}
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void Camera::setCameraDistance()
{
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if (mVanity.enabled || mPreviewMode)
mCameraDistance = mPreviewCam.offset;
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else if (!mFirstPersonView)
mCameraDistance = mBaseCameraDistance + getCameraDistanceCorrection();
mFocalPointAdjustment = osg::Vec3d();
}
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void Camera::setAnimation(NpcAnimation *anim)
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{
mAnimation = anim;
processViewChange();
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}
void Camera::processViewChange()
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{
if(isFirstPerson())
{
mAnimation->setViewMode(NpcAnimation::VM_FirstPerson);
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mTrackingNode = mAnimation->getNode("Camera");
if (!mTrackingNode)
mTrackingNode = mAnimation->getNode("Head");
mHeightScale = 1.f;
}
else
{
mAnimation->setViewMode(NpcAnimation::VM_Normal);
SceneUtil::PositionAttitudeTransform* transform = mTrackingPtr.getRefData().getBaseNode();
mTrackingNode = transform;
if (transform)
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mHeightScale = transform->getScale().z();
else
mHeightScale = 1.f;
}
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rotateCamera(getPitch(), getYaw(), false);
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}
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bool Camera::isVanityOrPreviewModeEnabled() const
{
return mPreviewMode || mVanity.enabled;
}
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bool Camera::isNearest() const
{
return mIsNearest;
}
}