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https://github.com/TES3MP/openmw-tes3mp.git
synced 2025-02-01 06:45:32 +00:00
Improved camera logic to restore proper character orientation when loading a saved game.
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parent
2172aa17f1
commit
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1 changed files with 17 additions and 21 deletions
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@ -10,6 +10,7 @@
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#include "../mwbase/environment.hpp"
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#include "../mwbase/world.hpp"
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#include "../mwbase/windowmanager.hpp"
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#include "../mwworld/player.hpp"
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#include "../mwworld/class.hpp"
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@ -66,21 +67,6 @@ namespace MWVR
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}
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mShouldResetZ = false;
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}
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// When the cell changes, the game rotates the character appropriately.
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// To respect this, reset yaw offset to make our yaw match the character.
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MWBase::World* world = MWBase::Environment::get().getWorld();
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if (world)
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{
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auto& player = world->getPlayer();
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auto playerPtr = player.getPlayer();
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const auto& data = playerPtr.getRefData();
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float yaw = 0.f;
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float pitch = 0.f;
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float roll = 0.f;
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getEulerAngles(mHeadPose.orientation, yaw, pitch, roll);
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mYawOffset = data.getPosition().rot[2] - yaw;
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}
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mShouldRecenter = false;
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Log(Debug::Verbose) << "Recentered";
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}
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@ -91,18 +77,18 @@ namespace MWVR
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auto& player = world->getPlayer();
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auto playerPtr = player.getPlayer();
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osg::Quat orientation;
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getOrientation(orientation);
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float yaw = 0.f;
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float pitch = 0.f;
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float roll = 0.f;
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getEulerAngles(mHeadPose.orientation, yaw, pitch, roll);
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yaw += mYawOffset;
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getEulerAngles(orientation, yaw, pitch, roll);
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if (!player.isDisabled() && mTrackingNode)
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{
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world->rotateObject(playerPtr, pitch, 0.f, yaw, MWBase::RotationFlag_none);
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world->rotateWorldObject(playerPtr, mHeadPose.orientation);
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}
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}
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@ -136,8 +122,9 @@ namespace MWVR
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}
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else
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{
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if (mShouldTrackPlayerCharacter)
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if (mShouldTrackPlayerCharacter && !MWBase::Environment::get().getWindowManager()->isGuiMode())
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applyTracking();
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Camera::updateCamera(cam);
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}
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}
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@ -214,6 +201,15 @@ namespace MWVR
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{
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Camera::rotateCameraToTrackingPtr();
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setRoll(-mTrackingPtr.getRefData().getPosition().rot[1] - mDeferredRotation.y());
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// When the cell changes, openmw rotates the character.
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// To make sure the player faces the same direction regardless of current orientation,
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// compute the offset from character orientation to player orientation and reset yaw offset to this.
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float yaw = 0.f;
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float pitch = 0.f;
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float roll = 0.f;
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getEulerAngles(mHeadPose.orientation, yaw, pitch, roll);
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mYawOffset = -mYaw - yaw;
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}
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osg::Quat VRCamera::stageRotation()
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@ -225,7 +221,7 @@ namespace MWVR
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{
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mShouldRecenter = true;
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// Use OR so we don't a pending reset of Z.
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// Use OR so we don't negate a pending requests.
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mShouldResetZ |= resetZ;
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}
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}
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