You cannot select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
openmw-tes3mp/apps/openmw/mwrender/camera.cpp

403 lines
11 KiB
C++

#include "camera.hpp"
#include <OgreSceneNode.h>
#include <OgreCamera.h>
#include <OgreSceneManager.h>
#include <OgreTagPoint.h>
#include "../mwbase/environment.hpp"
#include "../mwbase/windowmanager.hpp"
#include "../mwworld/ptr.hpp"
#include "../mwworld/refdata.hpp"
#include "npcanimation.hpp"
namespace MWRender
{
Camera::Camera (Ogre::Camera *camera)
: mCamera(camera),
mCameraNode(NULL),
mCameraPosNode(NULL),
mAnimation(NULL),
mFirstPersonView(true),
mPreviewMode(false),
mFreeLook(true),
mNearest(30.f),
mFurthest(800.f),
mIsNearest(false),
mHeight(124.f),
mCameraDistance(192.f),
mDistanceAdjusted(false),
mVanityToggleQueued(false),
mViewModeToggleQueued(false)
{
mVanity.enabled = false;
mVanity.allowed = true;
mPreviewCam.pitch = 0.f;
mPreviewCam.yaw = 0.f;
mPreviewCam.offset = 400.f;
mMainCam.pitch = 0.f;
mMainCam.yaw = 0.f;
mMainCam.offset = 400.f;
}
Camera::~Camera()
{
}
void Camera::reset()
{
togglePreviewMode(false);
toggleVanityMode(false);
if (!mFirstPersonView)
toggleViewMode();
}
void Camera::rotateCamera(const Ogre::Vector3 &rot, bool adjust)
{
if (adjust) {
setYaw(getYaw() + rot.z);
setPitch(getPitch() + rot.x);
} else {
setYaw(rot.z);
setPitch(rot.x);
}
Ogre::Quaternion xr(Ogre::Radian(getPitch() + Ogre::Math::HALF_PI), Ogre::Vector3::UNIT_X);
Ogre::Quaternion orient = xr;
if (mVanity.enabled || mPreviewMode) {
Ogre::Quaternion zr(Ogre::Radian(getYaw()), Ogre::Vector3::UNIT_Z);
orient = zr * xr;
}
if (isFirstPerson())
mCamera->getParentNode()->setOrientation(orient);
else
mCameraNode->setOrientation(orient);
}
const std::string &Camera::getHandle() const
{
return mTrackingPtr.getRefData().getHandle();
}
Ogre::SceneNode* Camera::attachTo(const MWWorld::Ptr &ptr)
{
mTrackingPtr = ptr;
Ogre::SceneNode *node = mTrackingPtr.getRefData().getBaseNode()->createChildSceneNode(Ogre::Vector3(0.0f, 0.0f, mHeight));
node->setInheritScale(false);
Ogre::SceneNode *posNode = node->createChildSceneNode();
posNode->setInheritScale(false);
if(mCameraNode)
{
node->setOrientation(mCameraNode->getOrientation());
posNode->setPosition(mCameraPosNode->getPosition());
mCameraNode->getCreator()->destroySceneNode(mCameraNode);
mCameraNode->getCreator()->destroySceneNode(mCameraPosNode);
}
mCameraNode = node;
mCameraPosNode = posNode;
if (!isFirstPerson())
{
mCamera->detachFromParent();
mCameraPosNode->attachObject(mCamera);
}
return mCameraPosNode;
}
void Camera::setPosition(const Ogre::Vector3& position)
{
mCameraPosNode->setPosition(position);
}
void Camera::setPosition(float x, float y, float z)
{
setPosition(Ogre::Vector3(x,y,z));
}
void Camera::update(float duration, bool paused)
{
if (mAnimation->upperBodyReady())
{
// Now process the view changes we queued earlier
if (mVanityToggleQueued)
{
toggleVanityMode(!mVanity.enabled);
mVanityToggleQueued = false;
}
if (mViewModeToggleQueued)
{
togglePreviewMode(false);
toggleViewMode();
mViewModeToggleQueued = false;
}
}
if (paused)
return;
// only show the crosshair in game mode and in first person mode.
MWBase::WindowManager *wm = MWBase::Environment::get().getWindowManager();
wm->showCrosshair(!wm->isGuiMode() && (mFirstPersonView && !mVanity.enabled && !mPreviewMode));
if(mVanity.enabled)
{
Ogre::Vector3 rot(0.f, 0.f, 0.f);
rot.z = Ogre::Degree(3.f * duration).valueRadians();
rotateCamera(rot, true);
}
}
void Camera::toggleViewMode(bool force)
{
// 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;
mFirstPersonView = !mFirstPersonView;
processViewChange();
if (mFirstPersonView) {
setPosition(0.f, 0.f, 0.f);
} else {
setPosition(0.f, 0.f, mCameraDistance);
}
}
void Camera::allowVanityMode(bool allow)
{
if (!allow && mVanity.enabled)
toggleVanityMode(false);
mVanity.allowed = allow;
}
bool Camera::toggleVanityMode(bool enable)
{
// Changing the view will stop all playing animations, so if we are playing
// anything important, queue the view change for later
if (isFirstPerson() && !mAnimation->upperBodyReady())
{
mVanityToggleQueued = true;
return false;
}
if(!mVanity.allowed && enable)
return false;
if(mVanity.enabled == enable)
return true;
mVanity.enabled = enable;
processViewChange();
float offset = mPreviewCam.offset;
Ogre::Vector3 rot(0.f, 0.f, 0.f);
if (mVanity.enabled) {
rot.x = Ogre::Degree(-30.f).valueRadians();
mMainCam.offset = mCameraPosNode->getPosition().z;
} else {
rot.x = getPitch();
offset = mMainCam.offset;
}
rot.z = getYaw();
setPosition(0.f, 0.f, offset);
rotateCamera(rot, false);
return true;
}
void Camera::togglePreviewMode(bool enable)
{
if (mFirstPersonView && !mAnimation->upperBodyReady())
return;
if(mPreviewMode == enable)
return;
mPreviewMode = enable;
processViewChange();
float offset = mCameraPosNode->getPosition().z;
if (mPreviewMode) {
mMainCam.offset = offset;
offset = mPreviewCam.offset;
} else {
mPreviewCam.offset = offset;
offset = mMainCam.offset;
}
setPosition(0.f, 0.f, offset);
}
void Camera::setSneakOffset(float offset)
{
if(mAnimation)
mAnimation->addFirstPersonOffset(Ogre::Vector3(0.f, 0.f, -offset));
}
float Camera::getYaw()
{
if(mVanity.enabled || mPreviewMode)
return mPreviewCam.yaw;
return mMainCam.yaw;
}
void Camera::setYaw(float angle)
{
if (angle > Ogre::Math::PI) {
angle -= Ogre::Math::TWO_PI;
} else if (angle < -Ogre::Math::PI) {
angle += Ogre::Math::TWO_PI;
}
if (mVanity.enabled || mPreviewMode) {
mPreviewCam.yaw = angle;
} else {
mMainCam.yaw = angle;
}
}
float Camera::getPitch()
{
if (mVanity.enabled || mPreviewMode) {
return mPreviewCam.pitch;
}
return mMainCam.pitch;
}
void Camera::setPitch(float angle)
{
const float epsilon = 0.000001f;
float limit = Ogre::Math::HALF_PI - epsilon;
if(mPreviewMode)
limit /= 2;
if(angle > limit)
angle = limit;
else if(angle < -limit)
angle = -limit;
if (mVanity.enabled || mPreviewMode) {
mPreviewCam.pitch = angle;
} else {
mMainCam.pitch = angle;
}
}
float Camera::getCameraDistance() const
{
return mCameraPosNode->getPosition().z;
}
void Camera::setCameraDistance(float dist, bool adjust, bool override)
{
if(mFirstPersonView && !mPreviewMode && !mVanity.enabled)
return;
mIsNearest = false;
Ogre::Vector3 v(0.f, 0.f, dist);
if (adjust) {
v += mCameraPosNode->getPosition();
}
if (v.z >= mFurthest) {
v.z = mFurthest;
} else if (!override && v.z < 10.f) {
v.z = 10.f;
} else if (override && v.z <= mNearest) {
v.z = mNearest;
mIsNearest = true;
}
setPosition(v);
if (override) {
if (mVanity.enabled || mPreviewMode) {
mPreviewCam.offset = v.z;
} else if (!mFirstPersonView) {
mCameraDistance = v.z;
}
} else {
mDistanceAdjusted = true;
}
}
void Camera::setCameraDistance()
{
if (mDistanceAdjusted) {
if (mVanity.enabled || mPreviewMode) {
setPosition(0, 0, mPreviewCam.offset);
} else if (!mFirstPersonView) {
setPosition(0, 0, mCameraDistance);
}
}
mDistanceAdjusted = false;
}
void Camera::setAnimation(NpcAnimation *anim)
{
// If we're switching to a new NpcAnimation, ensure the old one is
// using a normal view mode
if(mAnimation && mAnimation != anim)
{
mAnimation->setViewMode(NpcAnimation::VM_Normal);
mAnimation->detachObjectFromBone(mCamera);
}
mAnimation = anim;
processViewChange();
}
void Camera::processViewChange()
{
mAnimation->detachObjectFromBone(mCamera);
mCamera->detachFromParent();
if(isFirstPerson())
{
mAnimation->setViewMode(NpcAnimation::VM_FirstPerson);
Ogre::TagPoint *tag = mAnimation->attachObjectToBone("Head", mCamera);
tag->setInheritOrientation(false);
}
else
{
mAnimation->setViewMode(NpcAnimation::VM_Normal);
mCameraPosNode->attachObject(mCamera);
}
rotateCamera(Ogre::Vector3(getPitch(), 0.f, getYaw()), false);
}
void Camera::getPosition(Ogre::Vector3 &focal, Ogre::Vector3 &camera)
{
mCamera->getParentSceneNode()->needUpdate(true);
camera = mCamera->getRealPosition();
focal = mCameraNode->_getDerivedPosition();
}
void Camera::togglePlayerLooking(bool enable)
{
mFreeLook = enable;
}
bool Camera::isVanityOrPreviewModeEnabled()
{
return mPreviewMode || mVanity.enabled;
}
bool Camera::isNearest()
{
return mIsNearest;
}
}