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.
175 lines
5.4 KiB
C++
175 lines
5.4 KiB
C++
#ifndef GAME_MWRENDER_CAMERA_H
|
|
#define GAME_MWRENDER_CAMERA_H
|
|
|
|
#include <string>
|
|
|
|
#include <osg/ref_ptr>
|
|
#include <osg/Vec3>
|
|
#include <osg/Vec3d>
|
|
|
|
#include "../mwworld/ptr.hpp"
|
|
|
|
namespace osg
|
|
{
|
|
class Camera;
|
|
class NodeCallback;
|
|
class Node;
|
|
class Quat;
|
|
}
|
|
|
|
namespace MWRender
|
|
{
|
|
class NpcAnimation;
|
|
|
|
/// \brief Camera control
|
|
class Camera
|
|
{
|
|
public:
|
|
enum class Mode { Normal, Vanity, Preview, StandingPreview };
|
|
|
|
protected:
|
|
MWWorld::Ptr mTrackingPtr;
|
|
osg::ref_ptr<const osg::Node> mTrackingNode;
|
|
float mHeightScale;
|
|
|
|
osg::ref_ptr<osg::Camera> mCamera;
|
|
|
|
NpcAnimation *mAnimation;
|
|
|
|
bool mFirstPersonView;
|
|
Mode mMode;
|
|
bool mVanityAllowed;
|
|
bool mStandingPreviewAllowed;
|
|
bool mDeferredRotationAllowed;
|
|
|
|
float mNearest;
|
|
float mFurthest;
|
|
bool mIsNearest;
|
|
|
|
float mHeight, mBaseCameraDistance;
|
|
float mPitch, mYaw, mRoll;
|
|
|
|
bool mVanityToggleQueued;
|
|
bool mVanityToggleQueuedValue;
|
|
bool mViewModeToggleQueued;
|
|
|
|
float mCameraDistance;
|
|
float mMaxNextCameraDistance;
|
|
|
|
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;
|
|
|
|
bool mHeadBobbingEnabled;
|
|
float mHeadBobbingOffset;
|
|
float mHeadBobbingWeight; // Value from 0 to 1 for smooth enabling/disabling.
|
|
float mTotalMovement; // Needed for head bobbing.
|
|
void updateHeadBobbing(float duration);
|
|
|
|
void updateFocalPointOffset(float duration);
|
|
void updatePosition();
|
|
float getCameraDistanceCorrection() const;
|
|
|
|
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:
|
|
Camera(osg::Camera* camera);
|
|
virtual ~Camera();
|
|
|
|
/// Attach camera to object
|
|
void attachTo(const MWWorld::Ptr &ptr) { mTrackingPtr = ptr; }
|
|
MWWorld::Ptr getTrackingPtr() const { return mTrackingPtr; }
|
|
|
|
void setFocalPointTransitionSpeed(float v) { mFocalPointTransitionSpeedCoef = v; }
|
|
void setFocalPointTargetOffset(osg::Vec2d v);
|
|
virtual void instantTransition();
|
|
void enableDynamicCameraDistance(bool v) { mDynamicCameraDistanceEnabled = v; }
|
|
void enableCrosshairInThirdPersonMode(bool v) { mShowCrosshairInThirdPersonMode = v; }
|
|
|
|
/// Update the view matrix of \a cam
|
|
virtual void updateCamera(osg::Camera* cam);
|
|
|
|
/// Update the view matrix of the current camera
|
|
virtual void updateCamera();
|
|
|
|
/// Reset to defaults
|
|
virtual void reset();
|
|
|
|
/// Set where the camera is looking at. Uses Morrowind (euler) angles
|
|
/// \param rot Rotation angles in radians
|
|
virtual void rotateCamera(float pitch, float roll, float yaw, bool adjust);
|
|
virtual 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.
|
|
virtual void toggleViewMode(bool force=false);
|
|
|
|
virtual bool toggleVanityMode(bool enable);
|
|
virtual void allowVanityMode(bool allow);
|
|
|
|
/// @note this may be ignored if an important animation is currently playing
|
|
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; }
|
|
|
|
virtual void processViewChange();
|
|
|
|
void update(float duration, bool paused=false);
|
|
|
|
/// Adds distDelta to the camera distance. Switches 3rd/1st person view if distance is less than limit.
|
|
void adjustCameraDistance(float distDelta);
|
|
|
|
float getCameraDistance() const;
|
|
|
|
void setAnimation(NpcAnimation *anim);
|
|
|
|
osg::Camera* getOsgCamera();
|
|
|
|
osg::Vec3d getFocalPoint() const;
|
|
osg::Vec3d getFocalPointOffset() const;
|
|
|
|
/// Stores focal and camera world positions in passed arguments
|
|
virtual void getPosition(osg::Vec3d &focal, osg::Vec3d &camera) const;
|
|
|
|
/// Store camera orientation in passed arguments
|
|
virtual void getOrientation(osg::Quat& orientation) const;
|
|
|
|
bool isVanityOrPreviewModeEnabled() const { return mMode != Mode::Normal; }
|
|
Mode getMode() const { return mMode; }
|
|
|
|
bool isNearest() const { return mIsNearest; }
|
|
};
|
|
}
|
|
|
|
#endif
|