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			410 lines
		
	
	
	
		
			10 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			410 lines
		
	
	
	
		
			10 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
#include "camera.hpp"
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#include <osg/Camera>
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#include <components/sceneutil/positionattitudetransform.hpp>
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#include "../mwbase/environment.hpp"
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#include "../mwbase/windowmanager.hpp"
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#include "../mwworld/ptr.hpp"
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#include "../mwworld/refdata.hpp"
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#include "npcanimation.hpp"
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namespace
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{
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class UpdateRenderCameraCallback : public osg::NodeCallback
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{
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public:
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    UpdateRenderCameraCallback(MWRender::Camera* cam)
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        : mCamera(cam)
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    {
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    }
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    virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
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    {
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        osg::Camera* cam = static_cast<osg::Camera*>(node);
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        // traverse first to update animations, in case the camera is attached to an animated node
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        traverse(node, nv);
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        mCamera->updateCamera(cam);
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    }
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private:
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    MWRender::Camera* mCamera;
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};
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}
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namespace MWRender
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{
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    Camera::Camera (osg::Camera* camera)
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    : mHeightScale(1.f),
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      mCamera(camera),
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      mAnimation(NULL),
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      mFirstPersonView(true),
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      mPreviewMode(false),
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      mFreeLook(true),
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      mNearest(30.f),
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      mFurthest(800.f),
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      mIsNearest(false),
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      mHeight(124.f),
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      mMaxCameraDistance(192.f),
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      mVanityToggleQueued(false),
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      mVanityToggleQueuedValue(false),
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      mViewModeToggleQueued(false),
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      mCameraDistance(0.f)
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    {
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        mVanity.enabled = false;
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        mVanity.allowed = true;
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        mPreviewCam.pitch = 0.f;
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        mPreviewCam.yaw = 0.f;
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        mPreviewCam.offset = 400.f;
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        mMainCam.pitch = 0.f;
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        mMainCam.yaw = 0.f;
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        mMainCam.offset = 400.f;
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        mCameraDistance = mMaxCameraDistance;
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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()
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    {
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        const osg::Node* trackNode = mTrackingNode;
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        if (!trackNode)
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            return osg::Vec3d();
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        osg::NodePathList nodepaths = trackNode->getParentalNodePaths();
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        if (nodepaths.empty())
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            return osg::Vec3d();
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        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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        return position;
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    }
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    void Camera::updateCamera(osg::Camera *cam)
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    {
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        if (mTrackingPtr.isEmpty())
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            return;
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        osg::Vec3d position = getFocalPoint();
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        osg::Quat orient =  osg::Quat(getPitch(), osg::Vec3d(1,0,0)) * osg::Quat(getYaw(), osg::Vec3d(0,0,1));
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        osg::Vec3d offset = orient * osg::Vec3d(0, isFirstPerson() ? 0 : -mCameraDistance, 0);
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        position += offset;
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        osg::Vec3d forward = orient * osg::Vec3d(0,1,0);
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        osg::Vec3d up = orient * osg::Vec3d(0,0,1);
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        cam->setViewMatrixAsLookAt(position, position + forward, up);
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    }
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    void Camera::reset()
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    {
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        togglePreviewMode(false);
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        toggleVanityMode(false);
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        if (!mFirstPersonView)
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            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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        {
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            pitch += getPitch();
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            yaw += getYaw();
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        }
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        setYaw(yaw);
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        setPitch(pitch);
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    }
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    void Camera::attachTo(const MWWorld::Ptr &ptr)
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    {
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        mTrackingPtr = ptr;
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    }
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    void Camera::update(float duration, bool paused)
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    {
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        if (mAnimation->upperBodyReady())
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        {
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            // Now process the view changes we queued earlier
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            if (mVanityToggleQueued)
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            {
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                toggleVanityMode(mVanityToggleQueuedValue);
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                mVanityToggleQueued = false;
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            }
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            if (mViewModeToggleQueued)
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            {
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                togglePreviewMode(false);
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                toggleViewMode();
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                mViewModeToggleQueued = false;
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            }
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        }
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        if (paused)
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            return;
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        // only show the crosshair in game mode and in first person mode.
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        MWBase::WindowManager *wm = MWBase::Environment::get().getWindowManager();
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        wm->showCrosshair(!wm->isGuiMode() && (mFirstPersonView && !mVanity.enabled && !mPreviewMode));
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        if(mVanity.enabled)
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        {
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            rotateCamera(0.f, osg::DegreesToRadians(3.f * duration), true);
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        }
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    }
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    void Camera::toggleViewMode(bool force)
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    {
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        // Changing the view will stop all playing animations, so if we are playing
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        // anything important, queue the view change for later
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        if (!mAnimation->upperBodyReady() && !force)
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        {
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            mViewModeToggleQueued = true;
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            return;
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        }
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        else
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            mViewModeToggleQueued = false;
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        mFirstPersonView = !mFirstPersonView;
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        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);
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        mVanity.allowed = allow;
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    }
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    bool Camera::toggleVanityMode(bool enable)
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    {
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        // Changing the view will stop all playing animations, so if we are playing
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        // anything important, queue the view change for later
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        if (mFirstPersonView && !mAnimation->upperBodyReady())
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        {
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            mVanityToggleQueued = true;
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            mVanityToggleQueuedValue = enable;
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            return false;
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        }
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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;
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        mVanity.enabled = enable;
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        processViewChange();
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        float offset = mPreviewCam.offset;
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        if (mVanity.enabled) {
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            setPitch(osg::DegreesToRadians(-30.f));
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            mMainCam.offset = mCameraDistance;
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        } else {
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            offset = mMainCam.offset;
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        }
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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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    {
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        if (mFirstPersonView && !mAnimation->upperBodyReady())
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            return;
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        if(mPreviewMode == enable)
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            return;
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        mPreviewMode = enable;
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        processViewChange();
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        float offset = mCameraDistance;
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        if (mPreviewMode) {
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            mMainCam.offset = offset;
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            offset = mPreviewCam.offset;
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        } else {
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            mPreviewCam.offset = offset;
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            offset = mMainCam.offset;
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        }
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        mCameraDistance = offset;
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    }
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    void Camera::setSneakOffset(float offset)
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    {
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        mAnimation->setFirstPersonOffset(osg::Vec3f(0,0,-offset));
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    }
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    float Camera::getYaw()
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    {
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        if(mVanity.enabled || mPreviewMode)
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            return mPreviewCam.yaw;
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        return mMainCam.yaw;
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    }
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    void Camera::setYaw(float angle)
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    {
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        if (angle > osg::PI) {
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            angle -= osg::PI*2;
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        } else if (angle < -osg::PI) {
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            angle += osg::PI*2;
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        }
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        if (mVanity.enabled || mPreviewMode) {
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            mPreviewCam.yaw = angle;
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        } else {
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            mMainCam.yaw = angle;
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        }
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    }
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    float Camera::getPitch()
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    {
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        if (mVanity.enabled || mPreviewMode) {
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            return mPreviewCam.pitch;
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        }
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        return mMainCam.pitch;
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    }
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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)
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            limit /= 2;
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        if(angle > limit)
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            angle = limit;
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        else if(angle < -limit)
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            angle = -limit;
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        if (mVanity.enabled || mPreviewMode) {
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            mPreviewCam.pitch = angle;
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        } else {
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            mMainCam.pitch = angle;
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        }
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    }
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    float Camera::getCameraDistance() const
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    {
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        if (isFirstPerson())
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            return 0.f;
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        return mCameraDistance;
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    }
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    void Camera::setCameraDistance(float dist, bool adjust, bool override)
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    {
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        if(mFirstPersonView && !mPreviewMode && !mVanity.enabled)
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            return;
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        mIsNearest = false;
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        if (adjust)
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            dist += mCameraDistance;
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        if (dist >= mFurthest) {
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            dist = mFurthest;
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        } else if (!override && dist < 10.f) {
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            dist = 10.f;
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        } else if (override && dist <= mNearest) {
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            dist = mNearest;
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            mIsNearest = true;
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        }
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        mCameraDistance = dist;
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        if (override) {
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            if (mVanity.enabled || mPreviewMode) {
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                mPreviewCam.offset = mCameraDistance;
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            } else if (!mFirstPersonView) {
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                mMaxCameraDistance = mCameraDistance;
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            }
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        }
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    }
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    void Camera::setCameraDistance()
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    {
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        if (mVanity.enabled || mPreviewMode) {
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            mCameraDistance = mPreviewCam.offset;
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        } else if (!mFirstPersonView) {
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            mCameraDistance = mMaxCameraDistance;
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        }
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    }
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    void Camera::setAnimation(NpcAnimation *anim)
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    {
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        mAnimation = anim;
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        processViewChange();
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    }
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    void Camera::processViewChange()
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    {
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        if(isFirstPerson())
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        {
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            mAnimation->setViewMode(NpcAnimation::VM_FirstPerson);
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            mTrackingNode = mAnimation->getNode("Camera");
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            if (!mTrackingNode)
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                mTrackingNode = mAnimation->getNode("Head");
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            mHeightScale = 1.f;
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        }
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        else
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        {
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            mAnimation->setViewMode(NpcAnimation::VM_Normal);
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            SceneUtil::PositionAttitudeTransform* transform = mTrackingPtr.getRefData().getBaseNode();
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            mTrackingNode = transform;
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            if (transform)
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                mHeightScale = transform->getScale().z();
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            else
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                mHeightScale = 1.f;
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        }
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        rotateCamera(getPitch(), getYaw(), false);
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    }
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    void Camera::getPosition(osg::Vec3f &focal, osg::Vec3f &camera)
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    {
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        focal = getFocalPoint();
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        osg::Quat orient =  osg::Quat(getPitch(), osg::Vec3d(1,0,0)) * osg::Quat(getYaw(), osg::Vec3d(0,0,1));
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        osg::Vec3d offset = orient * osg::Vec3d(0, isFirstPerson() ? 0 : -mCameraDistance, 0);
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        camera = focal + offset;
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    }
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    void Camera::togglePlayerLooking(bool enable)
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    {
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        mFreeLook = enable;
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    }
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    bool Camera::isVanityOrPreviewModeEnabled()
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    {
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        return mPreviewMode || mVanity.enabled;
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    }
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    bool Camera::isNearest()
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    {
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        return mIsNearest;
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    }
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}
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