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Merge branch 'camera_refactoring' into 'master'

Camera refactoring

See merge request OpenMW/openmw!271
This commit is contained in:
elsid 2020-08-22 22:15:18 +00:00
commit 80e23536cb
15 changed files with 170 additions and 230 deletions

View file

@ -73,7 +73,7 @@ add_openmw_dir (mwworld
add_openmw_dir (mwphysics add_openmw_dir (mwphysics
physicssystem trace collisiontype actor convert object heightfield closestnotmerayresultcallback physicssystem trace collisiontype actor convert object heightfield closestnotmerayresultcallback
contacttestresultcallback deepestnotmecontacttestresultcallback stepper movementsolver contacttestresultcallback deepestnotmecontacttestresultcallback stepper movementsolver
closestnotmeconvexresultcallback closestnotmeconvexresultcallback raycasting
) )
add_openmw_dir (mwclass add_openmw_dir (mwclass

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@ -51,6 +51,11 @@ namespace ESM
struct TimeStamp; struct TimeStamp;
} }
namespace MWPhysics
{
class RayCastingInterface;
}
namespace MWRender namespace MWRender
{ {
class Animation; class Animation;
@ -303,6 +308,8 @@ namespace MWBase
virtual void updateAnimatedCollisionShape(const MWWorld::Ptr &ptr) = 0; virtual void updateAnimatedCollisionShape(const MWWorld::Ptr &ptr) = 0;
virtual const MWPhysics::RayCastingInterface* getRayCasting() const = 0;
virtual bool castRay (float x1, float y1, float z1, float x2, float y2, float z2, int mask) = 0; virtual bool castRay (float x1, float y1, float z1, float x2, float y2, float z2, int mask) = 0;
///< cast a Ray and return true if there is an object in the ray path. ///< cast a Ray and return true if there is an object in the ray path.
@ -420,9 +427,8 @@ namespace MWBase
virtual void togglePreviewMode(bool enable) = 0; virtual void togglePreviewMode(bool enable) = 0;
virtual bool toggleVanityMode(bool enable) = 0; virtual bool toggleVanityMode(bool enable) = 0;
virtual void allowVanityMode(bool allow) = 0; virtual void allowVanityMode(bool allow) = 0;
virtual void changeVanityModeScale(float factor) = 0;
virtual bool vanityRotateCamera(float * rot) = 0; virtual bool vanityRotateCamera(float * rot) = 0;
virtual void setCameraDistance(float dist, bool adjust = false, bool override = true)=0; virtual void adjustCameraDistance(float dist) = 0;
virtual void applyDeferredPreviewRotationToPlayer(float dt) = 0; virtual void applyDeferredPreviewRotationToPlayer(float dt) = 0;
virtual void disableDeferredPreviewRotation() = 0; virtual void disableDeferredPreviewRotation() = 0;

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@ -26,7 +26,7 @@
namespace MWInput namespace MWInput
{ {
const float ZOOM_SCALE = 120.f; /// Used for scrolling camera in and out const float ZOOM_SCALE = 10.f; /// Used for scrolling camera in and out
ActionManager::ActionManager(BindingsManager* bindingsManager, ActionManager::ActionManager(BindingsManager* bindingsManager,
osgViewer::ScreenCaptureHandler::CaptureOperation* screenCaptureOperation, osgViewer::ScreenCaptureHandler::CaptureOperation* screenCaptureOperation,
@ -195,6 +195,8 @@ namespace MWInput
void ActionManager::executeAction(int action) void ActionManager::executeAction(int action)
{ {
auto* inputManager = MWBase::Environment::get().getInputManager();
auto* windowManager = MWBase::Environment::get().getWindowManager();
// trigger action activated // trigger action activated
switch (action) switch (action)
{ {
@ -211,7 +213,7 @@ namespace MWInput
toggleConsole (); toggleConsole ();
break; break;
case A_Activate: case A_Activate:
MWBase::Environment::get().getInputManager()->resetIdleTime(); inputManager->resetIdleTime();
activate(); activate();
break; break;
case A_MoveLeft: case A_MoveLeft:
@ -272,18 +274,18 @@ namespace MWInput
showQuickKeysMenu(); showQuickKeysMenu();
break; break;
case A_ToggleHUD: case A_ToggleHUD:
MWBase::Environment::get().getWindowManager()->toggleHud(); windowManager->toggleHud();
break; break;
case A_ToggleDebug: case A_ToggleDebug:
MWBase::Environment::get().getWindowManager()->toggleDebugWindow(); windowManager->toggleDebugWindow();
break; break;
case A_ZoomIn: case A_ZoomIn:
if (MWBase::Environment::get().getInputManager()->getControlSwitch("playerviewswitch") && MWBase::Environment::get().getInputManager()->getControlSwitch("playercontrols") && !MWBase::Environment::get().getWindowManager()->isGuiMode()) if (inputManager->getControlSwitch("playerviewswitch") && inputManager->getControlSwitch("playercontrols") && !windowManager->isGuiMode())
MWBase::Environment::get().getWorld()->setCameraDistance(ZOOM_SCALE, true, true); MWBase::Environment::get().getWorld()->adjustCameraDistance(-ZOOM_SCALE);
break; break;
case A_ZoomOut: case A_ZoomOut:
if (MWBase::Environment::get().getInputManager()->getControlSwitch("playerviewswitch") && MWBase::Environment::get().getInputManager()->getControlSwitch("playercontrols") && !MWBase::Environment::get().getWindowManager()->isGuiMode()) if (inputManager->getControlSwitch("playerviewswitch") && inputManager->getControlSwitch("playercontrols") && !windowManager->isGuiMode())
MWBase::Environment::get().getWorld()->setCameraDistance(-ZOOM_SCALE, true, true); MWBase::Environment::get().getWorld()->adjustCameraDistance(ZOOM_SCALE);
break; break;
case A_QuickSave: case A_QuickSave:
quickSave(); quickSave();
@ -292,19 +294,19 @@ namespace MWInput
quickLoad(); quickLoad();
break; break;
case A_CycleSpellLeft: case A_CycleSpellLeft:
if (checkAllowedToUseItems() && MWBase::Environment::get().getWindowManager()->isAllowed(MWGui::GW_Magic)) if (checkAllowedToUseItems() && windowManager->isAllowed(MWGui::GW_Magic))
MWBase::Environment::get().getWindowManager()->cycleSpell(false); MWBase::Environment::get().getWindowManager()->cycleSpell(false);
break; break;
case A_CycleSpellRight: case A_CycleSpellRight:
if (checkAllowedToUseItems() && MWBase::Environment::get().getWindowManager()->isAllowed(MWGui::GW_Magic)) if (checkAllowedToUseItems() && windowManager->isAllowed(MWGui::GW_Magic))
MWBase::Environment::get().getWindowManager()->cycleSpell(true); MWBase::Environment::get().getWindowManager()->cycleSpell(true);
break; break;
case A_CycleWeaponLeft: case A_CycleWeaponLeft:
if (checkAllowedToUseItems() && MWBase::Environment::get().getWindowManager()->isAllowed(MWGui::GW_Inventory)) if (checkAllowedToUseItems() && windowManager->isAllowed(MWGui::GW_Inventory))
MWBase::Environment::get().getWindowManager()->cycleWeapon(false); MWBase::Environment::get().getWindowManager()->cycleWeapon(false);
break; break;
case A_CycleWeaponRight: case A_CycleWeaponRight:
if (checkAllowedToUseItems() && MWBase::Environment::get().getWindowManager()->isAllowed(MWGui::GW_Inventory)) if (checkAllowedToUseItems() && windowManager->isAllowed(MWGui::GW_Inventory))
MWBase::Environment::get().getWindowManager()->cycleWeapon(true); MWBase::Environment::get().getWindowManager()->cycleWeapon(true);
break; break;
case A_Sneak: case A_Sneak:

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@ -190,10 +190,7 @@ namespace MWInput
mGamepadZoom = 0; mGamepadZoom = 0;
if (mGamepadZoom) if (mGamepadZoom)
{ MWBase::Environment::get().getWorld()->adjustCameraDistance(-mGamepadZoom);
MWBase::Environment::get().getWorld()->changeVanityModeScale(mGamepadZoom);
MWBase::Environment::get().getWorld()->setCameraDistance(mGamepadZoom, true, true);
}
} }
return triedToMove; return triedToMove;
@ -291,12 +288,12 @@ namespace MWInput
{ {
if (arg.axis == SDL_CONTROLLER_AXIS_TRIGGERRIGHT) if (arg.axis == SDL_CONTROLLER_AXIS_TRIGGERRIGHT)
{ {
mGamepadZoom = arg.value * 0.85f / 1000.f; mGamepadZoom = arg.value * 0.85f / 1000.f / 12.f;
return; // Do not propagate event. return; // Do not propagate event.
} }
else if (arg.axis == SDL_CONTROLLER_AXIS_TRIGGERLEFT) else if (arg.axis == SDL_CONTROLLER_AXIS_TRIGGERLEFT)
{ {
mGamepadZoom = -arg.value * 0.85f / 1000.f; mGamepadZoom = -arg.value * 0.85f / 1000.f / 12.f;
return; // Do not propagate event. return; // Do not propagate event.
} }
} }

View file

@ -70,6 +70,7 @@ namespace MWInput
mBindingsManager->mouseMoved(arg); mBindingsManager->mouseMoved(arg);
MWBase::InputManager* input = MWBase::Environment::get().getInputManager(); MWBase::InputManager* input = MWBase::Environment::get().getInputManager();
MWBase::World* world = MWBase::Environment::get().getWorld();
input->setJoystickLastUsed(false); input->setJoystickLastUsed(false);
input->resetIdleTime(); input->resetIdleTime();
@ -102,19 +103,14 @@ namespace MWInput
rot[2] = -x; rot[2] = -x;
// Only actually turn player when we're not in vanity mode // Only actually turn player when we're not in vanity mode
if (!MWBase::Environment::get().getWorld()->vanityRotateCamera(rot) && input->getControlSwitch("playerlooking")) if (!world->vanityRotateCamera(rot) && input->getControlSwitch("playerlooking"))
{ {
MWWorld::Player& player = MWBase::Environment::get().getWorld()->getPlayer(); MWWorld::Player& player = world->getPlayer();
player.yaw(x); player.yaw(x);
player.pitch(y); player.pitch(y);
} }
else if (!input->getControlSwitch("playerlooking")) else if (!input->getControlSwitch("playerlooking"))
MWBase::Environment::get().getWorld()->disableDeferredPreviewRotation(); world->disableDeferredPreviewRotation();
if (arg.zrel && input->getControlSwitch("playerviewswitch") && input->getControlSwitch("playercontrols")) //Check to make sure you are allowed to zoomout and there is a change
{
MWBase::Environment::get().getWorld()->changeVanityModeScale(static_cast<float>(arg.zrel));
}
} }
} }

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@ -179,7 +179,7 @@ namespace MWPhysics
{ {
// First of all, try to hit where you aim to // First of all, try to hit where you aim to
int hitmask = CollisionType_World | CollisionType_Door | CollisionType_HeightMap | CollisionType_Actor; int hitmask = CollisionType_World | CollisionType_Door | CollisionType_HeightMap | CollisionType_Actor;
RayResult result = castRay(origin, origin + (orient * osg::Vec3f(0.0f, queryDistance, 0.0f)), actor, targets, hitmask, CollisionType_Actor); RayCastingResult result = castRay(origin, origin + (orient * osg::Vec3f(0.0f, queryDistance, 0.0f)), actor, targets, hitmask, CollisionType_Actor);
if (result.mHit) if (result.mHit)
{ {
@ -262,7 +262,7 @@ namespace MWPhysics
return (point - Misc::Convert::toOsg(cb.m_hitPointWorld)).length(); return (point - Misc::Convert::toOsg(cb.m_hitPointWorld)).length();
} }
PhysicsSystem::RayResult PhysicsSystem::castRay(const osg::Vec3f &from, const osg::Vec3f &to, const MWWorld::ConstPtr& ignore, std::vector<MWWorld::Ptr> targets, int mask, int group) const RayCastingResult PhysicsSystem::castRay(const osg::Vec3f &from, const osg::Vec3f &to, const MWWorld::ConstPtr& ignore, std::vector<MWWorld::Ptr> targets, int mask, int group) const
{ {
btVector3 btFrom = Misc::Convert::toBullet(from); btVector3 btFrom = Misc::Convert::toBullet(from);
btVector3 btTo = Misc::Convert::toBullet(to); btVector3 btTo = Misc::Convert::toBullet(to);
@ -299,7 +299,7 @@ namespace MWPhysics
mCollisionWorld->rayTest(btFrom, btTo, resultCallback); mCollisionWorld->rayTest(btFrom, btTo, resultCallback);
RayResult result; RayCastingResult result;
result.mHit = resultCallback.hasHit(); result.mHit = resultCallback.hasHit();
if (resultCallback.hasHit()) if (resultCallback.hasHit())
{ {
@ -311,7 +311,7 @@ namespace MWPhysics
return result; return result;
} }
PhysicsSystem::RayResult PhysicsSystem::castSphere(const osg::Vec3f &from, const osg::Vec3f &to, float radius) RayCastingResult PhysicsSystem::castSphere(const osg::Vec3f &from, const osg::Vec3f &to, float radius) const
{ {
btCollisionWorld::ClosestConvexResultCallback callback(Misc::Convert::toBullet(from), Misc::Convert::toBullet(to)); btCollisionWorld::ClosestConvexResultCallback callback(Misc::Convert::toBullet(from), Misc::Convert::toBullet(to));
callback.m_collisionFilterGroup = 0xff; callback.m_collisionFilterGroup = 0xff;
@ -325,7 +325,7 @@ namespace MWPhysics
mCollisionWorld->convexSweepTest(&shape, from_, to_, callback); mCollisionWorld->convexSweepTest(&shape, from_, to_, callback);
RayResult result; RayCastingResult result;
result.mHit = callback.hasHit(); result.mHit = callback.hasHit();
if (result.mHit) if (result.mHit)
{ {
@ -346,7 +346,7 @@ namespace MWPhysics
osg::Vec3f pos1 (physactor1->getCollisionObjectPosition() + osg::Vec3f(0,0,physactor1->getHalfExtents().z() * 0.9)); // eye level osg::Vec3f pos1 (physactor1->getCollisionObjectPosition() + osg::Vec3f(0,0,physactor1->getHalfExtents().z() * 0.9)); // eye level
osg::Vec3f pos2 (physactor2->getCollisionObjectPosition() + osg::Vec3f(0,0,physactor2->getHalfExtents().z() * 0.9)); osg::Vec3f pos2 (physactor2->getCollisionObjectPosition() + osg::Vec3f(0,0,physactor2->getHalfExtents().z() * 0.9));
RayResult result = castRay(pos1, pos2, MWWorld::ConstPtr(), std::vector<MWWorld::Ptr>(), CollisionType_World|CollisionType_HeightMap|CollisionType_Door); RayCastingResult result = castRay(pos1, pos2, MWWorld::ConstPtr(), std::vector<MWWorld::Ptr>(), CollisionType_World|CollisionType_HeightMap|CollisionType_Door);
return !result.mHit; return !result.mHit;
} }

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@ -13,6 +13,7 @@
#include "../mwworld/ptr.hpp" #include "../mwworld/ptr.hpp"
#include "collisiontype.hpp" #include "collisiontype.hpp"
#include "raycasting.hpp"
namespace osg namespace osg
{ {
@ -52,7 +53,7 @@ namespace MWPhysics
class Object; class Object;
class Actor; class Actor;
class PhysicsSystem class PhysicsSystem : public RayCastingInterface
{ {
public: public:
PhysicsSystem (Resource::ResourceSystem* resourceSystem, osg::ref_ptr<osg::Group> parentNode); PhysicsSystem (Resource::ResourceSystem* resourceSystem, osg::ref_ptr<osg::Group> parentNode);
@ -108,25 +109,17 @@ namespace MWPhysics
/// target vector hits the collision shape and then calculates distance from the intersection point. /// target vector hits the collision shape and then calculates distance from the intersection point.
/// This can be used to find out how much nearer we need to move to the target for a "getHitContact" to be successful. /// This can be used to find out how much nearer we need to move to the target for a "getHitContact" to be successful.
/// \note Only Actor targets are supported at the moment. /// \note Only Actor targets are supported at the moment.
float getHitDistance(const osg::Vec3f& point, const MWWorld::ConstPtr& target) const; float getHitDistance(const osg::Vec3f& point, const MWWorld::ConstPtr& target) const final;
struct RayResult
{
bool mHit;
osg::Vec3f mHitPos;
osg::Vec3f mHitNormal;
MWWorld::Ptr mHitObject;
};
/// @param me Optional, a Ptr to ignore in the list of results. targets are actors to filter for, ignoring all other actors. /// @param me Optional, a Ptr to ignore in the list of results. targets are actors to filter for, ignoring all other actors.
RayResult castRay(const osg::Vec3f &from, const osg::Vec3f &to, const MWWorld::ConstPtr& ignore = MWWorld::ConstPtr(), RayCastingResult castRay(const osg::Vec3f &from, const osg::Vec3f &to, const MWWorld::ConstPtr& ignore = MWWorld::ConstPtr(),
std::vector<MWWorld::Ptr> targets = std::vector<MWWorld::Ptr>(), std::vector<MWWorld::Ptr> targets = std::vector<MWWorld::Ptr>(),
int mask = CollisionType_World|CollisionType_HeightMap|CollisionType_Actor|CollisionType_Door, int group=0xff) const; int mask = CollisionType_World|CollisionType_HeightMap|CollisionType_Actor|CollisionType_Door, int group=0xff) const final;
RayResult castSphere(const osg::Vec3f& from, const osg::Vec3f& to, float radius); RayCastingResult castSphere(const osg::Vec3f& from, const osg::Vec3f& to, float radius) const final;
/// Return true if actor1 can see actor2. /// Return true if actor1 can see actor2.
bool getLineOfSight(const MWWorld::ConstPtr& actor1, const MWWorld::ConstPtr& actor2) const; bool getLineOfSight(const MWWorld::ConstPtr& actor1, const MWWorld::ConstPtr& actor2) const final;
bool isOnGround (const MWWorld::Ptr& actor); bool isOnGround (const MWWorld::Ptr& actor);

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@ -0,0 +1,41 @@
#ifndef OPENMW_MWPHYSICS_RAYCASTING_H
#define OPENMW_MWPHYSICS_RAYCASTING_H
#include <osg/Vec3f>
#include "../mwworld/ptr.hpp"
#include "collisiontype.hpp"
namespace MWPhysics
{
struct RayCastingResult
{
bool mHit;
osg::Vec3f mHitPos;
osg::Vec3f mHitNormal;
MWWorld::Ptr mHitObject;
};
class RayCastingInterface
{
public:
/// Get distance from \a point to the collision shape of \a target. Uses a raycast to find where the
/// target vector hits the collision shape and then calculates distance from the intersection point.
/// This can be used to find out how much nearer we need to move to the target for a "getHitContact" to be successful.
/// \note Only Actor targets are supported at the moment.
virtual float getHitDistance(const osg::Vec3f& point, const MWWorld::ConstPtr& target) const = 0;
/// @param me Optional, a Ptr to ignore in the list of results. targets are actors to filter for, ignoring all other actors.
virtual RayCastingResult castRay(const osg::Vec3f &from, const osg::Vec3f &to, const MWWorld::ConstPtr& ignore = MWWorld::ConstPtr(),
std::vector<MWWorld::Ptr> targets = std::vector<MWWorld::Ptr>(),
int mask = CollisionType_World|CollisionType_HeightMap|CollisionType_Actor|CollisionType_Door, int group=0xff) const = 0;
virtual RayCastingResult castSphere(const osg::Vec3f& from, const osg::Vec3f& to, float radius) const = 0;
/// Return true if actor1 can see actor2.
virtual bool getLineOfSight(const MWWorld::ConstPtr& actor1, const MWWorld::ConstPtr& actor2) const = 0;
};
}
#endif

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@ -7,6 +7,7 @@
#include "../mwbase/environment.hpp" #include "../mwbase/environment.hpp"
#include "../mwbase/windowmanager.hpp" #include "../mwbase/windowmanager.hpp"
#include "../mwbase/world.hpp"
#include "../mwworld/class.hpp" #include "../mwworld/class.hpp"
#include "../mwworld/ptr.hpp" #include "../mwworld/ptr.hpp"
@ -16,6 +17,8 @@
#include "../mwmechanics/movement.hpp" #include "../mwmechanics/movement.hpp"
#include "../mwmechanics/npcstats.hpp" #include "../mwmechanics/npcstats.hpp"
#include "../mwphysics/raycasting.hpp"
#include "npcanimation.hpp" #include "npcanimation.hpp"
namespace namespace
@ -195,6 +198,7 @@ namespace MWRender
rotateCamera(0.f, osg::DegreesToRadians(3.f * duration), true); rotateCamera(0.f, osg::DegreesToRadians(3.f * duration), true);
updateFocalPointOffset(duration); updateFocalPointOffset(duration);
updatePosition();
float speed = mTrackingPtr.getClass().getSpeed(mTrackingPtr); float speed = mTrackingPtr.getClass().getSpeed(mTrackingPtr);
speed /= (1.f + speed / 500.f); speed /= (1.f + speed / 500.f);
@ -205,6 +209,42 @@ namespace MWRender
updateStandingPreviewMode(); updateStandingPreviewMode();
} }
void Camera::updatePosition()
{
mFocalPointAdjustment = osg::Vec3d();
if (isFirstPerson())
return;
const float cameraObstacleLimit = 5.0f;
const float focalObstacleLimit = 10.f;
const auto* rayCasting = MWBase::Environment::get().getWorld()->getRayCasting();
// Adjust focal point to prevent clipping.
osg::Vec3d focal = getFocalPoint();
osg::Vec3d focalOffset = getFocalPointOffset();
float offsetLen = focalOffset.length();
if (offsetLen > 0)
{
MWPhysics::RayCastingResult result = rayCasting->castSphere(focal - focalOffset, focal, focalObstacleLimit);
if (result.mHit)
{
double adjustmentCoef = -(result.mHitPos + result.mHitNormal * focalObstacleLimit - focal).length() / offsetLen;
mFocalPointAdjustment = focalOffset * std::max(-1.0, adjustmentCoef);
}
}
// Calculate camera distance.
mCameraDistance = mBaseCameraDistance + getCameraDistanceCorrection();
if (mDynamicCameraDistanceEnabled)
mCameraDistance = std::min(mCameraDistance, mMaxNextCameraDistance);
osg::Vec3d cameraPos;
getPosition(focal, cameraPos);
MWPhysics::RayCastingResult result = rayCasting->castSphere(focal, cameraPos, cameraObstacleLimit);
if (result.mHit)
mCameraDistance = (result.mHitPos + result.mHitNormal * cameraObstacleLimit - focal).length();
}
void Camera::updateStandingPreviewMode() void Camera::updateStandingPreviewMode()
{ {
if (!mStandingPreviewAllowed) if (!mStandingPreviewAllowed)
@ -378,27 +418,24 @@ namespace MWRender
return mCameraDistance; return mCameraDistance;
} }
void Camera::updateBaseCameraDistance(float dist, bool adjust) void Camera::adjustCameraDistance(float delta)
{ {
if (isFirstPerson()) if (!isFirstPerson())
return; {
if(isNearest() && delta < 0.f && getMode() != Mode::Preview && getMode() != Mode::Vanity)
if (adjust) toggleViewMode();
dist += std::min(mCameraDistance - getCameraDistanceCorrection(), mBaseCameraDistance); else
mBaseCameraDistance = std::min(mCameraDistance - getCameraDistanceCorrection(), mBaseCameraDistance) + delta;
mIsNearest = dist <= mNearest; }
mBaseCameraDistance = osg::clampBetween(dist, mNearest, mFurthest); else if (delta > 0.f)
Settings::Manager::setFloat("third person camera distance", "Camera", mBaseCameraDistance); {
setCameraDistance(); toggleViewMode();
mBaseCameraDistance = 0;
} }
void Camera::setCameraDistance(float dist, bool adjust) mIsNearest = mBaseCameraDistance <= mNearest;
{ mBaseCameraDistance = osg::clampBetween(mBaseCameraDistance, mNearest, mFurthest);
if (isFirstPerson()) Settings::Manager::setFloat("third person camera distance", "Camera", mBaseCameraDistance);
return;
if (adjust)
dist += mCameraDistance;
mCameraDistance = osg::clampBetween(dist, 10.f, mFurthest);
} }
float Camera::getCameraDistanceCorrection() const float Camera::getCameraDistanceCorrection() const
@ -414,16 +451,6 @@ namespace MWRender
return pitchCorrection + speedCorrection; return pitchCorrection + speedCorrection;
} }
void Camera::setCameraDistance()
{
mFocalPointAdjustment = osg::Vec3d();
if (isFirstPerson())
return;
mCameraDistance = mBaseCameraDistance + getCameraDistanceCorrection();
if (mDynamicCameraDistanceEnabled)
mCameraDistance = std::min(mCameraDistance, mMaxNextCameraDistance);
}
void Camera::setAnimation(NpcAnimation *anim) void Camera::setAnimation(NpcAnimation *anim)
{ {
mAnimation = anim; mAnimation = anim;

View file

@ -73,6 +73,7 @@ namespace MWRender
bool mShowCrosshairInThirdPersonMode; bool mShowCrosshairInThirdPersonMode;
void updateFocalPointOffset(float duration); void updateFocalPointOffset(float duration);
void updatePosition();
float getCameraDistanceCorrection() const; float getCameraDistanceCorrection() const;
osg::ref_ptr<osg::NodeCallback> mUpdateCallback; osg::ref_ptr<osg::NodeCallback> mUpdateCallback;
@ -135,17 +136,8 @@ namespace MWRender
void update(float duration, bool paused=false); void update(float duration, bool paused=false);
/// Set base camera distance for current mode. Don't work on 1st person view. /// Adds distDelta to the camera distance. Switches 3rd/1st person view if distance is less than limit.
/// \param adjust Indicates should distance be adjusted or set. void adjustCameraDistance(float distDelta);
void updateBaseCameraDistance(float dist, bool adjust = false);
/// Set camera distance for current mode. Don't work on 1st person view.
/// \param adjust Indicates should distance be adjusted or set.
/// Default distance can be restored with setCameraDistance().
void setCameraDistance(float dist, bool adjust = false);
/// Restore default camera distance and offset for current mode.
void setCameraDistance();
float getCameraDistance() const; float getCameraDistance() const;
@ -153,7 +145,6 @@ namespace MWRender
osg::Vec3d getFocalPoint() const; osg::Vec3d getFocalPoint() const;
osg::Vec3d getFocalPointOffset() const; osg::Vec3d getFocalPointOffset() const;
void adjustFocalPoint(osg::Vec3d adjustment) { mFocalPointAdjustment = adjustment; }
/// Stores focal and camera world positions in passed arguments /// Stores focal and camera world positions in passed arguments
void getPosition(osg::Vec3d &focal, osg::Vec3d &camera) const; void getPosition(osg::Vec3d &focal, osg::Vec3d &camera) const;

View file

@ -1316,82 +1316,6 @@ namespace MWRender
return mTerrain->getHeightAt(pos); return mTerrain->getHeightAt(pos);
} }
bool RenderingManager::vanityRotateCamera(const float *rot)
{
if(!mCamera->isVanityOrPreviewModeEnabled())
return false;
mCamera->rotateCamera(rot[0], rot[2], true);
return true;
}
void RenderingManager::setCameraDistance(float dist, bool adjust, bool override)
{
if(!mCamera->isVanityOrPreviewModeEnabled() && !mCamera->isFirstPerson())
{
if(mCamera->isNearest() && dist > 0.f)
mCamera->toggleViewMode();
else if (override)
mCamera->updateBaseCameraDistance(-dist / 120.f * 10, adjust);
else
mCamera->setCameraDistance(-dist / 120.f * 10, adjust);
}
else if(mCamera->isFirstPerson() && dist < 0.f)
{
mCamera->toggleViewMode();
if (override)
mCamera->updateBaseCameraDistance(0.f, false);
else
mCamera->setCameraDistance(0.f, false);
}
}
void RenderingManager::resetCamera()
{
mCamera->reset();
}
float RenderingManager::getCameraDistance() const
{
return mCamera->getCameraDistance();
}
Camera* RenderingManager::getCamera()
{
return mCamera.get();
}
const osg::Vec3f &RenderingManager::getCameraPosition() const
{
return mCurrentCameraPos;
}
void RenderingManager::togglePOV(bool force)
{
mCamera->toggleViewMode(force);
}
void RenderingManager::togglePreviewMode(bool enable)
{
mCamera->togglePreviewMode(enable);
}
bool RenderingManager::toggleVanityMode(bool enable)
{
return mCamera->toggleVanityMode(enable);
}
void RenderingManager::allowVanityMode(bool allow)
{
mCamera->allowVanityMode(allow);
}
void RenderingManager::changeVanityModeScale(float factor)
{
if(mCamera->isVanityOrPreviewModeEnabled())
mCamera->updateBaseCameraDistance(-factor/120.f*10, true);
}
void RenderingManager::overrideFieldOfView(float val) void RenderingManager::overrideFieldOfView(float val)
{ {
if (mFieldOfViewOverridden != true || mFieldOfViewOverride != val) if (mFieldOfViewOverridden != true || mFieldOfViewOverride != val)

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@ -209,17 +209,8 @@ namespace MWRender
float getTerrainHeightAt(const osg::Vec3f& pos); float getTerrainHeightAt(const osg::Vec3f& pos);
// camera stuff // camera stuff
bool vanityRotateCamera(const float *rot); Camera* getCamera() { return mCamera.get(); }
void setCameraDistance(float dist, bool adjust, bool override); const osg::Vec3f& getCameraPosition() const { return mCurrentCameraPos; }
void resetCamera();
float getCameraDistance() const;
Camera* getCamera();
const osg::Vec3f& getCameraPosition() const;
void togglePOV(bool force = false);
void togglePreviewMode(bool enable);
bool toggleVanityMode(bool enable);
void allowVanityMode(bool allow);
void changeVanityModeScale(float factor);
/// temporarily override the field of view with given value. /// temporarily override the field of view with given value.
void overrideFieldOfView(float val); void overrideFieldOfView(float val);

View file

@ -424,7 +424,7 @@ namespace MWWorld
// Check for impact // Check for impact
// TODO: use a proper btRigidBody / btGhostObject? // TODO: use a proper btRigidBody / btGhostObject?
MWPhysics::PhysicsSystem::RayResult result = mPhysics->castRay(pos, newPos, caster, targetActors, 0xff, MWPhysics::CollisionType_Projectile); MWPhysics::RayCastingResult result = mPhysics->castRay(pos, newPos, caster, targetActors, 0xff, MWPhysics::CollisionType_Projectile);
bool hit = false; bool hit = false;
if (result.mHit) if (result.mHit)
@ -500,7 +500,7 @@ namespace MWWorld
// Check for impact // Check for impact
// TODO: use a proper btRigidBody / btGhostObject? // TODO: use a proper btRigidBody / btGhostObject?
MWPhysics::PhysicsSystem::RayResult result = mPhysics->castRay(pos, newPos, caster, targetActors, 0xff, MWPhysics::CollisionType_Projectile); MWPhysics::RayCastingResult result = mPhysics->castRay(pos, newPos, caster, targetActors, 0xff, MWPhysics::CollisionType_Projectile);
bool underwater = MWBase::Environment::get().getWorld()->isUnderwater(MWMechanics::getPlayer().getCell(), newPos); bool underwater = MWBase::Environment::get().getWorld()->isUnderwater(MWMechanics::getPlayer().getCell(), newPos);

View file

@ -225,7 +225,7 @@ namespace MWWorld
setupPlayer(); setupPlayer();
renderPlayer(); renderPlayer();
mRendering->resetCamera(); mRendering->getCamera()->reset();
// we don't want old weather to persist on a new game // we don't want old weather to persist on a new game
// Note that if reset later, the initial ChangeWeather that the chargen script calls will be lost. // Note that if reset later, the initial ChangeWeather that the chargen script calls will be lost.
@ -1542,6 +1542,11 @@ namespace MWWorld
return mNavigator->updateObject(DetourNavigator::ObjectId(object), shapes, object->getCollisionObject()->getWorldTransform()); return mNavigator->updateObject(DetourNavigator::ObjectId(object), shapes, object->getCollisionObject()->getWorldTransform());
} }
const MWPhysics::RayCastingInterface* World::getRayCasting() const
{
return mPhysics.get();
}
bool World::castRay (float x1, float y1, float z1, float x2, float y2, float z2) bool World::castRay (float x1, float y1, float z1, float x2, float y2, float z2)
{ {
int mask = MWPhysics::CollisionType_World | MWPhysics::CollisionType_Door; int mask = MWPhysics::CollisionType_World | MWPhysics::CollisionType_Door;
@ -1554,7 +1559,7 @@ namespace MWWorld
osg::Vec3f a(x1,y1,z1); osg::Vec3f a(x1,y1,z1);
osg::Vec3f b(x2,y2,z2); osg::Vec3f b(x2,y2,z2);
MWPhysics::PhysicsSystem::RayResult result = mPhysics->castRay(a, b, MWWorld::Ptr(), std::vector<MWWorld::Ptr>(), mask); MWPhysics::RayCastingResult result = mPhysics->castRay(a, b, MWWorld::Ptr(), std::vector<MWWorld::Ptr>(), mask);
return result.mHit; return result.mHit;
} }
@ -1863,37 +1868,6 @@ namespace MWWorld
int nightEye = static_cast<int>(player.getClass().getCreatureStats(player).getMagicEffects().get(ESM::MagicEffect::NightEye).getMagnitude()); int nightEye = static_cast<int>(player.getClass().getCreatureStats(player).getMagicEffects().get(ESM::MagicEffect::NightEye).getMagnitude());
mRendering->setNightEyeFactor(std::min(1.f, (nightEye/100.f))); mRendering->setNightEyeFactor(std::min(1.f, (nightEye/100.f)));
auto* camera = mRendering->getCamera();
camera->setCameraDistance();
if(!mRendering->getCamera()->isFirstPerson())
{
float cameraObstacleLimit = mRendering->getNearClipDistance() * 2.5f;
float focalObstacleLimit = std::max(cameraObstacleLimit, 10.0f);
// Adjust focal point.
osg::Vec3d focal = camera->getFocalPoint();
osg::Vec3d focalOffset = camera->getFocalPointOffset();
float offsetLen = focalOffset.length();
if (offsetLen > 0)
{
MWPhysics::PhysicsSystem::RayResult result = mPhysics->castSphere(focal - focalOffset, focal, focalObstacleLimit);
if (result.mHit)
{
double adjustmentCoef = -(result.mHitPos + result.mHitNormal * focalObstacleLimit - focal).length() / offsetLen;
if (adjustmentCoef < -1)
adjustmentCoef = -1;
camera->adjustFocalPoint(focalOffset * adjustmentCoef);
}
}
// Adjust camera position.
osg::Vec3d cameraPos;
camera->getPosition(focal, cameraPos);
MWPhysics::PhysicsSystem::RayResult result = mPhysics->castSphere(focal, cameraPos, cameraObstacleLimit);
if (result.mHit)
mRendering->getCamera()->setCameraDistance((result.mHitPos + result.mHitNormal * cameraObstacleLimit - focal).length(), false);
}
} }
void World::preloadSpells() void World::preloadSpells()
@ -1984,7 +1958,7 @@ namespace MWWorld
MWWorld::Ptr World::getFacedObject(float maxDistance, bool ignorePlayer) MWWorld::Ptr World::getFacedObject(float maxDistance, bool ignorePlayer)
{ {
const float camDist = mRendering->getCameraDistance(); const float camDist = mRendering->getCamera()->getCameraDistance();
maxDistance += camDist; maxDistance += camDist;
MWWorld::Ptr facedObject; MWWorld::Ptr facedObject;
MWRender::RenderingManager::RayResult rayToObject; MWRender::RenderingManager::RayResult rayToObject;
@ -2387,7 +2361,7 @@ namespace MWWorld
void World::togglePOV(bool force) void World::togglePOV(bool force)
{ {
mRendering->togglePOV(force); mRendering->getCamera()->toggleViewMode(force);
} }
bool World::isFirstPerson() const bool World::isFirstPerson() const
@ -2402,12 +2376,12 @@ namespace MWWorld
void World::togglePreviewMode(bool enable) void World::togglePreviewMode(bool enable)
{ {
mRendering->togglePreviewMode(enable); mRendering->getCamera()->togglePreviewMode(enable);
} }
bool World::toggleVanityMode(bool enable) bool World::toggleVanityMode(bool enable)
{ {
return mRendering->toggleVanityMode(enable); return mRendering->getCamera()->toggleVanityMode(enable);
} }
void World::disableDeferredPreviewRotation() void World::disableDeferredPreviewRotation()
@ -2422,22 +2396,21 @@ namespace MWWorld
void World::allowVanityMode(bool allow) void World::allowVanityMode(bool allow)
{ {
mRendering->allowVanityMode(allow); mRendering->getCamera()->allowVanityMode(allow);
}
void World::changeVanityModeScale(float factor)
{
mRendering->changeVanityModeScale(factor);
} }
bool World::vanityRotateCamera(float * rot) bool World::vanityRotateCamera(float * rot)
{ {
return mRendering->vanityRotateCamera(rot); if(!mRendering->getCamera()->isVanityOrPreviewModeEnabled())
return false;
mRendering->getCamera()->rotateCamera(rot[0], rot[2], true);
return true;
} }
void World::setCameraDistance(float dist, bool adjust, bool override_) void World::adjustCameraDistance(float dist)
{ {
mRendering->setCameraDistance(dist, adjust, override_); mRendering->getCamera()->adjustCameraDistance(dist);
} }
void World::setupPlayer() void World::setupPlayer()
@ -2760,7 +2733,7 @@ namespace MWWorld
if (includeWater) { if (includeWater) {
collisionTypes |= MWPhysics::CollisionType_Water; collisionTypes |= MWPhysics::CollisionType_Water;
} }
MWPhysics::PhysicsSystem::RayResult result = mPhysics->castRay(from, to, MWWorld::Ptr(), std::vector<MWWorld::Ptr>(), collisionTypes); MWPhysics::RayCastingResult result = mPhysics->castRay(from, to, MWWorld::Ptr(), std::vector<MWWorld::Ptr>(), collisionTypes);
if (!result.mHit) if (!result.mHit)
return maxDist; return maxDist;
@ -3123,7 +3096,7 @@ namespace MWWorld
actor.getClass().getCreatureStats(actor).getAiSequence().getCombatTargets(targetActors); actor.getClass().getCreatureStats(actor).getAiSequence().getCombatTargets(targetActors);
// Check for impact, if yes, handle hit, if not, launch projectile // Check for impact, if yes, handle hit, if not, launch projectile
MWPhysics::PhysicsSystem::RayResult result = mPhysics->castRay(sourcePos, worldPos, actor, targetActors, 0xff, MWPhysics::CollisionType_Projectile); MWPhysics::RayCastingResult result = mPhysics->castRay(sourcePos, worldPos, actor, targetActors, 0xff, MWPhysics::CollisionType_Projectile);
if (result.mHit) if (result.mHit)
MWMechanics::projectileHit(actor, result.mHitObject, bow, projectile, result.mHitPos, attackStrength); MWMechanics::projectileHit(actor, result.mHitObject, bow, projectile, result.mHitPos, attackStrength);
else else

View file

@ -410,6 +410,8 @@ namespace MWWorld
void updateAnimatedCollisionShape(const Ptr &ptr) override; void updateAnimatedCollisionShape(const Ptr &ptr) override;
const MWPhysics::RayCastingInterface* getRayCasting() const override;
bool castRay (float x1, float y1, float z1, float x2, float y2, float z2, int mask) override; bool castRay (float x1, float y1, float z1, float x2, float y2, float z2, int mask) override;
///< cast a Ray and return true if there is an object in the ray path. ///< cast a Ray and return true if there is an object in the ray path.
@ -531,11 +533,8 @@ namespace MWWorld
bool toggleVanityMode(bool enable) override; bool toggleVanityMode(bool enable) override;
void allowVanityMode(bool allow) override; void allowVanityMode(bool allow) override;
void changeVanityModeScale(float factor) override;
bool vanityRotateCamera(float * rot) override; bool vanityRotateCamera(float * rot) override;
void setCameraDistance(float dist, bool adjust = false, bool override = true) override; void adjustCameraDistance(float dist) override;
void applyDeferredPreviewRotationToPlayer(float dt) override; void applyDeferredPreviewRotationToPlayer(float dt) override;
void disableDeferredPreviewRotation() override; void disableDeferredPreviewRotation() override;