mirror of https://github.com/OpenMW/openmw.git
Dehardcode camera
parent
e56ee2c735
commit
f42badd7be
@ -1,110 +0,0 @@
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#include "viewovershoulder.hpp"
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#include <osg/Quat>
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#include <components/settings/settings.hpp>
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#include "../mwbase/environment.hpp"
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#include "../mwbase/world.hpp"
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#include "../mwworld/class.hpp"
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#include "../mwworld/ptr.hpp"
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#include "../mwworld/refdata.hpp"
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#include "../mwmechanics/drawstate.hpp"
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namespace MWRender
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{
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ViewOverShoulderController::ViewOverShoulderController(Camera* camera) :
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mCamera(camera), mMode(Mode::RightShoulder),
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mAutoSwitchShoulder(Settings::Manager::getBool("auto switch shoulder", "Camera")),
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mOverShoulderHorizontalOffset(30.f), mOverShoulderVerticalOffset(-10.f)
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{
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osg::Vec2f offset = Settings::Manager::getVector2("view over shoulder offset", "Camera");
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mOverShoulderHorizontalOffset = std::abs(offset.x());
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mOverShoulderVerticalOffset = offset.y();
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mDefaultShoulderIsRight = offset.x() >= 0;
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mCamera->enableDynamicCameraDistance(true);
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mCamera->enableCrosshairInThirdPersonMode(true);
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mCamera->setFocalPointTargetOffset(offset);
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}
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void ViewOverShoulderController::update()
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{
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if (mCamera->getMode() == Camera::Mode::FirstPerson || mCamera->getMode() == Camera::Mode::Static)
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return;
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Mode oldMode = mMode;
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auto ptr = mCamera->getTrackingPtr();
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bool combat = ptr.getClass().isActor() && ptr.getClass().getCreatureStats(ptr).getDrawState() != MWMechanics::DrawState_Nothing;
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if (combat && !mCamera->isVanityOrPreviewModeEnabled())
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mMode = Mode::Combat;
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else if (MWBase::Environment::get().getWorld()->isSwimming(ptr))
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mMode = Mode::Swimming;
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else if (oldMode == Mode::Combat || oldMode == Mode::Swimming)
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mMode = mDefaultShoulderIsRight ? Mode::RightShoulder : Mode::LeftShoulder;
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if (mAutoSwitchShoulder && (mMode == Mode::LeftShoulder || mMode == Mode::RightShoulder))
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trySwitchShoulder();
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if (oldMode == mMode)
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return;
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if (mCamera->getMode() == Camera::Mode::Vanity)
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// Player doesn't touch controls for a long time. Transition should be very slow.
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mCamera->setFocalPointTransitionSpeed(0.2f);
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else if ((oldMode == Mode::Combat || mMode == Mode::Combat) && mCamera->getMode() == Camera::Mode::ThirdPerson)
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// Transition to/from combat mode and we are not it preview mode. Should be fast.
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mCamera->setFocalPointTransitionSpeed(5.f);
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else
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mCamera->setFocalPointTransitionSpeed(1.f); // Default transition speed.
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switch (mMode)
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{
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case Mode::RightShoulder:
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mCamera->setFocalPointTargetOffset({mOverShoulderHorizontalOffset, mOverShoulderVerticalOffset});
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break;
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case Mode::LeftShoulder:
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mCamera->setFocalPointTargetOffset({-mOverShoulderHorizontalOffset, mOverShoulderVerticalOffset});
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break;
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case Mode::Combat:
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case Mode::Swimming:
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default:
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mCamera->setFocalPointTargetOffset({0, 15});
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}
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}
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void ViewOverShoulderController::trySwitchShoulder()
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{
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if (mCamera->getMode() != Camera::Mode::ThirdPerson)
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return;
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const float limitToSwitch = 120; // switch to other shoulder if wall is closer than this limit
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const float limitToSwitchBack = 300; // switch back to default shoulder if there is no walls at this distance
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auto orient = osg::Quat(mCamera->getYaw(), osg::Vec3d(0,0,1));
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osg::Vec3d playerPos = mCamera->getThirdPersonBasePosition();
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MWBase::World* world = MWBase::Environment::get().getWorld();
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osg::Vec3d sideOffset = orient * osg::Vec3d(world->getHalfExtents(mCamera->getTrackingPtr()).x() - 1, 0, 0);
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float rayRight = world->getDistToNearestRayHit(
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playerPos + sideOffset, orient * osg::Vec3d(1, 0, 0), limitToSwitchBack + 1);
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float rayLeft = world->getDistToNearestRayHit(
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playerPos - sideOffset, orient * osg::Vec3d(-1, 0, 0), limitToSwitchBack + 1);
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float rayRightForward = world->getDistToNearestRayHit(
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playerPos + sideOffset, orient * osg::Vec3d(1, 3, 0), limitToSwitchBack + 1);
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float rayLeftForward = world->getDistToNearestRayHit(
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playerPos - sideOffset, orient * osg::Vec3d(-1, 3, 0), limitToSwitchBack + 1);
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float distRight = std::min(rayRight, rayRightForward);
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float distLeft = std::min(rayLeft, rayLeftForward);
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if (distLeft < limitToSwitch && distRight > limitToSwitchBack)
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mMode = Mode::RightShoulder;
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else if (distRight < limitToSwitch && distLeft > limitToSwitchBack)
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mMode = Mode::LeftShoulder;
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else if (distRight > limitToSwitchBack && distLeft > limitToSwitchBack)
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mMode = mDefaultShoulderIsRight ? Mode::RightShoulder : Mode::LeftShoulder;
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}
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}
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@ -1,30 +0,0 @@
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#ifndef VIEWOVERSHOULDER_H
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#define VIEWOVERSHOULDER_H
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#include "camera.hpp"
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namespace MWRender
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{
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class ViewOverShoulderController
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{
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public:
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ViewOverShoulderController(Camera* camera);
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void update();
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private:
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void trySwitchShoulder();
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enum class Mode { RightShoulder, LeftShoulder, Combat, Swimming };
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Camera* mCamera;
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Mode mMode;
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bool mAutoSwitchShoulder;
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float mOverShoulderHorizontalOffset;
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float mOverShoulderVerticalOffset;
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bool mDefaultShoulderIsRight;
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};
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}
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#endif // VIEWOVERSHOULDER_H
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@ -0,0 +1 @@
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PLAYER: scripts/omw/camera.lua
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@ -0,0 +1,221 @@
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local camera = require('openmw.camera')
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local input = require('openmw.input')
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local settings = require('openmw.settings')
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local util = require('openmw.util')
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local self = require('openmw.self')
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local head_bobbing = require('scripts.omw.head_bobbing')
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local third_person = require('scripts.omw.third_person')
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local MODE = camera.MODE
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local previewIfStandSill = settings._getBoolFromSettingsCfg('Camera', 'preview if stand still')
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local showCrosshairInThirdPerson = settings._getBoolFromSettingsCfg('Camera', 'view over shoulder')
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local primaryMode
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local noModeControl = 0
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local noStandingPreview = 0
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local noHeadBobbing = 0
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local noZoom = 0
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function init()
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camera.allowCharacterDeferredRotation(settings._getBoolFromSettingsCfg('Camera', 'deferred preview rotation'))
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if camera.getMode() == MODE.FirstPerson then
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primaryMode = MODE.FirstPerson
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else
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primaryMode = MODE.ThirdPerson
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camera.setMode(MODE.ThirdPerson)
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end
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end
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local smoothedSpeed = 0
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local previewTimer = 0
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local function updatePOV(dt)
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local switchLimit = 0.25
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if input.isActionPressed(input.ACTION.TogglePOV) and input.getControlSwitch(input.CONTROL_SWITCH.ViewMode) then
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previewTimer = previewTimer + dt
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if primaryMode == MODE.ThirdPerson or previewTimer >= switchLimit then
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third_person.standingPreview = false
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camera.setMode(MODE.Preview)
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end
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elseif previewTimer > 0 then
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if previewTimer <= switchLimit then
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if primaryMode == MODE.FirstPerson then
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primaryMode = MODE.ThirdPerson
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else
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primaryMode = MODE.FirstPerson
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end
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end
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camera.setMode(primaryMode)
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previewTimer = 0
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end
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end
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local idleTimer = 0
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local vanityDelay = settings.getGMST('fVanityDelay')
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local function updateVanity(dt)
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if input.isIdle() then
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idleTimer = idleTimer + dt
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else
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idleTimer = 0
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end
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local vanityAllowed = input.getControlSwitch(input.CONTROL_SWITCH.VanityMode)
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if vanityAllowed and idleTimer > vanityDelay and camera.getMode() ~= MODE.Vanity then
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camera.setMode(MODE.Vanity)
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end
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if camera.getMode() == MODE.Vanity then
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if not vanityAllowed or idleTimer == 0 then
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camera.setMode(primaryMode)
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else
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camera.setYaw(camera.getYaw() + math.rad(3) * dt)
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end
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end
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end
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local function updateSmoothedSpeed(dt)
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local speed = self:getCurrentSpeed()
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speed = speed / (1 + speed / 500)
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local maxDelta = 300 * dt
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smoothedSpeed = smoothedSpeed + util.clamp(speed - smoothedSpeed, -maxDelta, maxDelta)
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end
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local minDistance = 30
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local maxDistance = 800
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local function zoom(delta)
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if not input.getControlSwitch(input.CONTROL_SWITCH.ViewMode) or
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not input.getControlSwitch(input.CONTROL_SWITCH.Controls) or
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camera.getMode() == MODE.Static or noZoom > 0 then
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return
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end
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if camera.getMode() ~= MODE.FirstPerson then
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local obstacleDelta = third_person.preferredDistance - camera.getThirdPersonDistance()
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if delta > 0 and third_person.baseDistance == minDistance and
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(camera.getMode() ~= MODE.Preview or third_person.standingPreview) and noModeControl == 0 then
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primaryMode = MODE.FirstPerson
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camera.setMode(primaryMode)
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elseif delta > 0 or obstacleDelta < -delta then
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third_person.baseDistance = util.clamp(third_person.baseDistance - delta - obstacleDelta, minDistance, maxDistance)
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end
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elseif delta < 0 and noModeControl == 0 then
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primaryMode = MODE.ThirdPerson
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camera.setMode(primaryMode)
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third_person.baseDistance = minDistance
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end
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end
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local function applyControllerZoom(dt)
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if camera.getMode() == MODE.Preview then
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local triggerLeft = input.getAxisValue(input.CONTROLLER_AXIS.TriggerLeft)
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local triggerRight = input.getAxisValue(input.CONTROLLER_AXIS.TriggerRight)
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local controllerZoom = (triggerRight - triggerLeft) * 100 * dt
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if controllerZoom ~= 0 then
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zoom(controllerZoom)
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end
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end
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end
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local function updateStandingPreview()
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local mode = camera.getMode()
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if not previewIfStandSill or noStandingPreview > 0
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or mode == MODE.FirstPerson or mode == MODE.Static or mode == MODE.Vanity then
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third_person.standingPreview = false
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return
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end
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local standingStill = self:getCurrentSpeed() == 0 and not self:isInWeaponStance() and not self:isInMagicStance()
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if standingStill and mode == MODE.ThirdPerson then
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third_person.standingPreview = true
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camera.setMode(MODE.Preview)
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elseif not standingStill and third_person.standingPreview then
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third_person.standingPreview = false
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camera.setMode(primaryMode)
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end
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end
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local function updateCrosshair()
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camera.showCrosshair(
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camera.getMode() == MODE.FirstPerson or
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(showCrosshairInThirdPerson and (camera.getMode() == MODE.ThirdPerson or third_person.standingPreview)))
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end
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local function onUpdate(dt)
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camera.setExtraPitch(0)
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camera.setExtraYaw(0)
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camera.setRoll(0)
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camera.setFirstPersonOffset(util.vector3(0, 0, 0))
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updateSmoothedSpeed(dt)
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end
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local function onInputUpdate(dt)
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local mode = camera.getMode()
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if mode == MODE.FirstPerson or mode == MODE.ThirdPerson then
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primaryMode = mode
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end
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if mode ~= MODE.Static then
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if not camera.getQueuedMode() or camera.getQueuedMode() == MODE.Preview then
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if noModeControl == 0 then
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updatePOV(dt)
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updateVanity(dt)
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end
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updateStandingPreview()
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end
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updateCrosshair()
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end
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applyControllerZoom(dt)
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third_person.update(dt, smoothedSpeed)
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if noHeadBobbing == 0 then head_bobbing.update(dt, smoothedSpeed) end
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end
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return {
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interfaceName = 'Camera',
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interface = {
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version = 0,
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getPrimaryMode = function() return primaryMode end,
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getBaseThirdPersonDistance = function() return third_person.baseDistance end,
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setBaseThirdPersonDistance = function(v) third_person.baseDistance = v end,
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getTargetThirdPersonDistance = function() return third_person.preferredDistance end,
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isModeControlEnabled = function() return noModeControl == 0 end,
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disableModeControl = function() noModeControl = noModeControl + 1 end,
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enableModeControl = function() noModeControl = math.max(0, noModeControl - 1) end,
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isStandingPreviewEnabled = function() return previewIfStandSill and noStandingPreview == 0 end,
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disableStandingPreview = function() noStandingPreview = noStandingPreview + 1 end,
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enableStandingPreview = function() noStandingPreview = math.max(0, noStandingPreview - 1) end,
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isHeadBobbingEnabled = function() return head_bobbing.enabled and noHeadBobbing == 0 end,
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disableHeadBobbing = function() noHeadBobbing = noHeadBobbing + 1 end,
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enableHeadBobbing = function() noHeadBobbing = math.max(0, noHeadBobbing - 1) end,
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isZoomEnabled = function() return noZoom == 0 end,
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disableZoom = function() noZoom = noZoom + 1 end,
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enableZoom = function() noZoom = math.max(0, noZoom - 1) end,
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isThirdPersonOffsetControlEnabled = function() return third_person.noOffsetControl == 0 end,
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disableThirdPersonOffsetControl = function() third_person.noOffsetControl = third_person.noOffsetControl + 1 end,
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enableThirdPersonOffsetControl = function() third_person.noOffsetControl = math.max(0, third_person.noOffsetControl - 1) end,
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},
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engineHandlers = {
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onUpdate = onUpdate,
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onInputUpdate = onInputUpdate,
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onInputAction = function(action)
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if action == input.ACTION.ZoomIn then
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zoom(10)
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elseif action == input.ACTION.ZoomOut then
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zoom(-10)
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end
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end,
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onActive = init,
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onLoad = function(data)
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if data and data.distance then third_person.baseDistance = data.distance end
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end,
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onSave = function()
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return {version = 0, distance = third_person.baseDistance}
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end,
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},
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}
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@ -0,0 +1,51 @@
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local camera = require('openmw.camera')
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local self = require('openmw.self')
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local settings = require('openmw.settings')
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local util = require('openmw.util')
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local doubleStepLength = settings._getFloatFromSettingsCfg('Camera', 'head bobbing step') * 2
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local stepHeight = settings._getFloatFromSettingsCfg('Camera', 'head bobbing height')
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local maxRoll = math.rad(settings._getFloatFromSettingsCfg('Camera', 'head bobbing roll'))
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local effectWeight = 0
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local totalMovement = 0
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local M = {
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enabled = settings._getBoolFromSettingsCfg('Camera', 'head bobbing')
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}
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-- Trajectory of each step is a scaled arc of 60 degrees.
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local halfArc = math.rad(30)
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local sampleArc = function(x) return 1 - math.cos(x * halfArc) end
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local arcHeight = sampleArc(1)
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function M.update(dt, smoothedSpeed)
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local speed = self:getCurrentSpeed()
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speed = speed / (1 + speed / 500) -- limit bobbing frequency if the speed is very high
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totalMovement = totalMovement + speed * dt
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if not M.enabled or camera.getMode() ~= camera.MODE.FirstPerson then
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effectWeight = 0
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return
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end
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if self:isOnGround() then
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effectWeight = math.min(1, effectWeight + dt * 5)
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else
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effectWeight = math.max(0, effectWeight - dt * 5)
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end
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local doubleStepState = totalMovement / doubleStepLength
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doubleStepState = doubleStepState - math.floor(doubleStepState) -- from 0 to 1 during 2 steps
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local stepState = math.abs(doubleStepState * 4 - 2) - 1 -- from -1 to 1 on even steps and from 1 to -1 on odd steps
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local effect = sampleArc(stepState) / arcHeight -- range from 0 to 1
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-- Smoothly reduce the effect to zero when the player stops
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local coef = math.min(smoothedSpeed / 300, 1) * effectWeight
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local zOffset = (0.5 - effect) * coef * stepHeight -- range from -stepHeight/2 to stepHeight/2
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local roll = ((stepState > 0 and 1) or -1) * effect * coef * maxRoll -- range from -maxRoll to maxRoll
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camera.setFirstPersonOffset(camera.getFirstPersonOffset() + util.vector3(0, 0, zOffset))
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camera.setRoll(camera.getRoll() + roll)
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end
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return M
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local camera = require('openmw.camera')
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local settings = require('openmw.settings')
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local util = require('openmw.util')
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local self = require('openmw.self')
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local nearby = require('openmw.nearby')
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local MODE = camera.MODE
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local STATE = { RightShoulder = 0, LeftShoulder = 1, Combat = 2, Swimming = 3 }
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local M = {
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baseDistance = settings._getFloatFromSettingsCfg('Camera', 'third person camera distance'),
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preferredDistance = 0,
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standingPreview = false,
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noOffsetControl = 0,
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}
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local viewOverShoulder = settings._getBoolFromSettingsCfg('Camera', 'view over shoulder')
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local autoSwitchShoulder = settings._getBoolFromSettingsCfg('Camera', 'auto switch shoulder')
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local shoulderOffset = settings._getVector2FromSettingsCfg('Camera', 'view over shoulder offset')
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local zoomOutWhenMoveCoef = settings._getFloatFromSettingsCfg('Camera', 'zoom out when move coef')
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local defaultShoulder = (shoulderOffset.x > 0 and STATE.RightShoulder) or STATE.LeftShoulder
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local rightShoulderOffset = util.vector2(math.abs(shoulderOffset.x), shoulderOffset.y)
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local leftShoulderOffset = util.vector2(-math.abs(shoulderOffset.x), shoulderOffset.y)
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local combatOffset = util.vector2(0, 15)
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local state = defaultShoulder
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local rayOptions = {collisionType = nearby.COLLISION_TYPE.Default - nearby.COLLISION_TYPE.Actor}
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local function ray(from, angle, limit)
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local to = from + util.transform.rotateZ(angle) * util.vector3(0, limit, 0)
|
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local res = nearby.castRay(from, to, rayOptions)
|
||||
if res.hit then
|
||||
return (res.hitPos - from):length()
|
||||
else
|
||||
return limit
|
||||
end
|
||||
end
|
||||
|
||||
local function trySwitchShoulder()
|
||||
local limitToSwitch = 120 -- switch to other shoulder if wall is closer than this limit
|
||||
local limitToSwitchBack = 300 -- switch back to default shoulder if there is no walls at this distance
|
||||
|
||||
local pos = camera.getTrackedPosition()
|
||||
local rayRight = ray(pos, camera.getYaw() + math.rad(90), limitToSwitchBack + 1)
|
||||
local rayLeft = ray(pos, camera.getYaw() - math.rad(90), limitToSwitchBack + 1)
|
||||
local rayRightForward = ray(pos, camera.getYaw() + math.rad(30), limitToSwitchBack + 1)
|
||||
local rayLeftForward = ray(pos, camera.getYaw() - math.rad(30), limitToSwitchBack + 1)
|
||||
|
||||
local distRight = math.min(rayRight, rayRightForward)
|
||||
local distLeft = math.min(rayLeft, rayLeftForward)
|
||||
|
||||
if distLeft < limitToSwitch and distRight > limitToSwitchBack then
|
||||
state = STATE.RightShoulder
|
||||
elseif distRight < limitToSwitch and distLeft > limitToSwitchBack then
|
||||
state = STATE.LeftShoulder
|
||||
elseif distRight > limitToSwitchBack and distLeft > limitToSwitchBack then
|
||||
state = defaultShoulder
|
||||
end
|
||||
end
|
||||
|
||||
local function calculateDistance(smoothedSpeed)
|
||||
local smoothedSpeedSqr = smoothedSpeed * smoothedSpeed
|
||||
return (M.baseDistance + math.max(camera.getPitch(), 0) * 50
|
||||
+ smoothedSpeedSqr / (smoothedSpeedSqr + 300*300) * zoomOutWhenMoveCoef)
|
||||
end
|
||||
|
||||
local noThirdPersonLastFrame = true
|
||||
|
||||
local function updateState()
|
||||
local mode = camera.getMode()
|
||||
local oldState = state
|
||||
if (self:isInWeaponStance() or self:isInMagicStance()) and mode == MODE.ThirdPerson then
|
||||
state = STATE.Combat
|
||||
elseif self:isSwimming() then
|
||||
state = STATE.Swimming
|
||||
elseif oldState == STATE.Combat or oldState == STATE.Swimming then
|
||||
state = defaultShoulder
|
||||
end
|
||||
if autoSwitchShoulder and (mode == MODE.ThirdPerson or state ~= oldState or noThirdPersonLastFrame)
|
||||
and (state == STATE.LeftShoulder or state == STATE.RightShoulder) then
|
||||
trySwitchShoulder()
|
||||
end
|
||||
if oldState ~= state or noThirdPersonLastFrame then
|
||||
-- State was changed, start focal point transition.
|
||||
if mode == MODE.Vanity then
|
||||
-- Player doesn't touch controls for a long time. Transition should be very slow.
|
||||
camera.setFocalTransitionSpeed(0.2)
|
||||
elseif (oldState == STATE.Combat or state == STATE.Combat) and
|
||||
(mode ~= MODE.Preview or M.standingPreview) then
|
||||
-- Transition to/from combat mode and we are not in preview mode. Should be fast.
|
||||
camera.setFocalTransitionSpeed(5.0)
|
||||
else
|
||||
camera.setFocalTransitionSpeed(1.0) -- Default transition speed.
|
||||
end
|
||||
|
||||
if state == STATE.RightShoulder then
|
||||
camera.setFocalPreferredOffset(rightShoulderOffset)
|
||||
elseif state == STATE.LeftShoulder then
|
||||
camera.setFocalPreferredOffset(leftShoulderOffset)
|
||||
else
|
||||
camera.setFocalPreferredOffset(combatOffset)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function M.update(dt, smoothedSpeed)
|
||||
local mode = camera.getMode()
|
||||
if mode == MODE.FirstPerson or mode == MODE.Static then
|
||||
noThirdPersonLastFrame = true
|
||||
return
|
||||
end
|
||||
if not viewOverShoulder then
|
||||
M.preferredDistance = M.baseDistance
|
||||
camera.setPreferredThirdPersonDistance(M.baseDistance)
|
||||
noThirdPersonLastFrame = false
|
||||
return
|
||||
end
|
||||
|
||||
if M.noOffsetControl == 0 then
|
||||
updateState()
|
||||
else
|
||||
state = nil
|
||||
end
|
||||
|
||||
M.preferredDistance = calculateDistance(smoothedSpeed)
|
||||
if noThirdPersonLastFrame then -- just switched to third person view
|
||||
camera.setPreferredThirdPersonDistance(M.preferredDistance)
|
||||
camera.instantTransition()
|
||||
noThirdPersonLastFrame = false
|
||||
else
|
||||
local maxIncrease = dt * (100 + M.baseDistance)
|
||||
camera.setPreferredThirdPersonDistance(math.min(
|
||||
M.preferredDistance, camera.getThirdPersonDistance() + maxIncrease))
|
||||
end
|
||||
end
|
||||
|
||||
return M
|
||||
|
Loading…
Reference in New Issue