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			139 lines
		
	
	
	
		
			5.4 KiB
		
	
	
	
		
			Lua
		
	
	
	
	
	
			
		
		
	
	
			139 lines
		
	
	
	
		
			5.4 KiB
		
	
	
	
		
			Lua
		
	
	
	
	
	
| 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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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| local state = defaultShoulder
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| 
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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)
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|     if res.hit then
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|         return (res.hitPos - from):length()
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|     else
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|         return limit
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|     end
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| end
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| 
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| local function trySwitchShoulder()
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|     local limitToSwitch = 120  -- switch to other shoulder if wall is closer than this limit
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|     local limitToSwitchBack = 300  -- switch back to default shoulder if there is no walls at this distance
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| 
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|     local pos = camera.getTrackedPosition()
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|     local rayRight = ray(pos, camera.getYaw() + math.rad(90), limitToSwitchBack + 1)
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|     local rayLeft = ray(pos, camera.getYaw() - math.rad(90), limitToSwitchBack + 1)
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|     local rayRightForward = ray(pos, camera.getYaw() + math.rad(30), limitToSwitchBack + 1)
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|     local rayLeftForward = ray(pos, camera.getYaw() - math.rad(30), limitToSwitchBack + 1)
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| 
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|     local distRight = math.min(rayRight, rayRightForward)
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|     local distLeft = math.min(rayLeft, rayLeftForward)
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| 
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|     if distLeft < limitToSwitch and distRight > limitToSwitchBack then
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|         state = STATE.RightShoulder
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|     elseif distRight < limitToSwitch and distLeft > limitToSwitchBack then
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|         state = STATE.LeftShoulder
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|     elseif distRight > limitToSwitchBack and distLeft > limitToSwitchBack then
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|         state = defaultShoulder
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|     end
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| end
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| 
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| local function calculateDistance(smoothedSpeed)
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|     local smoothedSpeedSqr = smoothedSpeed * smoothedSpeed
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|     return (M.baseDistance + math.max(camera.getPitch(), 0) * 50
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|             + smoothedSpeedSqr / (smoothedSpeedSqr + 300*300) * zoomOutWhenMoveCoef)
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| end
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| 
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| local noThirdPersonLastFrame = true
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| 
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| local function updateState()
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|     local mode = camera.getMode()
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|     local oldState = state
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|     if (self:isInWeaponStance() or self:isInMagicStance()) and mode == MODE.ThirdPerson then
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|         state = STATE.Combat
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|     elseif self:isSwimming() then
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|         state = STATE.Swimming
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|     elseif oldState == STATE.Combat or oldState == STATE.Swimming then
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|         state = defaultShoulder
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|     end
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|     if autoSwitchShoulder and (mode == MODE.ThirdPerson or state ~= oldState or noThirdPersonLastFrame)
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|        and (state == STATE.LeftShoulder or state == STATE.RightShoulder) then
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|         trySwitchShoulder()
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|     end
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|     if oldState ~= state or noThirdPersonLastFrame then
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|         -- State was changed, start focal point transition.
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|         if mode == MODE.Vanity then
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|             -- Player doesn't touch controls for a long time. Transition should be very slow.
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|             camera.setFocalTransitionSpeed(0.2)
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|         elseif (oldState == STATE.Combat or state == STATE.Combat) and
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|                (mode ~= MODE.Preview or M.standingPreview) then
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|             -- Transition to/from combat mode and we are not in preview mode. Should be fast.
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|             camera.setFocalTransitionSpeed(5.0)
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|         else
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|             camera.setFocalTransitionSpeed(1.0)  -- Default transition speed.
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|         end
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| 
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|         if state == STATE.RightShoulder then
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|             camera.setFocalPreferredOffset(rightShoulderOffset)
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|         elseif state == STATE.LeftShoulder then
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|             camera.setFocalPreferredOffset(leftShoulderOffset)
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|         else
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|             camera.setFocalPreferredOffset(combatOffset)
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|         end
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|     end
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| end
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| 
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| function M.update(dt, smoothedSpeed)
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|     local mode = camera.getMode()
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|     if mode == MODE.FirstPerson or mode == MODE.Static then
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|         noThirdPersonLastFrame = true
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|         return
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|     end
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|     if not viewOverShoulder then
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|         M.preferredDistance = M.baseDistance
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|         camera.setPreferredThirdPersonDistance(M.baseDistance)
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|         noThirdPersonLastFrame = false
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|         return
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|     end
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| 
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|     if M.noOffsetControl == 0 then
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|         updateState()
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|     else
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|         state = nil
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|     end
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| 
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|     M.preferredDistance = calculateDistance(smoothedSpeed)
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|     if noThirdPersonLastFrame then  -- just switched to third person view
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|         camera.setPreferredThirdPersonDistance(M.preferredDistance)
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|         camera.instantTransition()
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|         noThirdPersonLastFrame = false
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|     else
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|         local maxIncrease = dt * (100 + M.baseDistance)
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|         camera.setPreferredThirdPersonDistance(math.min(
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|             M.preferredDistance, camera.getThirdPersonDistance() + maxIncrease))
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|     end
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| end
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| 
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| return M
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| 
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