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			142 lines
		
	
	
	
		
			5.5 KiB
		
	
	
	
		
			Lua
		
	
	
	
	
	
			
		
		
	
	
			142 lines
		
	
	
	
		
			5.5 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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local Actor = require('openmw.types').Actor
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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 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, {collisionType = camera.getCollisionType()})
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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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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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    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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    local distRight = math.min(rayRight, rayRightForward)
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    local distLeft = math.min(rayLeft, rayLeftForward)
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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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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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local noThirdPersonLastFrame = true
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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 Actor.stance(self) ~= Actor.STANCE.Nothing and mode == MODE.ThirdPerson then
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        state = STATE.Combat
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    elseif Actor.isSwimming(self) 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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    elseif not state 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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        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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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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    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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    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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return M
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