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openmw/files/data/scripts/omw/camera/camera.lua

342 lines
14 KiB
Lua

local camera = require('openmw.camera')
local core = require('openmw.core')
local input = require('openmw.input')
local util = require('openmw.util')
local self = require('openmw.self')
local nearby = require('openmw.nearby')
local async = require('openmw.async')
local I = require('openmw.interfaces')
local Actor = require('openmw.types').Actor
local Player = require('openmw.types').Player
input.registerAction {
key = 'TogglePOV',
l10n = 'OMWControls',
name = 'TogglePOV_name',
description = 'TogglePOV_description',
type = input.ACTION_TYPE.Boolean,
defaultValue = false,
}
input.registerAction {
key = 'Zoom3rdPerson',
l10n = 'OMWControls',
name = 'Zoom3rdPerson_name',
description = 'Zoom3rdPerson_description',
type = input.ACTION_TYPE.Number,
defaultValue = 0,
}
local settings = require('scripts.omw.camera.settings').thirdPerson
local head_bobbing = require('scripts.omw.camera.head_bobbing')
local third_person = require('scripts.omw.camera.third_person')
local pov_auto_switch = require('scripts.omw.camera.first_person_auto_switch')
local move360 = require('scripts.omw.camera.move360')
local MODE = camera.MODE
local previewIfStandStill = false
local showCrosshairInThirdPerson = false
local slowViewChange = false
local function updateSettings()
previewIfStandStill = settings:get('previewIfStandStill')
showCrosshairInThirdPerson = settings:get('viewOverShoulder')
camera.allowCharacterDeferredRotation(settings:get('deferredPreviewRotation'))
local collisionType = util.bitAnd(nearby.COLLISION_TYPE.Default, util.bitNot(nearby.COLLISION_TYPE.Actor))
collisionType = util.bitOr(collisionType, nearby.COLLISION_TYPE.Camera)
if settings:get('ignoreNC') then
collisionType = util.bitOr(collisionType, nearby.COLLISION_TYPE.VisualOnly)
end
camera.setCollisionType(collisionType)
move360.enabled = settings:get('move360')
move360.turnSpeed = settings:get('move360TurnSpeed')
pov_auto_switch.enabled = settings:get('povAutoSwitch')
slowViewChange = settings:get('slowViewChange')
end
local primaryMode
local noModeControl = {}
local noStandingPreview = {}
local noHeadBobbing = {}
local noZoom = {}
local function init()
camera.setFieldOfView(camera.getBaseFieldOfView())
if camera.getMode() == MODE.FirstPerson then
primaryMode = MODE.FirstPerson
else
primaryMode = MODE.ThirdPerson
camera.setMode(MODE.ThirdPerson)
end
updateSettings()
end
settings:subscribe(async:callback(updateSettings))
local smoothedSpeed = 0
local previewTimer = 0
local function updatePOV(dt)
local switchLimit = 0.25
if input.getBooleanActionValue('TogglePOV') and Player.getControlSwitch(self, Player.CONTROL_SWITCH.ViewMode) then
previewTimer = previewTimer + dt
if primaryMode == MODE.ThirdPerson or previewTimer >= switchLimit then
third_person.standingPreview = false
camera.setMode(MODE.Preview)
end
elseif previewTimer > 0 then
if previewTimer <= switchLimit then
if primaryMode == MODE.FirstPerson then
primaryMode = MODE.ThirdPerson
else
primaryMode = MODE.FirstPerson
end
end
camera.setMode(primaryMode)
if camera.getMode() == MODE.Preview then
-- If Preview -> FirstPerson change is queued (because of 3rd person animation),
-- then first exit Preview by switching to ThirdPerson, and then queue the switch to FirstPerson.
camera.setMode(MODE.ThirdPerson)
camera.setMode(MODE.FirstPerson)
end
previewTimer = 0
end
end
local idleTimer = 0
local vanityDelay = core.getGMST('fVanityDelay')
local function updateVanity(dt)
local vanityAllowed = Player.getControlSwitch(self, Player.CONTROL_SWITCH.VanityMode)
if vanityAllowed and idleTimer > vanityDelay and camera.getMode() ~= MODE.Vanity then
camera.setMode(MODE.Vanity)
end
if camera.getMode() == MODE.Vanity then
if not vanityAllowed or idleTimer == 0 then
camera.setMode(primaryMode)
else
camera.setYaw(camera.getYaw() + math.rad(3) * dt)
end
end
end
local function updateSmoothedSpeed(dt)
local speed = Actor.getCurrentSpeed(self)
speed = speed / (1 + speed / 500)
local maxDelta = 300 * dt
smoothedSpeed = smoothedSpeed + util.clamp(speed - smoothedSpeed, -maxDelta, maxDelta)
end
local minDistance = 30
local maxDistance = 800
local function zoom(delta)
if not Player.getControlSwitch(self, Player.CONTROL_SWITCH.ViewMode) or
not Player.getControlSwitch(self, Player.CONTROL_SWITCH.Controls) or
camera.getMode() == MODE.Static or next(noZoom) then
return
end
if camera.getMode() ~= MODE.FirstPerson then
local obstacleDelta = third_person.preferredDistance - camera.getThirdPersonDistance()
if delta > 0 and third_person.baseDistance == minDistance and
(camera.getMode() ~= MODE.Preview or third_person.standingPreview) and not next(noModeControl) then
primaryMode = MODE.FirstPerson
camera.setMode(primaryMode)
elseif delta > 0 or obstacleDelta < -delta then
third_person.baseDistance = util.clamp(third_person.baseDistance - delta - obstacleDelta, minDistance,
maxDistance)
end
elseif delta < 0 and not next(noModeControl) then
primaryMode = MODE.ThirdPerson
camera.setMode(primaryMode)
third_person.baseDistance = minDistance
end
end
local function updateStandingPreview()
local mode = camera.getMode()
if not previewIfStandStill or next(noStandingPreview)
or mode == MODE.FirstPerson or mode == MODE.Static or mode == MODE.Vanity then
third_person.standingPreview = false
return
end
local standingStill = Actor.getCurrentSpeed(self) == 0 and Actor.getStance(self) == Actor.STANCE.Nothing
if standingStill and mode == MODE.ThirdPerson then
third_person.standingPreview = true
camera.setMode(MODE.Preview)
elseif not standingStill and third_person.standingPreview then
third_person.standingPreview = false
camera.setMode(primaryMode)
end
end
local function updateCrosshair()
camera.showCrosshair(
camera.getMode() == MODE.FirstPerson or
(showCrosshairInThirdPerson and (camera.getMode() == MODE.ThirdPerson or third_person.standingPreview)))
end
local function onUpdate(dt)
camera.setExtraPitch(0)
camera.setExtraYaw(0)
camera.setExtraRoll(0)
camera.setFirstPersonOffset(util.vector3(0, 0, 0))
updateSmoothedSpeed(dt)
pov_auto_switch.onUpdate(dt)
end
local function updateIdleTimer(dt)
if not input.isIdle() then
idleTimer = 0
elseif self.controls.movement ~= 0 or self.controls.sideMovement ~= 0 or self.controls.jump or self.controls.use ~= 0 then
idleTimer = 0 -- also reset the timer in case of a scripted movement
else
idleTimer = idleTimer + dt
end
end
local function onFrame(dt)
if core.isWorldPaused() or I.UI.getMode() then return end
updateIdleTimer(dt)
local mode = camera.getMode()
if (mode == MODE.FirstPerson or mode == MODE.ThirdPerson) and not camera.getQueuedMode() then
primaryMode = mode
end
if mode ~= MODE.Static then
if not next(noModeControl) then
updatePOV(dt)
updateVanity(dt)
end
updateStandingPreview()
updateCrosshair()
end
do
local Zoom3rdPerson = input.getNumberActionValue('Zoom3rdPerson')
if Zoom3rdPerson ~= 0 then
zoom(Zoom3rdPerson)
end
end
third_person.update(dt, smoothedSpeed)
if not next(noHeadBobbing) then head_bobbing.update(dt, smoothedSpeed) end
if slowViewChange then
local maxIncrease = dt * (100 + third_person.baseDistance)
camera.setPreferredThirdPersonDistance(
math.min(camera.getThirdPersonDistance() + maxIncrease, third_person.preferredDistance))
end
move360.onFrame(dt)
end
return {
interfaceName = 'Camera',
---
-- @module Camera
-- @usage require('openmw.interfaces').Camera
interface = {
--- Interface version is 1
-- @field [parent=#Camera] #number version
version = 1,
--- Return primary mode (MODE.FirstPerson or MODE.ThirdPerson).
-- @function [parent=#Camera] getPrimaryMode
-- @return #number @{openmw.camera#MODE}
getPrimaryMode = function() return primaryMode end,
--- Get base third person distance (without applying angle and speed modifiers).
-- @function [parent=#Camera] getBaseThirdPersonDistance
-- @return #number
getBaseThirdPersonDistance = function() return third_person.baseDistance end,
--- Set base third person distance
-- @function [parent=#Camera] setBaseThirdPersonDistance
-- @param #number value
setBaseThirdPersonDistance = function(v) third_person.baseDistance = v end,
--- Get the desired third person distance if there would be no obstacles (with angle and speed modifiers)
-- @function [parent=#Camera] getTargetThirdPersonDistance
-- @return #number
getTargetThirdPersonDistance = function() return third_person.preferredDistance end,
--- Whether the built-in mode control logic is enabled.
-- @function [parent=#Camera] isModeControlEnabled
-- @return #boolean
isModeControlEnabled = function() return not next(noModeControl) end,
--- Disable with (optional) tag until the corresponding enable function is called with the same tag.
-- @function [parent=#Camera] disableModeControl
-- @param #string tag (optional, empty string by default) Will be disabled until the enabling function is called with the same tag
disableModeControl = function(tag) noModeControl[tag or ''] = true end,
--- Undo disableModeControl
-- @function [parent=#Camera] enableModeControl
-- @param #string tag (optional, empty string by default)
enableModeControl = function(tag) noModeControl[tag or ''] = nil end,
--- Whether the built-in standing preview logic is enabled.
-- @function [parent=#Camera] isStandingPreviewEnabled
-- @return #boolean
isStandingPreviewEnabled = function() return previewIfStandStill and not next(noStandingPreview) end,
--- Disable with (optional) tag until the corresponding enable function is called with the same tag.
-- @function [parent=#Camera] disableStandingPreview
-- @param #string tag (optional, empty string by default) Will be disabled until the enabling function is called with the same tag
disableStandingPreview = function(tag) noStandingPreview[tag or ''] = true end,
--- Undo disableStandingPreview
-- @function [parent=#Camera] enableStandingPreview
-- @param #string tag (optional, empty string by default)
enableStandingPreview = function(tag) noStandingPreview[tag or ''] = nil end,
--- Whether head bobbing is enabled.
-- @function [parent=#Camera] isHeadBobbingEnabled
-- @return #boolean
isHeadBobbingEnabled = function() return head_bobbing.enabled and not next(noHeadBobbing) end,
--- Disable with (optional) tag until the corresponding enable function is called with the same tag.
-- @function [parent=#Camera] disableHeadBobbing
-- @param #string tag (optional, empty string by default) Will be disabled until the enabling function is called with the same tag
disableHeadBobbing = function(tag) noHeadBobbing[tag or ''] = true end,
--- Undo disableHeadBobbing
-- @function [parent=#Camera] enableHeadBobbing
-- @param #string tag (optional, empty string by default)
enableHeadBobbing = function(tag) noHeadBobbing[tag or ''] = nil end,
--- Whether the built-in zooming is enabled.
-- @function [parent=#Camera] isZoomEnabled
-- @return #boolean
isZoomEnabled = function() return not next(noZoom) end,
--- Disable with (optional) tag until the corresponding enable function is called with the same tag.
-- @function [parent=#Camera] disableZoom
-- @param #string tag (optional, empty string by default) Will be disabled until the enabling function is called with the same tag
disableZoom = function(tag) noZoom[tag or ''] = true end,
--- Undo disableZoom
-- @function [parent=#Camera] enableZoom
-- @param #string tag (optional, empty string by default)
enableZoom = function(tag) noZoom[tag or ''] = nil end,
--- Whether the the third person offset can be changed by the built-in camera script.
-- @function [parent=#Camera] isThirdPersonOffsetControlEnabled
-- @return #boolean
isThirdPersonOffsetControlEnabled = function() return not next(third_person.noOffsetControl) end,
--- Disable with (optional) tag until the corresponding enable function is called with the same tag.
-- @function [parent=#Camera] disableThirdPersonOffsetControl
-- @param #string tag (optional, empty string by default) Will be disabled until the enabling function is called with the same tag
disableThirdPersonOffsetControl = function(tag) third_person.noOffsetControl[tag or ''] = true end,
--- Undo disableThirdPersonOffsetControl
-- @function [parent=#Camera] enableThirdPersonOffsetControl
-- @param #string tag (optional, empty string by default)
enableThirdPersonOffsetControl = function(tag) third_person.noOffsetControl[tag or ''] = nil end,
},
engineHandlers = {
onUpdate = onUpdate,
onFrame = onFrame,
onTeleported = function()
camera.instantTransition()
end,
onActive = init,
onLoad = function(data)
if data and data.distance then third_person.baseDistance = data.distance end
end,
onSave = function()
return { version = 0, distance = third_person.baseDistance }
end,
},
}