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https://github.com/overte-org/overte.git
synced 2025-04-21 19:04:32 +02:00
added facing other av requirement for camera shift to 1p; improved ease-in/out for camera mode shift; did some clean up on the camera code
This commit is contained in:
parent
622863dbf1
commit
883d21a5e4
6 changed files with 148 additions and 174 deletions
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@ -918,31 +918,21 @@ void Application::idle() {
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if (_myCamera.getMode() != CAMERA_MODE_MIRROR) {
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if (_manualFirstPerson) {
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if (_myCamera.getMode() != CAMERA_MODE_FIRST_PERSON ) {
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Camera::CameraFollowingAttributes a;
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a.upShift = 0.0f;
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a.distance = 0.0f;
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a.tightness = 100.0f;
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_myCamera.setMode(CAMERA_MODE_FIRST_PERSON, a);
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_myCamera.setMode(CAMERA_MODE_FIRST_PERSON);
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_myCamera.setModeShiftRate(1.0f);
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}
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} else {
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if (_myAvatar.getIsNearInteractingOther()) {
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if (_myCamera.getMode() != CAMERA_MODE_FIRST_PERSON) {
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Camera::CameraFollowingAttributes a;
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a.upShift = 0.0f;
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a.distance = 0.0f;
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a.tightness = 100.0f;
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_myCamera.setMode(CAMERA_MODE_FIRST_PERSON, a);
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_myCamera.setMode(CAMERA_MODE_FIRST_PERSON);
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_myCamera.setModeShiftRate(1.0f);
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}
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}
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else {
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if (_myCamera.getMode() != CAMERA_MODE_THIRD_PERSON) {
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Camera::CameraFollowingAttributes a;
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a.upShift = -0.2f;
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a.distance = 1.5f;
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a.tightness = 8.0f;
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_myCamera.setMode(CAMERA_MODE_THIRD_PERSON, a);
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_myCamera.setMode(CAMERA_MODE_THIRD_PERSON);
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_myCamera.setModeShiftRate(1.0f);
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}
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}
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}
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@ -981,17 +971,11 @@ void Application::setHead(bool head) {
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#endif
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if (head) {
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Camera::CameraFollowingAttributes a;
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a.upShift = 0.0f;
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a.distance = 0.2f;
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a.tightness = 100.0f;
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_myCamera.setMode(CAMERA_MODE_MIRROR, a);
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_myCamera.setMode(CAMERA_MODE_MIRROR);
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_myCamera.setModeShiftRate(100.0f);
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} else {
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Camera::CameraFollowingAttributes a;
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a.upShift = -0.2f;
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a.distance = 1.5f;
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a.tightness = 8.0f;
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_myCamera.setMode(CAMERA_MODE_THIRD_PERSON, a);
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_myCamera.setMode(CAMERA_MODE_THIRD_PERSON);
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_myCamera.setModeShiftRate(1.0f);
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}
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}
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@ -1285,11 +1269,8 @@ void Application::init() {
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_stars.readInput(STAR_FILE, STAR_CACHE_FILE, 0);
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_myAvatar.setPosition(START_LOCATION);
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Camera::CameraFollowingAttributes a;
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a.upShift = -0.2f;
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a.distance = 1.5f;
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a.tightness = 8.0f;
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_myCamera.setMode(CAMERA_MODE_THIRD_PERSON, a);
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_myCamera.setMode(CAMERA_MODE_THIRD_PERSON );
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_myCamera.setModeShiftRate(1.0f);
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_myAvatar.setDisplayingLookatVectors(false);
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QCursor::setPos(_headMouseX, _headMouseY);
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@ -486,6 +486,7 @@ void Avatar::updateHandMovementAndTouching(float deltaTime) {
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if (!_owningAgent) {
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_avatarTouch.setMyBodyPosition(_position);
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_avatarTouch.setMyOrientation(_orientation);
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float closestDistance = std::numeric_limits<float>::max();
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@ -518,6 +519,7 @@ void Avatar::updateHandMovementAndTouching(float deltaTime) {
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if (_interactingOther) {
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_avatarTouch.setYourBodyPosition(_interactingOther->_position);
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_avatarTouch.setYourOrientation (_interactingOther->_orientation);
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_avatarTouch.setYourHandPosition(_interactingOther->_joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].springyPosition);
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_avatarTouch.setYourHandState (_interactingOther->_handState);
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@ -27,55 +27,38 @@ AvatarTouch::AvatarTouch() {
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_weAreHoldingHands = false;
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_canReachToOtherAvatar = false;
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_handsCloseEnoughToGrasp = false;
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_myOrientation.setToIdentity();
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_yourOrientation.setToIdentity();
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for (int p=0; p<NUM_POINTS; p++) {
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_point[p] = glm::vec3(0.0, 0.0, 0.0);
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}
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}
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void AvatarTouch::setMyHandPosition(glm::vec3 position) {
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_myHandPosition = position;
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}
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void AvatarTouch::setYourHandPosition(glm::vec3 position) {
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_yourHandPosition = position;
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}
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void AvatarTouch::setMyBodyPosition(glm::vec3 position) {
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_myBodyPosition = position;
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}
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void AvatarTouch::setYourBodyPosition(glm::vec3 position) {
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_yourBodyPosition = position;
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}
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void AvatarTouch::setMyHandState(int state) {
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_myHandState = state;
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}
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void AvatarTouch::setYourHandState(int state) {
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_yourHandState = state;
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}
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void AvatarTouch::setReachableRadius(float r) {
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_reachableRadius = r;
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}
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void AvatarTouch::simulate (float deltaTime) {
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glm::vec3 vectorBetweenBodies = _yourBodyPosition - _myBodyPosition;
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float distanceBetweenBodies = glm::length(vectorBetweenBodies);
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glm::vec3 directionBetweenBodies = vectorBetweenBodies / distanceBetweenBodies;
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bool facingEachOther = false;
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if (( glm::dot(_myOrientation.getFront(), _yourOrientation.getFront()) < -0.1f)
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&& ( glm::dot(_myOrientation.getFront(), directionBetweenBodies ) > 0.1f)) {
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facingEachOther = true;
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}
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if (distanceBetweenBodies < _reachableRadius) {
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if ((distanceBetweenBodies < _reachableRadius)
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&& (facingEachOther)) {
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_vectorBetweenHands = _yourHandPosition - _myHandPosition;
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float distanceBetweenHands = glm::length(_vectorBetweenHands);
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float distanceBetweenHands = glm::length(_vectorBetweenHands);
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if (distanceBetweenHands < HANDS_CLOSE_ENOUGH_TO_GRASP) {
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_handsCloseEnoughToGrasp = true;
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} else {
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_handsCloseEnoughToGrasp = false;
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}
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_canReachToOtherAvatar = true;
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} else {
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_canReachToOtherAvatar = false;
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@ -92,7 +75,7 @@ void AvatarTouch::render(glm::vec3 cameraPosition) {
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p.y = 0.0005f;
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renderCircle(p, _reachableRadius, glm::vec3(0.0f, 1.0f, 0.0f), 30);
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// show is we are golding hands...
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// show if we are golding hands...
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if (_weAreHoldingHands) {
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renderBeamBetweenHands();
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@ -9,6 +9,7 @@
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#define __interface__AvatarTouch__
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#include <glm/glm.hpp>
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#include "Orientation.h"
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enum AvatarHandState
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{
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@ -26,18 +27,17 @@ public:
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void simulate(float deltaTime);
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void render(glm::vec3 cameraPosition);
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void setMyHandPosition (glm::vec3 position);
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void setYourHandPosition(glm::vec3 position);
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void setMyBodyPosition (glm::vec3 position);
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void setYourBodyPosition(glm::vec3 position);
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void setMyHandState (int state);
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void setYourHandState (int state);
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void setReachableRadius (float r);
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void setAbleToReachOtherAvatar (bool a) {_canReachToOtherAvatar = a;}
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void setHandsCloseEnoughToGrasp(bool h) {_handsCloseEnoughToGrasp = h;}
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void setHoldingHands (bool h) {_weAreHoldingHands = h;}
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void setMyHandPosition (glm::vec3 position ) { _myHandPosition = position; }
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void setYourHandPosition(glm::vec3 position ) { _yourHandPosition = position; }
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void setMyOrientation (Orientation orientation) { _myOrientation = orientation; }
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void setYourOrientation (Orientation orientation) { _yourOrientation = orientation; }
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void setMyBodyPosition (glm::vec3 position ) { _myBodyPosition = position; }
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void setYourBodyPosition(glm::vec3 position ) { _yourBodyPosition = position; }
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void setMyHandState (int state ) { _myHandState = state; }
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void setYourHandState (int state ) { _yourHandState = state; }
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void setReachableRadius (float radius ) { _reachableRadius = radius; }
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void setHoldingHands (bool holding ) { _weAreHoldingHands = holding; }
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bool getAbleToReachOtherAvatar () const {return _canReachToOtherAvatar; }
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bool getHandsCloseEnoughToGrasp() const {return _handsCloseEnoughToGrasp;}
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@ -47,18 +47,20 @@ private:
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static const int NUM_POINTS = 100;
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bool _weAreHoldingHands;
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glm::vec3 _point [NUM_POINTS];
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glm::vec3 _myBodyPosition;
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glm::vec3 _yourBodyPosition;
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glm::vec3 _myHandPosition;
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glm::vec3 _yourHandPosition;
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glm::vec3 _vectorBetweenHands;
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int _myHandState;
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int _yourHandState;
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bool _canReachToOtherAvatar;
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bool _handsCloseEnoughToGrasp;
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float _reachableRadius;
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bool _weAreHoldingHands;
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glm::vec3 _point [NUM_POINTS];
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glm::vec3 _myBodyPosition;
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glm::vec3 _yourBodyPosition;
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glm::vec3 _myHandPosition;
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glm::vec3 _yourHandPosition;
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Orientation _myOrientation;
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Orientation _yourOrientation;
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glm::vec3 _vectorBetweenHands;
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int _myHandState;
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int _yourHandState;
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bool _canReachToOtherAvatar;
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bool _handsCloseEnoughToGrasp;
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float _reachableRadius;
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void renderBeamBetweenHands();
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};
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@ -11,49 +11,51 @@
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#include "Camera.h"
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const float MODE_SHIFT_RATE = 6.0f;
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const float CAMERA_MINIMUM_MODE_SHIFT_RATE = 0.5f;
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const float CAMERA_FIRST_PERSON_MODE_UP_SHIFT = 0.0f;
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const float CAMERA_FIRST_PERSON_MODE_DISTANCE = 0.0f;
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const float CAMERA_FIRST_PERSON_MODE_TIGHTNESS = 100.0f;
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const float CAMERA_THIRD_PERSON_MODE_UP_SHIFT = -0.2f;
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const float CAMERA_THIRD_PERSON_MODE_DISTANCE = 1.5f;
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const float CAMERA_THIRD_PERSON_MODE_TIGHTNESS = 8.0f;
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const float CAMERA_MIRROR_MODE_UP_SHIFT = 0.0f;
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const float CAMERA_MIRROR_MODE_DISTANCE = 0.2f;
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const float CAMERA_MIRROR_MODE_TIGHTNESS = 100.0f;
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Camera::Camera() {
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_needsToInitialize = true;
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_frustumNeedsReshape = true;
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_modeShift = 0.0;
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_mode = CAMERA_MODE_THIRD_PERSON;
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_tightness = 10.0; // default
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_fieldOfView = 60.0; // default
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_nearClip = 0.08; // default
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_farClip = 50.0 * TREE_SCALE; // default
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_yaw = 0.0;
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_pitch = 0.0;
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_roll = 0.0;
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_upShift = 0.0;
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_distance = 0.0;
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_idealYaw = 0.0;
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_idealPitch = 0.0;
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_idealRoll = 0.0;
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_targetPosition = glm::vec3(0.0, 0.0, 0.0);
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_position = glm::vec3(0.0, 0.0, 0.0);
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_idealPosition = glm::vec3(0.0, 0.0, 0.0);
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_modeShift = 0.0f;
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_modeShiftRate = 1.0f;
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_linearModeShift = 0.0f;
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_mode = CAMERA_MODE_THIRD_PERSON;
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_tightness = 10.0f; // default
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_fieldOfView = 60.0f; // default
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_nearClip = 0.08f; // default
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_farClip = 50.0f * TREE_SCALE; // default
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_yaw = 0.0f;
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_pitch = 0.0f;
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_roll = 0.0f;
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_upShift = 0.0f;
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_distance = 0.0f;
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_previousUpShift = 0.0f;
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_previousDistance = 0.0f;
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_previousTightness = 0.0f;
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_newUpShift = 0.0f;
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_newDistance = 0.0f;
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_newTightness = 0.0f;
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_idealYaw = 0.0f;
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_idealPitch = 0.0f;
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_idealRoll = 0.0f;
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_targetPosition = glm::vec3(0.0f, 0.0f, 0.0f);
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_position = glm::vec3(0.0f, 0.0f, 0.0f);
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_idealPosition = glm::vec3(0.0f, 0.0f, 0.0f);
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_orientation.setToIdentity();
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_attributes[CAMERA_MODE_FIRST_PERSON].upShift = CAMERA_DEFAULT_FIRST_PERSON_MODE_UP_SHIFT;
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_attributes[CAMERA_MODE_FIRST_PERSON].distance = CAMERA_DEFAULT_FIRST_PERSON_MODE_DISTANCE;
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_attributes[CAMERA_MODE_FIRST_PERSON].tightness = CAMERA_DEFAULT_FIRST_PERSON_MODE_TIGHTNESS;
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_attributes[CAMERA_MODE_THIRD_PERSON].upShift = CAMERA_DEFAULT_THIRD_PERSON_MODE_UP_SHIFT;
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_attributes[CAMERA_MODE_THIRD_PERSON].distance = CAMERA_DEFAULT_THIRD_PERSON_MODE_DISTANCE;
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_attributes[CAMERA_MODE_THIRD_PERSON].tightness = CAMERA_DEFAULT_THIRD_PERSON_MODE_TIGHTNESS;
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_attributes[CAMERA_MODE_MIRROR ].upShift = CAMERA_DEFAULT_MIRROR_MODE_UP_SHIFT;
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_attributes[CAMERA_MODE_MIRROR ].distance = CAMERA_DEFAULT_MIRROR_MODE_DISTANCE;
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_attributes[CAMERA_MODE_MIRROR ].tightness = CAMERA_DEFAULT_MIRROR_MODE_TIGHTNESS;
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for (int m = 0; m < NUM_CAMERA_MODES; m ++) {
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_previousAttributes[m].upShift = 0.0f;
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_previousAttributes[m].distance = 0.0f;
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_previousAttributes[m].tightness = 0.0f;
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}
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}
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void Camera::update(float deltaTime) {
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@ -67,7 +69,6 @@ void Camera::update(float deltaTime) {
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generateOrientation();
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}
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// generate the ortho-normals for the orientation based on the three Euler angles
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void Camera::generateOrientation() {
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_orientation.setToIdentity();
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@ -79,15 +80,26 @@ void Camera::generateOrientation() {
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// use iterative forces to keep the camera at the desired position and angle
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void Camera::updateFollowMode(float deltaTime) {
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if (_modeShift < 1.0f) {
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_modeShift += 5.0f * deltaTime;
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if (_modeShift > 1.0f ) {
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if (_linearModeShift < 1.0f) {
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_linearModeShift += _modeShiftRate * deltaTime;
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_modeShift = ONE_HALF - ONE_HALF * cosf(_linearModeShift * PIE * 1.0);
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_upShift = _previousUpShift * (1.0f - _modeShift) + _newUpShift * _modeShift;
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_distance = _previousDistance * (1.0f - _modeShift) + _newDistance * _modeShift;
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_tightness = _previousTightness * (1.0f - _modeShift) + _newTightness * _modeShift;
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if (_linearModeShift > 1.0f ) {
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_linearModeShift = 1.0f;
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_modeShift = 1.0f;
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_upShift = _newUpShift;
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_distance = _newDistance;
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_tightness = _newTightness;
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}
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}
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// derive t from tightness
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float t = _tightness * deltaTime;
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float t = _tightness * _modeShift * deltaTime;
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if (t > 1.0) {
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t = 1.0;
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}
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@ -103,10 +115,6 @@ void Camera::updateFollowMode(float deltaTime) {
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_pitch += (_idealPitch - _pitch) * t;
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_roll += (_idealRoll - _roll ) * t;
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}
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_orientation.yaw (_yaw );
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_orientation.pitch(_pitch);
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_orientation.roll (_roll );
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float radian = (_yaw / 180.0) * PIE;
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@ -124,32 +132,45 @@ void Camera::updateFollowMode(float deltaTime) {
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// force position towards ideal position
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_position += (_idealPosition - _position) * t;
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}
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float inverseModeShift = 1.0f - _modeShift;
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_upShift = _attributes[_mode].upShift * _modeShift + _previousAttributes[_mode].upShift * inverseModeShift;
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_distance = _attributes[_mode].distance * _modeShift + _previousAttributes[_mode].distance * inverseModeShift;
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_upShift = _attributes[_mode].upShift * _modeShift + _previousAttributes[_mode].upShift * inverseModeShift;
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}
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void Camera::setMode(CameraMode m, CameraFollowingAttributes a) {
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_previousAttributes[m].upShift = _attributes[m].upShift;
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_previousAttributes[m].distance = _attributes[m].distance;
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_previousAttributes[m].tightness = _attributes[m].tightness;
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_attributes[m].upShift = a.upShift;
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_attributes[m].distance = a.distance;
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_attributes[m].tightness = a.tightness;
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void Camera::setModeShiftRate ( float rate ) {
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setMode(m);
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_modeShiftRate = rate;
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if (_modeShiftRate < CAMERA_MINIMUM_MODE_SHIFT_RATE ) {
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_modeShiftRate = CAMERA_MINIMUM_MODE_SHIFT_RATE;
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}
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}
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void Camera::setMode(CameraMode m) {
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void Camera::setMode(CameraMode m) {
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_mode = m;
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_modeShift = 0.0;
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_linearModeShift = 0.0;
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_previousUpShift = _upShift;
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_previousDistance = _distance;
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_previousTightness = _tightness;
|
||||
|
||||
if (_mode == CAMERA_MODE_THIRD_PERSON) {
|
||||
_newUpShift = CAMERA_THIRD_PERSON_MODE_UP_SHIFT;
|
||||
_newDistance = CAMERA_THIRD_PERSON_MODE_DISTANCE;
|
||||
_newTightness = CAMERA_THIRD_PERSON_MODE_TIGHTNESS;
|
||||
|
||||
} else if (_mode == CAMERA_MODE_FIRST_PERSON) {
|
||||
_newUpShift = CAMERA_FIRST_PERSON_MODE_UP_SHIFT;
|
||||
_newDistance = CAMERA_FIRST_PERSON_MODE_DISTANCE;
|
||||
_newTightness = CAMERA_FIRST_PERSON_MODE_TIGHTNESS;
|
||||
|
||||
} else if (_mode == CAMERA_MODE_MIRROR) {
|
||||
_newUpShift = CAMERA_MIRROR_MODE_UP_SHIFT;
|
||||
_newDistance = CAMERA_MIRROR_MODE_DISTANCE;
|
||||
_newTightness = CAMERA_MIRROR_MODE_TIGHTNESS;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void Camera::setTargetRotation( float yaw, float pitch, float roll ) {
|
||||
_idealYaw = yaw;
|
||||
_idealPitch = pitch;
|
||||
|
|
|
@ -21,31 +21,11 @@ enum CameraMode
|
|||
NUM_CAMERA_MODES
|
||||
};
|
||||
|
||||
|
||||
const float CAMERA_DEFAULT_FIRST_PERSON_MODE_UP_SHIFT = 0.0f;
|
||||
const float CAMERA_DEFAULT_FIRST_PERSON_MODE_DISTANCE = 0.0f;
|
||||
const float CAMERA_DEFAULT_FIRST_PERSON_MODE_TIGHTNESS = 100.0f;
|
||||
|
||||
const float CAMERA_DEFAULT_THIRD_PERSON_MODE_UP_SHIFT = -0.2f;
|
||||
const float CAMERA_DEFAULT_THIRD_PERSON_MODE_DISTANCE = 1.5f;
|
||||
const float CAMERA_DEFAULT_THIRD_PERSON_MODE_TIGHTNESS = 8.0f;
|
||||
|
||||
const float CAMERA_DEFAULT_MIRROR_MODE_UP_SHIFT = 0.0f;
|
||||
const float CAMERA_DEFAULT_MIRROR_MODE_DISTANCE = 0.2f;
|
||||
const float CAMERA_DEFAULT_MIRROR_MODE_TIGHTNESS = 100.0f;
|
||||
|
||||
class Camera
|
||||
{
|
||||
public:
|
||||
Camera();
|
||||
|
||||
struct CameraFollowingAttributes
|
||||
{
|
||||
float upShift;
|
||||
float distance;
|
||||
float tightness;
|
||||
};
|
||||
|
||||
void initialize(); // instantly put the camera at the ideal position and rotation.
|
||||
|
||||
void update( float deltaTime );
|
||||
|
@ -62,7 +42,7 @@ public:
|
|||
void setTargetRotation( float yaw, float pitch, float roll );
|
||||
|
||||
void setMode ( CameraMode m );
|
||||
void setMode ( CameraMode m, CameraFollowingAttributes attributes );
|
||||
void setModeShiftRate ( float r );
|
||||
void setFieldOfView ( float f );
|
||||
void setAspectRatio ( float a );
|
||||
void setNearClip ( float n );
|
||||
|
@ -102,18 +82,23 @@ private:
|
|||
float _yaw;
|
||||
float _pitch;
|
||||
float _roll;
|
||||
float _upShift;
|
||||
float _idealYaw;
|
||||
float _idealPitch;
|
||||
float _idealRoll;
|
||||
float _upShift;
|
||||
float _distance;
|
||||
float _tightness;
|
||||
float _previousUpShift;
|
||||
float _previousDistance;
|
||||
float _previousTightness;
|
||||
float _newUpShift;
|
||||
float _newDistance;
|
||||
float _newTightness;
|
||||
Orientation _orientation;
|
||||
float _modeShift;
|
||||
float _linearModeShift;
|
||||
float _modeShiftRate;
|
||||
|
||||
CameraFollowingAttributes _attributes[NUM_CAMERA_MODES];
|
||||
CameraFollowingAttributes _previousAttributes[NUM_CAMERA_MODES];
|
||||
|
||||
void generateOrientation();
|
||||
void updateFollowMode( float deltaTime );
|
||||
};
|
||||
|
|
Loading…
Reference in a new issue