First pass at simplifying camera, removes interpolation to target and setbacks

This commit is contained in:
Philip Rosedale 2014-10-08 10:00:47 -07:00
parent f4b9ccbceb
commit c4c9f4820d
5 changed files with 48 additions and 219 deletions

View file

@ -605,37 +605,37 @@ void Application::paintGL() {
glEnable(GL_LINE_SMOOTH);
if (_myCamera.getMode() == CAMERA_MODE_FIRST_PERSON) {
_myCamera.setTightness(0.0f); // In first person, camera follows (untweaked) head exactly without delay
if (!OculusManager::isConnected()) {
_myCamera.setTargetPosition(_myAvatar->getHead()->getEyePosition());
_myCamera.setTargetRotation(_myAvatar->getHead()->getCameraOrientation());
_myCamera.setPosition(_myAvatar->getHead()->getEyePosition());
_myCamera.setRotation(_myAvatar->getHead()->getCameraOrientation());
}
// OculusManager::display() updates camera position and rotation a bit further on.
} else if (_myCamera.getMode() == CAMERA_MODE_THIRD_PERSON) {
//Note, the camera distance is set in Camera::setMode() so we dont have to do it here.
_myCamera.setTightness(0.0f); // Camera is directly connected to head without smoothing
_myCamera.setTargetPosition(_myAvatar->getUprightHeadPosition());
float thirdPersonCameraDistance = MIRROR_FULLSCREEN_DISTANCE * _scaleMirror * 10.0f;
_myCamera.setPosition(_myAvatar->getUprightHeadPosition() +
_myAvatar->getOrientation() * glm::vec3(0,0,1) * thirdPersonCameraDistance);
if (OculusManager::isConnected()) {
_myCamera.setTargetRotation(_myAvatar->getWorldAlignedOrientation());
_myCamera.setRotation(_myAvatar->getWorldAlignedOrientation());
} else {
_myCamera.setTargetRotation(_myAvatar->getHead()->getOrientation());
_myCamera.setRotation(_myAvatar->getHead()->getOrientation());
}
} else if (_myCamera.getMode() == CAMERA_MODE_MIRROR) {
_myCamera.setTightness(0.0f);
//Only behave like a true mirror when in the OR
if (OculusManager::isConnected()) {
_myCamera.setDistance(MIRROR_FULLSCREEN_DISTANCE * _scaleMirror);
_myCamera.setTargetRotation(_myAvatar->getWorldAlignedOrientation() * glm::quat(glm::vec3(0.0f, PI + _rotateMirror, 0.0f)));
_myCamera.setTargetPosition(_myAvatar->getHead()->getEyePosition() + glm::vec3(0, _raiseMirror * _myAvatar->getScale(), 0));
_myCamera.setRotation(_myAvatar->getWorldAlignedOrientation() * glm::quat(glm::vec3(0.0f, PI + _rotateMirror, 0.0f)));
_myCamera.setPosition(_myAvatar->getHead()->getEyePosition() +
glm::vec3(0, _raiseMirror * _myAvatar->getScale(), 0) +
_myAvatar->getOrientation() * glm::vec3(0,0,-1) * MIRROR_FULLSCREEN_DISTANCE * _scaleMirror);
} else {
_myCamera.setTightness(0.0f);
glm::vec3 eyePosition = _myAvatar->getHead()->getEyePosition();
float headHeight = eyePosition.y - _myAvatar->getPosition().y;
_myCamera.setDistance(MIRROR_FULLSCREEN_DISTANCE * _scaleMirror);
_myCamera.setTargetPosition(_myAvatar->getPosition() + glm::vec3(0, headHeight + (_raiseMirror * _myAvatar->getScale()), 0));
_myCamera.setTargetRotation(_myAvatar->getWorldAlignedOrientation() * glm::quat(glm::vec3(0.0f, PI + _rotateMirror, 0.0f)));
_myCamera.setPosition(_myAvatar->getPosition() +
glm::vec3(0, headHeight + (_raiseMirror * _myAvatar->getScale()), 0) +
_myAvatar->getOrientation() * glm::vec3(0,0,-1) * MIRROR_FULLSCREEN_DISTANCE * _scaleMirror);
_myCamera.setRotation(_myAvatar->getWorldAlignedOrientation() * glm::quat(glm::vec3(0.0f, PI + _rotateMirror, 0.0f)));
}
}
@ -659,11 +659,14 @@ void Application::paintGL() {
ViewFrustumOffset viewFrustumOffset = Menu::getInstance()->getViewFrustumOffset();
// set the camera to third-person view but offset so we can see the frustum
_viewFrustumOffsetCamera.setTargetPosition(_myCamera.getTargetPosition());
_viewFrustumOffsetCamera.setTargetRotation(_myCamera.getTargetRotation() * glm::quat(glm::radians(glm::vec3(
_viewFrustumOffsetCamera.setPosition(_myCamera.getPosition());
_viewFrustumOffsetCamera.setRotation(_myCamera.getRotation() * glm::quat(glm::radians(glm::vec3(
viewFrustumOffset.pitch, viewFrustumOffset.yaw, viewFrustumOffset.roll))));
_viewFrustumOffsetCamera.setUpShift(viewFrustumOffset.up);
_viewFrustumOffsetCamera.setDistance(viewFrustumOffset.distance);
// TODO: PHILIP
// Fix Frustum offset and up
//_viewFrustumOffsetCamera.setUpShift(viewFrustumOffset.up);
//_viewFrustumOffsetCamera.setDistance(viewFrustumOffset.distance);
_viewFrustumOffsetCamera.initialize(); // force immediate snap to ideal position and orientation
_viewFrustumOffsetCamera.update(1.f/_fps);
whichCamera = &_viewFrustumOffsetCamera;
@ -1779,10 +1782,8 @@ void Application::init() {
// TODO: move _myAvatar out of Application. Move relevant code to MyAvataar or AvatarManager
_avatarManager.init();
_myCamera.setMode(CAMERA_MODE_FIRST_PERSON);
_myCamera.setModeShiftPeriod(1.0f);
_mirrorCamera.setMode(CAMERA_MODE_MIRROR);
_mirrorCamera.setModeShiftPeriod(0.0f);
OculusManager::connect();
if (OculusManager::isConnected()) {
@ -2122,17 +2123,14 @@ void Application::cameraMenuChanged() {
if (Menu::getInstance()->isOptionChecked(MenuOption::FullscreenMirror)) {
if (_myCamera.getMode() != CAMERA_MODE_MIRROR) {
_myCamera.setMode(CAMERA_MODE_MIRROR);
_myCamera.setModeShiftPeriod(0.0f);
}
} else if (Menu::getInstance()->isOptionChecked(MenuOption::FirstPerson)) {
if (_myCamera.getMode() != CAMERA_MODE_FIRST_PERSON) {
_myCamera.setMode(CAMERA_MODE_FIRST_PERSON);
_myCamera.setModeShiftPeriod(modeShiftPeriod);
}
} else {
if (_myCamera.getMode() != CAMERA_MODE_THIRD_PERSON) {
_myCamera.setMode(CAMERA_MODE_THIRD_PERSON);
_myCamera.setModeShiftPeriod(modeShiftPeriod);
}
}
}
@ -3101,30 +3099,30 @@ void Application::renderRearViewMirror(const QRect& region, bool billboard) {
bool eyeRelativeCamera = false;
if (billboard) {
_mirrorCamera.setFieldOfView(BILLBOARD_FIELD_OF_VIEW); // degees
_mirrorCamera.setDistance(BILLBOARD_DISTANCE * _myAvatar->getScale());
_mirrorCamera.setTargetPosition(_myAvatar->getPosition());
_mirrorCamera.setPosition(_myAvatar->getPosition() +
_myAvatar->getOrientation() * glm::vec3(0.f, 0.f, 1.0f) * BILLBOARD_DISTANCE * _myAvatar->getScale());
} else if (_rearMirrorTools->getZoomLevel() == BODY) {
_mirrorCamera.setFieldOfView(MIRROR_FIELD_OF_VIEW); // degrees
_mirrorCamera.setDistance(MIRROR_REARVIEW_BODY_DISTANCE * _myAvatar->getScale());
_mirrorCamera.setTargetPosition(_myAvatar->getChestPosition());
_mirrorCamera.setPosition(_myAvatar->getChestPosition() +
_myAvatar->getOrientation() * glm::vec3(0.f, 0.f, 1.0f) * MIRROR_REARVIEW_BODY_DISTANCE * _myAvatar->getScale());
} else { // HEAD zoom level
_mirrorCamera.setFieldOfView(MIRROR_FIELD_OF_VIEW); // degrees
_mirrorCamera.setDistance(MIRROR_REARVIEW_DISTANCE * _myAvatar->getScale());
if (_myAvatar->getSkeletonModel().isActive() && _myAvatar->getHead()->getFaceModel().isActive()) {
// as a hack until we have a better way of dealing with coordinate precision issues, reposition the
// face/body so that the average eye position lies at the origin
eyeRelativeCamera = true;
_mirrorCamera.setTargetPosition(glm::vec3());
_mirrorCamera.setPosition(glm::vec3());
} else {
_mirrorCamera.setTargetPosition(_myAvatar->getHead()->getEyePosition());
_mirrorCamera.setPosition(_myAvatar->getHead()->getEyePosition() +
_myAvatar->getOrientation() * glm::vec3(0.f, 0.f, 1.0f) * MIRROR_REARVIEW_DISTANCE * _myAvatar->getScale());
}
}
_mirrorCamera.setAspectRatio((float)region.width() / region.height());
_mirrorCamera.setTargetRotation(_myAvatar->getWorldAlignedOrientation() * glm::quat(glm::vec3(0.0f, PI, 0.0f)));
_mirrorCamera.setRotation(_myAvatar->getWorldAlignedOrientation() * glm::quat(glm::vec3(0.0f, PI, 0.0f)));
_mirrorCamera.update(1.0f/_fps);
// set the bounds of rear mirror view

View file

@ -20,95 +20,21 @@
#include "Util.h"
#include "devices/OculusManager.h"
const float CAMERA_FIRST_PERSON_MODE_UP_SHIFT = 0.0f;
const float CAMERA_FIRST_PERSON_MODE_DISTANCE = 0.0f;
const float CAMERA_FIRST_PERSON_MODE_TIGHTNESS = 100.0f;
const float CAMERA_INDEPENDENT_MODE_UP_SHIFT = 0.0f;
const float CAMERA_INDEPENDENT_MODE_DISTANCE = 0.0f;
const float CAMERA_INDEPENDENT_MODE_TIGHTNESS = 100.0f;
const float CAMERA_THIRD_PERSON_MODE_UP_SHIFT = -0.2f;
const float CAMERA_THIRD_PERSON_MODE_DISTANCE = 10.5f;
const float CAMERA_THIRD_PERSON_MODE_TIGHTNESS = 100.0f;
const float CAMERA_MIRROR_MODE_UP_SHIFT = 0.0f;
const float CAMERA_MIRROR_MODE_DISTANCE = 0.17f;
const float CAMERA_MIRROR_MODE_TIGHTNESS = 100.0f;
Camera::Camera() :
_needsToInitialize(true),
_mode(CAMERA_MODE_THIRD_PERSON),
_prevMode(CAMERA_MODE_THIRD_PERSON),
_frustumNeedsReshape(true),
_position(0.0f, 0.0f, 0.0f),
_idealPosition(0.0f, 0.0f, 0.0f),
_targetPosition(0.0f, 0.0f, 0.0f),
_fieldOfView(DEFAULT_FIELD_OF_VIEW_DEGREES),
_aspectRatio(16.0f/9.0f),
_nearClip(DEFAULT_NEAR_CLIP), // default
_farClip(DEFAULT_FAR_CLIP), // default
_upShift(0.0f),
_distance(0.0f),
_tightness(10.0f), // default
_previousUpShift(0.0f),
_previousDistance(0.0f),
_previousTightness(0.0f),
_newUpShift(0.0f),
_newDistance(0.0f),
_newTightness(0.0f),
_modeShift(1.0f),
_linearModeShift(0.0f),
_modeShiftPeriod(1.0f),
_scale(1.0f)
{
}
void Camera::update(float deltaTime) {
if (_mode != CAMERA_MODE_NULL) {
// use iterative forces to push the camera towards the target position and angle
updateFollowMode(deltaTime);
}
}
// use iterative forces to keep the camera at the desired position and angle
void Camera::updateFollowMode(float deltaTime) {
if (_linearModeShift < 1.0f) {
_linearModeShift += deltaTime / _modeShiftPeriod;
if (_needsToInitialize || _linearModeShift > 1.0f) {
_linearModeShift = 1.0f;
_modeShift = 1.0f;
_upShift = _newUpShift;
_distance = _newDistance;
_tightness = _newTightness;
} else {
_modeShift = ONE_HALF - ONE_HALF * cosf(_linearModeShift * PI );
_upShift = _previousUpShift * (1.0f - _modeShift) + _newUpShift * _modeShift;
_distance = _previousDistance * (1.0f - _modeShift) + _newDistance * _modeShift;
_tightness = _previousTightness * (1.0f - _modeShift) + _newTightness * _modeShift;
}
}
// derive t from tightness
float t = _tightness * _modeShift * deltaTime;
if (t > 1.0f) {
t = 1.0f;
}
// Update position and rotation, setting directly if tightness is 0.0
if (_needsToInitialize || (_tightness == 0.0f)) {
_rotation = _targetRotation;
_idealPosition = _targetPosition + _scale * (_rotation * glm::vec3(0.0f, _upShift, _distance));
_position = _idealPosition;
_needsToInitialize = false;
} else {
// pull rotation towards ideal
_rotation = safeMix(_rotation, _targetRotation, t);
_idealPosition = _targetPosition + _scale * (_rotation * glm::vec3(0.0f, _upShift, _distance));
_position += (_idealPosition - _position) * t;
}
void Camera::update(float deltaTime) {
return;
}
float Camera::getFarClip() const {
@ -117,106 +43,46 @@ float Camera::getFarClip() const {
: std::numeric_limits<int16_t>::max() - 1;
}
void Camera::setModeShiftPeriod (float period) {
const float MIN_PERIOD = 0.001f;
const float MAX_PERIOD = 3.0f;
_modeShiftPeriod = glm::clamp(period, MIN_PERIOD, MAX_PERIOD);
// if a zero period was requested, we clearly want to snap immediately to the target
if (period == 0.0f) {
update(MAX_PERIOD);
}
}
void Camera::setMode(CameraMode m) {
_prevMode = _mode;
void Camera::setMode(CameraMode m) {
_mode = m;
_modeShift = 0.0;
_linearModeShift = 0.0;
_previousUpShift = _upShift;
_previousDistance = _distance;
_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;
} else if (_mode == CAMERA_MODE_INDEPENDENT) {
_newUpShift = CAMERA_INDEPENDENT_MODE_UP_SHIFT;
_newDistance = CAMERA_INDEPENDENT_MODE_DISTANCE;
_newTightness = CAMERA_INDEPENDENT_MODE_TIGHTNESS;
}
}
void Camera::setTargetPosition(const glm::vec3& t) {
_targetPosition = t;
}
void Camera::setTargetRotation( const glm::quat& targetRotation ) {
_targetRotation = targetRotation;
}
void Camera::setFieldOfView(float f) {
_fieldOfView = f;
_frustumNeedsReshape = true;
}
void Camera::setAspectRatio(float a) {
_aspectRatio = a;
_frustumNeedsReshape = true;
_aspectRatio = a;
}
void Camera::setNearClip(float n) {
_nearClip = n;
_frustumNeedsReshape = true;
_nearClip = n;
}
void Camera::setFarClip(float f) {
_farClip = f;
_frustumNeedsReshape = true;
_farClip = f;
}
void Camera::setEyeOffsetPosition(const glm::vec3& p) {
_eyeOffsetPosition = p;
_frustumNeedsReshape = true;
}
void Camera::setEyeOffsetOrientation(const glm::quat& o) {
_eyeOffsetOrientation = o;
_frustumNeedsReshape = true;
}
void Camera::setScale(float s) {
_scale = s;
_needsToInitialize = true;
_frustumNeedsReshape = true;
}
void Camera::initialize() {
_needsToInitialize = true;
_modeShift = 0.0;
}
// call to find out if the view frustum needs to be reshaped
bool Camera::getFrustumNeedsReshape() const {
return _frustumNeedsReshape;
}
// call this after reshaping the view frustum
void Camera::setFrustumWasReshaped() {
_frustumNeedsReshape = false;
}
CameraScriptableObject::CameraScriptableObject(Camera* camera, ViewFrustum* viewFrustum) :
_camera(camera), _viewFrustum(viewFrustum)

View file

@ -35,14 +35,9 @@ public:
void initialize(); // instantly put the camera at the ideal position and rotation.
void update( float deltaTime );
void setUpShift(float u) { _upShift = u; }
void setDistance(float d) { _distance = d; }
void setPosition(const glm::vec3& p) { _position = p; }
void setTargetPosition(const glm::vec3& t);
void setTightness(float t) { _tightness = t; }
void setTargetRotation(const glm::quat& rotation);
void setModeShiftPeriod(float r);
void setRotation(const glm::quat& rotation) { _rotation = rotation; };
void setMode(CameraMode m);
void setFieldOfView(float f);
void setAspectRatio(float a);
@ -55,10 +50,6 @@ public:
const glm::vec3& getPosition() const { return _position; }
const glm::quat& getRotation() const { return _rotation; }
CameraMode getMode() const { return _mode; }
float getModeShiftPeriod() const { return _modeShiftPeriod; }
float getDistance() const { return _distance; }
const glm::vec3& getTargetPosition() const { return _targetPosition; }
const glm::quat& getTargetRotation() const { return _targetRotation; }
float getFieldOfView() const { return _fieldOfView; }
float getAspectRatio() const { return _aspectRatio; }
float getNearClip() const { return _scale * _nearClip; }
@ -67,18 +58,11 @@ public:
const glm::quat& getEyeOffsetOrientation() const { return _eyeOffsetOrientation; }
float getScale() const { return _scale; }
bool getFrustumNeedsReshape() const; // call to find out if the view frustum needs to be reshaped
void setFrustumWasReshaped(); // call this after reshaping the view frustum.
private:
bool _needsToInitialize;
CameraMode _mode;
CameraMode _prevMode;
bool _frustumNeedsReshape;
glm::vec3 _position;
glm::vec3 _idealPosition;
glm::vec3 _targetPosition;
float _fieldOfView; // degrees
float _aspectRatio;
float _nearClip;
@ -86,22 +70,8 @@ private:
glm::vec3 _eyeOffsetPosition;
glm::quat _eyeOffsetOrientation;
glm::quat _rotation;
glm::quat _targetRotation;
float _upShift;
float _distance;
float _tightness;
float _previousUpShift;
float _previousDistance;
float _previousTightness;
float _newUpShift;
float _newDistance;
float _newTightness;
float _modeShift;
float _linearModeShift;
float _modeShiftPeriod;
float _scale;
void updateFollowMode(float deltaTime);
};
@ -113,12 +83,11 @@ public:
public slots:
QString getMode() const;
void setMode(const QString& mode);
void setModeShiftPeriod(float r) {_camera->setModeShiftPeriod(r); }
void setPosition(const glm::vec3& value) { _camera->setTargetPosition(value);}
void setPosition(const glm::vec3& value) { _camera->setPosition(value);}
glm::vec3 getPosition() const { return _camera->getPosition(); }
void setOrientation(const glm::quat& value) { _camera->setTargetRotation(value); }
void setOrientation(const glm::quat& value) { _camera->setRotation(value); }
glm::quat getOrientation() const { return _camera->getRotation(); }
PickRay computePickRay(float x, float y);

View file

@ -1126,7 +1126,7 @@ void MyAvatar::renderBody(RenderMode renderMode, bool postLighting, float glowLe
// Render head so long as the camera isn't inside it
const Camera *camera = Application::getInstance()->getCamera();
const glm::vec3 cameraPos = camera->getPosition() + (camera->getRotation() * glm::vec3(0.0f, 0.0f, 1.0f)) * camera->getDistance();
const glm::vec3 cameraPos = camera->getPosition();
if (shouldRenderHead(cameraPos, renderMode)) {
getHead()->render(1.0f, modelRenderMode, postLighting);

View file

@ -311,10 +311,6 @@ void OculusManager::display(const glm::quat &bodyOrientation, const glm::vec3 &p
ovrPosef eyeRenderPose[ovrEye_Count];
_camera->setTightness(0.0f); // In first person, camera follows (untweaked) head exactly without delay
_camera->setDistance(0.0f);
_camera->setUpShift(0.0f);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
@ -348,8 +344,8 @@ void OculusManager::display(const glm::quat &bodyOrientation, const glm::vec3 &p
orientation.z = eyeRenderPose[eye].Orientation.z;
orientation.w = eyeRenderPose[eye].Orientation.w;
_camera->setTargetRotation(bodyOrientation * orientation);
_camera->setTargetPosition(position + trackerPosition);
_camera->setRotation(bodyOrientation * orientation);
_camera->setPosition(position + trackerPosition);
// Store the latest left and right eye render locations for things that need to know
glm::vec3 thisEyePosition = position + trackerPosition +
@ -413,8 +409,8 @@ void OculusManager::display(const glm::quat &bodyOrientation, const glm::vec3 &p
glBindTexture(GL_TEXTURE_2D, 0);
// Update camera for use by rest of Interface.
whichCamera.setTargetPosition((_leftEyePosition + _rightEyePosition) / 2.f);
whichCamera.setTargetRotation(_camera->getTargetRotation());
whichCamera.setPosition((_leftEyePosition + _rightEyePosition) / 2.f);
whichCamera.setRotation(_camera->getRotation());
#endif
}