void PlayerSystem::onEntityPostPhysicsUpdate(Entity & entity, const UpdateFrame & updateFrame) { if (m_cameraMode == CameraMode::Normal) { auto & voxelObject = entity.component<VoxelObject>(); auto & voxelData = voxelObject.data(); auto & transform = entity.component<Transform3DComponent>().transform(); glm::vec3 offset; offset.z = voxelData->size().z * 1.4f; offset.y = voxelData->size().y * 2; Pose3D targetPose( transform.position() + transform.orientation() * offset, transform.orientation()); auto position = targetPose.pointLocalToWorld({}); m_cameraDolly.update(position, targetPose.orientation(), updateFrame.physicsSeconds()); } }
void Mission::FollowCamera::onUpdateActivity(float dt) { assert( _scene ); _cameraFOV = 80.0f; _positionModeTimeout -= dt; _positionModeTimeout = _positionModeTimeout < 0 ? 0 : _positionModeTimeout; // retrieve action channels ActionChannel* headLeft = Gameplay::iGameplay->getActionChannel( iaHeadLeft ); ActionChannel* headRight = Gameplay::iGameplay->getActionChannel( iaHeadRight ); ActionChannel* headUp = Gameplay::iGameplay->getActionChannel( iaHeadUp ); ActionChannel* headDown = Gameplay::iGameplay->getActionChannel( iaHeadDown ); ActionChannel* zoomIn = Gameplay::iGameplay->getActionChannel( iaZoomIn ); ActionChannel* zoomOut = Gameplay::iGameplay->getActionChannel( iaZoomOut ); switch (_mode) { case FeetLeft: { // target position Matrix4f targetPose( 1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1 ); if( _target ) targetPose = _target->getPose(); Vector3f targetPos( targetPose[3][0], targetPose[3][1], targetPose[3][2] ); Vector3f targetUp( targetPose[1][0], targetPose[1][1], targetPose[1][2] ); Vector3f targetRight( targetPose[0][0], targetPose[0][1], targetPose[0][2] ); Vector3f targetFront( targetPose[2][0], targetPose[2][1], targetPose[2][2] ); targetUp.normalize(); targetRight.normalize(); targetFront.normalize(); Vector3f cameraPos(targetPos); if( dynamic_cast<Jumper*>( _target ) ) { Jumper* j = dynamic_cast<Jumper*>( _target ); j->getClump()->getFrame()->getLTM(); engine::IFrame* backBone = Jumper::getBackBone( j->getClump() ); targetPos = backBone->getPos(); engine::IFrame* legBone = Jumper::getLeftSmokeJetAnchor(j->getClump()); cameraPos = legBone->getPos(); cameraPos += legBone->getAt() * 0.0f; // right cameraPos += legBone->getUp() * -10.0f; // up cameraPos += legBone->getRight() * -20.0f; // forward targetPos = cameraPos; targetPos += legBone->getAt() * -25.0f; // right targetPos += legBone->getRight() * 40.0f; // forward targetPos += legBone->getUp() * -25.0f; // up targetUp = legBone->getUp() * -8.0f + legBone->getAt() * -2.0f; targetUp.normalize(); } //cameraPos += targetUp * 45.0f - targetRight * 40.0f - targetFront * 100.0f; // camera direction Vector3f cameraAt = cameraPos - targetPos/* + targetFront * 50.0f*/; cameraAt.normalize(); // camera right Vector3f cameraRight; cameraRight.cross( targetUp, cameraAt ); cameraRight.normalize(); // camera up Vector3f cameraUp; cameraUp.cross( cameraAt, cameraRight ); cameraUp.normalize(); // camera matrix _cameraMatrix.set( cameraRight[0], cameraRight[1], cameraRight[2], 0.0f, cameraUp[0], cameraUp[1], cameraUp[2], 0.0f, cameraAt[0], cameraAt[1], cameraAt[2], 0.0f, cameraPos[0], cameraPos[1], cameraPos[2], 1.0f ); break; } case FeetRight: { // target position Matrix4f targetPose( 1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1 ); if( _target ) targetPose = _target->getPose(); Vector3f targetPos( targetPose[3][0], targetPose[3][1], targetPose[3][2] ); Vector3f targetUp( targetPose[1][0], targetPose[1][1], targetPose[1][2] ); Vector3f targetRight( targetPose[0][0], targetPose[0][1], targetPose[0][2] ); Vector3f targetFront( targetPose[2][0], targetPose[2][1], targetPose[2][2] ); targetUp.normalize(); targetRight.normalize(); targetFront.normalize(); Vector3f cameraPos(targetPos); if( dynamic_cast<Jumper*>( _target ) ) { Jumper* j = dynamic_cast<Jumper*>( _target ); j->getClump()->getFrame()->getLTM(); engine::IFrame* backBone = Jumper::getBackBone( j->getClump() ); targetPos = backBone->getPos(); engine::IFrame* legBone = Jumper::getRightSmokeJetAnchor(j->getClump()); cameraPos = legBone->getPos(); cameraPos += legBone->getAt() * 0.0f; // right cameraPos += legBone->getUp() * -12.0f; // up cameraPos += legBone->getRight() * -20.0f; // forward targetPos = cameraPos; targetPos += legBone->getAt() * -25.0f; // right targetPos += legBone->getRight() * 40.0f; // forward targetPos += legBone->getUp() * -25.0f; // up targetUp = legBone->getUp() * -8.0f + legBone->getAt() * -2.0f; targetUp.normalize(); } //cameraPos += targetUp * 45.0f - targetRight * 40.0f - targetFront * 100.0f; // camera direction Vector3f cameraAt = cameraPos - targetPos/* + targetFront * 50.0f*/; cameraAt.normalize(); // camera right Vector3f cameraRight; cameraRight.cross( targetUp, cameraAt ); cameraRight.normalize(); // camera up Vector3f cameraUp; cameraUp.cross( cameraAt, cameraRight ); cameraUp.normalize(); // camera matrix _cameraMatrix.set( cameraRight[0], cameraRight[1], cameraRight[2], 0.0f, cameraUp[0], cameraUp[1], cameraUp[2], 0.0f, cameraAt[0], cameraAt[1], cameraAt[2], 0.0f, cameraPos[0], cameraPos[1], cameraPos[2], 1.0f ); break; } case Back: { // target position Matrix4f targetPose( 1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1 ); if( _target ) targetPose = _target->getPose(); Vector3f targetPos( targetPose[3][0], targetPose[3][1], targetPose[3][2] ); Vector3f targetUp( targetPose[1][0], targetPose[1][1], targetPose[1][2] ); Vector3f targetRight( targetPose[0][0], targetPose[0][1], targetPose[0][2] ); Vector3f targetFront( targetPose[2][0], targetPose[2][1], targetPose[2][2] ); targetUp.normalize(); targetRight.normalize(); targetFront.normalize(); Vector3f cameraPos(targetPos); if( dynamic_cast<Jumper*>( _target ) ) { Jumper* j = dynamic_cast<Jumper*>( _target ); j->getClump()->getFrame()->getLTM(); engine::IFrame* backBone = Jumper::getBackBone( j->getClump() ); targetPos = backBone->getPos(); engine::IFrame* head = Jumper::getHelmetEquipAnchor(j->getClump()); cameraPos = head->getPos(); cameraPos += head->getAt() * -28.0f; // down cameraPos += head->getRight() * 0.0f; // left cameraPos += head->getUp() * -1.0f; // forward targetPos = cameraPos; targetPos += head->getAt() * -10.0f; // down targetPos += head->getRight() * 0.0f; // left targetPos += head->getUp() * -10.0f; // forward targetUp = head->getAt() * -1.0f; targetUp.normalize(); } //cameraPos += targetUp * 45.0f - targetRight * 40.0f - targetFront * 100.0f; // camera direction Vector3f cameraAt = cameraPos - targetPos/* + targetFront * 50.0f*/; cameraAt.normalize(); // camera right Vector3f cameraRight; cameraRight.cross( targetUp, cameraAt ); cameraRight.normalize(); // camera up Vector3f cameraUp; cameraUp.cross( cameraAt, cameraRight ); cameraUp.normalize(); // camera matrix _cameraMatrix.set( cameraRight[0], cameraRight[1], cameraRight[2], 0.0f, cameraUp[0], cameraUp[1], cameraUp[2], 0.0f, cameraAt[0], cameraAt[1], cameraAt[2], 0.0f, cameraPos[0], cameraPos[1], cameraPos[2], 1.0f ); break; } } // camera is actual now Gameplay::iEngine->getDefaultCamera()->setFOV( _cameraFOV ); Gameplay::iEngine->getDefaultCamera()->getFrame()->setMatrix( _cameraMatrix ); _scene->getScenery()->happen( this, EVENT_CAMERA_IS_ACTUAL ); if( _scene->getTopMode() ) _scene->getTopMode()->happen( this, EVENT_CAMERA_IS_ACTUAL ); // RT-RS pass bool flares = ( _scene->getLocation()->getWeather() == ::wtSunny ) || ( _scene->getLocation()->getWeather() == ::wtVariable ); Gameplay::iGameplay->getRenderTarget()->render( _scene, _cameraMatrix, _cameraFOV, flares, false ); // GUI Gameplay::iEngine->getDefaultCamera()->beginScene( 0, Vector4f( 0,0,0,0 ) ); if( _scene->isHUDEnabled() ) Gameplay::iGui->render(); Gameplay::iEngine->getDefaultCamera()->endScene(); // present result Gameplay::iEngine->present(); }
void Mission::ThirdPersonCamera::onUpdateActivity(float dt) { assert( _scene ); _positionModeTimeout -= dt; _positionModeTimeout = _positionModeTimeout < 0 ? 0 : _positionModeTimeout; // retrieve action channels ActionChannel* headLeft = Gameplay::iGameplay->getActionChannel( iaHeadLeft ); ActionChannel* headRight = Gameplay::iGameplay->getActionChannel( iaHeadRight ); ActionChannel* headUp = Gameplay::iGameplay->getActionChannel( iaHeadUp ); ActionChannel* headDown = Gameplay::iGameplay->getActionChannel( iaHeadDown ); ActionChannel* zoomIn = Gameplay::iGameplay->getActionChannel( iaZoomIn ); ActionChannel* zoomOut = Gameplay::iGameplay->getActionChannel( iaZoomOut ); if( _positionMode ) { // field of view _cameraFOV = ( 60.0f - 55.0f * ( zoomIn->getAmplitude() ) ) * CAMERA_FOV_MULTIPLIER; // target position Matrix4f targetPose( 1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1 ); if( _target ) targetPose = _target->getPose(); Vector3f targetPos( targetPose[3][0], targetPose[3][1], targetPose[3][2] ); if( dynamic_cast<Jumper*>( _target ) ) { Jumper* j = dynamic_cast<Jumper*>( _target ); j->getClump()->getFrame()->getLTM(); engine::IFrame* backBone = Jumper::getBackBone( j->getClump() ); targetPos = backBone->getPos(); } // camera direction Vector3f cameraAt = _cameraPos - targetPos; cameraAt.normalize(); // camera right Vector3f cameraRight; cameraRight.cross( Vector3f(0,1,0), cameraAt ); cameraRight.normalize(); // camera up Vector3f cameraUp; cameraUp.cross( cameraAt, cameraRight ); cameraUp.normalize(); // camera matrix _cameraMatrix.set( cameraRight[0], cameraRight[1], cameraRight[2], 0.0f, cameraUp[0], cameraUp[1], cameraUp[2], 0.0f, cameraAt[0], cameraAt[1], cameraAt[2], 0.0f, _cameraPos[0], _cameraPos[1], _cameraPos[2], 1.0f ); } else { // camera offset _cameraDistance -= dt * 500.0f * zoomIn->getAmplitude(); _cameraDistance += dt * 500.0f * zoomOut->getAmplitude(); if( _cameraDistance < TPSM_MINIMAL_DISTANCE ) _cameraDistance = TPSM_MINIMAL_DISTANCE; // rotate camera _cameraTurn += 180 * dt * headLeft->getAmplitude(); _cameraTurn -= 180 * dt * headRight->getAmplitude(); _cameraTilt += 180 * dt * headUp->getAmplitude(); _cameraTilt -= 180 * dt * headDown->getAmplitude(); if( _cameraTilt < -89 ) _cameraTilt = -89; if( _cameraTilt > 89 ) _cameraTilt = 89; Matrix4f targetPose( 1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1 ); if( _target ) targetPose = _target->getPose(); Vector3f targetPos( targetPose[3][0], targetPose[3][1], targetPose[3][2] ); Vector3f targetOffset( 0,150,0 ); if( dynamic_cast<Jumper*>( _target ) ) { Jumper* j = dynamic_cast<Jumper*>( _target ); j->getClump()->getFrame()->getLTM(); engine::IFrame* backBone = Jumper::getBackBone( j->getClump() ); targetPos = backBone->getPos(); targetOffset.set( 0,75, 0 ); } // calculate camera matrix _cameraMatrix.set( 1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1 ); _cameraMatrix = Gameplay::iEngine->rotateMatrix( _cameraMatrix, Vector3f( 1,0,0 ), _cameraTilt ); _cameraMatrix = Gameplay::iEngine->rotateMatrix( _cameraMatrix, Vector3f( 0,1,0 ), _cameraTurn ); Vector3f at( _cameraMatrix[2][0], _cameraMatrix[2][1], _cameraMatrix[2][2] ); // possible camera position Vector3f cameraPos = targetPos + targetOffset + at * _cameraDistance; // clip camera distance float clipDistance = _cameraDistance; if( _scene->clipCameraRay( targetPos, cameraPos, clipDistance ) ) { _cameraDistance = clipDistance; cameraPos = targetPos + targetOffset + at * _cameraDistance; } // finalize camera matrix (translation component) _cameraMatrix = Gameplay::iEngine->translateMatrix( _cameraMatrix, cameraPos ); } // camera is actual now Gameplay::iEngine->getDefaultCamera()->setFOV( _cameraFOV ); Gameplay::iEngine->getDefaultCamera()->getFrame()->setMatrix( _cameraMatrix ); _scene->getScenery()->happen( this, EVENT_CAMERA_IS_ACTUAL ); if( _scene->getTopMode() ) _scene->getTopMode()->happen( this, EVENT_CAMERA_IS_ACTUAL ); // RT-RS pass bool flares = ( _scene->getLocation()->getWeather() == ::wtSunny ) || ( _scene->getLocation()->getWeather() == ::wtVariable ); Gameplay::iGameplay->getRenderTarget()->render( _scene, _cameraMatrix, _cameraFOV, flares, false ); // GUI Gameplay::iEngine->getDefaultCamera()->beginScene( 0, Vector4f( 0,0,0,0 ) ); if( _scene->isHUDEnabled() ) Gameplay::iGui->render(); Gameplay::iEngine->getDefaultCamera()->endScene(); // present result Gameplay::iEngine->present(); }