示例#1
0
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();
}
示例#2
0
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();

}
示例#3
0
void Forest::simulateInteraction(Actor* actor)
{
    _debugBoxes.clear();

    _currentJumper = actor;
    Jumper* jumper = dynamic_cast<Jumper*>( actor );
    if( !jumper ) return;
        
	CanopySimulator* canopy = jumper->getDominantCanopy();

    _currentCanopy = canopy;
    _currentCanopyInfo = canopy->getGearRecord();
	_jumperCanopyIsOpened = canopy->isOpened();
    if( _jumperCanopyIsOpened )
    {
        _currentCanopyCollision = CanopySimulator::getCollisionGeometry( canopy->getClump() );
        _currentCanopyActor = canopy->getNxActor();
    }
    else
    {
        _currentCanopyCollision = NULL;
        _currentCanopyActor = NULL;
    }

    // obtain collision atomic
    _currentJumperCollision = NULL;
    _currentJumperActor     = NULL;
    switch( jumper->getPhase() )
    {
    case ::jpFreeFalling:
        _currentJumperActor = jumper->getFreefallActor();
        _currentJumperCollision = Jumper::getCollisionFF( jumper->getClump() );
        assert( _currentJumperCollision );
        break;
    case ::jpFlight:
        if( _jumperCanopyIsOpened )
        {
            _currentJumperActor = jumper->getFlightActor();
            _currentJumperCollision = Jumper::getCollisionFC( jumper->getClump() );
        }
        else
        {
            _currentJumperActor = jumper->getFreefallActor();
            _currentJumperCollision = Jumper::getCollisionFF( jumper->getClump() );
        }
        assert( _currentJumperCollision );
        break;
    }
    if( _currentJumperCollision )
    {
        // collide jumper with forest
        _jumperOBB = calculateOBB( 
            _currentJumperCollision->getGeometry(),
            _currentJumperCollision->getFrame()->getLTM(),
            1.0f
        );
        _jumperOBB.center = _currentJumperActor->getGlobalPosition(); 
        _debugBoxes.push_back( _jumperOBB );

        float testBoxSize = 250;
        Vector3f jumperPos = wrap( _jumperOBB.center );
        _canopyBatch->forAllInstancesInAABB(
            jumperPos - Vector3f( testBoxSize,testBoxSize,testBoxSize ),
            jumperPos + Vector3f( testBoxSize,testBoxSize,testBoxSize ),
            onCollideJumper,
            this
        );
    }
    if( _currentCanopyCollision && !canopy->isCohesionState() )
    {
        _canopyOBB = calculateOBB(
            _currentCanopyCollision->getGeometry(),
            _currentCanopyCollision->getFrame()->getLTM(),
            1.0f
        );
        _canopyOBB.center = _currentCanopyActor->getGlobalPosition();
        _debugBoxes.push_back( _canopyOBB );

        float testBoxSize = 750;
        Vector3f canopyPos = wrap( _canopyOBB.center );
        _canopyBatch->forAllInstancesInAABB(
            canopyPos - Vector3f( testBoxSize,testBoxSize,testBoxSize ),
            canopyPos + Vector3f( testBoxSize,testBoxSize,testBoxSize ),
            onCollideCanopy,
            this
        );
    }

    _currentJumper = NULL;
    _currentJumperCollision = NULL;
    _currentJumperActor = NULL;
    _jumperCanopyIsOpened = false;
    _currentCanopyCollision = NULL;
    _currentCanopyActor = NULL;
}