Files
maszyna/vehicle/Camera.cpp
2026-03-14 19:16:48 +00:00

235 lines
7.7 KiB
C++

/*
This Source Code Form is subject to the
terms of the Mozilla Public License, v.
2.0. If a copy of the MPL was not
distributed with this file, You can
obtain one at
http://mozilla.org/MPL/2.0/.
*/
#include "stdafx.h"
#include "vehicle/Camera.h"
#include "utilities/Globals.h"
#include "utilities/utilities.h"
#include "Console.h"
#include "utilities/Timer.h"
#include "vehicle/Driver.h"
#include "vehicle/DynObj.h"
#include "MOVER.h"
//---------------------------------------------------------------------------
void TCamera::Init( Math3D::vector3 const &NPos, Math3D::vector3 const &NAngle/*, TCameraType const NType*/, TDynamicObject *Owner ) {
vUp = { 0, 1, 0 };
Velocity = { 0, 0, 0 };
Angle = NAngle;
Pos = NPos;
m_owner = Owner;
};
void TCamera::Reset() {
Angle = {};
m_rotationoffsets = {};
};
void TCamera::OnCursorMove(double x, double y) {
m_rotationoffsets.x += y;
m_rotationoffsets.y += x;
}
static double ComputeAxisSpeed(double param, double walkspeed, double maxspeed, double threshold) {
double absval = std::abs(param);
// 2/3rd of the stick range lerps walk speed, past that we lerp between max walk and run speed
double walk = walkspeed * std::min(absval / threshold, 1.0);
double run = (std::max(0.0, absval - threshold) / (1.0 - threshold)) * std::max(0.0, maxspeed - walkspeed);
return (param >= 0.0 ? 1.0 : -1.0) * (walk + run);
}
bool
TCamera::OnCommand( command_data const &Command ) {
auto const walkspeed { 1.0 };
auto const runspeed { 10.0 };
// threshold position on stick between walk lerp and walk/run lerp
auto const stickthreshold = 2.0 / 3.0;
bool iscameracommand { true };
switch( Command.command ) {
case user_command::viewturn: {
OnCursorMove(
Command.param1 * 0.005 * Global.fMouseXScale / Global.ZoomFactor,
Command.param2 * 0.01 * Global.fMouseYScale / Global.ZoomFactor );
break;
}
case user_command::movehorizontal:
case user_command::movehorizontalfast: {
auto const movespeed = (
m_owner == nullptr ? runspeed : // free roam
false == FreeFlyModeFlag ? walkspeed : // vehicle cab
0.0 ); // vehicle external
// if( movespeed == 0.0 ) { break; } // enable to fix external cameras in place
auto const speedmultiplier = (
( ( m_owner == nullptr ) && ( Command.command == user_command::movehorizontalfast ) ) ?
30.0 :
1.0 );
// left-right
m_moverate.x = ComputeAxisSpeed(Command.param1, walkspeed, movespeed, stickthreshold) * speedmultiplier;
// forward-back
m_moverate.z = -ComputeAxisSpeed(Command.param2, walkspeed, movespeed, stickthreshold) * speedmultiplier;
break;
}
case user_command::movevertical:
case user_command::moveverticalfast: {
auto const movespeed = (
m_owner == nullptr ? runspeed * 0.5 : // free roam
false == FreeFlyModeFlag ? walkspeed : // vehicle cab
0.0 ); // vehicle external
// if( movespeed == 0.0 ) { break; } // enable to fix external cameras in place
auto const speedmultiplier = (
( ( m_owner == nullptr ) && ( Command.command == user_command::moveverticalfast ) ) ?
10.0 :
1.0 );
// up-down
m_moverate.y = ComputeAxisSpeed(Command.param1, walkspeed, movespeed, stickthreshold) * speedmultiplier;
break;
}
default: {
iscameracommand = false;
break;
}
} // switch
return iscameracommand;
}
static void UpdateVelocityAxis(double& velocity, double moverate, double deltatime)
{
velocity = clamp(velocity + moverate * 10.0 * deltatime, -std::abs(moverate), std::abs(moverate));
}
void TCamera::Update()
{
// check for sent user commands
// NOTE: this is a temporary arrangement, for the transition period from old command setup to the new one
// ultimately we'll need to track position of camera/driver for all human entities present in the scenario
command_data command;
// NOTE: currently we're only storing commands for local entity and there's no id system in place,
// so we're supplying 'default' entity id of 0
while( simulation::Commands.pop( command, static_cast<std::size_t>( command_target::entity ) | 0 ) ) {
OnCommand( command );
}
auto const deltatime { Timer::GetDeltaRenderTime() }; // czas bez pauzy
// update rotation
auto const rotationfactor { std::min( 1.0, 20 * deltatime ) };
Angle.y -= m_rotationoffsets.y * rotationfactor;
m_rotationoffsets.y *= ( 1.0 - rotationfactor );
Angle.y = std::remainder(Angle.y, 2.0 * M_PI);
// Limit the camera pitch to +/- 90°.
Angle.x = clamp(Angle.x - (m_rotationoffsets.x * rotationfactor), -M_PI_2, M_PI_2);
m_rotationoffsets.x *= ( 1.0 - rotationfactor );
// update position
if( ( m_owner == nullptr )
|| ( false == Global.ctrlState )
|| ( true == DebugCameraFlag ) ) {
// ctrl is used for mirror view, so we ignore the controls when in vehicle if ctrl is pressed
// McZapkie-170402: poruszanie i rozgladanie we free takie samo jak w follow
UpdateVelocityAxis(Velocity.x, m_moverate.x, deltatime);
UpdateVelocityAxis(Velocity.y, m_moverate.y, deltatime);
UpdateVelocityAxis(Velocity.z, m_moverate.z, deltatime);
}
if( ( m_owner == nullptr )
|| ( true == DebugCameraFlag ) ) {
// free movement position update
auto movement { Velocity };
movement.RotateY( Angle.y );
Pos += movement * 5.0 * deltatime;
}
else {
// attached movement position update
auto movement { Velocity * -2.0 };
movement.y = -movement.y;
auto const *owner { (
m_owner->Mechanik ?
m_owner->Mechanik :
m_owner->ctOwner ) };
if( ( owner && owner->Occupied() )
&& ( owner->Occupied()->CabOccupied < 0 ) ) {
movement *= -1.f;
movement.y = -movement.y;
}
/*
if( ( m_owner->ctOwner )
&& ( m_owner->ctOwner->Vehicle()->DirectionGet() != m_owner->DirectionGet() ) ) {
movement *= -1.f;
movement.y = -movement.y;
}
*/
movement.RotateY( Angle.y );
m_owneroffset += movement * deltatime;
}
}
bool TCamera::SetMatrix( glm::dmat4 &Matrix ) {
Matrix = glm::rotate( Matrix, -Angle.z, glm::dvec3( 0.0, 0.0, 1.0 ) ); // po wyłączeniu tego kręci się pojazd, a sceneria nie
Matrix = glm::rotate( Matrix, -Angle.x, glm::dvec3( 1.0, 0.0, 0.0 ) );
Matrix = glm::rotate( Matrix, -Angle.y, glm::dvec3( 0.0, 1.0, 0.0 ) ); // w zewnętrznym widoku: kierunek patrzenia
if( ( m_owner != nullptr ) && ( false == DebugCameraFlag ) ) {
Matrix *= glm::lookAt(
glm::dvec3{ Pos },
glm::dvec3{ LookAt },
glm::dvec3{ vUp } );
}
else {
Matrix = glm::translate( Matrix, glm::dvec3{ -Pos } ); // nie zmienia kierunku patrzenia
}
return true;
}
void TCamera::RaLook()
{ // zmiana kierunku patrzenia - przelicza Yaw
Math3D::vector3 where = LookAt - Pos /*+ Math3D::vector3(0, 3, 0)*/; // trochę w górę od szyn
if( ( where.x != 0.0 ) || ( where.z != 0.0 ) ) {
Angle.y = atan2( -where.x, -where.z ); // kąt horyzontalny
m_rotationoffsets.y = 0.0;
}
double l = Math3D::Length3(where);
if( l > 0.0 ) {
Angle.x = asin( where.y / l ); // kąt w pionie
m_rotationoffsets.x = 0.0;
}
};