Torque3D/Engine/source/afx/afxCamera.cpp
2017-07-26 19:38:34 +01:00

1190 lines
32 KiB
C++

//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
// Arcane-FX for MIT Licensed Open Source version of Torque 3D from GarageGames
// Copyright (C) 2015 Faust Logic, Inc.
//
// afxCamera implements a modified camera for demonstrating a third person camera style
// which is more common to RPG games than the standard FPS style camera. For the most part,
// it is a hybrid of the standard TGE camera and the third person mode of the Advanced Camera
// resource, authored by Thomas "Man of Ice" Lund. This camera implements the bare minimum
// required for demonstrating an RPG style camera and leaves tons of room for improvement.
// It should be replaced with a better camera if possible.
//
// Advanced Camera Resource by Thomas "Man of Ice" Lund:
// http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=5471
//
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
#include "afx/arcaneFX.h"
#include "math/mathUtils.h"
#include "math/mathIO.h"
#include "T3D/gameBase/gameConnection.h"
#include "T3D/camera.h"
#include "T3D/player.h"
#include "T3D/sfx/sfx3DWorld.h"
#include "afx/afxCamera.h"
#define MaxPitch 1.3962f
#define CameraRadius 0.05f;
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
// afxCameraData
IMPLEMENT_CO_DATABLOCK_V1(afxCameraData);
ConsoleDocClass( afxCameraData,
"@brief A datablock that describes an afxCamera.\n\n"
"@ingroup afxMisc\n"
"@ingroup AFX\n"
"@ingroup Datablocks\n"
);
U32 afxCameraData::sCameraCollisionMask = TerrainObjectType | InteriorLikeObjectType | TerrainLikeObjectType;
void afxCameraData::initPersistFields()
{
Con::addVariable("pref::afxCamera::collisionMask", TypeS32, &sCameraCollisionMask);
Parent::initPersistFields();
}
void afxCameraData::packData(BitStream* stream)
{
Parent::packData(stream);
}
void afxCameraData::unpackData(BitStream* stream)
{
Parent::unpackData(stream);
}
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
// afxCamera
IMPLEMENT_CO_NETOBJECT_V1(afxCamera);
ConsoleDocClass( afxCamera,
"@brief A 3rd person camera object.\n\n"
"@ingroup afxMisc\n"
"@ingroup AFX\n"
);
afxCamera::afxCamera()
{
mNetFlags.clear(Ghostable);
mTypeMask |= CameraObjectType;
delta.pos = Point3F(0,0,100);
delta.rot = Point3F(0,0,0);
delta.posVec = delta.rotVec = VectorF(0,0,0);
mObjToWorld.setColumn(3,delta.pos);
mRot = delta.rot;
mMinOrbitDist = 0;
mMaxOrbitDist = 0;
mCurOrbitDist = 0;
mOrbitObject = NULL;
mPosition.set(0.f, 0.f, 0.f);
mObservingClientObject = false;
mode = FlyMode;
cam_subject = NULL;
coi_offset.set(0, 0, 2);
cam_offset.set(0, 0, 0);
cam_distance = 0.0f;
cam_angle = 0.0f;
cam_dirty = false;
flymode_saved = false;
third_person_snap_s = 1;
third_person_snap_c = 1;
flymode_saved_pos.zero();
mDamageState = Disabled;
}
afxCamera::~afxCamera()
{
}
//----------------------------------------------------------------------------
void afxCamera::cam_update(F32 dt, bool on_server)
{
if (mode == ThirdPersonMode && cam_subject)
cam_update_3pov(dt, on_server);
}
void afxCamera::set_cam_pos(const Point3F& pos,const Point3F& rot)
{
MatrixF xRot, zRot;
xRot.set(EulerF(rot.x, 0, 0));
zRot.set(EulerF(0, 0, rot.z));
MatrixF temp;
temp.mul(zRot, xRot);
temp.setColumn(3, pos);
Parent::setTransform(temp);
mRot = rot;
}
//----------------------------------------------------------------------------
//----------------------------------------------------------------------------
Point3F &afxCamera::getPosition()
{
static Point3F position;
mObjToWorld.getColumn(3, &position);
return position;
}
//----------------------------------------------------------------------------
//----------------------------------------------------------------------------
//----------------------------------------------------------------------------
// NEW Observer Code
//----------------------------------------------------------------------------
//----------------------------------------------------------------------------
void afxCamera::setFlyMode()
{
mode = FlyMode;
if (flymode_saved)
snapToPosition(flymode_saved_pos);
if (bool(mOrbitObject))
{
clearProcessAfter();
clearNotify(mOrbitObject);
}
mOrbitObject = NULL;
}
void afxCamera::setOrbitMode(GameBase *obj, Point3F &pos, AngAxisF &rot, F32 minDist, F32 maxDist, F32 curDist, bool ownClientObject)
{
mObservingClientObject = ownClientObject;
if(bool(mOrbitObject)) {
clearProcessAfter();
clearNotify(mOrbitObject);
}
mOrbitObject = obj;
if(bool(mOrbitObject))
{
processAfter(mOrbitObject);
deleteNotify(mOrbitObject);
mOrbitObject->getWorldBox().getCenter(&mPosition);
mode = OrbitObjectMode;
}
else
{
mode = OrbitPointMode;
mPosition = pos;
}
QuatF q(rot);
MatrixF tempMat(true);
q.setMatrix(&tempMat);
Point3F dir;
tempMat.getColumn(1, &dir);
set_cam_pos(mPosition, dir);
mMinOrbitDist = minDist;
mMaxOrbitDist = maxDist;
mCurOrbitDist = curDist;
}
void afxCamera::validateEyePoint(F32 pos, MatrixF *mat)
{
if (pos != 0) {
// Use the eye transform to orient the camera
Point3F dir;
mat->getColumn(1, &dir);
pos *= mMaxOrbitDist - mMinOrbitDist;
// Use the camera node's pos.
Point3F startPos;
Point3F endPos;
mObjToWorld.getColumn(3,&startPos);
// Make sure we don't extend the camera into anything solid
if(mOrbitObject)
mOrbitObject->disableCollision();
disableCollision();
RayInfo collision;
SceneContainer* pContainer = isServerObject() ? &gServerContainer : &gClientContainer;
if (!pContainer->castRay(startPos, startPos - dir * 2.5 * pos, afxCameraData::sCameraCollisionMask, &collision))
endPos = startPos - dir * pos;
else
{
float dot = mDot(dir, collision.normal);
if(dot > 0.01)
{
float colDist = mDot(startPos - collision.point, dir) - (1 / dot) * CameraRadius;
if(colDist > pos)
colDist = pos;
if(colDist < 0)
colDist = 0;
endPos = startPos - dir * colDist;
}
else
endPos = startPos - dir * pos;
}
mat->setColumn(3,endPos);
enableCollision();
if(mOrbitObject)
mOrbitObject->enableCollision();
}
}
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
// Sets the position and calculates rotation
void afxCamera::snapToPosition(const Point3F& tPos)
{
MatrixF transMat;
if (cam_subject)
{
// get the subject's transform
MatrixF objToWorld = cam_subject->getRenderTransform();
// transform the center-of-interest to world-space
Point3F objPos;
objToWorld.mulP(coi_offset, &objPos);
// find normalized direction vector looking from camera to coi
VectorF dirVec = objPos - tPos;
dirVec.normalize();
MathUtils::getAnglesFromVector(dirVec, mRot.z, mRot.x);
mRot.x = 0 - mRot.x;
transMat = MathUtils::createOrientFromDir(dirVec);
}
else
{
transMat.identity();
}
transMat.setColumn(3, tPos);
Parent::setTransform(transMat);
}
void afxCamera::setCameraSubject(SceneObject* new_subject)
{
// cleanup any existing chase subject
if (cam_subject)
{
if (dynamic_cast<GameBase*>(cam_subject))
clearProcessAfter();
clearNotify(cam_subject);
}
cam_subject = new_subject;
// set associations with new chase subject
if (cam_subject)
{
if (dynamic_cast<GameBase*>(cam_subject))
processAfter((GameBase*)cam_subject);
deleteNotify(cam_subject);
}
mode = (cam_subject) ? ThirdPersonMode : FlyMode;
setMaskBits(SubjectMask);
}
void afxCamera::setThirdPersonOffset(const Point3F& offset)
{
// new method
if (cam_distance > 0.0f)
{
if (isClientObject())
{
GameConnection* conn = GameConnection::getConnectionToServer();
if (conn)
{
// this auto switches to/from first person
if (conn->isFirstPerson())
{
if (cam_distance >= 1.0f)
conn->setFirstPerson(false);
}
else
{
if (cam_distance < 1.0f)
conn->setFirstPerson(true);
}
}
}
cam_offset = offset;
cam_dirty = true;
return;
}
// old backwards-compatible method
if (offset.y != cam_offset.y && isClientObject())
{
GameConnection* conn = GameConnection::getConnectionToServer();
if (conn)
{
// this auto switches to/from first person
if (conn->isFirstPerson())
{
if (offset.y <= -1.0f)
conn->setFirstPerson(false);
}
else
{
if (offset.y > -1.0f)
conn->setFirstPerson(true);
}
}
}
cam_offset = offset;
cam_dirty = true;
}
void afxCamera::setThirdPersonOffset(const Point3F& offset, const Point3F& coi_offset)
{
this->coi_offset = coi_offset;
setThirdPersonOffset(offset);
}
void afxCamera::setThirdPersonDistance(F32 distance)
{
cam_distance = distance;
cam_dirty = true;
}
F32 afxCamera::getThirdPersonDistance()
{
return cam_distance;
}
void afxCamera::setThirdPersonAngle(F32 angle)
{
cam_angle = angle;
cam_dirty = true;
}
F32 afxCamera::getThirdPersonAngle()
{
return cam_angle;
}
void afxCamera::setThirdPersonMode()
{
mode = ThirdPersonMode;
flymode_saved_pos = getPosition();
flymode_saved = true;
cam_dirty = true;
third_person_snap_s++;
}
void afxCamera::setThirdPersonSnap()
{
if (mode == ThirdPersonMode)
third_person_snap_s += 2;
}
void afxCamera::setThirdPersonSnapClient()
{
if (mode == ThirdPersonMode)
third_person_snap_c++;
}
const char* afxCamera::getMode()
{
switch (mode)
{
case ThirdPersonMode:
return "ThirdPerson";
case FlyMode:
return "Fly";
case OrbitObjectMode:
return "Orbit";
}
return "Unknown";
}
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
// Console Methods
static char buffer[100];
ConsoleMethod(afxCamera, setOrbitMode, void, 7, 8,
"(GameBase orbitObject, transform mat, float minDistance, float maxDistance, float curDistance, bool ownClientObject)"
"Set the camera to orbit around some given object.\n\n"
"@param orbitObject Object we want to orbit.\n"
"@param mat A set of fields: posX posY posZ aaX aaY aaZ aaTheta\n"
"@param minDistance Minimum distance to keep from object.\n"
"@param maxDistance Maximum distance to keep from object.\n"
"@param curDistance Distance to set initially from object.\n"
"@param ownClientObj Are we observing an object owned by us?")
{
Point3F pos;
AngAxisF aa;
F32 minDis, maxDis, curDis;
GameBase *orbitObject = NULL;
if(Sim::findObject(argv[2],orbitObject) == false)
{
Con::warnf("Cannot orbit non-existing object.");
object->setFlyMode();
return;
}
dSscanf(argv[3],"%f %f %f %f %f %f %f",
&pos.x,&pos.y,&pos.z,&aa.axis.x,&aa.axis.y,&aa.axis.z,&aa.angle);
minDis = dAtof(argv[4]);
maxDis = dAtof(argv[5]);
curDis = dAtof(argv[6]);
object->setOrbitMode(orbitObject, pos, aa, minDis, maxDis, curDis, (argc == 8) ? dAtob(argv[7]) : false);
}
ConsoleMethod( afxCamera, setFlyMode, void, 2, 2, "()" "Set the camera to be able to fly freely.")
{
object->setFlyMode();
}
ConsoleMethod( afxCamera, getPosition, const char *, 2, 2, "()"
"Get the position of the camera.\n\n"
"@returns A string of form \"x y z\".")
{
Point3F& pos = object->getPosition();
dSprintf(buffer, sizeof(buffer),"%f %f %f",pos.x,pos.y,pos.z);
return buffer;
}
ConsoleMethod(afxCamera, setCameraSubject, bool, 3, 3, "")
{
SceneObject* subject;
if (!Sim::findObject(argv[2], subject))
{
Con::errorf("Camera subject \"%s\" not found.", argv[2].getStringValue());
return false;
}
object->setCameraSubject(subject);
return true;
}
ConsoleMethod(afxCamera, setThirdPersonDistance, bool, 3, 3, "")
{
F32 distance;
dSscanf(argv[2], "%f", &distance);
object->setThirdPersonDistance(distance);
return true;
}
ConsoleMethod(afxCamera, getThirdPersonDistance, F32, 2, 2, "")
{
return object->getThirdPersonDistance();
}
ConsoleMethod(afxCamera, setThirdPersonAngle, bool, 3, 3, "")
{
F32 angle;
dSscanf(argv[2], "%f", &angle);
object->setThirdPersonAngle(angle);
return true;
}
ConsoleMethod(afxCamera, getThirdPersonAngle, F32, 2, 2, "")
{
return object->getThirdPersonAngle();
}
ConsoleMethod(afxCamera, setThirdPersonOffset, void, 3, 4, "(Point3F offset [, Point3f coi_offset])")
{
Point3F offset;
dSscanf(argv[2], "%f %f %f", &offset.x, &offset.y, &offset.z);
if (argc > 3)
{
Point3F coi_offset;
dSscanf(argv[3], "%f %f %f", &coi_offset.x, &coi_offset.y, &coi_offset.z);
object->setThirdPersonOffset(offset, coi_offset);
}
else
object->setThirdPersonOffset(offset);
}
ConsoleMethod(afxCamera, getThirdPersonOffset, const char *, 2, 2, "()")
{
const Point3F& pos = object->getThirdPersonOffset();
dSprintf(buffer, sizeof(buffer),"%f %f %f",pos.x,pos.y,pos.z);
return buffer;
}
ConsoleMethod(afxCamera, getThirdPersonCOIOffset, const char *, 2, 2, "()")
{
const Point3F& pos = object->getThirdPersonCOIOffset();
dSprintf(buffer, sizeof(buffer),"%f %f %f",pos.x,pos.y,pos.z);
return buffer;
}
ConsoleMethod(afxCamera, setThirdPersonMode, void, 2, 2, "()")
{
object->setThirdPersonMode();
}
ConsoleMethod(afxCamera, setThirdPersonSnap, void, 2, 2, "()")
{
object->setThirdPersonSnap();
}
ConsoleMethod(afxCamera, getMode, const char *, 2, 2, "()")
{
return object->getMode();
}
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
// 3POV SECTION
void afxCamera::cam_update_3pov(F32 dt, bool on_server)
{
Point3F goal_pos;
Point3F curr_pos = getRenderPosition();
MatrixF xfm = cam_subject->getRenderTransform();
Point3F coi = cam_subject->getRenderPosition() + coi_offset;
// for player subjects, pitch is adjusted
Player* player_subj = dynamic_cast<Player*>(cam_subject);
if (player_subj)
{
if (cam_distance > 0.0f)
{
// rotate xfm by amount of cam_angle
F32 look_yaw = player_subj->getHeadRotation().z + mDegToRad(-cam_angle);
MatrixF look_yaw_mtx(EulerF(0,0,look_yaw));
xfm.mul(look_yaw_mtx);
// rotate xfm by amount of head pitch in player
F32 head_pitch = player_subj->getHeadRotation().x;
MatrixF head_pitch_mtx(EulerF(head_pitch,0,0));
xfm.mul(head_pitch_mtx);
VectorF behind_vec(0, -cam_distance, 0);
xfm.mulP(behind_vec, &goal_pos);
goal_pos += cam_offset;
}
else // old backwards-compatible method
{
// rotate xfm by amount of head pitch in player
F32 head_pitch = player_subj->getHeadRotation().x;
MatrixF head_pitch_mtx(EulerF(head_pitch,0,0));
xfm.mul(head_pitch_mtx);
VectorF behind_vec(0, cam_offset.y, 0);
xfm.mulP(behind_vec, &goal_pos);
goal_pos.z += cam_offset.z;
}
}
// for non-player subjects, camera will follow, but pitch won't adjust.
else
{
xfm.mulP(cam_offset, &goal_pos);
}
// avoid view occlusion
if (avoid_blocked_view(coi, goal_pos, goal_pos) && !on_server)
{
// snap to final position if path to goal is blocked
if (test_blocked_line(curr_pos, goal_pos))
third_person_snap_c++;
}
// place camera into its final position
// speed factor values
// 15 -- tight
// 10 -- normal
// 5 -- loose
// 1 -- very loose
F32 speed_factor = 8.0f;
F32 time_inc = 1.0f/speed_factor;
// snap to final position
if (on_server || (third_person_snap_c > 0 || dt > time_inc))
{
snapToPosition(goal_pos);
if (!on_server && third_person_snap_c > 0)
third_person_snap_c--;
return;
}
// interpolate to final position
else
{
// interpretation: always move a proportion of the distance
// from current location to destination that would cover the
// entire distance in time_inc duration at constant velocity.
F32 t = (dt >= time_inc) ? 1.0f : dt*speed_factor;
snapToPosition(goal_pos*t + curr_pos*(1.0-t));
}
}
// See if the camera view is occluded by certain objects,
// and move the camera closer to the subject in that case
bool afxCamera::avoid_blocked_view(const Point3F& startpos, const Point3F& endpos, Point3F& newpos)
{
// cast ray to check for intersection with potential blocker objects
RayInfo hit_info;
if (!getContainer()->castRay(startpos, endpos, afxCameraData::sCameraCollisionMask, &hit_info))
{
// no hit: just return original endpos
newpos = endpos;
return false;
}
// did hit: return the hit location nudged forward slightly
// to avoid seeing clipped portions of blocking object.
Point3F sight_line = startpos - hit_info.point;
sight_line.normalize();
newpos = hit_info.point + sight_line*0.4f;
return true;
}
bool afxCamera::test_blocked_line(const Point3F& startpos, const Point3F& endpos)
{
RayInfo hit_info;
return getContainer()->castRay(startpos, endpos, afxCameraData::sCameraCollisionMask, &hit_info);
}
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
// STD OVERRIDES SECTION
bool afxCamera::onAdd()
{
if(!Parent::onAdd())
return false;
mObjBox.maxExtents = mObjScale;
mObjBox.minExtents = mObjScale;
mObjBox.minExtents.neg();
resetWorldBox();
addToScene();
return true;
}
void afxCamera::onRemove()
{
removeFromScene();
Parent::onRemove();
}
void afxCamera::onDeleteNotify(SimObject *obj)
{
Parent::onDeleteNotify(obj);
if (obj == (SimObject*)mOrbitObject)
{
mOrbitObject = NULL;
if (mode == OrbitObjectMode)
mode = OrbitPointMode;
}
if (obj == cam_subject)
{
cam_subject = NULL;
}
}
void afxCamera::advanceTime(F32 dt)
{
Parent::advanceTime(dt);
if (gSFX3DWorld)
{
if (mode == ThirdPersonMode && cam_subject)
{
if (gSFX3DWorld->getListener() != cam_subject)
gSFX3DWorld->setListener(cam_subject);
}
else if (mode == FlyMode)
{
if (gSFX3DWorld->getListener() != this)
gSFX3DWorld->setListener(this);
}
}
cam_update(dt, false);
}
void afxCamera::processTick(const Move* move)
{
Parent::processTick(move);
Point3F vec,pos;
// move will be NULL unless camera becomes the control object as in FlyMode
if (move)
{
// UPDATE ORIENTATION //
delta.rotVec = mRot;
mObjToWorld.getColumn(3, &delta.posVec);
mRot.x = mClampF(mRot.x + move->pitch, -MaxPitch, MaxPitch);
mRot.z += move->yaw;
// ORBIT MODE //
if (mode == OrbitObjectMode || mode == OrbitPointMode)
{
if(mode == OrbitObjectMode && bool(mOrbitObject))
{
// If this is a shapebase, use its render eye transform
// to avoid jittering.
GameBase *castObj = mOrbitObject;
ShapeBase* shape = dynamic_cast<ShapeBase*>(castObj);
if( shape != NULL ) {
MatrixF ret;
shape->getRenderEyeTransform( &ret );
mPosition = ret.getPosition();
}
else
{
// Hopefully this is a static object that doesn't move,
// because the worldbox doesn't get updated between ticks.
mOrbitObject->getWorldBox().getCenter(&mPosition);
}
}
set_cam_pos(mPosition, mRot);
validateEyePoint(1.0f, &mObjToWorld);
pos = mPosition;
}
// NON-ORBIT MODE (FLY MODE) //
else // if (mode == FlyMode)
{
// Update pos
bool faster = move->trigger[0] || move->trigger[1];
F32 scale = Camera::getMovementSpeed() * (faster + 1);
mObjToWorld.getColumn(3,&pos);
mObjToWorld.getColumn(0,&vec);
pos += vec * move->x * TickSec * scale;
mObjToWorld.getColumn(1,&vec);
pos += vec * move->y * TickSec * scale;
mObjToWorld.getColumn(2,&vec);
pos += vec * move->z * TickSec * scale;
set_cam_pos(pos,mRot);
}
// If on the client, calc delta for backstepping
if (isClientObject())
{
delta.pos = pos;
delta.rot = mRot;
delta.posVec = delta.posVec - delta.pos;
delta.rotVec = delta.rotVec - delta.rot;
}
else
{
setMaskBits(MoveMask);
}
}
else // if (!move)
{
if (isServerObject())
cam_update(1.0/32.0, true);
}
if (getControllingClient() && mContainer)
updateContainer();
}
void afxCamera::interpolateTick(F32 dt)
{
Parent::interpolateTick(dt);
if (mode == ThirdPersonMode)
return;
Point3F rot = delta.rot + delta.rotVec * dt;
if(mode == OrbitObjectMode || mode == OrbitPointMode)
{
if(mode == OrbitObjectMode && bool(mOrbitObject))
{
// If this is a shapebase, use its render eye transform
// to avoid jittering.
GameBase *castObj = mOrbitObject;
ShapeBase* shape = dynamic_cast<ShapeBase*>(castObj);
if( shape != NULL )
{
MatrixF ret;
shape->getRenderEyeTransform( &ret );
mPosition = ret.getPosition();
}
else
{
// Hopefully this is a static object that doesn't move,
// because the worldbox doesn't get updated between ticks.
mOrbitObject->getWorldBox().getCenter(&mPosition);
}
}
set_cam_pos(mPosition, rot);
validateEyePoint(1.0f, &mObjToWorld);
}
else
{
// NOTE - posVec is 0,0,0 unless cam is control-object and process tick is
// updating the delta
Point3F pos = delta.pos + delta.posVec * dt;
set_cam_pos(pos,rot);
}
}
void afxCamera::writePacketData(GameConnection *connection, BitStream *bstream)
{
// Update client regardless of status flags.
Parent::writePacketData(connection, bstream);
Point3F pos; mObjToWorld.getColumn(3, &pos);
bstream->setCompressionPoint(pos); // SET COMPRESSION POINT
mathWrite(*bstream, pos); // SND POS
bstream->write(mRot.x); // SND X ROT
bstream->write(mRot.z); // SND Z ROT
if (bstream->writeFlag(cam_dirty))
{
mathWrite(*bstream, cam_offset); // SND CAM_OFFSET
mathWrite(*bstream, coi_offset); // SND COI_OFFSET
bstream->write(cam_distance);
bstream->write(cam_angle);
cam_dirty = false;
}
U32 writeMode = mode;
Point3F writePos = mPosition;
S32 gIndex = -1;
if (mode == OrbitObjectMode)
{
gIndex = bool(mOrbitObject) ? connection->getGhostIndex(mOrbitObject): -1;
if(gIndex == -1)
{
writeMode = OrbitPointMode;
mOrbitObject->getWorldBox().getCenter(&writePos);
}
}
bstream->writeRangedU32(writeMode, CameraFirstMode, CameraLastMode); // SND MODE
if (writeMode == ThirdPersonMode)
{
bstream->write(third_person_snap_s > 0); // SND SNAP
if (third_person_snap_s > 0)
third_person_snap_s--;
}
if (writeMode == OrbitObjectMode || writeMode == OrbitPointMode)
{
bstream->write(mMinOrbitDist); // SND ORBIT MIN DIST
bstream->write(mMaxOrbitDist); // SND ORBIT MAX DIST
bstream->write(mCurOrbitDist); // SND ORBIT CURR DIST
if(writeMode == OrbitObjectMode)
{
bstream->writeFlag(mObservingClientObject); // SND OBSERVING CLIENT OBJ
bstream->writeInt(gIndex, NetConnection::GhostIdBitSize); // SND ORBIT OBJ
}
if (writeMode == OrbitPointMode)
bstream->writeCompressedPoint(writePos); // WRITE COMPRESSION POINT
}
}
void afxCamera::readPacketData(GameConnection *connection, BitStream *bstream)
{
Parent::readPacketData(connection, bstream);
Point3F pos,rot;
mathRead(*bstream, &pos); // RCV POS
bstream->setCompressionPoint(pos);
bstream->read(&rot.x); // RCV X ROT
bstream->read(&rot.z); // RCV Z ROT
if (bstream->readFlag())
{
Point3F new_cam_offset, new_coi_offset;
mathRead(*bstream, &new_cam_offset); // RCV CAM_OFFSET
mathRead(*bstream, &new_coi_offset); // RCV COI_OFFSET
bstream->read(&cam_distance);
bstream->read(&cam_angle);
setThirdPersonOffset(new_cam_offset, new_coi_offset);
}
GameBase* obj = 0;
mode = bstream->readRangedU32(CameraFirstMode, // RCV MODE
CameraLastMode);
if (mode == ThirdPersonMode)
{
bool snap; bstream->read(&snap);
if (snap)
third_person_snap_c++;
}
mObservingClientObject = false;
if (mode == OrbitObjectMode || mode == OrbitPointMode) {
bstream->read(&mMinOrbitDist);
bstream->read(&mMaxOrbitDist);
bstream->read(&mCurOrbitDist);
if(mode == OrbitObjectMode)
{
mObservingClientObject = bstream->readFlag();
S32 gIndex = bstream->readInt(NetConnection::GhostIdBitSize);
obj = static_cast<GameBase*>(connection->resolveGhost(gIndex));
}
if (mode == OrbitPointMode)
bstream->readCompressedPoint(&mPosition);
}
if (obj != (GameBase*)mOrbitObject) {
if (mOrbitObject) {
clearProcessAfter();
clearNotify(mOrbitObject);
}
mOrbitObject = obj;
if (mOrbitObject) {
processAfter(mOrbitObject);
deleteNotify(mOrbitObject);
}
}
if (mode == ThirdPersonMode)
return;
set_cam_pos(pos,rot);
delta.pos = pos;
delta.rot = rot;
delta.rotVec.set(0,0,0);
delta.posVec.set(0,0,0);
}
U32 afxCamera::packUpdate(NetConnection* conn, U32 mask, BitStream *bstream)
{
U32 retMask = Parent::packUpdate(conn,mask,bstream);
// The rest of the data is part of the control object packet update.
// If we're controlled by this client, we don't need to send it.
//if(bstream->writeFlag(getControllingClient() == conn && !(mask & InitialUpdateMask)))
// return 0;
if (bstream->writeFlag(mask & MoveMask)) {
Point3F pos;
mObjToWorld.getColumn(3,&pos);
bstream->write(pos.x);
bstream->write(pos.y);
bstream->write(pos.z);
bstream->write(mRot.x);
bstream->write(mRot.z);
}
if (bstream->writeFlag(mask & SubjectMask))
{
S32 ghost_id = (cam_subject) ? conn->getGhostIndex(cam_subject) : -1;
if (bstream->writeFlag(ghost_id != -1))
bstream->writeRangedU32(U32(ghost_id), 0, NetConnection::MaxGhostCount);
else if (cam_subject)
retMask |= SubjectMask;
}
return retMask;
}
void afxCamera::unpackUpdate(NetConnection *conn, BitStream *bstream)
{
Parent::unpackUpdate(conn,bstream);
// controlled by the client?
//if(bstream->readFlag())
// return;
if (bstream->readFlag()) {
Point3F pos,rot;
bstream->read(&pos.x);
bstream->read(&pos.y);
bstream->read(&pos.z);
bstream->read(&rot.x);
bstream->read(&rot.z);
set_cam_pos(pos,rot);
// New delta for client side interpolation
delta.pos = pos;
delta.rot = rot;
delta.posVec = delta.rotVec = VectorF(0,0,0);
}
if (bstream->readFlag())
{
if (bstream->readFlag())
{
S32 ghost_id = bstream->readRangedU32(0, NetConnection::MaxGhostCount);
cam_subject = dynamic_cast<GameBase*>(conn->resolveGhost(ghost_id));
}
else
cam_subject = NULL;
}
}
// Override to ensure both are kept in scope
void afxCamera::onCameraScopeQuery(NetConnection* conn, CameraScopeQuery* query)
{
if (cam_subject)
conn->objectInScope(cam_subject);
Parent::onCameraScopeQuery(conn, query);
}
//----------------------------------------------------------------------------
// check if the object needs to be observed through its own camera...
void afxCamera::getCameraTransform(F32* pos, MatrixF* mat)
{
// The camera doesn't support a third person mode,
// so we want to override the default ShapeBase behavior.
ShapeBase * obj = dynamic_cast<ShapeBase*>(static_cast<SimObject*>(mOrbitObject));
if (obj && static_cast<ShapeBaseData*>(obj->getDataBlock())->observeThroughObject)
obj->getCameraTransform(pos, mat);
else
getEyeTransform(mat);
}
void afxCamera::setTransform(const MatrixF& mat)
{
// This method should never be called on the client.
// This currently converts all rotation in the mat into
// rotations around the z and x axis.
Point3F pos,vec;
mat.getColumn(1,&vec);
mat.getColumn(3,&pos);
Point3F rot(-mAtan2(vec.z, mSqrt(vec.x*vec.x + vec.y*vec.y)),0,-mAtan2(-vec.x,vec.y));
set_cam_pos(pos,rot);
}
void afxCamera::onEditorEnable()
{
mNetFlags.set(Ghostable);
}
void afxCamera::onEditorDisable()
{
mNetFlags.clear(Ghostable);
}
F32 afxCamera::getCameraFov()
{
ShapeBase * obj = dynamic_cast<ShapeBase*>(static_cast<SimObject*>(mOrbitObject));
if(obj && static_cast<ShapeBaseData*>(obj->getDataBlock())->observeThroughObject)
return(obj->getCameraFov());
else
return(Parent::getCameraFov());
}
F32 afxCamera::getDefaultCameraFov()
{
ShapeBase * obj = dynamic_cast<ShapeBase*>(static_cast<SimObject*>(mOrbitObject));
if(obj && static_cast<ShapeBaseData*>(obj->getDataBlock())->observeThroughObject)
return(obj->getDefaultCameraFov());
else
return(Parent::getDefaultCameraFov());
}
bool afxCamera::isValidCameraFov(F32 fov)
{
ShapeBase * obj = dynamic_cast<ShapeBase*>(static_cast<SimObject*>(mOrbitObject));
if(obj && static_cast<ShapeBaseData*>(obj->getDataBlock())->observeThroughObject)
return(obj->isValidCameraFov(fov));
else
return(Parent::isValidCameraFov(fov));
}
void afxCamera::setCameraFov(F32 fov)
{
ShapeBase * obj = dynamic_cast<ShapeBase*>(static_cast<SimObject*>(mOrbitObject));
if(obj && static_cast<ShapeBaseData*>(obj->getDataBlock())->observeThroughObject)
obj->setCameraFov(fov);
else
Parent::setCameraFov(fov);
}
F32 afxCamera::getDamageFlash() const
{
if (mode == OrbitObjectMode && isServerObject() && bool(mOrbitObject))
{
const GameBase *castObj = mOrbitObject;
const ShapeBase* psb = dynamic_cast<const ShapeBase*>(castObj);
if (psb)
return psb->getDamageFlash();
}
return mDamageFlash;
}
F32 afxCamera::getWhiteOut() const
{
if (mode == OrbitObjectMode && isServerObject() && bool(mOrbitObject))
{
const GameBase *castObj = mOrbitObject;
const ShapeBase* psb = dynamic_cast<const ShapeBase*>(castObj);
if (psb)
return psb->getWhiteOut();
}
return mWhiteOut;
}
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
void afxCamera::setControllingClient( GameConnection* client )
{
GameBase::setControllingClient( client );
}
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//