/*************************************************************************/ /* character_camera.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* http://www.godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* 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. */ /*************************************************************************/ #include "character_camera.h" #include "physics_body.h" #if 0 void CharacterCamera::_set(const String& p_name, const Variant& p_value) { if (p_name=="type") set_camera_type((CameraType)((int)(p_value))); else if (p_name=="orbit") set_orbit(p_value); else if (p_name=="height") set_height(p_value); else if (p_name=="inclination") set_inclination(p_value); else if (p_name=="max_orbit_x") set_max_orbit_x(p_value); else if (p_name=="min_orbit_x") set_min_orbit_x(p_value); else if (p_name=="max_distance") set_max_distance(p_value); else if (p_name=="min_distance") set_min_distance(p_value); else if (p_name=="distance") set_distance(p_value); else if (p_name=="clip") set_clip(p_value); else if (p_name=="autoturn") set_autoturn(p_value); else if (p_name=="autoturn_tolerance") set_autoturn_tolerance(p_value); else if (p_name=="autoturn_speed") set_autoturn_speed(p_value); } Variant CharacterCamera::_get(const String& p_name) const { if (p_name=="type") return get_camera_type(); else if (p_name=="orbit") return get_orbit(); else if (p_name=="height") return get_height(); else if (p_name=="inclination") return get_inclination(); else if (p_name=="max_orbit_x") return get_max_orbit_x(); else if (p_name=="min_orbit_x") return get_min_orbit_x(); else if (p_name=="max_distance") return get_max_distance(); else if (p_name=="min_distance") return get_min_distance(); else if (p_name=="distance") return get_distance(); else if (p_name=="clip") return has_clip(); else if (p_name=="autoturn") return has_autoturn(); else if (p_name=="autoturn_tolerance") return get_autoturn_tolerance(); else if (p_name=="autoturn_speed") return get_autoturn_speed(); return Variant(); } void CharacterCamera::_get_property_list( List *p_list) const { p_list->push_back( PropertyInfo( Variant::INT, "type", PROPERTY_HINT_ENUM, "Fixed,Follow") ); p_list->push_back( PropertyInfo( Variant::VECTOR2, "orbit" ) ); p_list->push_back( PropertyInfo( Variant::REAL, "height", PROPERTY_HINT_RANGE,"-1024,1024,0.01" ) ); p_list->push_back( PropertyInfo( Variant::REAL, "inclination", PROPERTY_HINT_RANGE,"-90,90,0.01" ) ); ; p_list->push_back( PropertyInfo( Variant::REAL, "max_orbit_x", PROPERTY_HINT_RANGE,"-90,90,0.01" ) ); p_list->push_back( PropertyInfo( Variant::REAL, "min_orbit_x", PROPERTY_HINT_RANGE,"-90,90,0.01" ) ); p_list->push_back( PropertyInfo( Variant::REAL, "min_distance", PROPERTY_HINT_RANGE,"0,100,0.01" ) ); p_list->push_back( PropertyInfo( Variant::REAL, "max_distance", PROPERTY_HINT_RANGE,"0,100,0.01" ) ); p_list->push_back( PropertyInfo( Variant::REAL, "distance", PROPERTY_HINT_RANGE,"0.01,1024,0,01") ); p_list->push_back( PropertyInfo( Variant::BOOL, "clip") ); p_list->push_back( PropertyInfo( Variant::BOOL, "autoturn") ); p_list->push_back( PropertyInfo( Variant::REAL, "autoturn_tolerance", PROPERTY_HINT_RANGE,"1,90,0.01") ); p_list->push_back( PropertyInfo( Variant::REAL, "autoturn_speed", PROPERTY_HINT_RANGE,"1,90,0.01") ); } void CharacterCamera::_compute_camera() { // update the transform with the next proposed transform (camera is 1 logic frame delayed) /* float time = get_root_node()->get_frame_time(); Vector3 oldp = accepted.get_origin(); Vector3 newp = proposed.get_origin(); float frame_dist = time * if (oldp.distance_to(newp) > */ float time = get_root_node()->get_frame_time(); if (true) { if (clip_ray[0].clipped && clip_ray[1].clipped && clip_ray[2].clipped) { //all have been clipped proposed.origin=clip_ray[1].clip_pos; } else { Vector3 rel=proposed.origin-target_pos; if (clip_ray[0].clipped && !clip_ray[2].clipped) { float distance = target_pos.distance_to(clip_ray[0].clip_pos); real_t amount = 1.0-(distance/clip_len); amount = CLAMP(amount,0,1); rel=Matrix3(Vector3(0,1,0)), rotate_orbit(Vector2(0,autoturn_speed*time*amount)); } if (clip_ray[2].clipped && !clip_ray[0].clipped) { float distance = target_pos.distance_to(clip_ray[2].clip_pos); real_t amount = 1.0-(distance/clip_len); amount = CLAMP(amount,0,1); rotate_orbit(Vector2(0,-autoturn_speed*time*amount)); } } } Transform final; static float pos_ratio = 0.9; static float rot_ratio = 10; Vector3 vec1 = accepted.origin; Vector3 vec2 = proposed.origin; final.origin = vec2.linear_interpolate(vec1, pos_ratio * time); Quat q1 = accepted.basis; Quat q2 = proposed.basis; final.basis = q1.slerp(q2, rot_ratio * time); accepted=final; _update_camera(); // calculate the next proposed transform Vector3 new_pos; Vector3 character_pos = get_global_transform().origin; character_pos.y+=height; // height compensate if(type==CAMERA_FOLLOW) { /* calculate some variables */ Vector3 rel = follow_pos - character_pos; float l = rel.length(); Vector3 rel_n = (l > 0) ? (rel/l) : Vector3(); #if 1 float ang = Math::acos(rel_n.dot( Vector3(0,1,0) )); Vector3 tangent = rel_n; tangent.y=0; // get rid of y if (tangent.length_squared() < CMP_EPSILON2) tangent=Vector3(0,0,1); // use Z as tangent if rel is parallel to y else tangent.normalize(); /* now start applying the rules */ //clip distance if (l > max_distance) l=max_distance; if (l < min_distance) l=min_distance; //fix angle float ang_min = Math_PI * 0.5 + Math::deg2rad(min_orbit_x); float ang_max = Math_PI * 0.5 + Math::deg2rad(max_orbit_x); if (angang_max) ang=ang_max; /* finally, rebuild the validated camera position */ new_pos=Vector3(0,Math::cos(ang),0); new_pos+=tangent*Math::sin(ang); new_pos*=l; new_pos+=character_pos; #else if (l > max_distance) l=max_distance; if (l < min_distance) l=min_distance; new_pos = character_pos + rel_n * l; #endif follow_pos=new_pos; } else if (type==CAMERA_FIXED) { if (distancemax_distance) distance=max_distance; if (orbit.xmax_orbit_x) orbit.x=max_orbit_x; Matrix3 m; m.rotate(Vector3(0,1,0),Math::deg2rad(orbit.y)); m.rotate(Vector3(1,0,0),Math::deg2rad(orbit.x)); new_pos = (m.get_axis(2) * distance) + character_pos; if (use_lookat_target) { Transform t = get_global_transform(); Vector3 y = t.basis.get_axis(1).normalized(); Vector3 z = lookat_target - character_pos; z= (z - y * y.dot(z)).normalized(); orbit.y = -Math::rad2deg(Math::atan2(z.x,z.z)) + 180; /* Transform t = get_global_transform(); Vector3 y = t.basis.get_axis(1).normalized(); Vector3 z = lookat_target - t.origin; z= (z - y * y.dot(z)).normalized(); Vector3 x = z.cross(y).normalized(); Transform t2; t2.basis.set_axis(0,x); t2.basis.set_axis(1,y); t2.basis.set_axis(2,z); t2.origin=t.origin; Vector3 local = t2.xform_inv(camera_pos); float ang = Math::atan2(local.x,local.y); */ /* Vector3 vec1 = lookat_target - new_pos; vec1.normalize(); Vector3 vec2 = character_pos - new_pos; vec2.normalize(); float dot = vec1.dot(vec2); printf("dot %f\n", dot); if ( dot < 0.5) { rotate_orbit(Vector2(0, 90)); }; */ }; } Vector3 target; if (use_lookat_target) { target = lookat_target; } else { target = character_pos; }; proposed.set_look_at(new_pos,target,Vector3(0,1,0)); proposed = proposed * Transform(Matrix3(Vector3(1,0,0),Math::deg2rad(inclination)),Vector3()); //inclination Vector exclude; exclude.push_back(target_body); Vector3 rel = new_pos-target; for(int i=0;i<3;i++) { PhysicsServer::get_singleton()->query_intersection(clip_ray[i].query,get_world().get_space(),exclude); PhysicsServer::get_singleton()->query_intersection_segment(clip_ray[i].query,target,target+Matrix3(Vector3(0,1,0),Math::deg2rad(autoturn_tolerance*(i-1.0))).xform(rel)); clip_ray[i].clipped=false; clip_ray[i].clip_pos=Vector3(); } target_pos=target; clip_len=rel.length(); } void CharacterCamera::set_use_lookat_target(bool p_use, const Vector3 &p_lookat) { use_lookat_target = p_use; lookat_target = p_lookat; }; void CharacterCamera::_notification(int p_what) { switch(p_what) { case NOTIFICATION_PROCESS: { _compute_camera(); } break; case NOTIFICATION_ENTER_SCENE: { if (type==CAMERA_FOLLOW) { set_orbit(orbit); set_distance(distance); } accepted=get_global_transform(); proposed=accepted; target_body = RID(); Node* parent = get_parent(); while (parent) { PhysicsBody* p = parent->cast_to(); if (p) { target_body = p->get_body(); break; }; parent = parent->get_parent(); }; } break; case NOTIFICATION_TRANSFORM_CHANGED: { } break; case NOTIFICATION_EXIT_SCENE: { if (type==CAMERA_FOLLOW) { distance=get_distance(); orbit=get_orbit(); } } break; case NOTIFICATION_BECAME_CURRENT: { set_process(true); } break; case NOTIFICATION_LOST_CURRENT: { set_process(false); } break; } } void CharacterCamera::set_camera_type(CameraType p_camera_type) { if (p_camera_type==type) return; type=p_camera_type; // do conversions } CharacterCamera::CameraType CharacterCamera::get_camera_type() const { return type; } void CharacterCamera::set_orbit(const Vector2& p_orbit) { orbit=p_orbit; if(type == CAMERA_FOLLOW && is_inside_scene()) { Vector3 char_pos = get_global_transform().origin; char_pos.y+=height; float d = char_pos.distance_to(follow_pos); Matrix3 m; m.rotate(Vector3(0,1,0),orbit.y); m.rotate(Vector3(1,0,0),orbit.x); follow_pos=char_pos + m.get_axis(2) * d; } } void CharacterCamera::set_orbit_x(float p_x) { orbit.x=p_x; if(type == CAMERA_FOLLOW && is_inside_scene()) set_orbit(Vector2( p_x, get_orbit().y )); } void CharacterCamera::set_orbit_y(float p_y) { orbit.y=p_y; if(type == CAMERA_FOLLOW && is_inside_scene()) set_orbit(Vector2( get_orbit().x, p_y )); } Vector2 CharacterCamera::get_orbit() const { if (type == CAMERA_FOLLOW && is_inside_scene()) { Vector3 char_pos = get_global_transform().origin; char_pos.y+=height; Vector3 rel = (follow_pos - char_pos).normalized(); Vector2 ret_orbit; ret_orbit.x = Math::acos( Vector3(0,1,0).dot( rel ) ) - Math_PI * 0.5; ret_orbit.y = Math::atan2(rel.x,rel.z); return ret_orbit; } return orbit; } void CharacterCamera::rotate_orbit(const Vector2& p_relative) { if (type == CAMERA_FOLLOW && is_inside_scene()) { Matrix3 m; m.rotate(Vector3(0,1,0),Math::deg2rad(p_relative.y)); m.rotate(Vector3(1,0,0),Math::deg2rad(p_relative.x)); Vector3 char_pos = get_global_transform().origin; char_pos.y+=height; Vector3 rel = (follow_pos - char_pos); rel = m.xform(rel); follow_pos=char_pos+rel; } orbit+=p_relative; } void CharacterCamera::set_height(float p_height) { height=p_height; } float CharacterCamera::get_height() const { return height; } void CharacterCamera::set_max_orbit_x(float p_max) { max_orbit_x=p_max; } float CharacterCamera::get_max_orbit_x() const { return max_orbit_x; } void CharacterCamera::set_min_orbit_x(float p_min) { min_orbit_x=p_min; } float CharacterCamera::get_min_orbit_x() const { return min_orbit_x; } float CharacterCamera::get_min_distance() const { return min_distance; } float CharacterCamera::get_max_distance() const { return max_distance; } void CharacterCamera::set_min_distance(float p_min) { min_distance=p_min; } void CharacterCamera::set_max_distance(float p_max) { max_distance = p_max; } void CharacterCamera::set_distance(float p_distance) { if (type == CAMERA_FOLLOW && is_inside_scene()) { Vector3 char_pos = get_global_transform().origin; char_pos.y+=height; Vector3 rel = (follow_pos - char_pos).normalized(); rel*=p_distance; follow_pos=char_pos+rel; } distance=p_distance; } float CharacterCamera::get_distance() const { if (type == CAMERA_FOLLOW && is_inside_scene()) { Vector3 char_pos = get_global_transform().origin; char_pos.y+=height; return (follow_pos - char_pos).length(); } return distance; } void CharacterCamera::set_clip(bool p_enabled) { clip=p_enabled; } bool CharacterCamera::has_clip() const { return clip; } void CharacterCamera::set_autoturn(bool p_enabled) { autoturn=p_enabled; } bool CharacterCamera::has_autoturn() const { return autoturn; } void CharacterCamera::set_autoturn_tolerance(float p_degrees) { autoturn_tolerance=p_degrees; } float CharacterCamera::get_autoturn_tolerance() const { return autoturn_tolerance; } void CharacterCamera::set_inclination(float p_degrees) { inclination=p_degrees; } float CharacterCamera::get_inclination() const { return inclination; } void CharacterCamera::set_autoturn_speed(float p_speed) { autoturn_speed=p_speed; } float CharacterCamera::get_autoturn_speed() const { return autoturn_speed; } void CharacterCamera::_bind_methods() { ObjectTypeDB::bind_method(_MD("set_camera_type","type"),&CharacterCamera::set_camera_type); ObjectTypeDB::bind_method(_MD("get_camera_type"),&CharacterCamera::get_camera_type); ObjectTypeDB::bind_method(_MD("set_orbit","orbit"),&CharacterCamera::set_orbit); ObjectTypeDB::bind_method(_MD("get_orbit"),&CharacterCamera::get_orbit); ObjectTypeDB::bind_method(_MD("set_orbit_x","x"),&CharacterCamera::set_orbit_x); ObjectTypeDB::bind_method(_MD("set_orbit_y","y"),&CharacterCamera::set_orbit_y); ObjectTypeDB::bind_method(_MD("set_min_orbit_x","x"),&CharacterCamera::set_min_orbit_x); ObjectTypeDB::bind_method(_MD("get_min_orbit_x"),&CharacterCamera::get_min_orbit_x); ObjectTypeDB::bind_method(_MD("set_max_orbit_x","x"),&CharacterCamera::set_max_orbit_x); ObjectTypeDB::bind_method(_MD("get_max_orbit_x"),&CharacterCamera::get_max_orbit_x); ObjectTypeDB::bind_method(_MD("rotate_orbit"),&CharacterCamera::rotate_orbit); ObjectTypeDB::bind_method(_MD("set_distance","distance"),&CharacterCamera::set_distance); ObjectTypeDB::bind_method(_MD("get_distance"),&CharacterCamera::get_distance); ObjectTypeDB::bind_method(_MD("set_clip","enable"),&CharacterCamera::set_clip); ObjectTypeDB::bind_method(_MD("has_clip"),&CharacterCamera::has_clip); ObjectTypeDB::bind_method(_MD("set_autoturn","enable"),&CharacterCamera::set_autoturn); ObjectTypeDB::bind_method(_MD("has_autoturn"),&CharacterCamera::has_autoturn); ObjectTypeDB::bind_method(_MD("set_autoturn_tolerance","degrees"),&CharacterCamera::set_autoturn_tolerance); ObjectTypeDB::bind_method(_MD("get_autoturn_tolerance"),&CharacterCamera::get_autoturn_tolerance); ObjectTypeDB::bind_method(_MD("set_autoturn_speed","speed"),&CharacterCamera::set_autoturn_speed); ObjectTypeDB::bind_method(_MD("get_autoturn_speed"),&CharacterCamera::get_autoturn_speed); ObjectTypeDB::bind_method(_MD("set_use_lookat_target","use","lookat"),&CharacterCamera::set_use_lookat_target, DEFVAL(Vector3())); ObjectTypeDB::bind_method(_MD("_ray_collision"),&CharacterCamera::_ray_collision); BIND_CONSTANT( CAMERA_FIXED ); BIND_CONSTANT( CAMERA_FOLLOW ); } void CharacterCamera::_ray_collision(Vector3 p_point, Vector3 p_normal, int p_subindex, ObjectID p_against,int p_idx) { clip_ray[p_idx].clip_pos=p_point; clip_ray[p_idx].clipped=true; }; Transform CharacterCamera::get_camera_transform() const { return accepted; } CharacterCamera::CharacterCamera() { type=CAMERA_FOLLOW; height=1; orbit=Vector2(0,0); distance=3; min_distance=2; max_distance=5; autoturn=false; autoturn_tolerance=15; autoturn_speed=20; min_orbit_x=-50; max_orbit_x=70; inclination=0; clip=false; use_lookat_target = false; for(int i=0;i<3;i++) { clip_ray[i].query=PhysicsServer::get_singleton()->query_create(this, "_ray_collision", i, true); clip_ray[i].clipped=false; } } CharacterCamera::~CharacterCamera() { for(int i=0;i<3;i++) { PhysicsServer::get_singleton()->free(clip_ray[i].query); } } #endif