prosperon/source/engine/3pfollow.h

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2021-11-30 21:29:18 -06:00
// odplot productions is a trademarked name. Project Yugh is a copyrighted property. This code, however, is free to be copy and extended as you see fit.
#ifndef THIRDPERSONFOLLOW_H
#define THIRDPERSONFOLLOW_H
#include "transform.h"
struct follow {
float distance;
mfloat_t target_rot[4];
};
mfloat_t *follow_calccenter();
mfloat_t *follow_postoffset();
mfloat_t *extentsoffset();
mfloat_t *framebasedveclerp();
int lerpparam(float offset, float anchorwidth, float floatwidth);
mfloat_t *vec3lerp(mfloat_t from[3], mfloat_t to[3], mfloat_t a[3]);
void follow_calctargets();
mfloat_t *follow_removelockedrot();
void follow_targetoffset(struct follow *follow);
int float_epsilon(mfloat_t a, mfloat_t b, mfloat_t e);
/*
//////////////////////////////////////////////////////////////////////////
// A good camera.
//////////////////////////////////////////////////////////////////////////
class ThirdPersonFollow {
public:
enum CameraType {
STATIONARY,
TRANSLATING,
ROTATING,
SPLINE
};
enum CameraTransition {
NONE,
CROSSDISSOLVE,
WIPE,
DIP
};
enum FrameOfReference {
LOCAL,
WORLD,
EXTERNAL
};
ThirdPersonFollow() {
// Rotation
RotationSpeed = 10.0f;
LockPitch = LockYaw = LockRoll = true;
XDirPosts = false;
YDirPosts = false;
ZDirPosts = false;
// Translation
//FloatWidths = AnchorWidths = CenterVector = glm::vec3(0, 0, 0);
PositionSpeeds = glm::vec3(2.f, 2.f, 2.f);
//TranslationScales = glm::vec3(1, 1, 1);
// Frame settings
Offset = glm::vec3(0.f, 0.f, 0.f);
Distance = 10;
AnchorSpeed = 80;
} ~ThirdPersonFollow() {
}
Transform *mytransform;
// An actor that can be given for the camera to base its movement around
// instead of itself. Makes most sense for this to be stationary
Transform *ExternalFrame = nullptr;
void SetExternalFrame(Transform * val) {
ExternalFrame = val;
}
// The target the camera "looks" at, used for calculations
Transform *Target = nullptr;
void SetTarget(Transform * val) {
Target = val;
}
// Offset from the target
glm::vec3 Offset;
// How far away should the camera act from the target
float Distance;
///////////////////////////////////////////////////////////////////////////
// Translation variables. In this mode, the camera doesn't rotate to look
// at the target, it only moves around the world.
///////////////////////////////////////////////////////////////////////////
/// "Posts" for each direction in 3D space. These are items that the target
/// is allowed to move within without the camera following along.
bool XDirPosts;
bool YDirPosts;
bool ZDirPosts;
/// The range in ecah direction the camera floats. While within this range,
/// the camera will smoothly glide to the desired position.
glm::vec3 FloatWidths;
/// The clamp range for each direction. If the camera reaches this range,
/// it will stick and not move any further.
glm::vec3 AnchorWidths;
/// When floating to the target, the speed to float.
glm::vec3 PositionSpeeds;
//////////////////////////////////////////////////////////////////////////
// Rotation variables. Used for the camera's rotation mode, where it
// follows the Target without translating.
//////////////////////////////////////////////////////////////////////////
/// Variables to lock its rotation in any of the three directions
bool LockRoll;
bool LockPitch;
bool LockYaw;
glm::vec3 RotationOffset;
/// The speed of rotation
float RotationSpeed;
private:
void CalculateTargetOffset();
// Transform of frame of reference
Transform TFOR;
/// The calculated offset based on frames of reference
glm::vec3 TargetOffset;
glm::vec3 TargetPosition;
glm::quat TargetRotation;
void CalculateTargets();
// Calculates
glm::vec3 CalculatePosition();
glm::vec3 CalculateCenter();
/// Given a direction and width, find the offsets.
glm::vec3 GetPostsOffset(const glm::vec3 & DirectionVector,
float AnchorWidth);
/// Given anchors, what's the anchor width?
glm::vec3 GetExtentsOffset(const glm::vec3 & DirectionVector,
float AnchorWidth, float TOffset,
float Width);
glm::quat RemoveLockedRotation(const glm::quat & CurrentRotation);
glm::vec3 FrameBasedVectorLerp(const glm::vec3 & From,
const glm::vec3 & To,
const glm::vec3 & Speeds, float Tick);
glm::vec3 VectorLerpPiecewise(const glm::vec3 & From,
const glm::vec3 & To,
const glm::vec3 & Alpha);
bool GetLerpParam(const float Offst, const float AnchorWidth,
const float FloatWidth);
/// Set to a value that gives good clamping, smoothly. Activates when
/// the target is out of range.
float AnchorSpeed;
};
*/
#endif