#ifndef THIRDPERSONFOLLOW_H #define THIRDPERSONFOLLOW_H #include "transform.h" #include "HandmadeMath.h" /* 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