6d28f88601
--HG-- branch : multipass-stereo
465 lines
14 KiB
C++
465 lines
14 KiB
C++
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#include "stdpch.h"
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/////////////
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// INCLUDE //
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/////////////
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// Misc
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#include "nel/misc/common.h"
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#include "nel/misc/hierarchical_timer.h"
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// Client
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#include "view.h"
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#include "entities.h"
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#include "time_client.h"
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#include "pacs_client.h"
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// 3d
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#include "nel/3d/u_visual_collision_manager.h"
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#include "nel/3d/u_instance_group.h"
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#include "nel/pacs/u_global_position.h"
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#include "motion/user_controls.h"
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using NL3D::UVisualCollisionManager;
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extern UVisualCollisionManager *CollisionManager;
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using namespace NLMISC;
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using namespace std;
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////////////
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// GLOBAL //
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////////////
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CView View;
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/////////////
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// METHODS //
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/////////////
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//-----------------------------------------------
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// CView :
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// Constructor.
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//-----------------------------------------------
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CView::CView()
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{
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_ViewPos = CVector::Null;
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_View = CVector::Null;
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_RefinePos = CVector::Null;
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_RearView=false;
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_CurrentCameraDist = 0.0f;
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_CurrentCameraSpeed = 0.0f;
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_CurrentCameraHeight = 2.0f;
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_MaxCameraHeight = 2.2f;
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_MinCameraHeight = 1.0f;
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_CollisionCameraDist = FLT_MAX;
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_ThirPersonClusterSystem= NULL;
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_ForceFirstPersonView= false;
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// For 3rd person camera collision
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_CameraCollisionDecal= 0.1f;
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_CameraCollisionThreshold= 0.2f;
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_CurrentCameraDistanceMax = ClientCfg.CameraDistMax;
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}// CView //
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//-----------------------------------------------
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//-----------------------------------------------
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void CView::update()
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{
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if(UserEntity->viewMode() == CUserEntity::FirstPV)
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{
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_CurrentCameraSpeed = 0.0f;
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_CurrentCameraDist = 0.0f;
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_CollisionCameraDist = FLT_MAX;
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_ForceFirstPersonView= false;
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}
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else
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{
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////////////////////////////
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// Update Camera Distance //
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if(ClientCfg.CameraDistance > _CurrentCameraDist)
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{
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// Acceleration
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_CurrentCameraSpeed += ClientCfg.CameraAccel*DT;
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// Speed Limit.
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clamp(_CurrentCameraSpeed, ClientCfg.CameraSpeedMin, ClientCfg.CameraSpeedMax);
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// Adjust Camera Distance
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_CurrentCameraDist += _CurrentCameraSpeed*DT;
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if(_CurrentCameraDist > ClientCfg.CameraDistance)
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_CurrentCameraDist = ClientCfg.CameraDistance;
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}
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else if(ClientCfg.CameraDistance < _CurrentCameraDist)
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{
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// Acceleration
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_CurrentCameraSpeed -= ClientCfg.CameraAccel*DT;
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// Speed Limit.
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clamp(_CurrentCameraSpeed, -ClientCfg.CameraSpeedMax, -ClientCfg.CameraSpeedMin);
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// Adjust Camera Distance
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_CurrentCameraDist += _CurrentCameraSpeed*DT;
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if(_CurrentCameraDist < ClientCfg.CameraDistance)
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_CurrentCameraDist = ClientCfg.CameraDistance;
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}
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//////////////////////////
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// Update Camera Height //
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if(ClientCfg.CameraHeight > _CurrentCameraHeight)
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{
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// Acceleration
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_CurrentCameraSpeed += ClientCfg.CameraAccel*DT;
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// Speed Limit.
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clamp(_CurrentCameraSpeed, ClientCfg.CameraSpeedMin, ClientCfg.CameraSpeedMax);
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// Adjust Camera Distance
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_CurrentCameraHeight += _CurrentCameraSpeed*DT;
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if(_CurrentCameraHeight > ClientCfg.CameraHeight)
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_CurrentCameraHeight = ClientCfg.CameraHeight;
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}
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else if(ClientCfg.CameraHeight < _CurrentCameraHeight)
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{
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// Acceleration
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_CurrentCameraSpeed -= ClientCfg.CameraAccel*DT;
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// Speed Limit.
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clamp(_CurrentCameraSpeed, -ClientCfg.CameraSpeedMax, -ClientCfg.CameraSpeedMin);
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// Adjust Camera Distance
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_CurrentCameraHeight += _CurrentCameraSpeed*DT;
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if(_CurrentCameraHeight < ClientCfg.CameraHeight)
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_CurrentCameraHeight = ClientCfg.CameraHeight;
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}
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}
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}// update //
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//-----------------------------------------------
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// currentViewPos :
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// Set the user position.
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//-----------------------------------------------
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CVector CView::currentViewPos() const
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{
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// clamp to the collisioned camera distance
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float minCamDist= min(_CurrentCameraDist, _CollisionCameraDist);
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if(_RearView)
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{
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CVector v;
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if(UserEntity->viewMode() == CUserEntity::FirstPV || _ForceFirstPersonView)
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{
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CVector headPos;
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UserEntity->getHeadPos(headPos);
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return headPos;
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}
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else
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{
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// get the reverted view
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CVector v;
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v.x = -UserEntity->front().x;
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v.y = -UserEntity->front().y;
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v.z = 0.0f;
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v.normalize();
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// pos
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return UserEntity->pos() + CVector(0.0f, 0.0f, 2.0f) - v*minCamDist;
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}
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}
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else
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{
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if(UserEntity->viewMode() == CUserEntity::FirstPV || _ForceFirstPersonView)
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return _ViewPos + CVector(0.0f, 0.0f, UserEntity->eyesHeight());
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else
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return _ViewPos + CVector(0.0f, 0.0f, _CurrentCameraHeight) - _View*minCamDist;
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}
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}// currentViewPos //
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//-----------------------------------------------
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// currentView :
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//-----------------------------------------------
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CVector CView::currentView() const
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{
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if(_RearView)
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{
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CVector v;
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v.x = -UserEntity->front().x;
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v.y = -UserEntity->front().y;
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v.z = 0.0f;
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v.normalize();
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return v;
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}
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else
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return _View;
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}// currentView //
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NLMISC::CQuat CView::currentViewQuat() const
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{
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CMatrix mat;
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mat.setRot(CVector::I, currentView(), CVector::K);
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mat.normalize(CMatrix::YZX);
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return mat.getRot();
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}
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//-----------------------------------------------
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// currentCameraTarget :
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//-----------------------------------------------
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CVector CView::currentCameraTarget() const
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{
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if(UserEntity->viewMode() == CUserEntity::FirstPV || _ForceFirstPersonView)
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return currentViewPos();
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else
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{
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if(_RearView)
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{
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return UserEntity->pos() + CVector(0.0f, 0.0f, 2.0f);
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}
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else
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{
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return _ViewPos + CVector(0.0f, 0.0f, _CurrentCameraHeight);
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}
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}
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}
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// update the max distance of the camera for player that want to play as dm (camera can be far)
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void CView::setCameraDistanceMaxForDm()
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{
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_CurrentCameraDistanceMax = ClientCfg.DmCameraDistMax;
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if (!ClientCfg.FPV)
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{
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cameraDistance( std::min(ClientCfg.CameraDistance, _CurrentCameraDistanceMax) );
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}
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}
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// update the max distance of the camera for player that want to play as player (camera must be near)
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void CView::setCameraDistanceMaxForPlayer()
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{
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_CurrentCameraDistanceMax = ClientCfg.CameraDistMax;
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if (!ClientCfg.FPV)
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{
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cameraDistance( std::min(ClientCfg.CameraDistance, _CurrentCameraDistanceMax) );
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}
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}
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//-----------------------------------------------
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// cameraDistance :
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// Change the distance from the user to the camera.
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//-----------------------------------------------
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void CView::cameraDistance(float dist)
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{
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// Internal View
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if((dist < ClientCfg.CameraDistMin) && (dist <= ClientCfg.CameraDistance))
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{
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if (UserEntity && !UserEntity->isDead())
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UserEntity->viewMode(CUserEntity::FirstPV);
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ClientCfg.CameraDistance = dist;
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}
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// External View
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else
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{
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if (UserEntity && !UserEntity->isDead())
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UserEntity->viewMode(CUserEntity::ThirdPV);
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dist = std::max(dist, ClientCfg.CameraDistMin);
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ClientCfg.CameraDistance = std::min(dist, _CurrentCameraDistanceMax);
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}
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}// cameraDistance //
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//-----------------------------------------------
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// changeCameraHeight
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// Change the height of the camera
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//-----------------------------------------------
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void CView::changeCameraHeight(bool up, bool down)
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{
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// If the user is not inside a building.
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if(!UserEntity->forceIndoorFPV())
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{
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if(up)
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{
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ClientCfg.CameraHeight += 0.5f;
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}
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else if(down)
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{
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ClientCfg.CameraHeight -= 0.2f;
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}
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// height limit.
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clamp(ClientCfg.CameraHeight, _MinCameraHeight, _MaxCameraHeight);
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}
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}// changeCameraHeight //
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//-----------------------------------------------
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// changeCameraDist :
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// Change the distance of the camera
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//-----------------------------------------------
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void CView::changeCameraDist(bool forward, bool backward)
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{
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// If the user is not inside a building.
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if(!UserEntity->forceIndoorFPV())
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{
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if(forward)
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decreaseCameraDist();
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else if(backward)
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increaseCameraDist();
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}
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}// changeCameraDist //
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//-----------------------------------------------
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// increaseCameraDist :
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// Increase the distance between the user and the camera
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//-----------------------------------------------
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void CView::increaseCameraDist()
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{
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// FPV -> just switch to TPV
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if(UserEntity->viewMode() == CUserEntity::FirstPV)
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cameraDistance(std::max(ClientCfg.CameraDistance, ClientCfg.CameraDistMin));
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// Backward
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else
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cameraDistance(ClientCfg.CameraDistance+ClientCfg.CameraDistStep);
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}// increaseCameraDist //
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//-----------------------------------------------
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// decreaseCameraDist :
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// Decrease the distance between the user and the camera
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//-----------------------------------------------
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void CView::decreaseCameraDist()
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{
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// Forward only in third-person view
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if(UserEntity->viewMode() != CUserEntity::FirstPV)
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cameraDistance(ClientCfg.CameraDistance-ClientCfg.CameraDistStep);
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}// decreaseCameraDist //
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//-----------------------------------------------
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// getCamera3rdPersonSetup:
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//-----------------------------------------------
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void CView::getCamera3rdPersonSetup(CVector &cameraStart, CVector &cameraEnd, CVector &cameraTestStart) const
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{
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float testStartDecal;
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getCamera3rdPersonSetupInternal(cameraStart, cameraEnd, cameraTestStart, testStartDecal);
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}
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//-----------------------------------------------
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// getCamera3rdPersonSetupInternal:
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//-----------------------------------------------
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void CView::getCamera3rdPersonSetupInternal(CVector &cameraStart, CVector &cameraEnd, CVector &cameraTestStart, float &testStartDecal) const
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{
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// get the camera path
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if(_RearView)
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{
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CVector v;
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v.x = - UserEntity->front().x;
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v.y = - UserEntity->front().y;
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v.z = 0.f;
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v.normalize();
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cameraStart= UserEntity->pos()+CVector(0.f,0.f,2.f);
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// add the threshold, to avoid discontinuity at f=1, when col start
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cameraEnd= cameraStart - v*(_CurrentCameraDist+_CameraCollisionThreshold);
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}
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else
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{
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cameraStart= _ViewPos + CVector(0.0f, 0.0f, _CurrentCameraHeight);
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// add the threshold, to avoid discontinuity at f=1, when col start
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cameraEnd= cameraStart - _View*(_CurrentCameraDist+_CameraCollisionThreshold);
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}
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// Avoid problem when player too near a wall. move back the start test
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CVector vDir= cameraEnd - cameraStart;
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float len = vDir.norm();
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testStartDecal= min(len, _CameraCollisionDecal);
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vDir.normalize();
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cameraTestStart= cameraStart + vDir*testStartDecal;
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}
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//-----------------------------------------------
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// updateCameraCollision :
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//-----------------------------------------------
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void CView::updateCameraCollision()
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{
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H_AUTO(RZ_Client_updateCameraCollision)
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// the radius of the cylinder to test
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const float colRadius= 0.4f;
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// default
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_CollisionCameraDist= FLT_MAX;
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bool oldForceFPV= _ForceFirstPersonView;
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_ForceFirstPersonView= false;
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// if third person mode and CollisionManager available
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if( UserEntity->viewMode() != CUserEntity::FirstPV &&
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UserControls.mode() != CUserControls::AIMode &&
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CollisionManager)
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{
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// Get the Cluster system where the player (not the camera!) lies
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NLPACS::UGlobalPosition gPos;
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if(UserEntity->getPrimitive())
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UserEntity->getPrimitive()->getGlobalPosition(gPos, dynamicWI);
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// get the cluster IG associated to this pacs position
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NL3D::UInstanceGroup *pPlayerClusterSystem = getCluster(gPos);
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// For "matis serre bug", suppose the player is "inside" if walk on a cluster system
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CollisionManager->setPlayerInside(pPlayerClusterSystem!=NULL);
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// **** Compute the camera collision ray
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// get the camera path
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CVector cameraStart, cameraEnd, cameraTestStart;
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float testStartDecal;
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getCamera3rdPersonSetupInternal(cameraStart, cameraEnd, cameraTestStart, testStartDecal);
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// **** First do a single ray test from user to cameraTestStart
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// do the test only against landscape, to avoid problems
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// Use an approximate "pelvis", instead of getHeadPos(), because sometimes, even the head of the player
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// can enter in landscape. Thus this case will be tested, but the player will still see inside the landscape
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CVector pelvisPos;
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pelvisPos= _ViewPos + CVector(0.f, 0.f, 1.f);
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// if collide, then force first person view
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if(CollisionManager->getRayCollision(pelvisPos, cameraTestStart, true))
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{
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_ForceFirstPersonView= true;
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}
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else
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{
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_ForceFirstPersonView= false;
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// **** Clamp the camera according to collision 3D.
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float f= CollisionManager->getCameraCollision(cameraTestStart, cameraEnd, colRadius, true);
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// if some collision found
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if(f<1)
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{
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// re-add the decalStart
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_CollisionCameraDist= testStartDecal + (cameraEnd-cameraTestStart).norm() * f;
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// remove the threshold
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_CollisionCameraDist-= _CameraCollisionThreshold;
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clamp(_CollisionCameraDist, 0, _CurrentCameraDist);
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}
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// **** Ensure the position in cluster system
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// get the pos from compute above
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cameraStart= currentCameraTarget();
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cameraEnd= currentViewPos();
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// parse this ray against the cluster system
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CVector precCameraEnd= cameraEnd;
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_ThirPersonClusterSystem= Scene->findCameraClusterSystemFromRay(pPlayerClusterSystem, cameraStart, cameraEnd);
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// Then modify the Camera distance
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if(precCameraEnd!=cameraEnd)
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{
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_CollisionCameraDist= (cameraEnd - cameraStart).norm();
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clamp(_CollisionCameraDist, 0, _CurrentCameraDist);
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}
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}
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}
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// if difference of mode, must update userentity
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if(oldForceFPV!=_ForceFirstPersonView)
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UserEntity->updateVisualDisplay();
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}
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