Camera Moves Smoothly
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@@ -287,8 +287,7 @@ void Camera::reset()
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void Camera::setInitialTransform()
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{
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if (m_kart == NULL) return;
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Vec3 start_offset(0, 25, -50);
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Vec3 start_offset(0, 2, -5);
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Vec3 xx = m_kart->getTrans()(start_offset);
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m_camera->setPosition( xx.toIrrVector());
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// Reset the target from the previous target (in case of a restart
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@@ -312,17 +311,36 @@ void Camera::setInitialTransform()
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* \param wanted_position The position the camera wanted to reach.
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* \param wanted_target The point the camera wants to point to.
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*/
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void Camera::smoothMoveCamera(float dt, const Vec3 &wanted_position,
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const Vec3 &wanted_target)
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void Camera::smoothMoveCamera(float dt)
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{
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core::vector3df current_position = m_camera->getPosition();
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// Smoothly interpolate towards the position and target
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core::vector3df current_position = m_camera->getPosition();
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core::vector3df current_target = m_camera->getTarget();
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current_target += ((wanted_target.toIrrVector() - current_target ) * m_target_speed ) * dt;
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current_position += ((wanted_position.toIrrVector() - current_position) * m_position_speed) * dt;
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if(m_mode!=CM_FALLING)
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m_camera->setPosition(current_position);
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m_camera->setTarget(current_target);
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const KartProperties *kp=m_kart->getKartProperties();
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float max_increase_with_zipper = kp->getZipperMaxSpeedIncrease();
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float max_speed_without_zipper = kp->getMaxSpeed();
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float current_speed= m_kart->getSpeed();
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float steer=m_kart->getSteerPercent();
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const Skidding *ks=m_kart->getSkidding();
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float skid_factor=ks->getVisualSkidRotation();
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float skid_angle = asin(skid_factor);
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float ratio = (current_speed - max_speed_without_zipper)/max_increase_with_zipper;
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ratio = ratio > -0.12 ? ratio : -0.12;
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Vec3 camera_offset(-5*(1+ratio)*sin(skid_angle/2), 2*(1+ratio/2),-5*(1+ratio)*cos(skid_angle/2));// defines how far camera should be from player kart.
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Vec3 m_kart_camera_position_with_offset = m_kart->getTrans()(camera_offset);
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core::vector3df current_target = m_kart->getXYZ().toIrrVector();// next target
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core::vector3df wanted_position = m_kart_camera_position_with_offset.toIrrVector();// new required position of camera
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current_position += ((wanted_position - current_position)*dt*(m_kart->getSpeed()>0 ? m_kart->getSpeed()/3 : -1*m_kart->getSpeed()/3) );
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m_camera->setPosition(current_position);
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m_camera->setTarget(current_target);//set new target
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assert(!isnan(m_camera->getPosition().X));
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assert(!isnan(m_camera->getPosition().Y));
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@@ -480,13 +498,9 @@ void Camera::update(float dt)
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// Aim at the usual same position of the kart (i.e. slightly
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// above the kart).
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core::vector3df wanted_target(m_kart->getXYZ().toIrrVector()
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+core::vector3df(0, above_kart, 0) );
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core::vector3df current_target = m_camera->getTarget();
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// Note: this code is replicated from smoothMoveCamera so that
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// the camera keeps on pointing to the same spot.
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current_target += ((wanted_target-current_target)*m_target_speed)*dt;
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core::vector3df current_target = (m_kart->getXYZ().toIrrVector()+core::vector3df(0, above_kart, 0));
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m_camera->setTarget(current_target);
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}
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else
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@@ -535,7 +549,7 @@ void Camera::positionCamera(float dt, float above_kart, float cam_angle,
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if (smoothing)
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{
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smoothMoveCamera(dt, wanted_position, wanted_target);
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smoothMoveCamera(dt);
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}
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else
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{
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@@ -188,8 +188,7 @@ private:
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unsigned int m_next_end_camera;
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void setupCamera();
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void smoothMoveCamera(float dt, const Vec3 &wanted_position,
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const Vec3 &wanted_target);
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void smoothMoveCamera(float dt);
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void computeNormalCameraPosition(Vec3 *wanted_position,
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Vec3 *wanted_target);
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void handleEndCamera(float dt);
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