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687 changes: 391 additions & 296 deletions game/camera.cpp

Large diffs are not rendered by default.

69 changes: 37 additions & 32 deletions game/camera.h
Original file line number Diff line number Diff line change
Expand Up @@ -30,6 +30,7 @@ class Camera final {
Dive,
Fall,
Cutscene,
FirstPerson,
};

enum MarvinMode {
Expand All @@ -49,7 +50,7 @@ class Camera final {
void reset(const Npc* pl);

void save(Serialize &s);
void load(Serialize &s,Npc* pl);
void load(Serialize &s, Npc* pl);

void changeZoom(int delta);
void setViewport(uint32_t w, uint32_t h);
Expand All @@ -62,7 +63,7 @@ class Camera final {
void moveLeft(uint64_t dt);
void moveRight(uint64_t dt);

void setMode(Mode m);
void setMode(const Mode m);
void setMarvinMode(MarvinMode m);
bool isMarvin() const;
bool isFree() const;
Expand All @@ -85,17 +86,15 @@ class Camera final {
void tick(uint64_t dt);
void debugDraw(DbgPainter& p);

Tempest::PointF spin() const;
Tempest::PointF destSpin() const;

Tempest::Vec3 destPosition() const;
Tempest::PointF spin() const;
Tempest::Vec3 destTarget() const;
float azimuth() const;

void setSpin(const Tempest::PointF& p);
void setDestSpin(const Tempest::PointF& p);
void setTarget(const Tempest::Vec3& pos);

void setAngles(const Tempest::PointF& pos);
void setPosition(const Tempest::Vec3& pos);
void setDestPosition(const Tempest::Vec3& pos);

void setDialogDistance(float d);

void onRotateMouse(const Tempest::PointF& dpos);
Expand All @@ -119,29 +118,34 @@ class Camera final {
float zFar() const;

private:
struct Pin {
Tempest::Vec3 origin = {};
Tempest::Vec3 spin = {};
};

struct State {
float range = 3.f;
Tempest::Vec3 spin = {};
Tempest::Vec3 target = {};
};

struct Pin {
Tempest::Vec3 origin = {};
Tempest::Vec3 spin = {};
struct Interpolated {
Tempest::Vec3 target = {};
Tempest::Vec3 rotOffset = {};
};

Tempest::Vec3 cameraPos = {};
Tempest::Vec3 origin = {};
Tempest::Vec3 rotOffset = {};
Tempest::Vec3 offsetAng = {};
State src, dst;

State state;
Interpolated inter;
Pin pin;

float dlgDist = 0;
float userRange = 0.13f;
Tempest::Vec3 origin = {};
Tempest::Vec3 angles = {};
Tempest::Vec3 veloTrans = {};
float userRange = 0;

float targetVelo = 0;
float veloTrans = 0;

float dlgRange = 0;

Tempest::Matrix4x4 proj;
uint32_t vpWidth=0;
Expand All @@ -159,29 +163,30 @@ class Camera final {

mutable int raysCasted = 0;

static float maxDist;
static float baseSpeeed;
static float offsetAngleMul;
static const float minLength;

void calcControlPoints(float dtF);
void tickFirstPerson(float dtF);
void tickThirdPerson(float dtF);

Tempest::Vec3 calcOffsetAngles(const Tempest::Vec3& srcOrigin, const Tempest::Vec3& target) const;
Tempest::Vec3 calcOffsetAngles(Tempest::Vec3 srcOrigin, Tempest::Vec3 dstOrigin, Tempest::Vec3 target) const;
Tempest::Vec3 calcCameraColision(const Tempest::Vec3& target, const Tempest::Vec3& origin, const Tempest::Vec3& rotSpin, float dist) const;
Tempest::Vec3 clampRotation(Tempest::Vec3 spin);
float calcCameraColision(const Tempest::Vec3& target, const Tempest::Vec3& dir, const Tempest::Vec3& rotSpin, float dist) const;
Tempest::Vec3 calcCameraColision(const Tempest::Vec3& from, const Tempest::Vec3& dir) const;

Tempest::Vec3 calcLookAtAngles(const Tempest::Vec3& origin, const Tempest::Vec3& target,
const Tempest::Vec3& rotOffset, const Tempest::Vec3& defSpin) const;

void implMove(Tempest::KeyEvent::KeyType t, uint64_t dt);

Tempest::Matrix4x4 mkView (const Tempest::Vec3& pos, const Tempest::Vec3& spin) const;
Tempest::Matrix4x4 mkRotation(const Tempest::Vec3& spin) const;
Tempest::Matrix4x4 mkViewShadow(const Tempest::Vec3& cameraPos, float rotation,
const Tempest::Matrix4x4& viewProj, const Tempest::Vec3& lightDir, size_t layer) const;
Tempest::Matrix4x4 mkViewShadowVsm(const Tempest::Vec3& cameraPos, const Tempest::Vec3& ldir) const;
void resetDst();

void clampRotation(Tempest::Vec3& spin);
Tempest::Vec3 followTarget(Tempest::Vec3 pos, Tempest::Vec3 dest, float dtF);
Tempest::Vec3 followTrans (Tempest::Vec3 pos, Tempest::Vec3 dest, float dtF, float velo);
Tempest::Vec3 followRot (Tempest::Vec3 spin, Tempest::Vec3 dest, float dtF, float velo);

void followCamera(Tempest::Vec3& pos, Tempest::Vec3 dest, float dtF);
void followPos (Tempest::Vec3& pos, Tempest::Vec3 dest, float dtF);
void followAng (Tempest::Vec3& spin, Tempest::Vec3 dest, float dtF);
static void followAng (float& ang, float dest, float speed, float dtF);

Expand Down
27 changes: 27 additions & 0 deletions game/game/definitions/cameradefinitions.cpp
Original file line number Diff line number Diff line change
@@ -1,8 +1,13 @@
#include "cameradefinitions.h"

#include <Tempest/Log>
#include <zenkit/vobs/Camera.hh>

#include "gothic.h"
#include "utils/string_frm.h"

using namespace Tempest;

CameraDefinitions::CameraDefinitions() {
auto vm = Gothic::inst().createPhoenixVm("Camera.dat");

Expand All @@ -28,6 +33,28 @@ CameraDefinitions::CameraDefinitions() {
camModSwim = getCam("CAMMODSWIM");
camModDive = getCam("CAMMODDIVE");
camModFall = getCam("CAMMODFALL");

// dialog presets: unused yet
std::vector<zenkit::VCutsceneCamera> cameras;
try {
std::unique_ptr<zenkit::Read> read;
auto zen = Resources::openReader("DialogCams.ZEN", read);

while(!read->eof()) {
zenkit::ArchiveObject obj {};
zenkit::VCutsceneCamera preset {};
zen->read_object_begin(obj);
preset.load(*zen, Gothic::inst().version().game == 1 ? zenkit::GameVersion::GOTHIC_1
: zenkit::GameVersion::GOTHIC_2);
cameras.emplace_back(std::move(preset));
if(!zen->read_object_end()) {
zen->skip_object(true);
}
}
}
catch(...) {
Log::e("unable to load Zen-file: \"DialogCams.ZEN\"");
}
}

const zenkit::ICamera& CameraDefinitions::mobsiCam(std::string_view tag, std::string_view pos) const {
Expand Down
49 changes: 15 additions & 34 deletions game/game/playercontrol.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -247,14 +247,9 @@ bool PlayerControl::isPressed(KeyCodec::Action a) const {
return ctrl[a];
}

void PlayerControl::onRotateMouse(float dAngle) {
dAngle = std::max(-40.f,std::min(dAngle,40.f));
rotMouse += dAngle*0.3f;
}

void PlayerControl::onRotateMouseDy(float dAngle) {
dAngle = std::max(-100.f,std::min(dAngle,100.f));
rotMouseY += dAngle*0.2f;
void PlayerControl::onRotateMouse(float dAngleX, float dAngleY) {
rotMouse += dAngleX;
rotMouseY += dAngleY;
}

void PlayerControl::tickFocus() {
Expand Down Expand Up @@ -563,8 +558,6 @@ bool PlayerControl::tickMove(uint64_t dt) {
if(pl==nullptr)
return true;

static const float speedRotX = 750.f;
rotMouse = std::min(std::abs(rotMouse), speedRotX*dtF) * (rotMouse>=0 ? 1 : -1);
implMove(dt);

float runAngle = pl->runAngle();
Expand Down Expand Up @@ -664,7 +657,7 @@ void PlayerControl::implMove(uint64_t dt) {
return;
}

int rotation=0;
int rotation = 0;
if(allowRot) {
if(this->wantsToTurnLeft()) {
rot += rspeed;
Expand All @@ -680,7 +673,7 @@ void PlayerControl::implMove(uint64_t dt) {
if(rotMouse>0)
rotation = -1; else
rotation = 1;
rot +=rotMouse;
rot += rotMouse;
rotMouse = 0;
}
rotY+=rotMouseY;
Expand Down Expand Up @@ -1034,29 +1027,17 @@ void PlayerControl::quitPicklock(Npc& pl) {

void PlayerControl::assignRunAngle(Npc& pl, float rotation, uint64_t dt) {
float dtF = (float(dt)/1000.f);
float angle = pl.rotation();
float dangle = (rotation-angle)/dtF;
float sgn = (dangle>0 ? 1 : -1);
auto& wrld = pl.world();
auto camera = Gothic::inst().camera();

if(std::fabs(dangle)<0.1f || pl.walkMode()!=WalkBit::WM_Run) {
if(runAngleSmooth<wrld.tickCount())
runAngleDest = 0;
return;
float dest = 0;
if(camera!=nullptr && pl.walkMode()==WalkBit::WM_Run && pl.bodyState()==BS_RUN) {
const float az = camera->azimuth();
const float maxV = 14.5f;
dest = std::min(std::abs(az), maxV)*(az>=0 ? 1 : -1);
}

const float maxV = 15.0f;
dangle = std::pow(std::abs(dangle)/maxV,2.f)*maxV*sgn;

float dest = 0;
if(angle<rotation)
dest = std::min( dangle,maxV);
if(angle>rotation)
dest = -std::min(-dangle,maxV);

float a = std::clamp(dtF*2.5f, 0.f, 1.f);
runAngleDest = runAngleDest*(1.f-a)+dest*a;
runAngleSmooth = wrld.tickCount() + 200;
float a = std::min(dtF*5.f, 1.f);
runAngleDest = runAngleDest*(1.f-a)+dest*a;
}

void PlayerControl::setAnimRotate(Npc& pl, float rotation, int anim, bool force, uint64_t dt) {
Expand All @@ -1065,15 +1046,15 @@ void PlayerControl::setAnimRotate(Npc& pl, float rotation, int anim, bool force,
float dangle = (rotation-angle)/dtF;
auto& wrld = pl.world();

if(std::fabs(dangle)<100.f && !force) // 100 deg per second threshold
if(std::fabs(dangle)<30.f && !force) // 30 deg per second threshold
anim = 0;
if(anim!=0 && pl.isAttackAnim())
anim = 0;
if(rotationAni==anim && anim!=0)
force = true;
if(!force && wrld.tickCount()<turnAniSmooth)
return;
turnAniSmooth = wrld.tickCount() + 150;
turnAniSmooth = wrld.tickCount() + 100;
rotationAni = anim;
pl.setAnimRotate(anim);
}
Expand Down
4 changes: 1 addition & 3 deletions game/game/playercontrol.h
Original file line number Diff line number Diff line change
Expand Up @@ -23,8 +23,7 @@ class PlayerControl final {
void onKeyPressed (KeyCodec::Action a, Tempest::Event::KeyType key, KeyCodec::Mapping mapping = KeyCodec::Mapping::Primary);
void onKeyReleased(KeyCodec::Action a, KeyCodec::Mapping mapping = KeyCodec::Mapping::Primary);
bool isPressed(KeyCodec::Action a) const;
void onRotateMouse(float dAngle);
void onRotateMouseDy(float dAngle);
void onRotateMouse(float dAngleX, float dAngleY);

void changeZoom(int delta);
void tickFocus();
Expand Down Expand Up @@ -147,7 +146,6 @@ class PlayerControl final {
size_t pickLockProgress = 0;

float runAngleDest = 0.f;
uint64_t runAngleSmooth = 0;
uint64_t turnAniSmooth = 0;
int rotationAni = 0;
bool g2Ctrl = false;
Expand Down
2 changes: 1 addition & 1 deletion game/game/serialize.h
Original file line number Diff line number Diff line change
Expand Up @@ -33,7 +33,7 @@ class SaveGameHeader;
class Serialize {
public:
enum Version : uint16_t {
Current = 53,
Current = 54,
MinVersion = 36,

Last_2025 = 53,
Expand Down
2 changes: 1 addition & 1 deletion game/graphics/worldview.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -37,7 +37,7 @@ bool WorldView::isInPfxRange(const Vec3& pos) const {

void WorldView::tick(uint64_t /*dt*/) {
auto& cam = owner.gameSession().camera();
pfxGroup.setViewerPos(cam.destPosition());
pfxGroup.setViewerPos(cam.originLwc());
}

void WorldView::resetRendering() {
Expand Down
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