sokol-luajit/engine/libs/camera/follow.lua
2025-10-17 09:43:15 +10:30

156 lines
4.5 KiB
Lua

-- A camera controller so I can pan and move around the scene.
-- Enable/Disable using keys
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local tf = require("engine.utils.transforms")
local hmm = require("hmm")
-- Soft start and stop - all movements should be softened to make a nice movement
-- experience. Camera motion should also be dampened.
local move_dampen = 0.89
local look_dampen = 0.89
local camerafollow = {}
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local function newcamera()
local camerafollow = {
playerheight = 1.3,
cameraheight = 3.0,
-- Where the look focus is in the distance
lookdistance = 4.0,
looklimityaw = math.pi * 0.5,
looklimitpitch = math.pi * 0.5,
lookvec = hmm.HMM_Vec3(0,0,0),
pos = hmm.HMM_Vec3(0,0,0),
movevec = hmm.HMM_Vec3(0,0,0),
xangle = 0.0,
yangle = 0.0,
}
return camerafollow
end
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local function LookAt(sourcePoint, destPoint)
local forwardVector = vmath.normalize(destPoint - sourcePoint)
local dot = vmath.dot(hmm.HMM_Vec3(0.0, 0.0, 1.0), forwardVector)
if (math.abs(dot - (-1.0)) < 0.000001) then
return vmath.quat(0.0, 1.0, 0.0, math.pi)
end
if (math.abs(dot - (1.0)) < 0.000001) then
return vmath.quat()
end
local rotAngle = math.acos(dot)
local rotAxis = vmath.cross(hmm.HMM_Vec3(0.0,0.0,1.0), forwardVector)
rotAxis = vmath.normalize(rotAxis)
return vmath.quat_axis_angle(rotAxis, rotAngle)
end
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-- A simple handler, can be easily replaced
local function defaulthandler( self, delta )
-- local pitch = -camerafollow.xangle
-- local yaw = camerafollow.yangle
-- if (yaw > math.pi) then yaw = -math.pi; camerafollow.yangle = -math.pi end
-- if (yaw < -math.pi) then yaw = math.pi; camerafollow.yangle = math.pi end
-- if (pitch > math.pi * 0.5) then pitch = math.pi * 0.5; camerafollow.xangle = math.pi * 0.5 end
-- if (pitch < -math.pi * 0.5) then pitch = -math.pi * 0.5; camerafollow.xangle = -math.pi * 0.5 end
self.prevtpos = hmm.HMM_Vec3(self.tpos)
local ospos = self.target.mover.position()
local osrot = self.target.mover._quat
self.tpos = hmm.HMM_Vec3(ospos.x, ospos.y, ospos.z)
self.trot = osrot
local sloppyrot = hmm.HMM_Slerp(self.rot, delta * self.sloppiness, self.trot)
local rotmat = hmm.HMM_QuaternionToMat4(sloppyrot)
local mdir = rotmat * hmm.HMM_Vec4(0, self.cameraheight, self.distance, 0)
local campos = hmm.HMM_Vec3(mdir.x, mdir.y, mdir.z)
self.pos = self.tpos + campos
self.rot = sloppyrot
-- local osfwd = self.target.mover.forward()
-- self.trot = tf.DirToQuat(hmm.HMM_Vec3(osfwd.x, osfwd.y, osfwd.z))
self.tspeed = self.target.mover.speed()
self.teuler = tf.ToEulerAngles(self.trot)
self.tvelocity = self.target.mover.velocity()
self.throttle = math.floor(self.tspeed/self.target.mover.maxSpeed() * 10)
-- go.set_rotation( self.rot, self.cameraobj )
-- go.set_position( self.pos, self.cameraobj )
local objdata = {
speed = self.tspeed,
climb = self.tvelocity.y,
heading = -math.deg(self.teuler.y),
altitude = self.tpos.y,
throttle = self.throttle,
fuelpercent = 0,
weight = 0,
angles = { x = self.teuler.x, y = self.teuler.y, z = self.teuler.z },
}
msg.post("/gui", "object", objdata)
self.prevpos = self.tpos
end
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camerafollow.init = function( cameraobj, target, distance, handler )
local newcam = newcamera()
newcam.cameraobj = cameraobj
newcam.target = target
newcam.tpos = hmm.HMM_Vec3(0,0,0)
newcam.trot = hmm.HMM_Vec3(0,0,0)
newcam.distance = distance
newcam.smooth = 0.98
newcam.speed = 1.0
newcam.flat = true -- define if the camera rolls
newcam.sloppiness = 1.4
-- newcam.pos = go.get_position(cameraobj)
-- newcam.rot = go.get_rotation(cameraobj)
-- newcam.prevpos = go.get_world_position(camerafollow.target)
newcam.enabled = true -- enabled by default
newcam.handler = handler or defaulthandler
newcam.update = function( self, delta )
if(newcam.enabled ~= true) then return end
if(newcam.handler) then newcam.handler( newcam, delta ) end
end
return newcam
end
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return camerafollow
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