#include "luabindings.hpp" #include "../mwrender/camera.hpp" namespace MWLua { using CameraMode = MWRender::Camera::Mode; sol::table initCameraPackage(const Context& context) { MWRender::Camera* camera = MWBase::Environment::get().getWorld()->getCamera(); sol::table api(context.mLua->sol(), sol::create); api["MODE"] = LuaUtil::makeReadOnly(context.mLua->sol().create_table_with( "Static", CameraMode::Static, "FirstPerson", CameraMode::FirstPerson, "ThirdPerson", CameraMode::ThirdPerson, "Vanity", CameraMode::Vanity, "Preview", CameraMode::Preview )); api["getMode"] = [camera]() -> int { return static_cast(camera->getMode()); }; api["getQueuedMode"] = [camera]() -> sol::optional { std::optional mode = camera->getQueuedMode(); if (mode) return static_cast(*mode); else return sol::nullopt; }; api["setMode"] = [camera](int mode, sol::optional force) { camera->setMode(static_cast(mode), force ? *force : false); }; api["allowCharacterDeferredRotation"] = [camera](bool v) { camera->allowCharacterDeferredRotation(v); }; api["showCrosshair"] = [camera](bool v) { camera->showCrosshair(v); }; api["getTrackedPosition"] = [camera]() -> osg::Vec3f { return camera->getTrackedPosition(); }; api["getPosition"] = [camera]() -> osg::Vec3f { return camera->getPosition(); }; // All angles are negated in order to make camera rotation consistent with objects rotation. // TODO: Fix the inconsistency of rotation direction in camera.cpp. api["getPitch"] = [camera]() { return -camera->getPitch(); }; api["getYaw"] = [camera]() { return -camera->getYaw(); }; api["getRoll"] = [camera]() { return -camera->getRoll(); }; api["setStaticPosition"] = [camera](const osg::Vec3f& pos) { camera->setStaticPosition(pos); }; api["setPitch"] = [camera](float v) { camera->setPitch(-v, true); if (camera->getMode() == CameraMode::ThirdPerson) camera->calculateDeferredRotation(); }; api["setYaw"] = [camera](float v) { camera->setYaw(-v, true); if (camera->getMode() == CameraMode::ThirdPerson) camera->calculateDeferredRotation(); }; api["setRoll"] = [camera](float v) { camera->setRoll(-v); }; api["setExtraPitch"] = [camera](float v) { camera->setExtraPitch(-v); }; api["setExtraYaw"] = [camera](float v) { camera->setExtraYaw(-v); }; api["getExtraPitch"] = [camera]() { return -camera->getExtraPitch(); }; api["getExtraYaw"] = [camera]() { return -camera->getExtraYaw(); }; api["getThirdPersonDistance"] = [camera]() { return camera->getCameraDistance(); }; api["setPreferredThirdPersonDistance"] = [camera](float v) { camera->setPreferredCameraDistance(v); }; api["getFirstPersonOffset"] = [camera]() { return camera->getFirstPersonOffset(); }; api["setFirstPersonOffset"] = [camera](const osg::Vec3f& v) { camera->setFirstPersonOffset(v); }; api["getFocalPreferredOffset"] = [camera]() -> osg::Vec2f { return camera->getFocalPointTargetOffset(); }; api["setFocalPreferredOffset"] = [camera](const osg::Vec2f& v) { camera->setFocalPointTargetOffset(v); }; api["getFocalTransitionSpeed"] = [camera]() { return camera->getFocalPointTransitionSpeed(); }; api["setFocalTransitionSpeed"] = [camera](float v) { camera->setFocalPointTransitionSpeed(v); }; api["instantTransition"] = [camera]() { camera->instantTransition(); }; return LuaUtil::makeReadOnly(api); } }