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OpenMW/files/builtin_scripts/scripts/omw/third_person.lua
2021-11-19 20:37:21 +01:00

140 lines
5.4 KiB
Lua

local camera = require('openmw.camera')
local settings = require('openmw.settings')
local util = require('openmw.util')
local self = require('openmw.self')
local nearby = require('openmw.nearby')
local MODE = camera.MODE
local STATE = { RightShoulder = 0, LeftShoulder = 1, Combat = 2, Swimming = 3 }
local M = {
baseDistance = settings._getFloatFromSettingsCfg('Camera', 'third person camera distance'),
preferredDistance = 0,
standingPreview = false,
noOffsetControl = 0,
}
local viewOverShoulder = settings._getBoolFromSettingsCfg('Camera', 'view over shoulder')
local autoSwitchShoulder = settings._getBoolFromSettingsCfg('Camera', 'auto switch shoulder')
local shoulderOffset = settings._getVector2FromSettingsCfg('Camera', 'view over shoulder offset')
local zoomOutWhenMoveCoef = settings._getFloatFromSettingsCfg('Camera', 'zoom out when move coef')
local defaultShoulder = (shoulderOffset.x > 0 and STATE.RightShoulder) or STATE.LeftShoulder
local rightShoulderOffset = util.vector2(math.abs(shoulderOffset.x), shoulderOffset.y)
local leftShoulderOffset = util.vector2(-math.abs(shoulderOffset.x), shoulderOffset.y)
local combatOffset = util.vector2(0, 15)
local state = defaultShoulder
local rayOptions = {collisionType = nearby.COLLISION_TYPE.Default - nearby.COLLISION_TYPE.Actor}
local function ray(from, angle, limit)
local to = from + util.transform.rotateZ(angle) * util.vector3(0, limit, 0)
local res = nearby.castRay(from, to, rayOptions)
if res.hit then
return (res.hitPos - from):length()
else
return limit
end
end
local function trySwitchShoulder()
local limitToSwitch = 120 -- switch to other shoulder if wall is closer than this limit
local limitToSwitchBack = 300 -- switch back to default shoulder if there is no walls at this distance
local pos = camera.getTrackedPosition()
local rayRight = ray(pos, camera.getYaw() + math.rad(90), limitToSwitchBack + 1)
local rayLeft = ray(pos, camera.getYaw() - math.rad(90), limitToSwitchBack + 1)
local rayRightForward = ray(pos, camera.getYaw() + math.rad(30), limitToSwitchBack + 1)
local rayLeftForward = ray(pos, camera.getYaw() - math.rad(30), limitToSwitchBack + 1)
local distRight = math.min(rayRight, rayRightForward)
local distLeft = math.min(rayLeft, rayLeftForward)
if distLeft < limitToSwitch and distRight > limitToSwitchBack then
state = STATE.RightShoulder
elseif distRight < limitToSwitch and distLeft > limitToSwitchBack then
state = STATE.LeftShoulder
elseif distRight > limitToSwitchBack and distLeft > limitToSwitchBack then
state = defaultShoulder
end
end
local function calculateDistance(smoothedSpeed)
local smoothedSpeedSqr = smoothedSpeed * smoothedSpeed
return (M.baseDistance + math.max(camera.getPitch(), 0) * 50
+ smoothedSpeedSqr / (smoothedSpeedSqr + 300*300) * zoomOutWhenMoveCoef)
end
local noThirdPersonLastFrame = true
local function updateState()
local mode = camera.getMode()
local oldState = state
if (self:isInWeaponStance() or self:isInMagicStance()) and mode == MODE.ThirdPerson then
state = STATE.Combat
elseif self:isSwimming() then
state = STATE.Swimming
elseif oldState == STATE.Combat or oldState == STATE.Swimming then
state = defaultShoulder
end
if autoSwitchShoulder and (mode == MODE.ThirdPerson or state ~= oldState or noThirdPersonLastFrame)
and (state == STATE.LeftShoulder or state == STATE.RightShoulder) then
trySwitchShoulder()
end
if oldState ~= state or noThirdPersonLastFrame then
-- State was changed, start focal point transition.
if mode == MODE.Vanity then
-- Player doesn't touch controls for a long time. Transition should be very slow.
camera.setFocalTransitionSpeed(0.2)
elseif (oldState == STATE.Combat or state == STATE.Combat) and
(mode ~= MODE.Preview or M.standingPreview) then
-- Transition to/from combat mode and we are not in preview mode. Should be fast.
camera.setFocalTransitionSpeed(5.0)
else
camera.setFocalTransitionSpeed(1.0) -- Default transition speed.
end
if state == STATE.RightShoulder then
camera.setFocalPreferredOffset(rightShoulderOffset)
elseif state == STATE.LeftShoulder then
camera.setFocalPreferredOffset(leftShoulderOffset)
else
camera.setFocalPreferredOffset(combatOffset)
end
end
end
function M.update(dt, smoothedSpeed)
local mode = camera.getMode()
if mode == MODE.FirstPerson or mode == MODE.Static then
noThirdPersonLastFrame = true
return
end
if not viewOverShoulder then
M.preferredDistance = M.baseDistance
camera.setPreferredThirdPersonDistance(M.baseDistance)
noThirdPersonLastFrame = false
return
end
if M.noOffsetControl == 0 then
updateState()
else
state = nil
end
M.preferredDistance = calculateDistance(smoothedSpeed)
if noThirdPersonLastFrame then -- just switched to third person view
camera.setPreferredThirdPersonDistance(M.preferredDistance)
camera.instantTransition()
noThirdPersonLastFrame = false
else
local maxIncrease = dt * (100 + M.baseDistance)
camera.setPreferredThirdPersonDistance(math.min(
M.preferredDistance, camera.getThirdPersonDistance() + maxIncrease))
end
end
return M