增加 第一人称镜头、视角锁定镜头 (#9)

* 增加 第一人称镜头、视角锁定镜头

* Follow 摄像机增加平滑 Y 轴模式; 支持 LookAt 偏移
This commit is contained in:
chinosk
2024-06-04 09:12:30 -05:00
committed by GitHub
parent c5fd80daa2
commit 6a7717a45e
10 changed files with 768 additions and 88 deletions

View File

@@ -1,5 +1,7 @@
#include "baseCamera.hpp"
#include "camera.hpp"
#include <thread>
#include "Misc.hpp"
#define KEY_W 51
#define KEY_S 47
@@ -8,11 +10,12 @@
#define KEY_R 46
#define KEY_Q 45
#define KEY_E 33
#define KEY_F 34
#define KEY_I 37
#define KEY_K 39
#define KEY_J 38
#define KEY_L 40
#define KEY_R 46
#define KEY_V 50
#define KEY_UP 19
#define KEY_DOWN 20
#define KEY_LEFT 21
@@ -28,42 +31,139 @@
namespace GKCamera {
BaseCamera::Camera baseCamera{};
CameraMode cameraMode = CameraMode::FREE;
FirstPersonRoll firstPersonRoll = FirstPersonRoll::ENABLE_ROLL;
FollowModeY followModeY = FollowModeY::SMOOTH_Y;
bool rMousePressFlg = false;
UnityResolve::UnityType::Vector3 firstPersonPosOffset{0, 0.064f, 0.000f};
UnityResolve::UnityType::Vector3 followPosOffset{0, 0, 1.5};
UnityResolve::UnityType::Vector2 followLookAtOffset{0, 0};
float offsetMoveStep = 0.008;
int followCharaIndex = 0;
GakumasLocal::Misc::CSEnum bodyPartsEnum("Head", 0xa);
void reset_camera() {
// bool rMousePressFlg = false;
void SetCameraMode(CameraMode mode) {
cameraMode = mode;
}
CameraMode GetCameraMode() {
return cameraMode;
}
void SetFirstPersonRoll(FirstPersonRoll mode) {
firstPersonRoll = mode;
}
FirstPersonRoll GetFirstPersonRoll() {
return firstPersonRoll;
}
void reset_camera() {
followCharaIndex = 0;
firstPersonPosOffset = {0, 0.064f, 0.000f}; // f3: 0.008f
followPosOffset = {0, 0, 1.5};
followLookAtOffset = {0, 0};
baseCamera.reset();
}
void camera_forward() { // 向前
baseCamera.set_lon_move(0, LonMoveHState::LonMoveForward);
switch (cameraMode) {
case CameraMode::FREE: {
baseCamera.set_lon_move(0, LonMoveHState::LonMoveForward);
} break;
case CameraMode::FIRST_PERSON: {
firstPersonPosOffset.z += offsetMoveStep;
} break;
case CameraMode::FOLLOW: {
followPosOffset.z -= offsetMoveStep;
}
}
}
void camera_back() { // 后退
baseCamera.set_lon_move(180, LonMoveHState::LonMoveBack);
switch (cameraMode) {
case CameraMode::FREE: {
baseCamera.set_lon_move(180, LonMoveHState::LonMoveBack);
} break;
case CameraMode::FIRST_PERSON: {
firstPersonPosOffset.z -= offsetMoveStep;
} break;
case CameraMode::FOLLOW: {
followPosOffset.z += offsetMoveStep;
}
}
}
void camera_left() { // 向左
baseCamera.set_lon_move(90);
switch (cameraMode) {
case CameraMode::FREE: {
baseCamera.set_lon_move(90);
} break;
case CameraMode::FOLLOW: {
// followPosOffset.x += 0.8;
followLookAtOffset.x += offsetMoveStep;
}
default:
break;
}
}
void camera_right() { // 向右
baseCamera.set_lon_move(-90);
switch (cameraMode) {
case CameraMode::FREE: {
baseCamera.set_lon_move(-90);
} break;
case CameraMode::FOLLOW: {
// followPosOffset.x -= 0.8;
followLookAtOffset.x -= offsetMoveStep;
}
default:
break;
}
}
void camera_down() { // 向下
float preStep = BaseCamera::moveStep / BaseCamera::smoothLevel;
switch (cameraMode) {
case CameraMode::FREE: {
float preStep = BaseCamera::moveStep / BaseCamera::smoothLevel;
for (int i = 0; i < BaseCamera::smoothLevel; i++) {
baseCamera.pos.y -= preStep;
baseCamera.lookAt.y -= preStep;
std::this_thread::sleep_for(std::chrono::milliseconds(BaseCamera::sleepTime));
}
for (int i = 0; i < BaseCamera::smoothLevel; i++) {
baseCamera.pos.y -= preStep;
baseCamera.lookAt.y -= preStep;
std::this_thread::sleep_for(std::chrono::milliseconds(BaseCamera::sleepTime));
}
} break;
case CameraMode::FIRST_PERSON: {
firstPersonPosOffset.y -= offsetMoveStep;
} break;
case CameraMode::FOLLOW: {
// followPosOffset.y -= offsetMoveStep;
followLookAtOffset.y -= offsetMoveStep;
}
}
}
void camera_up() { // 向上
float preStep = BaseCamera::moveStep / BaseCamera::smoothLevel;
for (int i = 0; i < BaseCamera::smoothLevel; i++) {
baseCamera.pos.y += preStep;
baseCamera.lookAt.y += preStep;
std::this_thread::sleep_for(std::chrono::milliseconds(BaseCamera::sleepTime));
}
void camera_up() { // 向上
switch (cameraMode) {
case CameraMode::FREE: {
float preStep = BaseCamera::moveStep / BaseCamera::smoothLevel;
for (int i = 0; i < BaseCamera::smoothLevel; i++) {
baseCamera.pos.y += preStep;
baseCamera.lookAt.y += preStep;
std::this_thread::sleep_for(std::chrono::milliseconds(BaseCamera::sleepTime));
}
} break;
case CameraMode::FIRST_PERSON: {
firstPersonPosOffset.y += offsetMoveStep;
} break;
case CameraMode::FOLLOW: {
// followPosOffset.y += offsetMoveStep;
followLookAtOffset.y += offsetMoveStep;
}
}
}
void cameraLookat_up(float mAngel, bool mouse = false) {
baseCamera.horizontalAngle += mAngel;
@@ -89,6 +189,173 @@ namespace GKCamera {
baseCamera.fov += value;
}
void SwitchCameraMode() {
switch (cameraMode) {
case CameraMode::FREE: {
cameraMode = CameraMode::FOLLOW;
GakumasLocal::Log::Info("CameraMode: FOLLOW");
} break;
case CameraMode::FOLLOW: {
cameraMode = CameraMode::FIRST_PERSON;
GakumasLocal::Log::Info("CameraMode: FIRST_PERSON");
} break;
case CameraMode::FIRST_PERSON: {
cameraMode = CameraMode::FREE;
GakumasLocal::Log::Info("CameraMode: FREE");
} break;
}
}
void SwitchCameraSubMode() {
switch (cameraMode) {
case CameraMode::FIRST_PERSON: {
if (firstPersonRoll == FirstPersonRoll::ENABLE_ROLL) {
firstPersonRoll = FirstPersonRoll::DISABLE_ROLL;
GakumasLocal::Log::Info("FirstPersonRoll: DISABLE_ROLL");
}
else {
firstPersonRoll = FirstPersonRoll::ENABLE_ROLL;
GakumasLocal::Log::Info("FirstPersonRoll: ENABLE_ROLL");
}
} break;
case CameraMode::FOLLOW: {
if (followModeY == FollowModeY::APPLY_Y) {
followModeY = FollowModeY::SMOOTH_Y;
GakumasLocal::Log::Info("FollowModeY: SMOOTH_Y");
}
else {
followModeY = FollowModeY::APPLY_Y;
GakumasLocal::Log::Info("FollowModeY: APPLY_Y");
}
} break;
default: break;
}
}
void OnLeftDown() {
if (cameraMode == CameraMode::FREE) return;
if (followCharaIndex >= 1) {
followCharaIndex--;
}
}
void OnRightDown() {
if (cameraMode == CameraMode::FREE) return;
followCharaIndex++;
}
void OnUpDown() {
if (cameraMode == CameraMode::FOLLOW) {
const auto currPart = bodyPartsEnum.Last();
GakumasLocal::Log::InfoFmt("Look at: %s (0x%x)", currPart.first.c_str(), currPart.second);
}
}
void OnDownDown() {
if (cameraMode == CameraMode::FOLLOW) {
const auto currPart = bodyPartsEnum.Next();
GakumasLocal::Log::InfoFmt("Look at: %s (0x%x)", currPart.first.c_str(), currPart.second);
}
}
void ChangeLiveFollowCameraOffsetY(const float value) {
if (cameraMode == CameraMode::FOLLOW) {
followPosOffset.y += value;
}
}
void ChangeLiveFollowCameraOffsetX(const float value) {
if (cameraMode == CameraMode::FOLLOW) {
followPosOffset.x += value;
}
}
UnityResolve::UnityType::Vector3 CalcPositionFromLookAt(const UnityResolve::UnityType::Vector3& target,
const UnityResolve::UnityType::Vector3& offset) {
// offset: z 远近, y 高低, x角度
const float angleX = offset.x;
const float distanceZ = offset.z;
const float angleRad = angleX * (M_PI / 180.0f);
const float newX = target.x + distanceZ * std::sin(angleRad);
const float newZ = target.z + distanceZ * std::cos(angleRad);
const float newY = target.y + offset.y;
return UnityResolve::UnityType::Vector3(newX, newY, newZ);
}
float CheckNewY(const UnityResolve::UnityType::Vector3& targetPos, const bool recordY) {
static GakumasLocal::Misc::FixedSizeQueue<float> recordsY(60);
const auto currentY = targetPos.y;
static auto lastRetY = currentY;
if (followModeY == FollowModeY::APPLY_Y) {
lastRetY = currentY;
return currentY;
}
const auto currentAvg = recordsY.Average();
// GakumasLocal::Log::DebugFmt("currentY: %f, currentAvg: %f, diff: %f", currentY, currentAvg, abs(currentY - currentAvg));
if (recordY) {
recordsY.Push(currentY);
}
if (abs(currentY - currentAvg) < 0.02) {
return lastRetY;
}
const auto retAvg = recordsY.Average();
lastRetY = lastRetY + (retAvg - lastRetY) / 8;
return lastRetY;
}
UnityResolve::UnityType::Vector3 CalcFollowModeLookAt(const UnityResolve::UnityType::Vector3& targetPos,
const UnityResolve::UnityType::Vector3& posOffset,
const bool recordY) {
const float angleX = posOffset.x;
const float angleRad = (angleX + (followPosOffset.z >= 0 ? 90.0f : -90.0f)) * (M_PI / 180.0f);
UnityResolve::UnityType::Vector3 newTargetPos = targetPos;
newTargetPos.y = CheckNewY(targetPos, recordY);
const float offsetX = followLookAtOffset.x * sin(angleRad);
const float offsetZ = followLookAtOffset.x * cos(angleRad);
newTargetPos.x += offsetX;
newTargetPos.z += offsetZ;
newTargetPos.y += followLookAtOffset.y;
return newTargetPos;
}
UnityResolve::UnityType::Vector3 CalcFirstPersonPosition(const UnityResolve::UnityType::Vector3& position,
const UnityResolve::UnityType::Vector3& forward,
const UnityResolve::UnityType::Vector3& offset) {
using Vector3 = UnityResolve::UnityType::Vector3;
// 计算角色的右方向
Vector3 up(0, 1, 0); // Y轴方向
Vector3 right = forward.cross(up).Normalize();
Vector3 fwd = forward;
Vector3 pos = position;
// 计算角色的左方向
Vector3 left = right * -1.0f;
// 计算最终位置
Vector3 backwardOffset = fwd * -offset.z;
Vector3 leftOffset = left * offset.x;
Vector3 finalPosition = pos + backwardOffset + leftOffset;
finalPosition.y += offset.y;
return finalPosition;
}
struct CameraMoveState {
bool w = false;
bool s = false;
@@ -137,10 +404,10 @@ namespace GKCamera {
if (cameraMoveState.right) cameraLookat_right(moveAngel);
if (cameraMoveState.q) changeCameraFOV(0.5f);
if (cameraMoveState.e) changeCameraFOV(-0.5f);
// if (cameraMoveState.i) changeLiveFollowCameraOffsetY(moveStep / 3);
// if (cameraMoveState.k) changeLiveFollowCameraOffsetY(-moveStep / 3);
// if (cameraMoveState.j) changeLiveFollowCameraOffsetX(moveStep * 10);
// if (cameraMoveState.l) changeLiveFollowCameraOffsetX(-moveStep * 10);
if (cameraMoveState.i) ChangeLiveFollowCameraOffsetY(offsetMoveStep);
if (cameraMoveState.k) ChangeLiveFollowCameraOffsetY(-offsetMoveStep);
if (cameraMoveState.j) ChangeLiveFollowCameraOffsetX(0.8);
if (cameraMoveState.l) ChangeLiveFollowCameraOffsetX(-0.8);
std::this_thread::sleep_for(std::chrono::milliseconds(10));
}
}).detach();
@@ -161,14 +428,30 @@ namespace GKCamera {
cameraMoveState.ctrl = message == WM_KEYDOWN; break;
case KEY_SPACE:
cameraMoveState.space = message == WM_KEYDOWN; break;
case KEY_UP:
cameraMoveState.up = message == WM_KEYDOWN; break;
case KEY_DOWN:
cameraMoveState.down = message == WM_KEYDOWN; break;
case KEY_LEFT:
cameraMoveState.left = message == WM_KEYDOWN; break;
case KEY_RIGHT:
cameraMoveState.right = message == WM_KEYDOWN; break;
case KEY_UP: {
if (message == WM_KEYDOWN) {
OnUpDown();
}
cameraMoveState.up = message == WM_KEYDOWN;
} break;
case KEY_DOWN: {
if (message == WM_KEYDOWN) {
OnDownDown();
}
cameraMoveState.down = message == WM_KEYDOWN;
} break;
case KEY_LEFT: {
if (message == WM_KEYDOWN) {
OnLeftDown();
}
cameraMoveState.left = message == WM_KEYDOWN;
} break;
case KEY_RIGHT: {
if (message == WM_KEYDOWN) {
OnRightDown();
}
cameraMoveState.right = message == WM_KEYDOWN;
} break;
case KEY_Q:
cameraMoveState.q = message == WM_KEYDOWN; break;
case KEY_E:
@@ -183,7 +466,9 @@ namespace GKCamera {
cameraMoveState.l = message == WM_KEYDOWN; break;
case KEY_R: {
if (message == WM_KEYDOWN) reset_camera();
}; break;
} break;
case KEY_F: if (message == WM_KEYDOWN) SwitchCameraMode(); break;
case KEY_V: if (message == WM_KEYDOWN) SwitchCameraSubMode(); break;
default: break;
}
}