|
|
@ -20,6 +20,7 @@
|
|
|
|
#include "camera_animation_manager/camera_animation_info.h"
|
|
|
|
#include "camera_animation_manager/camera_animation_info.h"
|
|
|
|
#include "camera_animation_manager/position_or_entity_pos_resolver.h"
|
|
|
|
#include "camera_animation_manager/position_or_entity_pos_resolver.h"
|
|
|
|
#include "client_cfg.h"
|
|
|
|
#include "client_cfg.h"
|
|
|
|
|
|
|
|
#include "time_client.h"
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/// Basic camera animation step that has generic values
|
|
|
|
/// Basic camera animation step that has generic values
|
|
|
@ -186,6 +187,35 @@ public:
|
|
|
|
NLMISC::CVector entityPos = resolvePositionOrEntityPosition(EntityToFollow);
|
|
|
|
NLMISC::CVector entityPos = resolvePositionOrEntityPosition(EntityToFollow);
|
|
|
|
NLMISC::CVector distanceVec = entityPos - currCamInfo.CamPos;
|
|
|
|
NLMISC::CVector distanceVec = entityPos - currCamInfo.CamPos;
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
float distance = distanceVec.norm();
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// We compute the difference with the expected distance
|
|
|
|
|
|
|
|
float difference = distance - DistanceToEntity;
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// We compute the distance we can travel
|
|
|
|
|
|
|
|
float travellingDistance = DT * ClientCfg.MaxCameraAnimationSpeed * (difference < 0.f ? -1.f : 1.f);
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// We check if we are not going to far
|
|
|
|
|
|
|
|
if (abs(travellingDistance) > abs(difference))
|
|
|
|
|
|
|
|
travellingDistance = difference;
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// We normalize the vector from our position to the entity
|
|
|
|
|
|
|
|
distanceVec.normalize();
|
|
|
|
|
|
|
|
// We multiply this vector with the distance to travel
|
|
|
|
|
|
|
|
distanceVec = distanceVec * travellingDistance;
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// We add this vector to our position to know our new position
|
|
|
|
|
|
|
|
camInfo.CamPos = currCamInfo.CamPos + distanceVec;
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// Now we compute the new look at direction
|
|
|
|
|
|
|
|
float ratio = currCamInfo.ElapsedTimeSinceStartStep / getDuration();
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// We compute the final look at direction
|
|
|
|
|
|
|
|
NLMISC::CVector finalDir = resolvePositionOrEntityPosition(LookAtPos) - camInfo.CamPos;
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// We get the current look at direction
|
|
|
|
|
|
|
|
camInfo.CamLookAtDir = computeCurrentLookAtDir(ratio, currCamInfo.StartCamLookAtDir, finalDir);
|
|
|
|
|
|
|
|
|
|
|
|
return camInfo;
|
|
|
|
return camInfo;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|