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https://github.com/Ttanasart-pt/Pixel-Composer.git
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289 lines
7.8 KiB
Text
289 lines
7.8 KiB
Text
/// @func BBMOD_Camera()
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///
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/// @extends BBMOD_BaseCamera
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///
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/// @desc A camera driven by angles and an object to follor, rather than raw
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/// vectors. Supports both first-person and third-person view and comes with
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/// a mouselook implementation that also works in HTML5.
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///
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/// @example
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/// ```gml
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/// // Create event
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/// camera = new BBMOD_Camera();
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/// camera.FollowObject = OPlayer;
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/// camera.Zoom = 0.0; // Use 0.0 for FPS, > 0.0 for TPS
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///
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/// // End-Step event
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/// camera.set_mouselook(true);
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/// camera.update(delta_time);
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///
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/// // Draw event
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/// camera.apply();
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/// // Render scene here...
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/// ```
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function BBMOD_Camera()
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: BBMOD_BaseCamera() constructor
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{
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BBMOD_CLASS_GENERATED_BODY;
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/// @var {Bool} If `true` then mouselook is enabled. Defaults to `false`.
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/// @readonly
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/// @see BBMOD_Camera.set_mouselook
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MouseLook = false;
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/// @var {Real} Controls the mouselook sensitivity. Defaults to `1`.
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MouseSensitivity = 1.0;
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/// @var {Struct.BBMOD_Vec2} The position on the screen where the cursor
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/// is locked when {@link BBMOD_Camera.MouseLook} is `true`. Can be
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/// `undefined`.
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/// @private
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__mouseLockAt = undefined;
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/// @var {Id.Instance} An id of an instance to follow or `undefined`. The
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/// object must have a `z` variable (position on the z axis) defined!
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/// Defaults to `undefined`.
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FollowObject = undefined;
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/// @var {Bool} Used to determine change of the object to follow.
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/// @private
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__followObjectLast = undefined;
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/// @var {Function} A function which remaps value in range `0..1` to a
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/// different `0..1` value. This is used to control the follow curve.
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/// If `undefined` then `lerp` is used. Defaults to `undefined`.
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FollowCurve = undefined;
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/// @var {Real} Controls lerp factor between the previous camera position
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/// and the object it follows. Defaults to `1`, which means the camera is
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/// immediately moved to its target position.
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/// {@link BBMOD_Camera.FollowObject} must not be `undefined` for this to
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/// have any effect.
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FollowFactor = 1.0;
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/// @var {Struct.BBMOD_Vec3} The camera's offset from its target. Defaults to
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/// `(0, 0, 0)`.
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Offset = new BBMOD_Vec3(0.0);
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/// @var {Real} The camera's horizontal direction. Defaults to `0`.
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Direction = 0.0;
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/// @var {Real} The camera's vertical direction. Automatically clamped
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/// between {@link BBMOD_Camera.DirectionUpMin} and
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/// {@link BBMOD_Camera.DirectionUpMax}. Defaults to `0`.
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DirectionUp = 0.0;
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/// @var {Real} Minimum angle that {@link BBMOD_Camrea.DirectionUp}
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/// can be. Use `undefined` to remove the limit. Default value is `-89`.
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DirectionUpMin = -89.0;
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/// @var {Real} Maximum angle that {@link BBMOD_Camrea.DirectionUp}
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/// can be. Use `undefined` to remove the limit. Default value is `89`.
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DirectionUpMax = 89.0;
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/// @var {Real} The angle of camera's rotation from side to side. Default
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/// value is `0`.
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Roll = 0.0;
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/// @var {Real} The camera's distance from its target. Use `0` for a
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/// first-person camera. Defaults to `0`.
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Zoom = 0.0;
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static update_matrices = function () {
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gml_pragma("forceinline");
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var _forward = BBMOD_VEC3_FORWARD;
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var _right = BBMOD_VEC3_RIGHT;
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var _up = BBMOD_VEC3_UP;
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var _quatZ = new BBMOD_Quaternion().FromAxisAngle(_up, Direction);
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_forward = _quatZ.Rotate(_forward);
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_right = _quatZ.Rotate(_right);
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_up = _quatZ.Rotate(_up);
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var _quatY = new BBMOD_Quaternion().FromAxisAngle(_right, DirectionUp);
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_forward = _quatY.Rotate(_forward);
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_right = _quatY.Rotate(_right);
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_up = _quatY.Rotate(_up);
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var _quatX = new BBMOD_Quaternion().FromAxisAngle(_forward, Roll);
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_forward = _quatX.Rotate(_forward);
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_right = _quatX.Rotate(_right);
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_up = _quatX.Rotate(_up);
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var _target = Position.Add(_forward);
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var _view = matrix_build_lookat(
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Position.X, Position.Y, Position.Z,
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_target.X, _target.Y, _target.Z,
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_up.X, _up.Y, _up.Z);
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camera_set_view_mat(Raw, _view);
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var _proj = __build_proj_mat();
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camera_set_proj_mat(Raw, _proj);
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// Note: Using _view and _proj mat straight away leads into a weird result...
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ViewProjectionMatrix = matrix_multiply(
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get_view_mat(),
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get_proj_mat());
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if (AudioListener)
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{
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audio_listener_position(Position.X, Position.Y, Position.Z);
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audio_listener_orientation(
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Target.X, Target.Y, Target.Z,
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_up.X, _up.Y, _up.Z);
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}
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Up = _up;
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return self;
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}
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/// @func set_mouselook(_enable)
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///
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/// @desc Enable/disable mouselook. This locks the mouse cursor at its
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/// current position when enabled.
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///
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/// @param {Bool} _enable USe `true` to enable mouselook.
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///
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/// @return {Struct.BBMOD_Camera} Returns `self`.
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static set_mouselook = function (_enable) {
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if (_enable)
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{
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if (os_browser != browser_not_a_browser)
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{
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bbmod_html5_pointer_lock();
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}
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if (__mouseLockAt == undefined)
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{
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__mouseLockAt = new BBMOD_Vec2(
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window_mouse_get_x(),
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window_mouse_get_y());
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}
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}
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else
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{
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__mouseLockAt = undefined;
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}
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MouseLook = _enable;
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return self;
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};
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/// @func update(_deltaTime[, _positionHandler])
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///
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/// @desc Handles mouselook, updates camera's position, matrices etc.
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///
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/// @param {Real} _deltaTime How much time has passed since the last frame
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/// (in microseconds).
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/// @param {Function} [_positionHandler] A function which takes the camera's
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/// position (@{link BBMOD_Vec3}) and returns a new position. This could be
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/// used for example for camera collisions in a third-person game. Defaults
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/// to `undefined`.
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///
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/// @return {Struct.BBMOD_Camera} Returns `self`.
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static update = function (_deltaTime, _positionHandler=undefined) {
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if (os_browser != browser_not_a_browser)
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{
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set_mouselook(bbmod_html5_pointer_is_locked());
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}
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if (MouseLook)
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{
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if (os_browser != browser_not_a_browser)
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{
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Direction -= bbmod_html5_pointer_get_movement_x() * MouseSensitivity;
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DirectionUp -= bbmod_html5_pointer_get_movement_y() * MouseSensitivity;
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}
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else
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{
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var _mouseX = window_mouse_get_x();
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var _mouseY = window_mouse_get_y();
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Direction += (__mouseLockAt.X - _mouseX) * MouseSensitivity;
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DirectionUp += (__mouseLockAt.Y - _mouseY) * MouseSensitivity;
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window_mouse_set(__mouseLockAt.X, __mouseLockAt.Y);
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}
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}
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if (DirectionUpMin != undefined)
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{
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DirectionUp = max(DirectionUp, DirectionUpMin);
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}
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if (DirectionUpMax != undefined)
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{
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DirectionUp = min(DirectionUp, DirectionUpMax);
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}
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var _offsetX = lengthdir_x(Offset.X, Direction - 90.0)
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+ lengthdir_x(Offset.Y, Direction);
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var _offsetY = lengthdir_y(Offset.X, Direction - 90.0)
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+ lengthdir_y(Offset.Y, Direction);
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var _offsetZ = Offset.Z;
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if (Zoom <= 0)
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{
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// First person camera
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if (FollowObject != undefined
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&& instance_exists(FollowObject))
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{
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Position.X = FollowObject.x + _offsetX;
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Position.Y = FollowObject.y + _offsetY;
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Position.Z = FollowObject.z + _offsetZ;
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}
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Target = Position.Add(new BBMOD_Vec3(
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+dcos(Direction),
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-dsin(Direction),
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+dtan(DirectionUp)
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));
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}
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else
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{
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// Third person camera
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if (FollowObject != undefined
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&& instance_exists(FollowObject))
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{
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var _targetNew = new BBMOD_Vec3(
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FollowObject.x + _offsetX,
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FollowObject.y + _offsetY,
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FollowObject.z + _offsetZ
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);
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if (__followObjectLast == FollowObject
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&& FollowFactor < 1.0)
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{
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var _factor = 1.0
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- bbmod_lerp_delta_time(0.0, 1.0, FollowFactor, _deltaTime);
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if (FollowCurve != undefined)
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{
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_factor = FollowCurve(0.0, 1.0, _factor);
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}
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Target = _targetNew.Lerp(Target, _factor);
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}
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else
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{
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Target = _targetNew;
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}
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}
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var _l = dcos(DirectionUp) * Zoom;
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Position = Target.Add(new BBMOD_Vec3(
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-dcos(Direction) * _l,
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+dsin(Direction) * _l,
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-dsin(DirectionUp) * Zoom
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));
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}
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if (_positionHandler != undefined)
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{
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Position = _positionHandler(Position);
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}
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update_matrices();
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__followObjectLast = FollowObject;
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return self;
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};
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}
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