| 417 | } |
| 418 | |
| 419 | void GameScene::TickCamera(float deltaTime, donut::app::FirstPersonCamera & renderCamera) |
| 420 | { |
| 421 | // in case we're switching from scene camera (renderCamera) to game camera and back, save/restore scene camera |
| 422 | if (!m_wasGameCameraActive && CameraActive()) |
| 423 | { |
| 424 | m_sceneCameraLastPos = renderCamera.GetPosition(); |
| 425 | m_sceneCameraLastDir = renderCamera.GetDir(); |
| 426 | m_sceneCameraLastUp = renderCamera.GetUp(); |
| 427 | } |
| 428 | if (m_wasGameCameraActive && !CameraActive()) |
| 429 | { |
| 430 | renderCamera.LookTo(m_sceneCameraLastPos, m_sceneCameraLastDir, m_sceneCameraLastUp); |
| 431 | } |
| 432 | m_wasGameCameraActive = CameraActive(); |
| 433 | |
| 434 | if (CameraActive()) |
| 435 | { |
| 436 | // Allow game camera to move in its own reference frame - this should be optional as some props might like to have control of it |
| 437 | m_gameCamera.Animate(deltaTime); |
| 438 | |
| 439 | // Move game camera into it's parent (attached) prop's reference frame and apply to global renderCamera |
| 440 | { |
| 441 | auto attachedProp = m_gameCameraAttached.lock(); |
| 442 | affine3 transform = affine3::identity(); |
| 443 | if (attachedProp != nullptr) |
| 444 | { |
| 445 | // transform = attachedObject->GetRootNode()->GetLocalToWorldTransformFloat(); // we can't do this because these have not yet been updated |
| 446 | dm::daffine3 transformD = dm::scaling(attachedProp->GetNode()->GetScaling()); |
| 447 | transformD *= attachedProp->GetNode()->GetRotation().toAffine(); |
| 448 | transformD *= dm::translation(attachedProp->GetNode()->GetTranslation()); |
| 449 | transform = dm::affine3(transformD); |
| 450 | } |
| 451 | |
| 452 | renderCamera.LookTo( transform.transformPoint(m_gameCamera.GetPosition()), transform.transformVector(m_gameCamera.GetDir()), transform.transformVector(m_gameCamera.GetUp())); |
| 453 | } |
| 454 | } |
| 455 | |
| 456 | m_lastRenderCameraPose.SetTransformFromCamera(renderCamera.GetPosition(), renderCamera.GetDir(), renderCamera.GetUp()); |
| 457 | |
| 458 | //if (!m_active) |
| 459 | // return; |
| 460 | |
| 461 | if (m_camRecEnabled && IsActive()) |
| 462 | { |
| 463 | m_camRecTimeToNextKeyframe = dm::clamp(m_camRecTimeToNextKeyframe-deltaTime, -m_camRecKeyframeStep, m_camRecKeyframeStep); |
| 464 | |
| 465 | if (m_camRecTimeToNextKeyframe <= 0) |
| 466 | { |
| 467 | game::Pose pose; |
| 468 | pose.SetTransformFromCamera(renderCamera.GetPosition(), renderCamera.GetDir(), renderCamera.GetUp()); |
| 469 | pose.Scaling = { 1,1,1 }; |
| 470 | pose.KeyTime = m_gameTime; |
| 471 | |
| 472 | m_recordedCameraPoses.push_back(pose); |
| 473 | |
| 474 | m_camRecTimeToNextKeyframe += m_camRecKeyframeStep; |
| 475 | } |
| 476 | } |
no test coverage detected