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/* Camera.cpp
Copyright (c) 2025 by Amazinite
Endless Sky is free software: you can redistribute it and/or modify it under the
terms of the GNU General Public License as published by the Free Software
Foundation, either version 3 of the License, or (at your option) any later version.
Endless Sky is distributed in the hope that it will be useful, but WITHOUT ANY
WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A
PARTICULAR PURPOSE. See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License along with
this program. If not, see <https://www.gnu.org/licenses/>.
*/
#include "Camera.h"
#include "Preferences.h"
#include <cmath>
using namespace std;
namespace {
const double CAMERA_VELOCITY_TRACKING = 0.1;
const double CAMERA_POSITION_CENTERING = 0.01;
}
void Camera::SnapTo(const Point &target, bool keepVelocity)
{
// If a player is jumping to a new system, preserve their velocity by offsetting oldTarget
// and center by the current velocity.
Point newTarget = keepVelocity ? target - velocity : target;
oldTarget = newTarget;
center = newTarget;
// Velocity is zeroed here even when keepVelocity is true, but it will be re-calculated
// when MoveTo is called later in this frame.
velocity = Point();
accel = Point();
}
void Camera::MoveTo(const Point &target, double hyperspaceInfluence)
{
Point baseVelocity = target - oldTarget;
oldTarget = target;
if(Preferences::CameraAcceleration() == Preferences::CameraAccel::OFF)
{
center = target;
velocity = baseVelocity;
accel = Point();
return;
}
double accelMultiplier = Preferences::CameraAcceleration() == Preferences::CameraAccel::REVERSED ? -1. : 1.;
// Flip the accel offset if accelMultiplier is negative to simplify logic.
const Point oldAbsAccel = baseVelocity.Lerp(accel, accelMultiplier);
const Point newAbsAccel = oldAbsAccel.Lerp(baseVelocity, CAMERA_VELOCITY_TRACKING);
Point newCenter = (center + newAbsAccel).Lerp(target, CAMERA_POSITION_CENTERING);
// Increase the interpolation speed when traveling through hyperspace so that the camera doesn't lose focus
// on the target.
if(hyperspaceInfluence)
newCenter = newCenter.Lerp(target, pow(hyperspaceInfluence, .5));
velocity = newCenter - center;
center = newCenter;
// Acceleration interpolation is disabled while in hyperspace.
// Flip the accel back over the baseVelocity when not in hyperspace.
accel = hyperspaceInfluence ? baseVelocity : baseVelocity.Lerp(newAbsAccel, accelMultiplier);
}
const Point &Camera::Center() const
{
return center;
}
const Point &Camera::Velocity() const
{
return velocity;
}
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