Add camera modes

This commit is contained in:
Miloslav Ciz 2025-01-07 20:48:04 +01:00
parent a9f0a6885a
commit 7fb04804e7
3 changed files with 98 additions and 50 deletions

View file

@ -120,6 +120,11 @@ void LCR_rendererSetCarTransform(LCR_GameUnit position[3],
S3L_F) / LCR_GAME_UNIT,S3L_F);
}
void LCR_rendererSetCarVisibility(uint8_t visible)
{
LCR_renderer.carModel->config.visible = visible;
}
void _LCR_rendererDrawFontPixel(int x, int y, uint16_t color)
{
#if LCR_FONT_PIXEL_SIZE == 1
@ -1604,20 +1609,47 @@ void _LCR_rendererAnimateCar(void)
}
#endif
void LCR_rendererCameraFollow(void)
/**
Call every rendering frame to make the camera follow the car model. The
distance parameter can be either 0 (inside of car, car should be made
invisible for this), 1 (normal distance) or 2 (double distance).
*/
void LCR_rendererCameraFollow(unsigned char distance)
{
LCR_LOG2("following camera");
if (distance == 0)
{
LCR_renderer.scene.camera.transform.translation =
LCR_renderer.carModel->transform.translation;
LCR_renderer.scene.camera.transform.translation.y += LCR_RENDERER_UNIT / 3;
LCR_renderer.scene.camera.transform.rotation =
LCR_renderer.carModel->transform.rotation;
LCR_renderer.scene.camera.transform.rotation.x = -1 *
((LCR_renderer.scene.camera.transform.rotation.x + S3L_FRACTIONS_PER_UNIT / 4) %
(S3L_FRACTIONS_PER_UNIT / 2) - S3L_FRACTIONS_PER_UNIT / 4);
LCR_renderer.scene.camera.transform.rotation.y += S3L_FRACTIONS_PER_UNIT / 2;
LCR_renderer.scene.camera.transform.rotation.z *= -1;
return;
}
int shift = distance != 1;
S3L_Transform3D transPrev = LCR_renderer.scene.camera.transform;
LCR_renderer.scene.camera.transform.translation.y =
S3L_clamp(
LCR_renderer.scene.camera.transform.translation.y,
LCR_renderer.carModel->transform.translation.y +
(LCR_SETTING_CAMERA_HEIGHT - LCR_SETTING_CAMERA_HEIGHT_BAND) *
((LCR_SETTING_CAMERA_HEIGHT << shift) - LCR_SETTING_CAMERA_HEIGHT_BAND) *
LCR_RENDERER_UNIT / 8,
LCR_renderer.carModel->transform.translation.y +
(LCR_SETTING_CAMERA_HEIGHT + LCR_SETTING_CAMERA_HEIGHT_BAND) *
((LCR_SETTING_CAMERA_HEIGHT << shift) + LCR_SETTING_CAMERA_HEIGHT_BAND) *
LCR_RENDERER_UNIT / 8);
S3L_Vec4 toCam = LCR_renderer.scene.camera.transform.translation;
@ -1634,9 +1666,9 @@ void LCR_rendererCameraFollow(void)
S3L_Unit horizontalDistNew =
S3L_clamp(horizontalDist,
(LCR_SETTING_CAMERA_DISTANCE - LCR_SETTING_CAMERA_DISTANCE_BAND)
((LCR_SETTING_CAMERA_DISTANCE << shift) - LCR_SETTING_CAMERA_DISTANCE_BAND)
* (LCR_RENDERER_UNIT / 4),
(LCR_SETTING_CAMERA_DISTANCE + LCR_SETTING_CAMERA_DISTANCE_BAND)
((LCR_SETTING_CAMERA_DISTANCE << shift) + LCR_SETTING_CAMERA_DISTANCE_BAND)
* (LCR_RENDERER_UNIT / 4));
if (horizontalDistNew != horizontalDist)
@ -1776,6 +1808,7 @@ void LCR_rendererDrawMenu(const char *tabName,const char **items,
#endif
}
// TODO: what is this function even doing?
void LCR_rendererCameraReset(void)
{
LCR_renderer.scene.camera.transform.translation =
@ -1787,7 +1820,10 @@ void LCR_rendererCameraReset(void)
LCR_renderer.scene.camera.transform.translation.z +=
S3L_cos(LCR_renderer.carModel->transform.rotation.y);
LCR_rendererCameraFollow();
LCR_renderer.scene.camera.transform.rotation.x = 0;
LCR_renderer.scene.camera.transform.rotation.z = 0;
LCR_rendererCameraFollow(1);
}
void LCR_rendererSetWheelState(LCR_GameUnit rotation, LCR_GameUnit steer)