// // cameraIngame.js //-------------------- // The ingame camera that follows the kart from behind. // by RHY3756547 // // includes: main.js // window.cameraIngame = function(kart) { var thisObj = this; this.kart = kart; this.getView = getView; this.targetShadowPos = [0, 0, 0] var mat = mat4.create(); var camOffset = [0, 32, -48] var lookAtOffset = [0, 16, 0] var camNormal = [0, 1, 0]; var forwardNormal = null; var camAngle = 0; var boostOff = 0; function tweenVec3(from, to) { from[0] += (to[0]-from[0])*0.075; from[1] += (to[1]-from[1])*0.075; from[2] += (to[2]-from[2])*0.075; } function getView(scene) { var loop = kart.physBasis != null && kart.physBasis.loop; var basis = buildBasis(); tweenVec3(camOffset, loop ? [0, 12, -57] : [0, 32, -48]); var camPos = vec3.transformMat4([], camOffset, basis); var lookAtPos = vec3.transformMat4([], lookAtOffset, basis); vec3.scale(camPos, camPos, 1/1024); vec3.scale(lookAtPos, lookAtPos, 1/1024); var mat = mat4.lookAt(mat4.create(), camPos, lookAtPos, (kart.physBasis) ? camNormal : [0, 1, 0]); var kpos = vec3.clone(kart.pos); if (kart.drifting && !kart.driftLanded && kart.ylock>0) kpos[1] -= kart.ylock; mat4.translate(mat, mat, vec3.scale([], kpos, -1/1024)); //interpolate visual normal roughly to target tweenVec3(camNormal, kart.kartNormal); vec3.normalize(camNormal, camNormal); if (loop) { var kartA = kart.physicalDir+kart.driftOff/2; var forward = [Math.sin(kartA), 0, -Math.cos(kartA)]; vec3.transformMat4(forward, forward, kart.physBasis.mat); camAngle += dirDiff(Math.atan2(forward[0], -forward[2]), camAngle)*0.075; if (forwardNormal == null) { forwardNormal = [Math.sin(camAngle), 0, -Math.cos(camAngle)]; } else { tweenVec3(forwardNormal, forward); } } else { camAngle += dirDiff(kart.physicalDir+kart.driftOff/2, camAngle)*0.075; forwardNormal = null; } camAngle = fixDir(camAngle); boostOff += (((kart.boostNorm+kart.boostMT > 0)?5:0) - boostOff)*0.075 var p = mat4.perspective(mat4.create(), ((70+boostOff)/180)*Math.PI, gl.viewportWidth / gl.viewportHeight, 0.01, 10000.0); var dist = 192; this.targetShadowPos = vec3.add([], kart.pos, [Math.sin(kart.angle)*dist, 0, -Math.cos(kart.angle)*dist]) thisObj.view = {p:p, mv:mat, pos: vec3.scale([], vec3.transformMat4([], [0,0,0], mat4.invert([], mat)), 1024)}; return thisObj.view; } function buildBasis() { //order y, x, z var kart = thisObj.kart; var forward = (forwardNormal != null) ? forwardNormal : [Math.sin(camAngle), 0, -Math.cos(camAngle)]; var side = vec3.cross([], forward, camNormal); /* if (kart.physBasis != null) { vec3.transformMat4(forward, forward, kart.physBasis.mat); vec3.transformMat4(side, side, kart.physBasis.mat); } */ var basis = gramShmidt(camNormal, side, forward); var temp = basis[0]; basis[0] = basis[1]; basis[1] = temp; //todo: cleanup return [ basis[0][0], basis[0][1], basis[0][2], 0, basis[1][0], basis[1][1], basis[1][2], 0, basis[2][0], basis[2][1], basis[2][2], 0, 0, 0, 0, 1 ] } function gramShmidt(v1, v2, v3) { var u1 = v1; var u2 = vec3.sub([0, 0, 0], v2, project(u1, v2)); var u3 = vec3.sub([0, 0, 0], vec3.sub([0, 0, 0], v3, project(u1, v3)), project(u2, v3)); return [vec3.normalize(u1, u1), vec3.normalize(u2, u2), vec3.normalize(u3, u3)] } function project(u, v) { return vec3.scale([], u, (vec3.dot(u, v)/vec3.dot(u, u))) } function fixDir(dir) { return posMod(dir, Math.PI*2); } function dirDiff(dir1, dir2) { var d = fixDir(dir1-dir2); return (d>Math.PI)?(-2*Math.PI+d):d; } function posMod(i, n) { return (i % n + n) % n; } }