mkjs/code/engine/cameras/cameraSpectator.js

217 lines
5.6 KiB
JavaScript

//
// cameraSpectator.js
//--------------------
// Spectates a specific kart. Requires NKM AREA and CAME to be set up correctly.
// by RHY3756547
//
// includes: main.js
//
window.cameraSpectator = function(kart) {
var thisObj = this;
this.kart = kart;
this.getView = getView;
this.targetShadowPos = [0, 0, 0]
var mat = mat4.create();
var curCamNum = -1;
var curCam = null;
var route = null;
var routePos = 0;
var routeSpeed = 0;
var routeProg = 0;
var relPos = [];
var posOff = [];
var normalFOV = 70;
var zoomLevel = 1;
var viewW;
var viewH;
function getView(scene, width, height) {
viewW = width;
viewH = height;
var cams = scene.nkm.sections["CAME"].entries;
var tArea = getNearestArea(scene.nkm.sections["AREA"].entries, kart.pos)
if (tArea.came != curCamNum) {
//restart camera.
curCamNum = tArea.came;
curCam = cams[curCamNum];
zoomLevel = curCam.zoomStart;
initCam[curCam.camType](scene, curCam)
}
if (zoomLevel < curCam.zoomMark1) zoomLevel += curCam.zoomSpeedM1;
else if (zoomLevel > curCam.zoomMark2) zoomLevel += curCam.zoomSpeedM2;
else zoomLevel += curCam.zoomSpeed;
if (zoomLevel > curCam.zoomEnd) zoomLevel = curCam.zoomEnd;
thisObj.view = camFunc[curCam.camType](scene, curCam);
thisObj.view.pos = vec3.scale([], vec3.transformMat4([], [0,0,0], mat4.invert([], thisObj.view.mv)), 1024)
return thisObj.view;
}
var camFunc = [];
camFunc[1] = function(scene, came) {
var camPos = vec3.lerp([], route[routePos].pos, route[(routePos+1)%route.length].pos, routeProg);
routeProg += routeSpeed;
if (routeProg > 1) {
routePos = (routePos+1)%route.length;
routeProg = 0;
recalcRouteSpeed();
}
var lookAtPos = vec3.transformMat4([], [0, 4, 0], kart.mat);
vec3.scale(camPos, camPos, 1/1024);
vec3.scale(lookAtPos, lookAtPos, 1/1024);
var mat = mat4.lookAt(mat4.create(), camPos, lookAtPos, [0, 1, 0]);
var p = mat4.perspective(mat4.create(), (zoomLevel*normalFOV/180)*Math.PI, viewW / viewH, 0.01, 10000.0);
thisObj.targetShadowPos = kart.pos;
return {p:p, mv:mat}
}
camFunc[0] = function(scene, came) { //point cam
var camPos = vec3.clone(came.pos1);
var lookAtPos = vec3.transformMat4([], [0, 4, 0], kart.mat);
vec3.scale(camPos, camPos, 1/1024);
vec3.scale(lookAtPos, lookAtPos, 1/1024);
var mat = mat4.lookAt(mat4.create(), camPos, lookAtPos, [0, 1, 0]);
var p = mat4.perspective(mat4.create(), (zoomLevel*normalFOV/180)*Math.PI, viewW / viewH, 0.01, 10000.0);
thisObj.targetShadowPos = kart.pos;
return {p:p, mv:mat}
}
camFunc[5] = function(scene, came) { //dash cam
var basis = kart.basis;
var camPos = vec3.transformMat4([], relPos, basis);
var lookAtPos = vec3.transformMat4([], [0, 0, 0], basis);
vec3.scale(camPos, camPos, 1/1024);
vec3.scale(lookAtPos, lookAtPos, 1/1024);
var mat = mat4.lookAt(mat4.create(), camPos, lookAtPos, [0, 1, 0]);
var off = mat4.create();
mat4.translate(off, off, [-came.pos3[0]/1024, came.pos3[1]/1024, -came.pos3[2]/1024]);
mat4.mul(mat, off, mat);
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));
var p = mat4.perspective(mat4.create(), (zoomLevel*normalFOV/180)*Math.PI, viewW / viewH, 0.01, 10000.0);
thisObj.targetShadowPos = kart.pos;
return {p:p, mv:mat}
}
camFunc[2] = camFunc[0];
var initCam = [];
initCam[1] = function(scene, came) {
var routes = scene.paths;
route = routes[came.camRoute];
routePos = 0;
routeProg = 0;
recalcRouteSpeed();
}
initCam[2] = function(scene, came) {
}
function recalcRouteSpeed() {
routeSpeed = (curCam.routeSpeed/100)/60;
//(curCam.routeSpeed/20)/vec3.dist(route[routePos].pos, route[(routePos+1)%route.length].pos);
}
initCam[5] = function(scene, came) {
var mat = mat4.create();
mat4.rotateY(mat, mat, (180-came.pos2[0])*(Math.PI/180));
mat4.rotateX(mat, mat, -came.pos2[1]*(Math.PI/180));
relPos = vec3.transformMat4([], [0, 0, -came.pos2[2]], mat);
/*var basis = kart.basis;
relPos = vec3.sub(relPos, came.pos1, kart.pos);
vec3.transformMat4(relPos, relPos, mat4.invert([], basis));*/
}
initCam[0] = initCam[2];
function getNearestArea(areas, pos) {
var smallestDist = Infinity;
var closestArea = null;
for (var i=0; i<areas.length; i++) {
var a = areas[i];
var sub = vec3.sub([], a.pos, pos);
vec3.divide(sub, sub, a.dimensions);
var dist = Math.sqrt(sub[0]*sub[0] + sub[1]*sub[1] + sub[2]*sub[2]);
if (dist<smallestDist && a.came != 255) {
smallestDist = dist;
closestArea = a;
}
}
return closestArea;
}
function buildBasis() {
//order y, x, z
var basis = gramShmidt(camNormal, [Math.cos(camAngle), 0, Math.sin(camAngle)], [Math.sin(camAngle), 0, -Math.cos(camAngle)]);
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;
}
}