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feat: add Camera Stiffness and Pivot Height settings for motion comfort
Camera Stiffness (default 20, range 5-100): controls how tightly the camera follows the player. Higher values = less sway/lag. Users who experience motion sickness can increase this to reduce floaty camera. Camera Pivot Height (default 1.8, range 0-3): height of the camera orbit point above the player's feet. Lower values reduce the "detached/floating" feel that can cause nausea. Setting to 0 puts the pivot at foot level (ground-locked camera). Both settings saved to settings file and applied via sliders in the Gameplay tab of the Settings window.
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4 changed files with 42 additions and 10 deletions
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@ -181,7 +181,7 @@ void CameraController::update(float deltaTime) {
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// Pivot point at upper chest/neck
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float mountedOffset = mounted_ ? mountHeightOffset_ : 0.0f;
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glm::vec3 pivot = targetPos + glm::vec3(0.0f, 0.0f, PIVOT_HEIGHT + mountedOffset);
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glm::vec3 pivot = targetPos + glm::vec3(0.0f, 0.0f, pivotHeight_ + mountedOffset);
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// Camera direction from yaw/pitch
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glm::vec3 camDir = -forward3D;
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@ -201,7 +201,7 @@ void CameraController::update(float deltaTime) {
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if (glm::dot(smoothedCamPos, smoothedCamPos) < 1e-4f) {
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smoothedCamPos = actualCam;
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}
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float camLerp = 1.0f - std::exp(-CAM_SMOOTH_SPEED * deltaTime);
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float camLerp = 1.0f - std::exp(-camSmoothSpeed_ * deltaTime);
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smoothedCamPos += (actualCam - smoothedCamPos) * camLerp;
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camera->setPosition(smoothedCamPos);
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@ -1450,7 +1450,7 @@ void CameraController::update(float deltaTime) {
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if (terrainAtCam) {
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// Keep pivot high enough so near-hill camera rays don't cut through terrain.
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constexpr float kMinRayClearance = 2.0f;
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float basePivotZ = targetPos.z + PIVOT_HEIGHT + mountedOffset;
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float basePivotZ = targetPos.z + pivotHeight_ + mountedOffset;
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float rayClearance = basePivotZ - *terrainAtCam;
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if (rayClearance < kMinRayClearance) {
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desiredLift = std::clamp(kMinRayClearance - rayClearance, 0.0f, 1.4f);
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@ -1468,7 +1468,7 @@ void CameraController::update(float deltaTime) {
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// are not relevant for camera pivoting.
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cachedPivotLift_ = 0.0f;
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}
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glm::vec3 pivot = targetPos + glm::vec3(0.0f, 0.0f, PIVOT_HEIGHT + mountedOffset + pivotLift);
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glm::vec3 pivot = targetPos + glm::vec3(0.0f, 0.0f, pivotHeight_ + mountedOffset + pivotLift);
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// Camera direction from yaw/pitch (already computed as forward3D)
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glm::vec3 camDir = -forward3D; // Camera looks at pivot, so it's behind
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@ -1549,7 +1549,7 @@ void CameraController::update(float deltaTime) {
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if (glm::dot(smoothedCamPos, smoothedCamPos) < 1e-4f) {
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smoothedCamPos = actualCam; // Initialize
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}
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float camLerp = 1.0f - std::exp(-CAM_SMOOTH_SPEED * deltaTime);
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float camLerp = 1.0f - std::exp(-camSmoothSpeed_ * deltaTime);
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smoothedCamPos += (actualCam - smoothedCamPos) * camLerp;
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// ===== Final floor clearance check =====
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@ -2090,7 +2090,7 @@ void CameraController::reset() {
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currentDistance = userTargetDistance;
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collisionDistance = currentDistance;
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float mountedOffset = mounted_ ? mountHeightOffset_ : 0.0f;
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glm::vec3 pivot = spawnPos + glm::vec3(0.0f, 0.0f, PIVOT_HEIGHT + mountedOffset);
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glm::vec3 pivot = spawnPos + glm::vec3(0.0f, 0.0f, pivotHeight_ + mountedOffset);
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glm::vec3 camDir = -forward3D;
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glm::vec3 camPos = pivot + camDir * currentDistance;
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smoothedCamPos = camPos;
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@ -2232,7 +2232,7 @@ void CameraController::reset() {
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collisionDistance = currentDistance;
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float mountedOffset = mounted_ ? mountHeightOffset_ : 0.0f;
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glm::vec3 pivot = spawnPos + glm::vec3(0.0f, 0.0f, PIVOT_HEIGHT + mountedOffset);
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glm::vec3 pivot = spawnPos + glm::vec3(0.0f, 0.0f, pivotHeight_ + mountedOffset);
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glm::vec3 camDir = -forward3D;
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glm::vec3 camPos = pivot + camDir * currentDistance;
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smoothedCamPos = camPos;
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@ -2271,7 +2271,7 @@ void CameraController::teleportTo(const glm::vec3& pos) {
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camera->setRotation(yaw, pitch);
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glm::vec3 forward3D = camera->getForward();
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float mountedOffset = mounted_ ? mountHeightOffset_ : 0.0f;
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glm::vec3 pivot = pos + glm::vec3(0.0f, 0.0f, PIVOT_HEIGHT + mountedOffset);
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glm::vec3 pivot = pos + glm::vec3(0.0f, 0.0f, pivotHeight_ + mountedOffset);
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glm::vec3 camDir = -forward3D;
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glm::vec3 camPos = pivot + camDir * currentDistance;
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smoothedCamPos = camPos;
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@ -18447,6 +18447,24 @@ if (ImGui::Checkbox("Extended Camera Zoom", &pendingExtendedZoom)) {
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}
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saveSettings();
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}
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if (ImGui::SliderFloat("Camera Stiffness", &pendingCameraStiffness, 5.0f, 100.0f, "%.0f")) {
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if (renderer) {
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if (auto* cameraController = renderer->getCameraController()) {
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cameraController->setCameraSmoothSpeed(pendingCameraStiffness);
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}
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}
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saveSettings();
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}
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ImGui::SetItemTooltip("Higher = tighter camera with less sway. Default: 20");
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if (ImGui::SliderFloat("Camera Pivot Height", &pendingPivotHeight, 0.0f, 3.0f, "%.1f")) {
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if (renderer) {
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if (auto* cameraController = renderer->getCameraController()) {
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cameraController->setPivotHeight(pendingPivotHeight);
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}
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}
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saveSettings();
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}
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ImGui::SetItemTooltip("Height of camera orbit point above feet. Lower = less detached feel. Default: 1.8");
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if (ImGui::IsItemHovered())
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ImGui::SetTooltip("Allow the camera to zoom out further than normal");
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@ -21294,6 +21312,8 @@ void GameScreen::saveSettings() {
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out << "mouse_sensitivity=" << pendingMouseSensitivity << "\n";
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out << "invert_mouse=" << (pendingInvertMouse ? 1 : 0) << "\n";
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out << "extended_zoom=" << (pendingExtendedZoom ? 1 : 0) << "\n";
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out << "camera_stiffness=" << pendingCameraStiffness << "\n";
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out << "camera_pivot_height=" << pendingPivotHeight << "\n";
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out << "fov=" << pendingFov << "\n";
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// Quest tracker position/size
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@ -21452,6 +21472,8 @@ void GameScreen::loadSettings() {
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else if (key == "mouse_sensitivity") pendingMouseSensitivity = std::clamp(std::stof(val), 0.05f, 1.0f);
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else if (key == "invert_mouse") pendingInvertMouse = (std::stoi(val) != 0);
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else if (key == "extended_zoom") pendingExtendedZoom = (std::stoi(val) != 0);
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else if (key == "camera_stiffness") pendingCameraStiffness = std::clamp(std::stof(val), 5.0f, 100.0f);
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else if (key == "camera_pivot_height") pendingPivotHeight = std::clamp(std::stof(val), 0.0f, 3.0f);
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else if (key == "fov") {
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pendingFov = std::clamp(std::stof(val), 45.0f, 110.0f);
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if (auto* renderer = core::Application::getInstance().getRenderer()) {
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