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- // ----------------------------------------------------------------
- // From Game Programming in C++ by Sanjay Madhav
- // Copyright (C) 2017 Sanjay Madhav. All rights reserved.
- //
- // Released under the BSD License
- // See LICENSE in root directory for full details.
- // ----------------------------------------------------------------
- #pragma once
- #include "CameraComponent.h"
- class FollowCamera : public CameraComponent
- {
- public:
- FollowCamera(class Actor* owner);
- void Update(float deltaTime) override;
-
- void SnapToIdeal();
- void SetHorzDist(float dist) { mHorzDist = dist; }
- void SetVertDist(float dist) { mVertDist = dist; }
- void SetTargetDist(float dist) { mTargetDist = dist; }
- void SetSpringConstant(float spring) { mSpringConstant = spring; }
- TypeID GetType() const override { return TFollowCamera; }
- void LoadProperties(const rapidjson::Value& inObj) override;
- void SaveProperties(rapidjson::Document::AllocatorType& alloc,
- rapidjson::Value& inObj) const override;
- private:
- Vector3 ComputeCameraPos() const;
- // Actual position of camera
- Vector3 mActualPos;
- // Velocity of actual camera
- Vector3 mVelocity;
- // Horizontal follow distance
- float mHorzDist;
- // Vertical follow distance
- float mVertDist;
- // Target distance
- float mTargetDist;
- // Spring constant (higher is more stiff)
- float mSpringConstant;
- };
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