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Copy pathSelfieHandler.cpp
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136 lines (114 loc) · 4.94 KB
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#include "SelfieHandler.h"
#include "FRIK.h"
using namespace common;
namespace frik
{
void SelfieHandler::onFrameUpdate() const
{
basicSelfie();
}
/**
* Projects the 3rd person body out in front of the player by offset amount
*/
void SelfieHandler::basicSelfie() const
{
if (!g_frik.isSelfieModeOn()) {
return;
}
const auto root = f4vr::getRootNode();
if (!root) {
return;
}
const float z = root->local.translate.z;
const auto body = root->parent;
const auto back = MatrixUtils::vec3Norm(RE::NiPoint3(-_forwardDir.x, -_forwardDir.y, 0));
const auto bodyDir = RE::NiPoint3(0, 1, 0);
root->local.rotate = MatrixUtils::getMatrixFromRotateVectorVec(back, bodyDir) * body->world.rotate.Transpose();
root->local.translate = body->world.translate - f4vr::getCameraPosition();
root->local.translate.y += g_config.selfieOutFrontDistance;
root->local.translate.z = z;
f4vr::updateTransformsDown(root, true);
}
void SelfieHandler::testSelfie()
{
if (!g_frik.isSelfieModeOn()) {
if (_selfieActive) {
_selfieActive = false;
exitSelfieMode();
}
return;
}
if (!_selfieActive) {
_selfieActive = true;
enterSelfieMode();
}
const auto root = f4vr::getRootNode();
const auto back = MatrixUtils::vec3Norm(RE::NiPoint3(-_forwardDir.x, -_forwardDir.y, 0));
root->local.rotate = MatrixUtils::getMatrixFromRotateVectorVec(back, RE::NiPoint3(0, 1, 0)) * root->parent->world.rotate.Transpose();
// rotate the skeleton
// root->local.rotate = root->local.rotate * getMatrixFromDebugFlowFlags();
const auto diff = root->parent->world.translate - _rootWorldPos;
logger::sample("Diff: {:.2f}, {:.2f}, {:.2f}", diff.x, diff.y, diff.z);
root->parent->local.translate -= diff;
// f4vr::updateDown(pWorldNode, true);
f4vr::updateDown(f4vr::getRootNode()->parent, true);
// f4vr::updateDownFromRoot();
}
void SelfieHandler::enterSelfieMode()
{
const auto hmdRot = f4vr::getPlayerNodes()->HmdNode->local.rotate;
_forwardDir = RE::NiPoint3(hmdRot.entry[1][0], hmdRot.entry[1][1], 0);
_rootWorldPos = f4vr::getRootNode()->parent->world.translate;
const auto player = RE::PlayerCharacter::GetSingleton();
_playerStartPosition = player->GetPosition();
const auto back = MatrixUtils::vec3Norm(RE::NiPoint3(-_forwardDir.x, -_forwardDir.y, 0));
player->SetPosition(_playerStartPosition + back * g_config.selfieOutFrontDistance, true);
}
void SelfieHandler::exitSelfieMode() const
{
const auto player = RE::PlayerCharacter::GetSingleton();
player->SetPosition(_playerStartPosition, true);
}
void SelfieHandler::experimental()
{
// const auto pWorldNode = f4vr::getPlayerNodes()->playerworldnode;
//
// const RE::NiNode* body = _root->parent;
// const auto back = vec3Norm(RE::NiPoint3(-_forwardDir.x, -_forwardDir.y, 0));
//
// _root->local.rotate = getMatrixFromRotateVectorVec(back, RE::NiPoint3(0, 1, 0)) * body->world.rotate.Transpose();
//
// // pWorldNode->local.translate += back * g_config.selfieOutFrontDistance;
//
// pWorldNode->local.translate += RE::NiPoint3(0, 1, 0) * g_config.selfieOutFrontDistance;
//
// // getPlayerCamera()->cameraNode->local.translate += RE::NiPoint3(0, 1, 0) * g_config.selfieOutFrontDistance;
// // updateDown(getPlayerCamera()->cameraNode, true);
//
// const auto playerCamera = RE::PlayerCamera::GetSingleton();
// const auto cameraNode = playerCamera->cameraRoot.get();
// cameraNode->local.translate += getPointFromDebugFlowFlags();
// cameraNode->world.translate += getPointFromDebugFlowFlags();
//
// auto& playerLocalTransformPos = pWorldNode->local.translate;
//
// // updateUpTo(cameraNode->parent->parent->parent, cameraNode, true);
//
// // RE::NiUpdateData* ud = nullptr;
// // cameraNode->Update(*ud);
//
// const auto player = RE::PlayerCharacter::GetSingleton();
// player->SetPosition(player->GetPosition() + getPointFromDebugFlowFlags(), true);
//
// logger::sample("Camera: {} ({:.2f},{:.2f}) ({:.2f},{:.2f})", playerCamera->enabled, playerCamera->rotationInput.x, playerCamera->rotationInput.x,
// playerCamera->translationInput.x, playerCamera->translationInput.x);
//
// if (g_config.checkDebugDumpDataOnceFor("selfie_update")) {
// playerCamera->Update();
// }
//
// if (g_config.checkDebugDumpDataOnceFor("selfie_free")) {
// playerCamera->ToggleFreeCameraMode(true);
// }
}
}