Arkane Posted September 10, 2014 Share Posted September 10, 2014 Hi, I'm testing Thid Person Camera. I have searched for tutorial on the forum . My camera is based on Aggror tutorial but I don't know how to handle camera collision to avoid seeing through walls. I know there are differents solutions to handle that (camera sphere, raycast, ...) : http://www.gamasutra.com/blogs/EricUndersander/20131001/201382/Accurate_Collision_Zoom_for_Cameras.php or http://books.google.fr/books?id=az_Oi9mSSiIC&pg=PA681&lpg=PA681&dq=third+person+camera+collision+sphere&source=bl&ots=CDTY7nJpfL&sig=sDnRf4DgJkJg39vSmNwI8vJlQ2U&hl=fr&sa=X&ei=gxAOVMOrAY2Xar_tgNAF&ved=0CCoQ6AEwATgK#v=onepage&q=third%20person%20camera%20collision%20sphere&f=false What's the best method ? Can someone help me posting code to show me how to handle that problem ? Thanks ! Quote Link to comment Share on other sites More sharing options...
cassius Posted September 10, 2014 Share Posted September 10, 2014 Its the player that collides not the camera.Agggror creates a pivot for the player. This is what collides with stuff. I am referring to the Aggror c++ tutorial. Quote amd quad core 4 ghz / geforce 660 ti 2gb / win 10 Blender,gimp,silo2,ac3d,,audacity,Hexagon / using c++ Link to comment Share on other sites More sharing options...
cassius Posted September 10, 2014 Share Posted September 10, 2014 If you meant how to avoid camera becoming unsighted behind walls then raycasting is one answer and Aggrors c++ tutorial has an example. Quote amd quad core 4 ghz / geforce 660 ti 2gb / win 10 Blender,gimp,silo2,ac3d,,audacity,Hexagon / using c++ Link to comment Share on other sites More sharing options...
tjheldna Posted September 10, 2014 Share Posted September 10, 2014 Here is a snippet from my third person camera code, pretty sure I derived it from Aggrors Tut (can't remember). Obviously a lot of the variables are declared somewhere else the section you are after is the Pick. Note you need to set the characters pick mode to 0 else the pick will hit the model and wont work. GetCameraTarget() returns an entity that the camera is tracking Let me know if you have any questions void ChaseCamera::Update(void) { BaseCamera::Update(); if (GetCameraTarget()) { Vec3 lastPosition; Vec3 lastRotation; BaseObject* object = (BaseObject*)GetCameraTarget()->GetUserData(); //Calculate the furthest TPS pivot position tpsPivot->SetPosition(GetCameraTarget()->GetPosition()); Vec3 pickPos = GetCameraTarget()->GetPosition(); pickPos.y += GetHeight(); Vec3 rot = tpsPivot->GetRotation(); Vec3 pos = tpsPivot->GetPosition(); pos.y += GetHeight(); tpsPivot->SetPosition(pos); rot.y = -characterYaw; rot.x = -characterPitch; tpsPivot->SetRotation(rot); entity->Point(tpsPivot); tpsPivot->Move(0.0, GetHeight(), -GetCamDistance(), false); //Use a pick to determine where the camera should be PickInfo pick; GetCameraTarget()->SetPickMode(0); if (World::GetCurrent()->Pick(pickPos, tpsPivot->GetPosition(), pick, 0.0F, true)) tpsPivot->SetPosition(pick.position); GetCameraTarget()->SetPickMode(Entity::SpherePick); //Apply position lastPosition.x = Math::Curve(tpsPivot->GetPosition().x, entity->GetPosition().x, (GetSmoothness()) / Time::GetSpeed()); lastPosition.y = Math::Curve(tpsPivot->GetPosition().y, entity->GetPosition().y, (GetSmoothness()) / Time::GetSpeed()); lastPosition.z = Math::Curve(tpsPivot->GetPosition().z, entity->GetPosition().z, (GetSmoothness()) / Time::GetSpeed()); entity->SetPosition(lastPosition); } } Quote Link to comment Share on other sites More sharing options...
Arkane Posted September 11, 2014 Author Share Posted September 11, 2014 Thank your for your answers. I will try to implement similar thing in my TPS camera code (when I'll be back home after work). I'll let you know if it works ;-). Quote Link to comment Share on other sites More sharing options...
Arkane Posted September 11, 2014 Author Share Posted September 11, 2014 So I found a workaround to handle my camera and not see through walls when I'm in a house for example. I've changed the pick radius and it works. After I will try to improve my camera rotation around the player. Based on Aggrors tutorial : //Update camera position Vec3 playerPosition = player->GetPosition(); Vec3 cameraPosition = fpsPivot->GetPosition(); float cameraHeight = crouching ? crouchHeight : playerHeight; cameraPosition.y = Math::Curve(playerPosition.y + cameraHeight, cameraPosition.y, cameraSmoothing); cameraPosition = Vec3(playerPosition.x, cameraPosition.y, playerPosition.z); fpsPivot->SetPosition(cameraPosition); //Position and rotation of FPS camera camera->SetPosition(fpsPivot->GetPosition()); //Postion and rotation of TPS camera tpsPivot->SetPosition(fpsPivot->GetPosition()); tpsPivot->Move(0, 1, maxCameraOffset); //Checking if Space key is pressed if (window->KeyHit(Key::Space)) { isFpsCam = !isFpsCam; } // Checking camera mode if (isFpsCam) { camera->SetPosition(fpsPivot->GetPosition()); camera->SetRotation(fpsPivot->GetRotation()); } else { camera->SetRotation(fpsPivot->GetRotation()); camera->SetPosition(tpsPivot->GetPosition()); } //Raycast to check TPS Camera obstacle PickInfo pick; if (world->Pick(fpsPivot->GetPosition(), tpsPivot->GetPosition(), pick, 0.5, true) && !isFpsCam) { camera->SetPosition(pick.position); } You can adjust pick radius a bit to have a better behaviour. Quote Link to comment Share on other sites More sharing options...
cassius Posted September 11, 2014 Share Posted September 11, 2014 Well done arkane. Good luck. Quote amd quad core 4 ghz / geforce 660 ti 2gb / win 10 Blender,gimp,silo2,ac3d,,audacity,Hexagon / using c++ Link to comment Share on other sites More sharing options...
Arkane Posted September 16, 2014 Author Share Posted September 16, 2014 I've found a good tutorial about TP camera collision/occlusion. It's for Unity but I think we can make the same in leadwerks. http://www.3dbuzz.com/training/view/3rd-person-character-system/enhanced-character-system/11-occlusion-and-collision-overview There is more videos about third person camera here : http://www.3dbuzz.com/training/view/3rd-person-character-system/enhanced-character-system Can someone tell me if it is possible to port it to leadwerks ? Thanks! Quote Link to comment Share on other sites More sharing options...
Arkane Posted September 17, 2014 Author Share Posted September 17, 2014 I saw in camera.h that there is localfrustumpoints and frustumpoints. What is the difference ? What if the order of each point in those arrays ? Can I use them to get the near camera plane and the far camera plane of the view frustrum ? Maybe is it easier to use Camera::GetRange() and Camera::GetFOV () then calculate the four points of the near camera plane ? Quote Link to comment Share on other sites More sharing options...
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