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Copy pathgamecamera.cpp
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233 lines (187 loc) · 7.63 KB
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#include "camera.h"
#include "keyboard.h"
#include "mouse.h"
#include "scene.h"
#include "fade.h"
#include "gamecamera.h"
#include "game.h"
#include "player.h"
#include "debug_params.h"
#include <cmath>
namespace
{
// ダメージ時の揺れ幅と長さ。短く減衰させ、ノーツの視認性を保つ。
constexpr float DAMAGE_SHAKE_DURATION = 0.2f;
constexpr float DAMAGE_SHAKE_STRENGTH = 0.15f;
constexpr float DAMAGE_SHAKE_FREQUENCY = 38.0f;
}
GameCamera* GameCamera::s_Instance=nullptr;
bool cameraIndex;
void GameCamera::Init() {
s_Instance = new GameCamera();
Camera_Initialize();
// 初期面(FLOOR)の目標位置・角度を取得して即座に適用
auto& p = D_PARAMS;
s_Instance->m_Pos = {
0.0f + p.cameraOffsets[0].posX,
0.0f + p.cameraOffsets[0].posY,
-8.0f + p.cameraOffsets[0].posZ
};
s_Instance->m_yaw = 0.0f;
s_Instance->m_pitch = 0.0f;
// カメラ角度の補間設定を初期化
float initialYaw = 0.0f + p.cameraOffsets[0].yaw;
float initialPitch = 0.0f + p.cameraOffsets[0].pitch;
s_Instance->m_CurrentYaw = initialYaw;
s_Instance->m_CurrentPitch = initialPitch;
s_Instance->m_TargetYaw = initialYaw;
s_Instance->m_TargetPitch = initialPitch;
s_Instance->m_AngleLerpSpeed = 0.05f; // ゆっくり補間(値が小さいほど滑らか)
s_Instance->m_DamageShakeRemaining = 0.0f;
s_Instance->m_DamageShakeElapsed = 0.0f;
cameraIndex = true;
}
void GameCamera::Update(Player* player) {
//if (Keyboard_IsKeyDownTrigger(KK_D4))cameraIndex= !cameraIndex;
if (!cameraIndex)
{
const float SPEED = 0.1f;
Mouse_State mouseState;
Mouse_GetState(&mouseState);
s_Instance->m_yaw += static_cast<float>(mouseState.dx) * 0.1f;
s_Instance->m_pitch += static_cast<float>(mouseState.dy) * 0.1f;
if (s_Instance->m_pitch > 89.0f) s_Instance->m_pitch = 89.0f;
if (s_Instance->m_pitch < -89.0f) s_Instance->m_pitch = -89.0f;
float yawRad = XMConvertToRadians(s_Instance->m_yaw);
float pitchRad = XMConvertToRadians(s_Instance->m_pitch);
XMVECTOR forward = XMVectorSet(sinf(yawRad), 0.0f, cosf(yawRad), 0.0f);
XMVECTOR right = XMVectorSet(cosf(yawRad), 0.0f, -sinf(yawRad), 0.0f);
XMVECTOR up = XMVectorSet(0.0f, 1.0f, 0.0f, 0.0f);
XMVECTOR moveDir = XMVectorZero();
if (Keyboard_IsKeyDown(KK_W)) moveDir = XMVectorAdd(moveDir, forward);
if (Keyboard_IsKeyDown(KK_S)) moveDir = XMVectorSubtract(moveDir, forward);
if (Keyboard_IsKeyDown(KK_D)) moveDir = XMVectorAdd(moveDir, right);
if (Keyboard_IsKeyDown(KK_A)) moveDir = XMVectorSubtract(moveDir, right);
if (Keyboard_IsKeyDown(KK_SPACE)) moveDir = XMVectorAdd(moveDir, up);
if (Keyboard_IsKeyDown(KK_LEFTSHIFT) || Keyboard_IsKeyDown(KK_RIGHTSHIFT)) moveDir = XMVectorSubtract(moveDir, up);
if (!XMVector3Equal(moveDir, XMVectorZero()))
{
moveDir = XMVector3Normalize(moveDir);
moveDir = XMVectorScale(moveDir, SPEED);
XMVECTOR pos = XMLoadFloat3(&s_Instance->m_Pos);
pos = XMVectorAdd(pos, moveDir);
XMStoreFloat3(&s_Instance->m_Pos, pos);
}
XMVECTOR lookDir = XMVectorSet(
sinf(yawRad) * cosf(pitchRad),
-sinf(pitchRad),
cosf(yawRad) * cosf(pitchRad),
0.0f
);
XMVECTOR posVec = XMLoadFloat3(&s_Instance->m_Pos);
XMVECTOR atVec = XMVectorAdd(posVec, lookDir);
XMFLOAT3 atPos;
XMStoreFloat3(&atPos, atVec);
if (GetCamera()) {
XMFLOAT3 viewPos = s_Instance->m_Pos;
s_Instance->ApplyDamageShake(viewPos, atPos);
GetCamera()->UpdateView(viewPos, atPos);
}
}
else {
// プレイヤーの重力面に応じてカメラの目標角度を更新
// 重力移動中なら目標の重力面を使用(即座にカメラが反応する)
int targetGravityFace = player->IsGravityMoving() ? player->GetTargetFace() : player->GetGravityFace();
s_Instance->UpdateCameraAngleByGravity(targetGravityFace);
// 現在の角度を目標角度に向けてゆっくり補間
s_Instance->m_CurrentYaw += (s_Instance->m_TargetYaw - s_Instance->m_CurrentYaw) * s_Instance->m_AngleLerpSpeed;
s_Instance->m_CurrentPitch += (s_Instance->m_TargetPitch - s_Instance->m_CurrentPitch) * s_Instance->m_AngleLerpSpeed;
// カメラ位置の補間先(真ん中から少し後ろ+面ごとのオフセット)
auto& p = D_PARAMS;
XMFLOAT3 targetPos = {
0.0f + p.cameraOffsets[targetGravityFace].posX,
0.0f + p.cameraOffsets[targetGravityFace].posY,
-8.0f + p.cameraOffsets[targetGravityFace].posZ
};
// 位置もゆっくり補間
s_Instance->m_Pos.x += (targetPos.x - s_Instance->m_Pos.x) * s_Instance->m_AngleLerpSpeed;
s_Instance->m_Pos.y += (targetPos.y - s_Instance->m_Pos.y) * s_Instance->m_AngleLerpSpeed;
s_Instance->m_Pos.z += (targetPos.z - s_Instance->m_Pos.z) * s_Instance->m_AngleLerpSpeed;
// 固定された中央位置を基準に注視点を計算(プレイヤーの位置は使わない)
XMFLOAT3 centerPos = { 0.0f, 0.0f, 0.0f };
// 角度をラジアンに変換
float yawRad = XMConvertToRadians(s_Instance->m_CurrentYaw);
float pitchRad = XMConvertToRadians(s_Instance->m_CurrentPitch);
// 中央位置から15度分オフセットした注視点を計算
float offsetDistance = 1.0f; // オフセットの強さ
XMFLOAT3 atPos;
atPos.x = centerPos.x + offsetDistance * sinf(yawRad);
atPos.y = centerPos.y + offsetDistance * sinf(pitchRad);
atPos.z = centerPos.z;
s_Instance->m_AtPos = atPos;
if (GetCamera()) {
XMFLOAT3 viewPos = s_Instance->m_Pos;
XMFLOAT3 viewAt = s_Instance->m_AtPos;
s_Instance->ApplyDamageShake(viewPos, viewAt);
GetCamera()->UpdateView(viewPos, viewAt);
}
}
}
void GameCamera::StartDamageShake()
{
if (!s_Instance)
return;
s_Instance->m_DamageShakeRemaining = DAMAGE_SHAKE_DURATION;
s_Instance->m_DamageShakeElapsed = 0.0f;
}
void GameCamera::ApplyDamageShake(XMFLOAT3& cameraPos, XMFLOAT3& targetPos)
{
if (m_DamageShakeRemaining <= 0.0f)
return;
m_DamageShakeRemaining -= dt;
m_DamageShakeElapsed += dt;
if (m_DamageShakeRemaining < 0.0f)
m_DamageShakeRemaining = 0.0f;
const float fade = m_DamageShakeRemaining / DAMAGE_SHAKE_DURATION;
const float phase = m_DamageShakeElapsed * DAMAGE_SHAKE_FREQUENCY;
const float shakeX = std::sin(phase) * DAMAGE_SHAKE_STRENGTH * fade;
const float shakeY = std::cos(phase * 1.37f) * DAMAGE_SHAKE_STRENGTH * 0.7f * fade;
// カメラの右・上ベクトルを使い、重力面に関係なく画面方向へ揺らす。
XMVECTOR pos = XMLoadFloat3(&cameraPos);
XMVECTOR target = XMLoadFloat3(&targetPos);
XMVECTOR forward = XMVector3Normalize(XMVectorSubtract(target, pos));
XMVECTOR right = XMVector3Normalize(XMVector3Cross(XMVectorSet(0.0f, 1.0f, 0.0f, 0.0f), forward));
XMVECTOR up = XMVector3Normalize(XMVector3Cross(forward, right));
XMVECTOR offset = XMVectorAdd(XMVectorScale(right, shakeX), XMVectorScale(up, shakeY));
XMStoreFloat3(&cameraPos, XMVectorAdd(pos, offset));
XMStoreFloat3(&targetPos, XMVectorAdd(target, offset));
}
void GameCamera::Draw() {
}
void GameCamera::Finalize() {
Camera_Finalize();
}
void GameCamera::UpdateCameraAngleByGravity(int gravityFace)
{
auto& p = D_PARAMS;
// すべての面でベースの角度は 0.0f とする
switch (gravityFace)
{
case FACE_FLOOR:
m_TargetYaw = 0.0f + p.cameraOffsets[FACE_FLOOR].yaw;
m_TargetPitch = 0.0f + p.cameraOffsets[FACE_FLOOR].pitch;
break;
case FACE_CEILING:
m_TargetYaw = 0.0f + p.cameraOffsets[FACE_CEILING].yaw;
m_TargetPitch = 0.0f + p.cameraOffsets[FACE_CEILING].pitch;
break;
case FACE_LEFT_WALL:
m_TargetYaw = 0.0f + p.cameraOffsets[FACE_LEFT_WALL].yaw;
m_TargetPitch = 0.0f + p.cameraOffsets[FACE_LEFT_WALL].pitch;
break;
case FACE_RIGHT_WALL:
m_TargetYaw = 0.0f + p.cameraOffsets[FACE_RIGHT_WALL].yaw;
m_TargetPitch = 0.0f + p.cameraOffsets[FACE_RIGHT_WALL].pitch;
break;
}
}