Esempio n. 1
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        /// <summary>Handles camera focus selection logic.</summary>
        void HandleCameraFocusSelection()
        {
            var camera          = FlightCamera.fetch;
            var targetPart      = Mouse.HoveredPart;
            var targetTransform = targetPart != null ? targetPart.transform : null;

            if (Mouse.GetAllMouseButtonsDown() != _switchMouseButton || targetTransform == camera.Target)
            {
                return;
            }

            if (targetPart != null)
            {
                _oldInfo = VesselInfo.CaptureCurrentState();
                if (targetPart.vessel == FlightGlobals.ActiveVessel &&
                    targetPart.vessel.parts.Count == 1)
                {
                    // When moving focus back to a single part vessel reset to the vessel mode.
                    camera.TargetActiveVessel();
                }
                else
                {
                    camera.SetTargetPart(Mouse.HoveredPart);
                }
                _newInfo = VesselInfo.CaptureCurrentState();
                StabilizeCamera();
            }
            else
            {
                _oldInfo = VesselInfo.CaptureCurrentState();
                camera.TargetActiveVessel();
                _newInfo = VesselInfo.CaptureCurrentState();
                StabilizeCamera();
            }
        }
Esempio n. 2
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 /// <summary>GameEvents callback.</summary>
 /// <remarks>
 /// Detects vessel switch and remembers old camera settings if switching from the currently active
 /// vessel.
 /// </remarks>
 /// <param name="fromVessel">A vessel prior the switch.</param>
 /// <param name="toVessel">A new active vessel.</param>
 void OnVesselSwitch(Vessel fromVessel, Vessel toVessel)
 {
     if (_state == SwitchEvent.Idle && _cameraStabilizationMode != CameraStabilization.None &&
         fromVessel != null && fromVessel.isActiveVessel)
     {
         _state = SwitchEvent.VesselSwitched;
         DebugEx.Info("Detected switch from {0} to {1}. Request camera stabilization.", fromVessel, toVessel);
         _newInfo = new VesselInfo(toVessel);
         _oldInfo = new VesselInfo(fromVessel, FlightCamera.fetch);
     }
 }
Esempio n. 3
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 /// <summary>GameEvents callback.</summary>
 /// <remarks>
 /// Detects vessel docking events.
 /// <para>
 /// Parts coupling is not a straightforward event. Depending on what has docked to what there may
 /// or may not be a vessel switch event sent. To be on a safe side just disable switch event
 /// handling in such case and fix camera in <c>LastUpdate</c>.
 /// </para>
 /// </remarks>
 void OnPartCouple(GameEvents.FromToAction <Part, Part> action)
 {
     // Only do camera fix if either the source or the destination is an active vessel.
     if (action.from.vessel.isActiveVessel)
     {
         _state = SwitchEvent.VesselDocked;
         DebugEx.Info("Active vessel docked to a station. Waiting for LateUpdate...");
         _oldInfo = new VesselInfo(action.from.vessel, FlightCamera.fetch);
     }
     else if (action.to.vessel.isActiveVessel)
     {
         _state = SwitchEvent.VesselDocked;
         DebugEx.Info("Something has docked to the active vessel. Waiting for LateUpdate...");
         _oldInfo = new VesselInfo(action.to.vessel, FlightCamera.fetch);
     }
 }
Esempio n. 4
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        /// <summary>
        /// Preserves the camera-to-target rotation and the distance. It also moves the camera's focus to
        /// the new vessel.
        /// </summary>
        /// <remarks>
        /// The vessel may move while the animation is playing (e.g. on the orbit). To compensate this
        /// movement all the camera calculations are done relative to the original vessel position at the
        /// time of the switch.
        /// </remarks>
        /// <param name="target">The camera target. If it's changed then the animation will abort.</param>
        /// <param name="oldInfo">The previous vessel info.</param>
        /// <param name="newInfo">The new vessel info.</param>
        /// <param name="transitionDuration">The duration to play the transition animation.</param>
        /// <returns><c>null</c> until the animation is done or aborted.</returns>
        // ReSharper disable once MemberCanBeMadeStatic.Local
        IEnumerator AnimateCameraPositionCoroutine(
            Transform target, VesselInfo oldInfo, VesselInfo newInfo, float transitionDuration)
        {
            var   startTime = Time.unscaledTime;
            float progress;

            do
            {
                // Calculate vessel movement compensation offset.
                var movementOffset = FlightGlobals.ActiveVessel.transform.position - newInfo.anchorPos;
                progress = (Time.unscaledTime - startTime) / transitionDuration;
                // Only animate the pivot position. The camera's position will be adjusted by the FlightCamera
                // code.
                FlightCamera.fetch.GetPivot().transform.position =
                    movementOffset + Vector3.Lerp(oldInfo.cameraPivotPos, newInfo.cameraPivotPos, progress);
                yield return(null);
            } while (progress < 1.0f && FlightCamera.fetch.Target == target);
        }
Esempio n. 5
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        /// <summary>Preserves fixed position of camera, and moves its focus to the new vessel.</summary>
        /// <remarks>
        /// The vessel may move while the animation is done (e.g. on the orbit). To compensate this
        /// movement all camera calculations are done relative to the original vessel position at the
        /// time of the switch. And then a difference is added given the current vessel position.
        /// </remarks>
        /// <param name="target">A camera target. If it's changed the animation will abort.</param>
        /// <param name="oldInfo">Previous vessel info.</param>
        /// <param name="newInfo">New vessel info.</param>
        /// <param name="transitionDuration">The duration to play the transition animation.</param>
        /// <returns><c>null</c> until the animation is done or aborted.</returns>
        IEnumerator AnimateCameraPivotCoroutine(
            Transform target, VesselInfo oldInfo, VesselInfo newInfo, float transitionDuration)
        {
            float startTime = Time.unscaledTime;
            float progress;

            do
            {
                // Calculate vessel movement compensation offset.
                var movementOffset = FlightGlobals.ActiveVessel.transform.position - newInfo.anchorPos;
                progress = (Time.unscaledTime - startTime) / transitionDuration;
                var camera = FlightCamera.fetch;
                camera.GetPivot().position =
                    movementOffset + Vector3.Lerp(oldInfo.cameraPivotPos, newInfo.cameraPivotPos, progress);
                var newCameraPos = movementOffset + oldInfo.cameraPos;
                camera.SetCamCoordsFromPosition(newCameraPos);
                camera.GetCameraTransform().position = newCameraPos;
                yield return(null);
            } while (progress < 1.0f && FlightCamera.fetch.Target == target);
        }