Created
May 25, 2020 03:25
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Assetto Corsa CSP - Custom XY Chaser Camera
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-------- | |
-- Simple camera script with X and Y-axis rotation. | |
-------- | |
-- Extra thing for looking around: | |
local lookXDirection = smoothing(0, 10) | |
local lookYDirection = smoothing(0, 10) | |
-- Will be called each frame: | |
-- Note: `dt` is time passed since last frame, `cameraIndex` is 1 or 2, depending on which camera is | |
-- chosen. | |
function update(dt, cameraIndex) | |
smoothing.setDT(dt) | |
-- Get AC camera parameters with some corrections to be somewhat compatible: | |
local cameraParameters = ac.getCameraParameters(cameraIndex) | |
local distance = cameraParameters.distance + 0.8 | |
local height = cameraParameters.height | |
local pitchAngle = -cameraParameters.pitch | |
-- Get car position and vectors: | |
local carPos = ac.getCarPosition() | |
local carDir = ac.getCarDirection() | |
local carUp = ac.getCarUp() | |
local carRight = math.cross(carDir, carUp):normalize() | |
-- Extra thing for joystick support: | |
local joystickLook = ac.getJoystickLook() | |
lookXDirection:update( | |
(ac.looksLeft() and ac.looksRight() or ac.looksBehind()) and math.sign(lookXDirection.val) or | |
ac.looksLeft() and 0.5 or | |
ac.looksRight() and -0.5 or | |
joystickLook ~= nil and -joystickLook.x or 0) | |
local cameraXAngle = lookXDirection.val * math.pi | |
lookYDirection:update( | |
( | |
joystickLook ~= nil and -joystickLook.y or 0 | |
) | |
) | |
-- cameraYAngle = cameraYAngle + lookYDirection.val * math.pi | |
local cameraYAngle = lookYDirection.val * math.pi | |
-- Sine and cosine for camera angle | |
local sinX, cosX = math.sin(cameraXAngle), math.cos(cameraXAngle) | |
-- Up direction for camera (could be used for horizon lock): | |
local cameraUp = (carUp + vec3(0, 3, 0)):normalize() | |
-- Set camera position: | |
ac.Camera.position = carPos | |
+ (carRight * sinX - carDir * cosX) * distance | |
+ (carUp * math.clamp(-cameraYAngle, -math.radians(90), math.pi)) | |
+ vec3(0, height, 0) | |
-- Find camera look | |
local cameraLookPosOffset = carDir + carUp * (1 - math.abs(lookXDirection.val )) | |
local cameraLook = (carPos + cameraLookPosOffset - ac.Camera.position):normalize() | |
-- Use for `pitchAngle`: | |
cameraLook:rotate(quat.fromAngleAxis(math.radians(pitchAngle), carRight)) | |
-- Set camera look: | |
ac.Camera.direction = cameraLook | |
-- Set other parameters: | |
ac.Camera.up = (carUp + vec3(0, 3, 0)):normalize() | |
ac.Camera.fov = 60 | |
end |
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