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Camera Roadmap #1060

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8 of 19 tasks
pjcozzi opened this issue Aug 22, 2013 · 3 comments
Open
8 of 19 tasks

Camera Roadmap #1060

pjcozzi opened this issue Aug 22, 2013 · 3 comments

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@pjcozzi
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pjcozzi commented Aug 22, 2013

Experimental ideas

  • Follow two objects, e.g., two aircrafts, using the rule of thirds. There is a chapter in Jim Blinn's Corner: A Trip Down the Graphics Pipeline.
  • Stabilize camera. For example, if we are following a ground vehicle through the mountains, don't use a fixed position in the vehicle's body frame. Instead just keep a bounding sphere in view. Could be a special case of above.
  • Focus the view on one object while keeping another object in view, e.g., a satellite and Earth, or a satellite and a ground station it has access it. Again, probably a special case of above if there is a generic system.
  • Physics: camera shake when rocket takes off.
@pjcozzi
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pjcozzi commented Sep 16, 2013

It may make sense from the implementation side (I'd have to look), but having the controller come off of camera and the screen-space controller come off of the scene makes things hard to find. Even after reading the tutorial, I had to search the codebase to find where the screen-space camera was.

Example code:

scene.getCamera().frustum.near = 10.0;
scene.getScreenSpaceCameraController().minimumZoomDistance = 10.0;

I also think that the separation of camera and controller and frustum makes implementation sense, but the end user won't know what's where.

The higher-level interfaces will go a long way here. We should even consider making some of this @private.

@mramato
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mramato commented Sep 16, 2013

I absolutely agree. In my opinion, end users should only ever need access to a single camera object where they can access the entire API (where every call works across all scene modes).

@pjcozzi
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pjcozzi commented Jun 30, 2014

Dropping the 1.0 label. We won't be able to do anything beyond #1817 for 1.0.

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