Dialog Camera und DoF bearbeitet
This commit is contained in:
@@ -38,6 +38,7 @@ public class ThirdPersonCamera {
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private float distance = BASE_DISTANCE;
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private float distance = BASE_DISTANCE;
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private boolean paused = false;
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private boolean paused = false;
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public ThirdPersonCamera(Camera cam, InputManager inputManager, KeyBindings keyBindings) {
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public ThirdPersonCamera(Camera cam, InputManager inputManager, KeyBindings keyBindings) {
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this.cam = cam;
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this.cam = cam;
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this.inputManager = inputManager;
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this.inputManager = inputManager;
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@@ -100,6 +101,6 @@ public class ThirdPersonCamera {
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cam.lookAt(pivot, Vector3f.UNIT_Y);
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cam.lookAt(pivot, Vector3f.UNIT_Y);
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}
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}
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/** Aktueller Yaw-Winkel (für CharacterControl nutzbar). */
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/** Aktueller Yaw-Winkel (für CharacterControl nutzbar). */
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public float getYaw() { return yaw; }
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public float getYaw() { return yaw; }
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}
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}
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@@ -503,11 +503,15 @@ public class WorldScene extends BaseAppState {
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log.info("[Debug] Nebel {}", nowEnabled ? "AN" : "AUS");
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log.info("[Debug] Nebel {}", nowEnabled ? "AN" : "AUS");
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}
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}
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/** Tiefenschärfe für Dialogszenen aktivieren. focusDistance in Welt-Einheiten ab Kamera. */
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/**
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public void focusDof(float focusDistance, float blurScale) {
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* Tiefenschärfe aktivieren. focusRange definiert den beidseitigen Schärfebereich
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* um focusDistance — alles innerhalb [focusDistance-focusRange, focusDistance+focusRange]
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* bleibt scharf, der Rest wird geblurt.
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*/
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public void focusDof(float focusDistance, float focusRange, float blurScale) {
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if (dofFilter == null) return;
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if (dofFilter == null) return;
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dofFilter.setFocusDistance(focusDistance);
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dofFilter.setFocusDistance(focusDistance);
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dofFilter.setFocusRange(focusDistance * 0.4f);
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dofFilter.setFocusRange(focusRange);
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dofFilter.setBlurScale(blurScale);
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dofFilter.setBlurScale(blurScale);
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dofFilter.setEnabled(true);
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dofFilter.setEnabled(true);
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}
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}
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@@ -35,6 +35,7 @@ import de.blight.common.model.trigger.ChangeRoutineTrigger;
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import de.blight.common.model.trigger.NpcStatusTrigger;
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import de.blight.common.model.trigger.NpcStatusTrigger;
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import de.blight.common.model.trigger.Trigger;
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import de.blight.common.model.trigger.Trigger;
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import de.blight.game.audio.DialogTtsService;
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import de.blight.game.audio.DialogTtsService;
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import de.blight.game.scene.WorldScene;
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import de.blight.game.config.MenuCanvas;
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import de.blight.game.config.MenuCanvas;
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import de.blight.game.config.NinePatch;
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import de.blight.game.config.NinePatch;
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import de.blight.lang.TextResolver;
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import de.blight.lang.TextResolver;
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@@ -224,7 +225,7 @@ public class DialogHudState extends BaseAppState {
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int optIdx = scrollOffset + slot;
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int optIdx = scrollOffset + slot;
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if (optIdx >= total) break;
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if (optIdx >= total) break;
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float ty = baseY - slot * LINE_H_OPT;
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float ty = baseY - slot * LINE_H_OPT;
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if (vy >= ty - LINE_H_OPT + 4f && vy <= ty + 4f) {
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if (vy >= ty - LINE_H_OPT && vy < ty + FONT_OPT) {
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if (selectedOpt != optIdx) {
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if (selectedOpt != optIdx) {
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selectedOpt = optIdx;
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selectedOpt = optIdx;
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renderOptions();
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renderOptions();
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@@ -320,6 +321,10 @@ public class DialogHudState extends BaseAppState {
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this.pageIdx = 0;
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this.pageIdx = 0;
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renderCurrentTextPage(speaker);
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renderCurrentTextPage(speaker);
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if (tts != null) tts.speak(rawText);
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if (tts != null) tts.speak(rawText);
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// Shot-Reverse-Shot: NPC spricht → über Schulter des Spielers; Spieler spricht → über NPC-Schulter
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WorldNpcsState npcs = getStateManager().getState(WorldNpcsState.class);
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if (npcs != null) npcs.switchDialogCamera(textPhase == Phase.TEXT_NPC);
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}
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}
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private void renderCurrentTextPage(String speaker) {
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private void renderCurrentTextPage(String speaker) {
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@@ -358,6 +363,10 @@ public class DialogHudState extends BaseAppState {
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onOptionsShown.run();
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onOptionsShown.run();
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}
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}
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// Optionen = Spieler ist am Zug → Kamera über Schulter des NPC (blickt auf Spieler)
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WorldNpcsState npcs = getStateManager().getState(WorldNpcsState.class);
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if (npcs != null) npcs.switchDialogCamera(false);
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for (DialogOption opt : options) {
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for (DialogOption opt : options) {
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// Primär: erster Hero-Step oder textHero (Fallback für Legacy-Daten)
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// Primär: erster Hero-Step oder textHero (Fallback für Legacy-Daten)
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String label = "";
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String label = "";
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@@ -480,7 +489,7 @@ public class DialogHudState extends BaseAppState {
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// Klick auf Scroll-Pfeil ▲
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// Klick auf Scroll-Pfeil ▲
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if (scrollOffset > 0) {
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if (scrollOffset > 0) {
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float ty = baseY + LINE_H_OPT;
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float ty = baseY + LINE_H_OPT;
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if (vy >= ty - LINE_H_OPT + 4f && vy <= ty + 4f) {
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if (vy >= ty - LINE_H_OPT && vy < ty + FONT_OPT) {
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scrollOffset = Math.max(0, scrollOffset - 1);
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scrollOffset = Math.max(0, scrollOffset - 1);
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renderOptions();
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renderOptions();
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return;
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return;
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@@ -490,7 +499,7 @@ public class DialogHudState extends BaseAppState {
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// Klick auf Scroll-Pfeil ▼
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// Klick auf Scroll-Pfeil ▼
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if (scrollOffset + MAX_OPTIONS < total) {
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if (scrollOffset + MAX_OPTIONS < total) {
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float ty = baseY - MAX_OPTIONS * LINE_H_OPT;
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float ty = baseY - MAX_OPTIONS * LINE_H_OPT;
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if (vy >= ty - LINE_H_OPT + 4f && vy <= ty + 4f) {
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if (vy >= ty - LINE_H_OPT && vy < ty + FONT_OPT) {
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scrollOffset = Math.min(total - MAX_OPTIONS, scrollOffset + 1);
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scrollOffset = Math.min(total - MAX_OPTIONS, scrollOffset + 1);
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renderOptions();
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renderOptions();
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return;
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return;
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@@ -502,8 +511,8 @@ public class DialogHudState extends BaseAppState {
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int optIdx = scrollOffset + slot;
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int optIdx = scrollOffset + slot;
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if (optIdx >= total) break;
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if (optIdx >= total) break;
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float ty = baseY - slot * LINE_H_OPT;
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float ty = baseY - slot * LINE_H_OPT;
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float by = ty - LINE_H_OPT + 4f;
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float by = ty - LINE_H_OPT;
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float byEnd = ty + 4f;
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float byEnd = ty + FONT_OPT;
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if (vy >= by && vy <= byEnd) {
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if (vy >= by && vy <= byEnd) {
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log.debug("[DialogHud] Treffer: Option {} (slot {} ty={})", optIdx, slot, ty);
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log.debug("[DialogHud] Treffer: Option {} (slot {} ty={})", optIdx, slot, ty);
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selectedOpt = optIdx;
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selectedOpt = optIdx;
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@@ -716,6 +725,9 @@ public class DialogHudState extends BaseAppState {
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autoAdvanceTimer = -1f;
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autoAdvanceTimer = -1f;
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if (tts != null) tts.stop();
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if (tts != null) tts.stop();
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setHudsVisible(true);
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setHudsVisible(true);
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WorldScene ws = getStateManager().getState(WorldScene.class);
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if (ws != null) ws.clearDof();
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unregisterInput();
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unregisterInput();
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if (canvasNode != null) {
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if (canvasNode != null) {
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canvasNode.setCullHint(Spatial.CullHint.Always);
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canvasNode.setCullHint(Spatial.CullHint.Always);
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@@ -35,6 +35,7 @@ import de.blight.game.animation.AnimationLibrary;
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import de.blight.game.config.KeyBindings;
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import de.blight.game.config.KeyBindings;
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import de.blight.game.control.PlayerInputControl;
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import de.blight.game.control.PlayerInputControl;
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import de.blight.game.control.ThirdPersonCamera;
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import de.blight.game.control.ThirdPersonCamera;
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import de.blight.game.scene.WorldScene;
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import de.blight.game.state.TerrainChunkState;
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import de.blight.game.state.TerrainChunkState;
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import org.slf4j.Logger;
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import org.slf4j.Logger;
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import org.slf4j.LoggerFactory;
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import org.slf4j.LoggerFactory;
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@@ -497,40 +498,72 @@ public class WorldNpcsState extends BaseAppState {
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}
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}
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private void enterDialogCamera(Vector3f npcPos, Vector3f playerPos) {
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private void enterDialogCamera(Vector3f npcPos, Vector3f playerPos) {
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// NPC-Spatial auf Bodenniveau; playerPos = Physik-Kapsel-Mitte → auf NPC-Boden projizieren
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float groundY = npcPos.y;
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Vector3f npcFeet = new Vector3f(npcPos.x, groundY, npcPos.z);
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Vector3f playerFeet = new Vector3f(playerPos.x, groundY, playerPos.z);
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float charDist = Math.max(1.0f, npcFeet.distance(playerFeet));
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// Lookat: Brust-/Schulterhöhe zwischen beiden Figuren
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Vector3f lookAt = npcFeet.add(playerFeet).multLocal(0.5f);
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lookAt.y += 1.2f;
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// Senkrechte Seite zur NPC↔Spieler-Achse
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Vector3f axis = npcFeet.subtract(playerFeet);
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if (axis.lengthSquared() < 0.001f) { axis.set(1f, 0f, 0f); }
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axis.normalizeLocal();
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Vector3f side = axis.cross(Vector3f.UNIT_Y).normalizeLocal();
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// FOV 45° → tan(22.5°) ≈ 0.41 → für charDist/2 sichtbar: dist = (charDist/2)/0.41 × Puffer
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// Faktor 2.5 gibt genug Rand dass Figuren + Umgebung im Bild sind; Minimum 5 m
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float dist = Math.max(5.0f, charDist * 2.5f);
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float camUp = 1.6f;
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// Seite wählen: erhöhter Horizontalstrahl (2 m über lookAt), um Terrain-Clipping zu vermeiden.
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// avoidClipping() wird NICHT für die Distanz genutzt, weil Bodenstrahlen bei großen
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// Distanzen häufig auf Geländekanten treffen und die Kamera fälschlich nah platzieren.
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Vector3f elevated = lookAt.add(0f, 2f, 0f);
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float freeA = openDistance(elevated, side);
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float freeB = openDistance(elevated, side.negate());
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Vector3f chosen = freeA >= freeB ? side : side.negate();
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Vector3f camPos = lookAt.add(chosen.mult(dist)).add(0f, camUp, 0f);
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if (thirdPersonCam != null) { thirdPersonCam.setPaused(true); }
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if (thirdPersonCam != null) { thirdPersonCam.setPaused(true); }
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// NPC spricht zuerst → Kamera über Schulter des Spielers (Zuhörer)
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switchDialogCamera(true);
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}
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/**
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* Kamera für Shot-Reverse-Shot umschalten.
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* npcSpeaking=true → Kamera hinter Spieler, blickt auf NPC
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* npcSpeaking=false → Kamera hinter NPC, blickt auf Spieler
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*/
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public void switchDialogCamera(boolean npcSpeaking) {
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if (dialogNpc == null || physicsChar == null) return;
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// physicsChar.getPhysicsLocation() = Kapsel-Mitte (≈ 0,9 m über Boden)
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Vector3f playerCenter = physicsChar.getPhysicsLocation();
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Vector3f npcFeet = dialogNpc.visual().getLocalTranslation();
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float playerFaceY = playerCenter.y + 0.9f;
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float npcFaceY = npcFeet.y + 1.6f;
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// Kamera-Abstand über dem Gesicht aus dem NPC-Fall ableiten, damit beide Shots identisch wirken
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float camAboveFace = playerFaceY - npcFaceY; // Spielerschulter minus NPC-Gesicht (≈ 0.2 m)
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if (npcSpeaking) {
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// Listener = Spieler, Speaker = NPC
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placeCamera(
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playerCenter.x, playerFaceY, playerCenter.z,
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npcFeet.x, npcFaceY, npcFeet.z
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);
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} else {
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// Listener = NPC, Speaker = Spieler — gleicher Winkel wie im NPC-Fall
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placeCamera(
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npcFeet.x, playerFaceY + camAboveFace, npcFeet.z,
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playerCenter.x, playerFaceY, playerCenter.z
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);
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}
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}
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private void placeCamera(float lisX, float lisY, float lisZ,
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float spkX, float spkY, float spkZ) {
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Vector3f shoulder = new Vector3f(lisX, lisY, lisZ);
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Vector3f speakerFace = new Vector3f(spkX, spkY, spkZ);
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// Horizontale Richtung Listener → Sprecher
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Vector3f toSpeaker = new Vector3f(spkX - lisX, 0f, spkZ - lisZ);
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if (toSpeaker.lengthSquared() < 0.001f) { toSpeaker.set(0f, 0f, 1f); }
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toSpeaker.normalizeLocal();
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// Schulterseite: die Seite mit mehr Freiraum wählen
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Vector3f rightA = toSpeaker.cross(Vector3f.UNIT_Y).normalizeLocal();
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Vector3f elevated = shoulder.add(0f, 0.5f, 0f);
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Vector3f right = openDistance(elevated, rightA) >= openDistance(elevated, rightA.negate())
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? rightA : rightA.negate();
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// Kamera: hinter Listener, leicht zur Seite versetzt, weiter zurück für steileren Winkel
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Vector3f camPos = shoulder
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.add(right.mult(0.45f))
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.subtract(toSpeaker.mult(1.5f));
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// Gesicht nahe oberem Bildrand: Kamera deutlich unterhalb des Gesichts anzielen
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Vector3f lookTarget = new Vector3f(spkX, spkY - 0.9f, spkZ);
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cam.setLocation(camPos);
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cam.setLocation(camPos);
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cam.lookAt(lookAt, Vector3f.UNIT_Y);
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cam.lookAt(lookTarget, Vector3f.UNIT_Y);
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// DOF-Fokuspunkt = Gesicht des Sprechers (dynamischer Abstand)
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float focusDist = camPos.distance(speakerFace);
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WorldScene ws = getStateManager().getState(WorldScene.class);
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if (ws != null) { ws.focusDof(focusDist, 10f, 0.8f); }
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}
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}
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/** Freier Abstand in {@code dir} ab {@code origin} bis zur ersten Kollision (max Float.MAX_VALUE). */
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/** Freier Abstand in {@code dir} ab {@code origin} bis zur ersten Kollision (max Float.MAX_VALUE). */
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@@ -597,7 +630,12 @@ public class WorldNpcsState extends BaseAppState {
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});
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});
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}
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}
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// ── Accessor für InteractionHudState ──────────────────────────────────────
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// ── Accessoren ────────────────────────────────────────────────────────────
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/** Liefert das Spatial des aktuellen Dialog-NPCs, oder null wenn kein Dialog aktiv. */
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public com.jme3.scene.Spatial getDialogNpcSpatial() {
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return dialogNpc != null ? dialogNpc.visual() : null;
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}
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public String getHoveredLabelKey() {
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public String getHoveredLabelKey() {
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if (hoveredIdx < 0 || hoveredIdx >= spawned.size()) return null;
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if (hoveredIdx < 0 || hoveredIdx >= spawned.size()) return null;
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Reference in New Issue
Block a user