re3-wiiu/src/core/Cam.cpp

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#include "common.h"
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#include "main.h"
#include "Draw.h"
#include "World.h"
#include "Vehicle.h"
#include "Automobile.h"
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#include "Boat.h"
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#include "Ped.h"
#include "PlayerPed.h"
#include "CopPed.h"
#include "RpAnimBlend.h"
#include "ControllerConfig.h"
#include "Pad.h"
#include "Frontend.h"
#include "General.h"
#include "Renderer.h"
#include "Shadows.h"
#include "Hud.h"
#include "ZoneCull.h"
#include "SurfaceTable.h"
#include "WaterLevel.h"
#include "MBlur.h"
#include "SceneEdit.h"
#include "Debug.h"
#include "Camera.h"
#include "DMAudio.h"
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bool PrintDebugCode = false;
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int16 DebugCamMode;
#ifdef FREE_CAM
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bool CCamera::bFreeCam = false;
int nPreviousMode = -1;
#endif
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void
CCam::Init(void)
{
Mode = MODE_FOLLOWPED;
Front = CVector(0.0f, 0.0f, -1.0f);
Up = CVector(0.0f, 0.0f, 1.0f);
Rotating = false;
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m_iDoCollisionChecksOnFrameNum = 1;
m_iDoCollisionCheckEveryNumOfFrames = 9;
m_iFrameNumWereAt = 0;
m_bCollisionChecksOn = false;
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m_fRealGroundDist = 0.0f;
BetaSpeed = 0.0f;
AlphaSpeed = 0.0f;
DistanceSpeed = 0.0f;
f_max_role_angle = DEGTORAD(5.0f);
Distance = 30.0f;
DistanceSpeed = 0.0f;
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m_pLastCarEntered = nil;
m_pLastPedLookedAt = nil;
ResetStatics = true;
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Beta = 0.0f;
m_bFixingBeta = false;
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CA_MIN_DISTANCE = 0.0f;
CA_MAX_DISTANCE = 0.0f;
LookingBehind = false;
LookingLeft = false;
LookingRight = false;
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m_fPlayerInFrontSyphonAngleOffSet = DEGTORAD(20.0f);
m_fSyphonModeTargetZOffSet = 0.5f;
m_fRadiusForDead = 1.5f;
DirectionWasLooking = LOOKING_FORWARD;
LookBehindCamWasInFront = false;
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f_Roll = 0.0f;
f_rollSpeed = 0.0f;
m_fCloseInPedHeightOffset = 0.0f;
m_fCloseInPedHeightOffsetSpeed = 0.0f;
m_fCloseInCarHeightOffset = 0.0f;
m_fCloseInCarHeightOffsetSpeed = 0.0f;
m_fPedBetweenCameraHeightOffset = 0.0f;
m_fTargetBeta = 0.0f;
m_fBufferedTargetBeta = 0.0f;
m_fBufferedTargetOrientation = 0.0f;
m_fBufferedTargetOrientationSpeed = 0.0f;
m_fDimensionOfHighestNearCar = 0.0f;
m_fRoadOffSet = 0.0f;
}
void
CCam::Process(void)
{
CVector CameraTarget;
float TargetSpeedVar = 0.0f;
float TargetOrientation = 0.0f;
if(CamTargetEntity == nil)
CamTargetEntity = TheCamera.pTargetEntity;
m_iFrameNumWereAt++;
if(m_iFrameNumWereAt > m_iDoCollisionCheckEveryNumOfFrames)
m_iFrameNumWereAt = 1;
m_bCollisionChecksOn = m_iFrameNumWereAt == m_iDoCollisionChecksOnFrameNum;
if(m_bCamLookingAtVector){
CameraTarget = m_cvecCamFixedModeVector;
}else if(CamTargetEntity->IsVehicle()){
CameraTarget = CamTargetEntity->GetPosition();
if(CamTargetEntity->GetForward().x == 0.0f && CamTargetEntity->GetForward().y == 0.0f)
TargetOrientation = 0.0f;
else
TargetOrientation = CGeneral::GetATanOfXY(CamTargetEntity->GetForward().x, CamTargetEntity->GetForward().y);
CVector Fwd(0.0f, 0.0f, 0.0f);
Fwd.x = CamTargetEntity->GetForward().x;
Fwd.y = CamTargetEntity->GetForward().y;
Fwd.Normalise();
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float FwdLength = Fwd.Magnitude2D();
if(FwdLength != 0.0f){
Fwd.x /= FwdLength;
Fwd.y /= FwdLength;
}
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float FwdSpeedX = ((CVehicle*)CamTargetEntity)->GetMoveSpeed().x * Fwd.x;
float FwdSpeedY = ((CVehicle*)CamTargetEntity)->GetMoveSpeed().y * Fwd.y;
if(FwdSpeedX + FwdSpeedY > 0.0f)
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TargetSpeedVar = Min(Sqrt(SQR(FwdSpeedX) + SQR(FwdSpeedY))/0.9f, 1.0f);
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else
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TargetSpeedVar = -Min(Sqrt(SQR(FwdSpeedX) + SQR(FwdSpeedY))/1.8f, 0.5f);
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SpeedVar = 0.895f*SpeedVar + 0.105*TargetSpeedVar;
}else{
CameraTarget = CamTargetEntity->GetPosition();
if(CamTargetEntity->GetForward().x == 0.0f && CamTargetEntity->GetForward().y == 0.0f)
TargetOrientation = 0.0f;
else
TargetOrientation = CGeneral::GetATanOfXY(CamTargetEntity->GetForward().x, CamTargetEntity->GetForward().y);
TargetSpeedVar = 0.0f;
SpeedVar = 0.0f;
}
switch(Mode){
case MODE_TOPDOWN:
case MODE_GTACLASSIC:
Process_TopDown(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar);
break;
case MODE_BEHINDCAR:
Process_BehindCar(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar);
break;
case MODE_FOLLOWPED:
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#ifdef PC_PLAYER_CONTROLS
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if(CCamera::m_bUseMouse3rdPerson)
Process_FollowPedWithMouse(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar);
else
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#endif
#ifdef FREE_CAM
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if(CCamera::bFreeCam)
Process_FollowPed_Rotation(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar);
else
#endif
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Process_FollowPed(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar);
break;
// case MODE_AIMING:
case MODE_DEBUG:
Process_Debug(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar);
break;
case MODE_SNIPER:
Process_Sniper(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar);
break;
case MODE_ROCKETLAUNCHER:
Process_Rocket(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar);
break;
case MODE_MODELVIEW:
Process_ModelView(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar);
break;
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case MODE_BILL:
Process_Bill(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar);
break;
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case MODE_SYPHON:
Process_Syphon(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar);
break;
case MODE_CIRCLE:
Process_Circle(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar);
break;
// case MODE_CHEESYZOOM:
case MODE_WHEELCAM:
Process_WheelCam(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar);
break;
case MODE_FIXED:
Process_Fixed(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar);
break;
case MODE_1STPERSON:
Process_1stPerson(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar);
break;
case MODE_FLYBY:
Process_FlyBy(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar);
break;
case MODE_CAM_ON_A_STRING:
#ifdef FREE_CAM
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if(CCamera::bFreeCam && !CVehicle::bCheat5)
Process_FollowCar_SA(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar);
else
#endif
Process_Cam_On_A_String(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar);
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break;
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case MODE_REACTION:
Process_ReactionCam(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar);
break;
case MODE_FOLLOW_PED_WITH_BIND:
Process_FollowPed_WithBinding(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar);
break;
case MODE_CHRIS:
Process_Chris_With_Binding_PlusRotation(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar);
break;
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case MODE_BEHINDBOAT:
#ifdef FREE_CAM
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if (CCamera::bFreeCam)
Process_FollowCar_SA(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar);
else
#endif
Process_BehindBoat(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar);
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break;
case MODE_PLAYER_FALLEN_WATER:
Process_Player_Fallen_Water(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar);
break;
case MODE_CAM_ON_TRAIN_ROOF:
Process_Cam_On_Train_Roof(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar);
break;
case MODE_CAM_RUNNING_SIDE_TRAIN:
Process_Cam_Running_Side_Train(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar);
break;
case MODE_BLOOD_ON_THE_TRACKS:
Process_Blood_On_The_Tracks(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar);
break;
case MODE_IM_THE_PASSENGER_WOOWOO:
Process_Im_The_Passenger_Woo_Woo(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar);
break;
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case MODE_SYPHON_CRIM_IN_FRONT:
Process_Syphon_Crim_In_Front(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar);
break;
case MODE_PED_DEAD_BABY:
ProcessPedsDeadBaby();
break;
// case MODE_PILLOWS_PAPS:
// case MODE_LOOK_AT_CARS:
case MODE_ARRESTCAM_ONE:
ProcessArrestCamOne();
break;
case MODE_ARRESTCAM_TWO:
ProcessArrestCamTwo();
break;
case MODE_M16_1STPERSON:
case MODE_HELICANNON_1STPERSON: // miami
Process_M16_1stPerson(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar);
break;
case MODE_SPECIAL_FIXED_FOR_SYPHON:
Process_SpecialFixedForSyphon(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar);
break;
case MODE_FIGHT_CAM:
Process_Fight_Cam(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar);
break;
case MODE_TOP_DOWN_PED:
Process_TopDownPed(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar);
break;
case MODE_SNIPER_RUNABOUT:
case MODE_ROCKETLAUNCHER_RUNABOUT:
case MODE_1STPERSON_RUNABOUT:
case MODE_M16_1STPERSON_RUNABOUT:
case MODE_FIGHT_CAM_RUNABOUT:
Process_1rstPersonPedOnPC(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar);
break;
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#ifdef GTA_SCENE_EDIT
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case MODE_EDITOR:
Process_Editor(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar);
break;
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#endif
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default:
Source = CVector(0.0f, 0.0f, 0.0f);
Front = CVector(0.0f, 1.0f, 0.0f);
Up = CVector(0.0f, 0.0f, 1.0f);
}
#ifdef FREE_CAM
nPreviousMode = Mode;
#endif
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CVector TargetToCam = Source - m_cvecTargetCoorsForFudgeInter;
float DistOnGround = TargetToCam.Magnitude2D();
m_fTrueBeta = CGeneral::GetATanOfXY(TargetToCam.x, TargetToCam.y);
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m_fTrueAlpha = CGeneral::GetATanOfXY(DistOnGround, TargetToCam.z);
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if(TheCamera.m_uiTransitionState == 0)
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KeepTrackOfTheSpeed(Source, m_cvecTargetCoorsForFudgeInter, Up, m_fTrueAlpha, m_fTrueBeta, FOV);
// Look Behind, Left, Right
LookingBehind = false;
LookingLeft = false;
LookingRight = false;
SourceBeforeLookBehind = Source;
if(&TheCamera.Cams[TheCamera.ActiveCam] == this){
if((Mode == MODE_CAM_ON_A_STRING || Mode == MODE_1STPERSON || Mode == MODE_BEHINDBOAT) &&
CamTargetEntity->IsVehicle()){
if(CPad::GetPad(0)->GetLookBehindForCar()){
LookBehind();
if(DirectionWasLooking != LOOKING_BEHIND)
TheCamera.m_bJust_Switched = true;
DirectionWasLooking = LOOKING_BEHIND;
}else if(CPad::GetPad(0)->GetLookLeft()){
LookLeft();
if(DirectionWasLooking != LOOKING_LEFT)
TheCamera.m_bJust_Switched = true;
DirectionWasLooking = LOOKING_LEFT;
}else if(CPad::GetPad(0)->GetLookRight()){
LookRight();
if(DirectionWasLooking != LOOKING_RIGHT)
TheCamera.m_bJust_Switched = true;
DirectionWasLooking = LOOKING_RIGHT;
}else{
if(DirectionWasLooking != LOOKING_FORWARD)
TheCamera.m_bJust_Switched = true;
DirectionWasLooking = LOOKING_FORWARD;
}
}
if(Mode == MODE_FOLLOWPED && CamTargetEntity->IsPed()){
if(CPad::GetPad(0)->GetLookBehindForPed()){
LookBehind();
if(DirectionWasLooking != LOOKING_BEHIND)
TheCamera.m_bJust_Switched = true;
DirectionWasLooking = LOOKING_BEHIND;
}else
DirectionWasLooking = LOOKING_FORWARD;
}
}
if(Mode == MODE_SNIPER || Mode == MODE_ROCKETLAUNCHER || Mode == MODE_M16_1STPERSON ||
Mode == MODE_1STPERSON || Mode == MODE_HELICANNON_1STPERSON || GetWeaponFirstPersonOn())
ClipIfPedInFrontOfPlayer();
}
// MaxSpeed is a limit of how fast the value is allowed to change. 1.0 = to Target in up to 1ms
// Acceleration is how fast the speed will change to MaxSpeed. 1.0 = to MaxSpeed in 1ms
void
WellBufferMe(float Target, float *CurrentValue, float *CurrentSpeed, float MaxSpeed, float Acceleration, bool IsAngle)
{
float Delta = Target - *CurrentValue;
if(IsAngle){
while(Delta >= PI) Delta -= 2*PI;
while(Delta < -PI) Delta += 2*PI;
}
float TargetSpeed = Delta * MaxSpeed;
// Add or subtract absolute depending on sign, genius!
// if(TargetSpeed - *CurrentSpeed > 0.0f)
// *CurrentSpeed += Acceleration * Abs(TargetSpeed - *CurrentSpeed) * CTimer::GetTimeStep();
// else
// *CurrentSpeed -= Acceleration * Abs(TargetSpeed - *CurrentSpeed) * CTimer::GetTimeStep();
// this is simpler:
*CurrentSpeed += Acceleration * (TargetSpeed - *CurrentSpeed) * CTimer::GetTimeStep();
// Clamp speed if we overshot
if(TargetSpeed < 0.0f && *CurrentSpeed < TargetSpeed)
*CurrentSpeed = TargetSpeed;
else if(TargetSpeed > 0.0f && *CurrentSpeed > TargetSpeed)
*CurrentSpeed = TargetSpeed;
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*CurrentValue += *CurrentSpeed * Min(10.0f, CTimer::GetTimeStep());
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}
void
MakeAngleLessThan180(float &Angle)
{
while(Angle >= PI) Angle -= 2*PI;
while(Angle < -PI) Angle += 2*PI;
}
void
CCam::ProcessSpecialHeightRoutines(void)
{
int i = 0;
bool StandingOnBoat = false;
static bool PreviouslyFailedRoadHeightCheck = false;
CVector CamToTarget, CamToPed;
float DistOnGround, BetaAngle;
CPed *Player;
int ClosestPed = 0;
bool FoundPed = false;
float ClosestPedDist, PedZDist;
CColPoint colPoint;
CamToTarget = TheCamera.pTargetEntity->GetPosition() - TheCamera.GetGameCamPosition();
DistOnGround = CamToTarget.Magnitude2D();
BetaAngle = CGeneral::GetATanOfXY(CamToTarget.x, CamToTarget.y);
m_bTheHeightFixerVehicleIsATrain = false;
ClosestPedDist = 0.0f;
// CGeneral::GetATanOfXY(TheCamera.GetForward().x, TheCamera.GetForward().y);
Player = CWorld::Players[CWorld::PlayerInFocus].m_pPed;
if(DistOnGround > 10.0f)
DistOnGround = 10.0f;
if(CamTargetEntity && CamTargetEntity->IsPed()){
if(FindPlayerPed()->m_pCurSurface && FindPlayerPed()->m_pCurSurface->IsVehicle() &&
((CVehicle*)FindPlayerPed()->m_pCurSurface)->IsBoat())
StandingOnBoat = true;
// Move up the camera if there is a ped close to it
if(Mode == MODE_FOLLOWPED || Mode == MODE_FIGHT_CAM){
// Find ped closest to camera
while(i < Player->m_numNearPeds){
if(Player->m_nearPeds[i] && Player->m_nearPeds[i]->GetPedState() != PED_DEAD){
CamToPed = Player->m_nearPeds[i]->GetPosition() - TheCamera.GetGameCamPosition();
if(FoundPed){
if(CamToPed.Magnitude2D() < ClosestPedDist){
ClosestPed = i;
ClosestPedDist = CamToPed.Magnitude2D();
}
}else{
FoundPed = true;
ClosestPed = i;
ClosestPedDist = CamToPed.Magnitude2D();
}
}
i++;
}
if(FoundPed){
float Offset = 0.0f;
CPed *Ped = Player->m_nearPeds[ClosestPed];
CamToPed = Ped->GetPosition() - TheCamera.GetGameCamPosition();
PedZDist = 0.0f;
float dist = CamToPed.Magnitude2D(); // should be same as ClosestPedDist
if(dist < 2.1f){
// Ped is close to camera, move up
// Z Distance between player and close ped
PedZDist = 0.0f;
if(Ped->bIsStanding)
PedZDist = Ped->GetPosition().z - Player->GetPosition().z;
// Ignore if too distant
if(PedZDist > 1.2f || PedZDist < -1.2f)
PedZDist = 0.0f;
float DistScale = (2.1f - dist)/2.1f;
if(Mode == MODE_FOLLOWPED){
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if(TheCamera.PedZoomIndicator == CAM_ZOOM_1)
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Offset = 0.45f*DistScale + PedZDist;
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if(TheCamera.PedZoomIndicator == CAM_ZOOM_2)
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Offset = 0.35f*DistScale + PedZDist;
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if(TheCamera.PedZoomIndicator == CAM_ZOOM_3)
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Offset = 0.25f*DistScale + PedZDist;
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if(Abs(CGeneral::GetRadianAngleBetweenPoints(CamToPed.x, CamToPed.y, CamToTarget.x, CamToTarget.y)) > HALFPI)
Offset += 0.3f;
m_fPedBetweenCameraHeightOffset = Offset + 1.3f;
PedZDist = 0.0f;
}else if(Mode == MODE_FIGHT_CAM)
m_fPedBetweenCameraHeightOffset = PedZDist + 1.3f + 0.5f;
}else
m_fPedBetweenCameraHeightOffset = 0.0f;
}else{
PedZDist = 0.0f;
m_fPedBetweenCameraHeightOffset = 0.0f;
}
}else
PedZDist = 0.0f;
// Move camera up for vehicles in the way
if(m_bCollisionChecksOn && (Mode == MODE_FOLLOWPED || Mode == MODE_FIGHT_CAM)){
bool FoundCar = false;
CEntity *vehicle = nil;
float TestDist = DistOnGround + 1.25f;
float HighestCar = 0.0f;
CVector TestBase = CamTargetEntity->GetPosition();
CVector TestPoint;
TestBase.z -= 0.15f;
TestPoint = TestBase - TestDist * CVector(Cos(BetaAngle), Sin(BetaAngle), 0.0f);
if(CWorld::ProcessLineOfSight(CamTargetEntity->GetPosition(), TestPoint, colPoint, vehicle, false, true, false, false, false, false) &&
vehicle->IsVehicle()){
float height = vehicle->GetColModel()->boundingBox.GetSize().z;
FoundCar = true;
HighestCar = height;
if(((CVehicle*)vehicle)->IsTrain())
m_bTheHeightFixerVehicleIsATrain = true;
}
TestPoint = TestBase - TestDist * CVector(Cos(BetaAngle+DEGTORAD(28.0f)), Sin(BetaAngle+DEGTORAD(28.0f)), 0.0f);
if(CWorld::ProcessLineOfSight(CamTargetEntity->GetPosition(), TestPoint, colPoint, vehicle, false, true, false, false, false, false) &&
vehicle->IsVehicle()){
float height = vehicle->GetColModel()->boundingBox.GetSize().z;
if(FoundCar){
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HighestCar = Max(HighestCar, height);
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}else{
FoundCar = true;
HighestCar = height;
}
if(((CVehicle*)vehicle)->IsTrain())
m_bTheHeightFixerVehicleIsATrain = true;
}
TestPoint = TestBase - TestDist * CVector(Cos(BetaAngle-DEGTORAD(28.0f)), Sin(BetaAngle-DEGTORAD(28.0f)), 0.0f);
if(CWorld::ProcessLineOfSight(CamTargetEntity->GetPosition(), TestPoint, colPoint, vehicle, false, true, false, false, false, false) &&
vehicle->IsVehicle()){
float height = vehicle->GetColModel()->boundingBox.GetSize().z;
if(FoundCar){
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HighestCar = Max(HighestCar, height);
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}else{
FoundCar = true;
HighestCar = height;
}
if(((CVehicle*)vehicle)->IsTrain())
m_bTheHeightFixerVehicleIsATrain = true;
}
if(FoundCar){
m_fDimensionOfHighestNearCar = HighestCar + 0.1f;
if(Mode == MODE_FIGHT_CAM)
m_fDimensionOfHighestNearCar += 0.75f;
}else
m_fDimensionOfHighestNearCar = 0.0f;
}
// Move up for road
if(Mode == MODE_FOLLOWPED || Mode == MODE_FIGHT_CAM ||
Mode == MODE_SYPHON || Mode == MODE_SYPHON_CRIM_IN_FRONT || Mode == MODE_SPECIAL_FIXED_FOR_SYPHON){
bool Inside = false;
bool OnRoad = false;
switch(((CPhysical*)CamTargetEntity)->m_nSurfaceTouched)
case SURFACE_GRASS:
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case SURFACE_GRAVEL:
case SURFACE_MUD_DRY:
case SURFACE_THICK_METAL_PLATE:
case SURFACE_RUBBER:
case SURFACE_STEEP_CLIFF:
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OnRoad = true;
if(CCullZones::PlayerNoRain())
Inside = true;
if((m_bCollisionChecksOn || PreviouslyFailedRoadHeightCheck || OnRoad) &&
m_fCloseInPedHeightOffset < 0.0001f && !Inside){
CVector TestPoint;
CEntity *road;
float GroundZ = 0.0f;
bool FoundGround = false;
float RoofZ = 0.0f;
bool FoundRoof = false;
static float MinHeightAboveRoad = 0.9f;
TestPoint = CamTargetEntity->GetPosition() - DistOnGround * CVector(Cos(BetaAngle), Sin(BetaAngle), 0.0f);
m_fRoadOffSet = 0.0f;
if(CWorld::ProcessVerticalLine(TestPoint, -1000.0f, colPoint, road, true, false, false, false, false, false, nil)){
FoundGround = true;
GroundZ = colPoint.point.z;
}
// Move up if too close to ground
if(FoundGround){
if(TestPoint.z - GroundZ < MinHeightAboveRoad){
m_fRoadOffSet = GroundZ + MinHeightAboveRoad - TestPoint.z;
PreviouslyFailedRoadHeightCheck = true;
}else{
if(m_bCollisionChecksOn)
PreviouslyFailedRoadHeightCheck = false;
else
m_fRoadOffSet = 0.0f;
}
}else{
if(CWorld::ProcessVerticalLine(TestPoint, 1000.0f, colPoint, road, true, false, false, false, false, false, nil)){
FoundRoof = true;
RoofZ = colPoint.point.z;
}
if(FoundRoof){
if(TestPoint.z - RoofZ < MinHeightAboveRoad){
m_fRoadOffSet = RoofZ + MinHeightAboveRoad - TestPoint.z;
PreviouslyFailedRoadHeightCheck = true;
}else{
if(m_bCollisionChecksOn)
PreviouslyFailedRoadHeightCheck = false;
else
m_fRoadOffSet = 0.0f;
}
}
}
}
}
if(PreviouslyFailedRoadHeightCheck && m_fCloseInPedHeightOffset < 0.0001f){
if(colPoint.surfaceB != SURFACE_TARMAC &&
colPoint.surfaceB != SURFACE_GRASS &&
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colPoint.surfaceB != SURFACE_GRAVEL &&
colPoint.surfaceB != SURFACE_MUD_DRY &&
colPoint.surfaceB != SURFACE_STEEP_CLIFF){
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if(m_fRoadOffSet > 1.4f)
m_fRoadOffSet = 1.4f;
}else{
if(Mode == MODE_FOLLOWPED){
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if(TheCamera.PedZoomIndicator == CAM_ZOOM_1)
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m_fRoadOffSet += 0.2f;
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if(TheCamera.PedZoomIndicator == CAM_ZOOM_2)
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m_fRoadOffSet += 0.5f;
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if(TheCamera.PedZoomIndicator == CAM_ZOOM_3)
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m_fRoadOffSet += 0.95f;
}
}
}
}
if(StandingOnBoat){
m_fRoadOffSet = 0.0f;
m_fDimensionOfHighestNearCar = 1.0f;
m_fPedBetweenCameraHeightOffset = 0.0f;
}
}
void
CCam::GetVectorsReadyForRW(void)
{
CVector right;
Up = CVector(0.0f, 0.0f, 1.0f);
Front.Normalise();
if(Front.x == 0.0f && Front.y == 0.0f){
Front.x = 0.0001f;
Front.y = 0.0001f;
}
right = CrossProduct(Front, Up);
right.Normalise();
Up = CrossProduct(right, Front);
}
void
CCam::LookBehind(void)
{
float Dist, DeltaBeta, TargetOrientation, Angle;
CVector TargetCoors, TargetFwd, TestCoors;
CColPoint colPoint;
CEntity *entity;
TargetCoors = CamTargetEntity->GetPosition();
Front = CamTargetEntity->GetPosition() - Source;
if((Mode == MODE_CAM_ON_A_STRING || Mode == MODE_BEHINDBOAT) && CamTargetEntity->IsVehicle()){
LookingBehind = true;
Dist = Mode == MODE_CAM_ON_A_STRING ? CA_MAX_DISTANCE : 15.5f;
TargetFwd = CamTargetEntity->GetForward();
TargetFwd.Normalise();
TargetOrientation = CGeneral::GetATanOfXY(TargetFwd.x, TargetFwd.y);
DeltaBeta = TargetOrientation - Beta;
while(DeltaBeta >= PI) DeltaBeta -= 2*PI;
while(DeltaBeta < -PI) DeltaBeta += 2*PI;
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if(DirectionWasLooking != LOOKING_BEHIND)
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LookBehindCamWasInFront = DeltaBeta <= -HALFPI || DeltaBeta >= HALFPI;
if(LookBehindCamWasInFront)
TargetOrientation += PI;
Source.x = Dist*Cos(TargetOrientation) + TargetCoors.x;
Source.y = Dist*Sin(TargetOrientation) + TargetCoors.y;
Source.z -= 1.0f;
if(CWorld::ProcessLineOfSight(TargetCoors, Source, colPoint, entity, true, false, false, true, false, true, true)){
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RwCameraSetNearClipPlane(Scene.camera, DEFAULT_NEAR);
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Source = colPoint.point;
}
Source.z += 1.0f;
Front = CamTargetEntity->GetPosition() - Source;
GetVectorsReadyForRW();
}
if(Mode == MODE_1STPERSON && CamTargetEntity->IsVehicle()){
LookingBehind = true;
RwCameraSetNearClipPlane(Scene.camera, 0.25f);
Front = CamTargetEntity->GetForward();
Front.Normalise();
if(((CVehicle*)CamTargetEntity)->IsBoat())
Source.z -= 0.5f;
Source += 0.25f*Front;
Front = -Front;
#ifdef FIX_BUGS
// not sure if this is a bug...
GetVectorsReadyForRW();
#endif
}
if(CamTargetEntity->IsPed()){
Angle = CGeneral::GetATanOfXY(Source.x - TargetCoors.x, Source.y - TargetCoors.y) + PI;
Source.x = 4.5f*Cos(Angle) + TargetCoors.x;
Source.y = 4.5f*Sin(Angle) + TargetCoors.y;
Source.z = 1.15f + TargetCoors.z;
TestCoors = TargetCoors;
TestCoors.z = Source.z;
if(CWorld::ProcessLineOfSight(TestCoors, Source, colPoint, entity, true, true, false, true, false, true, true)){
Source.x = colPoint.point.x;
Source.y = colPoint.point.y;
if((TargetCoors - Source).Magnitude2D() < 1.15f)
RwCameraSetNearClipPlane(Scene.camera, 0.05f);
}
Front = TargetCoors - Source;
GetVectorsReadyForRW();
}
}
void
CCam::LookLeft(void)
{
float Dist, TargetOrientation;
CVector TargetCoors, TargetFwd;
CColPoint colPoint;
CEntity *entity;
if((Mode == MODE_CAM_ON_A_STRING || Mode == MODE_BEHINDBOAT) && CamTargetEntity->IsVehicle()){
LookingLeft = true;
TargetCoors = CamTargetEntity->GetPosition();
Front = CamTargetEntity->GetPosition() - Source;
Dist = Mode == MODE_CAM_ON_A_STRING ? CA_MAX_DISTANCE : 9.0f;
TargetFwd = CamTargetEntity->GetForward();
TargetFwd.Normalise();
TargetOrientation = CGeneral::GetATanOfXY(TargetFwd.x, TargetFwd.y);
Source.x = Dist*Cos(TargetOrientation - HALFPI) + TargetCoors.x;
Source.y = Dist*Sin(TargetOrientation - HALFPI) + TargetCoors.y;
Source.z -= 1.0f;
if(CWorld::ProcessLineOfSight(TargetCoors, Source, colPoint, entity, true, false, false, true, false, true, true)){
RwCameraSetNearClipPlane(Scene.camera, 0.4f);
Source = colPoint.point;
}
Source.z += 1.0f;
Front = CamTargetEntity->GetPosition() - Source;
Front.z += 1.1f;
if(Mode == MODE_BEHINDBOAT)
Front.z += 1.2f;
GetVectorsReadyForRW();
}
if(Mode == MODE_1STPERSON && CamTargetEntity->IsVehicle()){
LookingLeft = true;
RwCameraSetNearClipPlane(Scene.camera, 0.25f);
if(((CVehicle*)CamTargetEntity)->IsBoat())
Source.z -= 0.5f;
Up = CamTargetEntity->GetUp();
Up.Normalise();
Front = CamTargetEntity->GetForward();
Front.Normalise();
Front = -CrossProduct(Front, Up);
Front.Normalise();
#ifdef FIX_BUGS
// not sure if this is a bug...
GetVectorsReadyForRW();
#endif
}
}
void
CCam::LookRight(void)
{
float Dist, TargetOrientation;
CVector TargetCoors, TargetFwd;
CColPoint colPoint;
CEntity *entity;
if((Mode == MODE_CAM_ON_A_STRING || Mode == MODE_BEHINDBOAT) && CamTargetEntity->IsVehicle()){
LookingRight = true;
TargetCoors = CamTargetEntity->GetPosition();
Front = CamTargetEntity->GetPosition() - Source;
Dist = Mode == MODE_CAM_ON_A_STRING ? CA_MAX_DISTANCE : 9.0f;
TargetFwd = CamTargetEntity->GetForward();
TargetFwd.Normalise();
TargetOrientation = CGeneral::GetATanOfXY(TargetFwd.x, TargetFwd.y);
Source.x = Dist*Cos(TargetOrientation + HALFPI) + TargetCoors.x;
Source.y = Dist*Sin(TargetOrientation + HALFPI) + TargetCoors.y;
Source.z -= 1.0f;
if(CWorld::ProcessLineOfSight(TargetCoors, Source, colPoint, entity, true, false, false, true, false, true, true)){
RwCameraSetNearClipPlane(Scene.camera, 0.4f);
Source = colPoint.point;
}
Source.z += 1.0f;
Front = CamTargetEntity->GetPosition() - Source;
Front.z += 1.1f;
if(Mode == MODE_BEHINDBOAT)
Front.z += 1.2f;
GetVectorsReadyForRW();
}
if(Mode == MODE_1STPERSON && CamTargetEntity->IsVehicle()){
LookingRight = true;
RwCameraSetNearClipPlane(Scene.camera, 0.25f);
if(((CVehicle*)CamTargetEntity)->IsBoat())
Source.z -= 0.5f;
Up = CamTargetEntity->GetUp();
Up.Normalise();
Front = CamTargetEntity->GetForward();
Front.Normalise();
Front = CrossProduct(Front, Up);
Front.Normalise();
#ifdef FIX_BUGS
// not sure if this is a bug...
GetVectorsReadyForRW();
#endif
}
}
void
CCam::ClipIfPedInFrontOfPlayer(void)
{
float FwdAngle, PedAngle, DeltaAngle, fDist, Near;
CVector vDist;
CPed *Player;
bool found = false;
int ped = 0;
// unused: TheCamera.pTargetEntity->GetPosition() - TheCamera.GetGameCamPosition();
FwdAngle = CGeneral::GetATanOfXY(TheCamera.GetForward().x, TheCamera.GetForward().y);
Player = CWorld::Players[CWorld::PlayerInFocus].m_pPed;
while(ped < Player->m_numNearPeds && !found)
if(Player->m_nearPeds[ped] && Player->m_nearPeds[ped]->GetPedState() != PED_DEAD)
found = true;
else
ped++;
if(found){
vDist = Player->m_nearPeds[ped]->GetPosition() - TheCamera.GetGameCamPosition();
PedAngle = CGeneral::GetATanOfXY(vDist.x, vDist.y);
DeltaAngle = FwdAngle - PedAngle;
while(DeltaAngle >= PI) DeltaAngle -= 2*PI;
while(DeltaAngle < -PI) DeltaAngle += 2*PI;
if(Abs(DeltaAngle) < HALFPI){
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fDist = vDist.Magnitude2D();
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if(fDist < 1.25f){
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Near = DEFAULT_NEAR - (1.25f - fDist);
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if(Near < 0.05f)
Near = 0.05f;
RwCameraSetNearClipPlane(Scene.camera, Near);
}
}
}
}
void
CCam::KeepTrackOfTheSpeed(const CVector &source, const CVector &target, const CVector &up, const float &alpha, const float &beta, const float &fov)
{
static CVector PreviousSource = source;
static CVector PreviousTarget = target;
static CVector PreviousUp = up;
static float PreviousBeta = beta;
static float PreviousAlpha = alpha;
static float PreviousFov = fov;
if(TheCamera.m_bJust_Switched){
PreviousSource = source;
PreviousTarget = target;
PreviousUp = up;
}
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m_cvecSourceSpeedOverOneFrame = source - PreviousSource;
m_cvecTargetSpeedOverOneFrame = target - PreviousTarget;
m_cvecUpOverOneFrame = up - PreviousUp;
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m_fFovSpeedOverOneFrame = fov - PreviousFov;
m_fBetaSpeedOverOneFrame = beta - PreviousBeta;
MakeAngleLessThan180(m_fBetaSpeedOverOneFrame);
m_fAlphaSpeedOverOneFrame = alpha - PreviousAlpha;
MakeAngleLessThan180(m_fAlphaSpeedOverOneFrame);
PreviousSource = source;
PreviousTarget = target;
PreviousUp = up;
PreviousBeta = beta;
PreviousAlpha = alpha;
PreviousFov = fov;
}
bool
CCam::Using3rdPersonMouseCam(void)
{
return CCamera::m_bUseMouse3rdPerson &&
(Mode == MODE_FOLLOWPED ||
TheCamera.m_bPlayerIsInGarage &&
FindPlayerPed() && FindPlayerPed()->m_nPedState != PED_DRIVING &&
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Mode != MODE_TOPDOWN && CamTargetEntity == FindPlayerPed());
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}
bool
CCam::GetWeaponFirstPersonOn(void)
{
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return CamTargetEntity && CamTargetEntity->IsPed() && ((CPed*)CamTargetEntity)->GetWeapon()->m_bAddRotOffset;
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}
bool
CCam::IsTargetInWater(const CVector &CamCoors)
{
if(CamTargetEntity == nil)
return false;
if(CamTargetEntity->IsPed()){
if(!((CPed*)CamTargetEntity)->bIsInWater)
return false;
if(!((CPed*)CamTargetEntity)->bIsStanding)
return true;
return false;
}
return ((CPhysical*)CamTargetEntity)->bIsInWater;
}
void
CCam::PrintMode(void)
{
// Doesn't do anything
char buf[256];
if(PrintDebugCode){
sprintf(buf, " ");
sprintf(buf, " ");
sprintf(buf, " ");
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static Const char *modes[] = { "None",
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"Top Down", "GTA Classic", "Behind Car", "Follow Ped",
"Aiming", "Debug", "Sniper", "Rocket", "Model Viewer", "Bill",
"Syphon", "Circle", "Cheesy Zoom", "Wheel", "Fixed",
"1st Person", "Fly by", "on a String", "Reaction",
"Follow Ped with Bind", "Chris", "Behind Boat",
"Player fallen in Water", "Train Roof", "Train Side",
"Blood on the tracks", "Passenger", "Syphon Crim in Front",
"Dead Baby", "Pillow Paps", "Look at Cars", "Arrest One",
"Arrest Two", "M16", "Special fixed for Syphon", "Fight",
"Top Down Ped",
"Sniper run about", "Rocket run about",
"1st Person run about", "M16 run about", "Fight run about",
"Editor"
};
sprintf(buf, "Cam: %s", modes[TheCamera.Cams[TheCamera.ActiveCam].Mode]);
CDebug::PrintAt(buf, 2, 5);
}
if(DebugCamMode != MODE_NONE){
switch(Mode){
case MODE_FOLLOWPED:
sprintf(buf, "Debug:- Cam Choice1. No Locking, used as game default");
break;
case MODE_REACTION:
sprintf(buf, "Debug:- Cam Choice2. Reaction Cam On A String ");
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sprintf(buf, " Uses Locking Button LeftShoulder 1. "); // lie
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break;
case MODE_FOLLOW_PED_WITH_BIND:
sprintf(buf, "Debug:- Cam Choice3. Game ReactionCam with Locking ");
sprintf(buf, " Uses Locking Button LeftShoulder 1. ");
break;
case MODE_CHRIS:
sprintf(buf, "Debug:- Cam Choice4. Chris's idea. ");
sprintf(buf, " Uses Locking Button LeftShoulder 1. ");
sprintf(buf, " Also control the camera using the right analogue stick.");
break;
}
}
}
// This code is really bad. wtf R*?
CVector
CCam::DoAverageOnVector(const CVector &vec)
{
int i;
CVector Average(0.0f, 0.0f, 0.0f);
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if(ResetStatics){
m_iRunningVectorArrayPos = 0;
m_iRunningVectorCounter = 1;
}
// TODO: make this work with NUMBER_OF_VECTORS_FOR_AVERAGE != 2
if(m_iRunningVectorCounter == 3){
m_arrPreviousVectors[0] = m_arrPreviousVectors[1];
m_arrPreviousVectors[1] = vec;
}else
m_arrPreviousVectors[m_iRunningVectorArrayPos] = vec;
for(i = 0; i <= m_iRunningVectorArrayPos; i++)
Average += m_arrPreviousVectors[i];
Average /= i;
m_iRunningVectorArrayPos++;
m_iRunningVectorCounter++;
if(m_iRunningVectorArrayPos >= NUMBER_OF_VECTORS_FOR_AVERAGE)
m_iRunningVectorArrayPos = NUMBER_OF_VECTORS_FOR_AVERAGE-1;
if(m_iRunningVectorCounter > NUMBER_OF_VECTORS_FOR_AVERAGE+1)
m_iRunningVectorCounter = NUMBER_OF_VECTORS_FOR_AVERAGE+1;
return Average;
}
// Rotate Beta in direction opposite of BetaOffset in 5 deg. steps.
// Return the first angle for which Beta + BetaOffset + Angle has a clear view.
// i.e. BetaOffset is a safe zone so that Beta + Angle is really clear.
// If BetaOffset == 0, try both directions.
float
CCam::GetPedBetaAngleForClearView(const CVector &Target, float Dist, float BetaOffset, bool checkBuildings, bool checkVehicles, bool checkPeds, bool checkObjects, bool checkDummies)
{
CColPoint point;
CEntity *ent = nil;
CVector ToSource;
float a;
// This would be so much nicer if we just got the step variable before the loop...R*
for(a = 0.0f; a <= PI; a += DEGTORAD(5.0f)){
if(BetaOffset <= 0.0f){
ToSource = CVector(Cos(Beta + BetaOffset + a), Sin(Beta + BetaOffset + a), 0.0f)*Dist;
if(!CWorld::ProcessLineOfSight(Target, Target + ToSource,
point, ent, checkBuildings, checkVehicles, checkPeds,
checkObjects, checkDummies, true, true))
return a;
}
if(BetaOffset >= 0.0f){
ToSource = CVector(Cos(Beta + BetaOffset - a), Sin(Beta + BetaOffset - a), 0.0f)*Dist;
if(!CWorld::ProcessLineOfSight(Target, Target + ToSource,
point, ent, checkBuildings, checkVehicles, checkPeds,
checkObjects, checkDummies, true, true))
return -a;
}
}
return 0.0f;
}
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float DefaultAcceleration = 0.045f;
float DefaultMaxStep = 0.15f;
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void
CCam::Process_FollowPed(const CVector &CameraTarget, float TargetOrientation, float, float)
{
if(!CamTargetEntity->IsPed())
return;
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const float GroundDist = 1.85f;
CVector TargetCoors, Dist, IdealSource;
float Length = 0.0f;
float LateralLeft = 0.0f;
float LateralRight = 0.0f;
float Center = 0.0f;
static bool PreviouslyObscured;
static bool PickedASide;
static float FixedTargetOrientation = 0.0f;
float AngleToGoTo = 0.0f;
float BetaOffsetAvoidBuildings = 0.45f; // ~25 deg
float BetaOffsetGoingBehind = 0.45f;
bool GoingBehind = false;
bool Obscured = false;
bool BuildingCheckObscured = false;
bool StandingInTrain = false;
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static int TimeIndicatedWantedToGoDown = 0;
static bool StartedCountingForGoDown = false;
float DeltaBeta;
m_bFixingBeta = false;
bBelowMinDist = false;
bBehindPlayerDesired = false;
// CenterDist should be > LateralDist because we don't have an angle for safety in this case
float CenterDist, LateralDist;
float AngleToGoToSpeed;
if(m_fCloseInPedHeightOffset > 0.00001f){
LateralDist = 0.55f;
CenterDist = 1.25f;
BetaOffsetAvoidBuildings = 0.9f; // ~50 deg
BetaOffsetGoingBehind = 0.9f;
AngleToGoToSpeed = 0.88254666f;
}else{
LateralDist = 0.8f;
CenterDist = 1.35f;
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if(TheCamera.PedZoomIndicator == CAM_ZOOM_1 || TheCamera.PedZoomIndicator == CAM_ZOOM_TOPDOWN){
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LateralDist = 1.25f;
CenterDist = 1.6f;
}
AngleToGoToSpeed = 0.43254671f;
}
FOV = DefaultFOV;
if(ResetStatics){
Rotating = false;
m_bCollisionChecksOn = true;
FixedTargetOrientation = 0.0f;
PreviouslyObscured = false;
PickedASide = false;
StartedCountingForGoDown = false;
AngleToGoTo = 0.0f;
// unused LastAngleWithNoPickedASide
}
TargetCoors = CameraTarget;
IdealSource = Source;
TargetCoors.z += m_fSyphonModeTargetZOffSet;
TargetCoors = DoAverageOnVector(TargetCoors);
TargetCoors.z += m_fRoadOffSet;
Dist.x = IdealSource.x - TargetCoors.x;
Dist.y = IdealSource.y - TargetCoors.y;
Length = Dist.Magnitude2D();
// Cam on a string. With a fixed distance. Zoom in/out is done later.
if(Length != 0.0f)
IdealSource = TargetCoors + CVector(Dist.x, Dist.y, 0.0f)/Length * GroundDist;
else
IdealSource = TargetCoors + CVector(1.0f, 1.0f, 0.0f);
if(TheCamera.m_bUseTransitionBeta && ResetStatics){
CVector VecDistance;
IdealSource.x = TargetCoors.x + GroundDist*Cos(m_fTransitionBeta);
IdealSource.y = TargetCoors.y + GroundDist*Sin(m_fTransitionBeta);
Beta = CGeneral::GetATanOfXY(IdealSource.x - TargetCoors.x, IdealSource.y - TargetCoors.y);
}else
Beta = CGeneral::GetATanOfXY(Source.x - TargetCoors.x, Source.y - TargetCoors.y);
if(TheCamera.m_bCamDirectlyBehind){
m_bCollisionChecksOn = true;
Beta = TargetOrientation + PI;
}
if(FindPlayerVehicle())
if(FindPlayerVehicle()->m_vehType == VEHICLE_TYPE_TRAIN)
StandingInTrain = true;
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if(TheCamera.m_bCamDirectlyInFront){
m_bCollisionChecksOn = true;
Beta = TargetOrientation;
}
while(Beta >= PI) Beta -= 2.0f * PI;
while(Beta < -PI) Beta += 2.0f * PI;
// BUG? is this ever used?
// The values seem to be roughly m_fPedZoomValueSmooth + 1.85
if(ResetStatics){
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if(TheCamera.PedZoomIndicator == CAM_ZOOM_1) m_fRealGroundDist = 2.090556f;
if(TheCamera.PedZoomIndicator == CAM_ZOOM_2) m_fRealGroundDist = 3.34973f;
if(TheCamera.PedZoomIndicator == CAM_ZOOM_3) m_fRealGroundDist = 4.704914f;
if(TheCamera.PedZoomIndicator == CAM_ZOOM_TOPDOWN) m_fRealGroundDist = 2.090556f;
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}
// And what is this? It's only used for collision and rotation it seems
float RealGroundDist;
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if(TheCamera.PedZoomIndicator == CAM_ZOOM_1) RealGroundDist = 2.090556f;
if(TheCamera.PedZoomIndicator == CAM_ZOOM_2) RealGroundDist = 3.34973f;
if(TheCamera.PedZoomIndicator == CAM_ZOOM_3) RealGroundDist = 4.704914f;
if(TheCamera.PedZoomIndicator == CAM_ZOOM_TOPDOWN) RealGroundDist = 2.090556f;
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if(m_fCloseInPedHeightOffset > 0.00001f)
RealGroundDist = 1.7016f;
bool Shooting = false;
CPed *ped = (CPed*)CamTargetEntity;
if(ped->GetWeapon()->m_eWeaponType != WEAPONTYPE_UNARMED)
if(CPad::GetPad(0)->GetWeapon())
Shooting = true;
if(ped->GetWeapon()->m_eWeaponType == WEAPONTYPE_DETONATOR ||
ped->GetWeapon()->m_eWeaponType == WEAPONTYPE_BASEBALLBAT)
Shooting = false;
if(m_fCloseInPedHeightOffset > 0.00001f)
TargetCoors.z -= m_fRoadOffSet;
// Figure out if and where we want to rotate
if(CPad::GetPad(0)->ForceCameraBehindPlayer() || Shooting){
// Center cam behind player
GoingBehind = true;
m_bCollisionChecksOn = true;
float OriginalBeta = Beta;
// Set Beta behind player
Beta = TargetOrientation + PI;
TargetCoors.z -= 0.1f;
AngleToGoTo = GetPedBetaAngleForClearView(TargetCoors, CenterDist * RealGroundDist, 0.0f, true, false, false, true, false);
if(AngleToGoTo != 0.0f){
if(AngleToGoTo < 0.0f)
AngleToGoTo -= AngleToGoToSpeed;
else
AngleToGoTo += AngleToGoToSpeed;
}else{
float LateralLeft = GetPedBetaAngleForClearView(TargetCoors, LateralDist * RealGroundDist, BetaOffsetGoingBehind, true, false, false, true, false);
float LateralRight = GetPedBetaAngleForClearView(TargetCoors, LateralDist * RealGroundDist, -BetaOffsetGoingBehind, true, false, false, true, false);
if(LateralLeft == 0.0f && LateralRight != 0.0f)
AngleToGoTo += LateralRight;
else if(LateralLeft != 0.0f && LateralRight == 0.0f)
AngleToGoTo += LateralLeft;
}
TargetCoors.z += 0.1f;
Beta = OriginalBeta;
if(PickedASide){
if(AngleToGoTo == 0.0f)
FixedTargetOrientation = TargetOrientation + PI;
Rotating = true;
}else{
FixedTargetOrientation = TargetOrientation + PI + AngleToGoTo;
Rotating = true;
PickedASide = true;
}
}else{
// Rotate cam to avoid clipping into buildings
TargetCoors.z -= 0.1f;
Center = GetPedBetaAngleForClearView(TargetCoors, CenterDist * RealGroundDist, 0.0f, true, false, false, true, false);
if(m_bCollisionChecksOn || PreviouslyObscured || Center != 0.0f || m_fCloseInPedHeightOffset > 0.00001f){
if(Center != 0.0f){
AngleToGoTo = Center;
}else{
LateralLeft = GetPedBetaAngleForClearView(TargetCoors, LateralDist * RealGroundDist, BetaOffsetAvoidBuildings, true, false, false, true, false);
LateralRight = GetPedBetaAngleForClearView(TargetCoors, LateralDist * RealGroundDist, -BetaOffsetAvoidBuildings, true, false, false, true, false);
if(LateralLeft == 0.0f && LateralRight != 0.0f){
AngleToGoTo += LateralRight;
if(m_fCloseInPedHeightOffset > 0.0f)
RwCameraSetNearClipPlane(Scene.camera, 0.7f);
}else if(LateralLeft != 0.0f && LateralRight == 0.0f){
AngleToGoTo += LateralLeft;
if(m_fCloseInPedHeightOffset > 0.0f)
RwCameraSetNearClipPlane(Scene.camera, 0.7f);
}
}
if(LateralLeft != 0.0f || LateralRight != 0.0f || Center != 0.0f)
BuildingCheckObscured = true;
}
TargetCoors.z += 0.1f;
}
if(m_fCloseInPedHeightOffset > 0.00001f)
TargetCoors.z += m_fRoadOffSet;
// Have to fix to avoid collision
if(AngleToGoTo != 0.0f){
Obscured = true;
Rotating = true;
if(CPad::GetPad(0)->ForceCameraBehindPlayer() || Shooting){
if(!PickedASide)
FixedTargetOrientation = Beta + AngleToGoTo; // can this even happen?
}else
FixedTargetOrientation = Beta + AngleToGoTo;
// This calculation is only really used to figure out how fast to rotate out of collision
m_fAmountFractionObscured = 1.0f;
CVector PlayerPos = FindPlayerPed()->GetPosition();
float RotationDist = (AngleToGoTo == Center ? CenterDist : LateralDist) * RealGroundDist;
// What's going on here? - AngleToGoTo?
CVector RotatedSource = PlayerPos + CVector(Cos(Beta - AngleToGoTo), Sin(Beta - AngleToGoTo), 0.0f) * RotationDist;
CColPoint colpoint;
CEntity *entity;
if(CWorld::ProcessLineOfSight(PlayerPos, RotatedSource, colpoint, entity, true, false, false, true, false, false, false)){
if((PlayerPos - RotatedSource).Magnitude() != 0.0f)
m_fAmountFractionObscured = (PlayerPos - colpoint.point).Magnitude() / (PlayerPos - RotatedSource).Magnitude();
else
m_fAmountFractionObscured = 1.0f;
}
}
if(m_fAmountFractionObscured < 0.0f) m_fAmountFractionObscured = 0.0f;
if(m_fAmountFractionObscured > 1.0f) m_fAmountFractionObscured = 1.0f;
// Figure out speed values for Beta rotation
float Acceleration, MaxSpeed;
static float AccelerationMult = 0.35f;
static float MaxSpeedMult = 0.85f;
static float AccelerationMultClose = 0.7f;
static float MaxSpeedMultClose = 1.6f;
float BaseAcceleration = 0.025f;
float BaseMaxSpeed = 0.09f;
if(m_fCloseInPedHeightOffset > 0.00001f){
if(AngleToGoTo == 0.0f){
BaseAcceleration = 0.022f;
BaseMaxSpeed = 0.04f;
}else{
BaseAcceleration = DefaultAcceleration;
BaseMaxSpeed = DefaultMaxStep;
}
}
if(AngleToGoTo == 0.0f){
Acceleration = BaseAcceleration;
MaxSpeed = BaseMaxSpeed;
}else if(CPad::GetPad(0)->ForceCameraBehindPlayer() && !Shooting){
Acceleration = 0.051f;
MaxSpeed = 0.18f;
}else if(m_fCloseInPedHeightOffset > 0.00001f){
Acceleration = BaseAcceleration + AccelerationMultClose*sq(m_fAmountFractionObscured - 1.05f);
MaxSpeed = BaseMaxSpeed + MaxSpeedMultClose*sq(m_fAmountFractionObscured - 1.05f);
}else{
Acceleration = DefaultAcceleration + AccelerationMult*sq(m_fAmountFractionObscured - 1.05f);
MaxSpeed = DefaultMaxStep + MaxSpeedMult*sq(m_fAmountFractionObscured - 1.05f);
}
static float AccelerationLimit = 0.3f;
static float MaxSpeedLimit = 0.65f;
if(Acceleration > AccelerationLimit) Acceleration = AccelerationLimit;
if(MaxSpeed > MaxSpeedLimit) MaxSpeed = MaxSpeedLimit;
int MoveState = ((CPed*)CamTargetEntity)->m_nMoveState;
if(MoveState != PEDMOVE_NONE && MoveState != PEDMOVE_STILL &&
!CPad::GetPad(0)->ForceCameraBehindPlayer() && !Obscured && !Shooting){
Rotating = false;
BetaSpeed = 0.0f;
}
// Now do the Beta rotation
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float RotDistance = (IdealSource - TargetCoors).Magnitude2D();
m_fDistanceBeforeChanges = RotDistance;
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if(Rotating){
m_bFixingBeta = true;
while(FixedTargetOrientation >= PI) FixedTargetOrientation -= 2*PI;
while(FixedTargetOrientation < -PI) FixedTargetOrientation += 2*PI;
while(Beta >= PI) Beta -= 2*PI;
while(Beta < -PI) Beta += 2*PI;
/*
// This is inlined WellBufferMe
DeltaBeta = FixedTargetOrientation - Beta;
while(DeltaBeta >= PI) DeltaBeta -= 2*PI;
while(DeltaBeta < -PI) DeltaBeta += 2*PI;
float ReqSpeed = DeltaBeta * MaxSpeed;
// Add or subtract absolute depending on sign, genius!
if(ReqSpeed - BetaSpeed > 0.0f)
BetaSpeed += SpeedStep * Abs(ReqSpeed - BetaSpeed) * CTimer::GetTimeStep();
else
BetaSpeed -= SpeedStep * Abs(ReqSpeed - BetaSpeed) * CTimer::GetTimeStep();
// this would be simpler:
// BetaSpeed += SpeedStep * (ReqSpeed - BetaSpeed) * CTimer::ms_fTimeStep;
if(ReqSpeed < 0.0f && BetaSpeed < ReqSpeed)
BetaSpeed = ReqSpeed;
else if(ReqSpeed > 0.0f && BetaSpeed > ReqSpeed)
BetaSpeed = ReqSpeed;
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Beta += BetaSpeed * Min(10.0f, CTimer::GetTimeStep());
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*/
WellBufferMe(FixedTargetOrientation, &Beta, &BetaSpeed, MaxSpeed, Acceleration, true);
if(ResetStatics){
Beta = FixedTargetOrientation;
BetaSpeed = 0.0f;
}
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Source.x = TargetCoors.x + RotDistance * Cos(Beta);
Source.y = TargetCoors.y + RotDistance * Sin(Beta);
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// Check if we can stop rotating
DeltaBeta = FixedTargetOrientation - Beta;
while(DeltaBeta >= PI) DeltaBeta -= 2*PI;
while(DeltaBeta < -PI) DeltaBeta += 2*PI;
if(Abs(DeltaBeta) < DEGTORAD(1.0f) && !bBehindPlayerDesired){
// Stop rotation
PickedASide = false;
Rotating = false;
BetaSpeed = 0.0f;
}
}
if(TheCamera.m_bCamDirectlyBehind || TheCamera.m_bCamDirectlyInFront ||
StandingInTrain || Rotating){
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if(TheCamera.m_bCamDirectlyBehind){
Beta = TargetOrientation + PI;
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Source.x = TargetCoors.x + RotDistance * Cos(Beta);
Source.y = TargetCoors.y + RotDistance * Sin(Beta);
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}
if(TheCamera.m_bCamDirectlyInFront){
Beta = TargetOrientation;
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Source.x = TargetCoors.x + RotDistance * Cos(Beta);
Source.y = TargetCoors.y + RotDistance * Sin(Beta);
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}
if(StandingInTrain){
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Beta = TargetOrientation + PI;
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Source.x = TargetCoors.x + RotDistance * Cos(Beta);
Source.y = TargetCoors.y + RotDistance * Sin(Beta);
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m_fDimensionOfHighestNearCar = 0.0f;
m_fCamBufferedHeight = 0.0f;
m_fCamBufferedHeightSpeed = 0.0f;
}
// Beta and Source already set in the rotation code
}else{
Source = IdealSource;
BetaSpeed = 0.0f;
}
// Subtract m_fRoadOffSet from both?
TargetCoors.z -= m_fRoadOffSet;
Source.z = IdealSource.z - m_fRoadOffSet;
// Apply zoom now
// m_fPedZoomValueSmooth makes the cam go down the further out it is
// 0.25 -> 0.20 for nearest dist
// 1.50 -> -0.05 for mid dist
// 2.90 -> -0.33 for far dist
Source.z += (2.5f - TheCamera.m_fPedZoomValueSmooth)*0.2f - 0.25f;
// Zoom out camera
Front = TargetCoors - Source;
Front.Normalise();
Source -= Front * TheCamera.m_fPedZoomValueSmooth;
// and then we move up again
// -0.375
// 0.25
// 0.95
Source.z += (TheCamera.m_fPedZoomValueSmooth - 1.0f)*0.5f + m_fCloseInPedHeightOffset;
// Process height offset to avoid peds and cars
float TargetZOffSet = m_fRoadOffSet + m_fDimensionOfHighestNearCar;
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TargetZOffSet = Max(TargetZOffSet, m_fPedBetweenCameraHeightOffset);
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float TargetHeight = CameraTarget.z + TargetZOffSet - Source.z;
if(TargetHeight > m_fCamBufferedHeight){
// Have to go up
if(TargetZOffSet == m_fPedBetweenCameraHeightOffset && TargetZOffSet > m_fCamBufferedHeight)
WellBufferMe(TargetHeight, &m_fCamBufferedHeight, &m_fCamBufferedHeightSpeed, 0.2f, 0.04f, false);
else if(TargetZOffSet == m_fRoadOffSet && TargetZOffSet > m_fCamBufferedHeight){
// TODO: figure this out
bool foo = false;
switch(((CPhysical*)CamTargetEntity)->m_nSurfaceTouched)
case SURFACE_GRASS:
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case SURFACE_GRAVEL:
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case SURFACE_PAVEMENT:
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case SURFACE_THICK_METAL_PLATE:
case SURFACE_RUBBER:
case SURFACE_STEEP_CLIFF:
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foo = true;
if(foo)
WellBufferMe(TargetHeight, &m_fCamBufferedHeight, &m_fCamBufferedHeightSpeed, 0.4f, 0.05f, false);
else
WellBufferMe(TargetHeight, &m_fCamBufferedHeight, &m_fCamBufferedHeightSpeed, 0.2f, 0.025f, false);
}else
WellBufferMe(TargetHeight, &m_fCamBufferedHeight, &m_fCamBufferedHeightSpeed, 0.2f, 0.025f, false);
StartedCountingForGoDown = false;
}else{
// Have to go down
if(StartedCountingForGoDown){
if(CTimer::GetTimeInMilliseconds() != TimeIndicatedWantedToGoDown){
if(TargetHeight > 0.0f)
WellBufferMe(TargetHeight, &m_fCamBufferedHeight, &m_fCamBufferedHeightSpeed, 0.2f, 0.01f, false);
else
WellBufferMe(0.0f, &m_fCamBufferedHeight, &m_fCamBufferedHeightSpeed, 0.2f, 0.01f, false);
}
}else{
StartedCountingForGoDown = true;
TimeIndicatedWantedToGoDown = CTimer::GetTimeInMilliseconds();
}
}
Source.z += m_fCamBufferedHeight;
// Clip Source if necessary
bool ClipSource = m_fCloseInPedHeightOffset > 0.00001f && m_fCamBufferedHeight > 0.001f;
if(GoingBehind || ResetStatics || ClipSource){
CColPoint colpoint;
CEntity *entity;
if(CWorld::ProcessLineOfSight(TargetCoors, Source, colpoint, entity, true, false, false, true, false, true, true)){
Source = colpoint.point;
if((TargetCoors - Source).Magnitude2D() < 1.0f)
RwCameraSetNearClipPlane(Scene.camera, 0.05f);
}
}
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TargetCoors.z += Min(1.0f, m_fCamBufferedHeight/2.0f);
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m_cvecTargetCoorsForFudgeInter = TargetCoors;
Front = TargetCoors - Source;
m_fRealGroundDist = Front.Magnitude2D();
m_fMinDistAwayFromCamWhenInterPolating = m_fRealGroundDist;
Front.Normalise();
GetVectorsReadyForRW();
TheCamera.m_bCamDirectlyBehind = false;
TheCamera.m_bCamDirectlyInFront = false;
PreviouslyObscured = BuildingCheckObscured;
ResetStatics = false;
}
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float fBaseDist = 1.7f;
float fAngleDist = 2.0f;
float fFalloff = 3.0f;
float fStickSens = 0.01f;
float fTweakFOV = 1.05f;
float fTranslateCamUp = 0.8f;
int16 nFadeControlThreshhold = 45;
float fDefaultAlphaOrient = -0.22f;
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void
CCam::Process_FollowPedWithMouse(const CVector &CameraTarget, float TargetOrientation, float, float)
{
FOV = DefaultFOV;
if(!CamTargetEntity->IsPed())
return;
CVector TargetCoors;
float CamDist;
CColPoint colPoint;
CEntity *entity;
if(ResetStatics){
Rotating = false;
m_bCollisionChecksOn = true;
CPad::GetPad(0)->ClearMouseHistory();
ResetStatics = false;
}
bool OnTrain = FindPlayerVehicle() && FindPlayerVehicle()->IsTrain();
// Look around
bool UseMouse = false;
float MouseX = CPad::GetPad(0)->GetMouseX();
float MouseY = CPad::GetPad(0)->GetMouseY();
float LookLeftRight, LookUpDown;
if((MouseX != 0.0f || MouseY != 0.0f) && !CPad::GetPad(0)->ArePlayerControlsDisabled()){
UseMouse = true;
LookLeftRight = -2.5f*MouseX;
LookUpDown = 4.0f*MouseY;
}else{
LookLeftRight = -CPad::GetPad(0)->LookAroundLeftRight();
LookUpDown = CPad::GetPad(0)->LookAroundUpDown();
}
float AlphaOffset, BetaOffset;
if(UseMouse){
BetaOffset = LookLeftRight * TheCamera.m_fMouseAccelHorzntl * FOV/80.0f;
AlphaOffset = LookUpDown * TheCamera.m_fMouseAccelVertical * FOV/80.0f;
}else{
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BetaOffset = LookLeftRight * fStickSens * (1.0f/14.0f) * FOV/80.0f * CTimer::GetTimeStep();
AlphaOffset = LookUpDown * fStickSens * (0.6f/14.0f) * FOV/80.0f * CTimer::GetTimeStep();
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}
if(TheCamera.GetFading() && TheCamera.GetFadingDirection() == FADE_IN && nFadeControlThreshhold < CDraw::FadeValue ||
CDraw::FadeValue > 200){
if(Alpha < fDefaultAlphaOrient-0.05f)
AlphaOffset = 0.05f;
else if(Alpha < fDefaultAlphaOrient)
AlphaOffset = fDefaultAlphaOrient - Alpha;
else if(Alpha > fDefaultAlphaOrient+0.05f)
AlphaOffset = -0.05f;
else if(Alpha > fDefaultAlphaOrient)
AlphaOffset = fDefaultAlphaOrient - Alpha;
else
AlphaOffset = 0.0f;
}
Alpha += AlphaOffset;
Beta += BetaOffset;
while(Beta >= PI) Beta -= 2*PI;
while(Beta < -PI) Beta += 2*PI;
if(Alpha > DEGTORAD(45.0f)) Alpha = DEGTORAD(45.0f);
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else if(Alpha < -DEGTORAD(89.5f)) Alpha = -DEGTORAD(89.5f);
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TargetCoors = CameraTarget;
TargetCoors.z += fTranslateCamUp;
TargetCoors = DoAverageOnVector(TargetCoors);
// SA code
#ifdef FREE_CAM
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if((CCamera::bFreeCam && Alpha > 0.0f) || (!CCamera::bFreeCam && Alpha > fBaseDist))
#else
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if(Alpha > fBaseDist) // comparing an angle against a distance?
#endif
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CamDist = fBaseDist + Cos(Min(Alpha*fFalloff, HALFPI))*fAngleDist;
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else
CamDist = fBaseDist + Cos(Alpha)*fAngleDist;
if(TheCamera.m_bUseTransitionBeta)
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Beta = CGeneral::GetATanOfXY(-Cos(m_fTransitionBeta), -Sin(m_fTransitionBeta));
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if(TheCamera.m_bCamDirectlyBehind)
Beta = TheCamera.m_PedOrientForBehindOrInFront;
if(TheCamera.m_bCamDirectlyInFront)
Beta = TheCamera.m_PedOrientForBehindOrInFront + PI;
if(OnTrain)
Beta = TargetOrientation;
Front.x = Cos(Alpha) * Cos(Beta);
Front.y = Cos(Alpha) * Sin(Beta);
Front.z = Sin(Alpha);
Source = TargetCoors - Front*CamDist;
m_cvecTargetCoorsForFudgeInter = TargetCoors;
// Clip Source and fix near clip
CWorld::pIgnoreEntity = CamTargetEntity;
entity = nil;
if(CWorld::ProcessLineOfSight(TargetCoors, Source, colPoint, entity, true, true, true, true, false, false, true)){
float PedColDist = (TargetCoors - colPoint.point).Magnitude();
float ColCamDist = CamDist - PedColDist;
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if(entity->IsPed() && ColCamDist > DEFAULT_NEAR + 0.1f){
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// Ped in the way but not clipping through
if(CWorld::ProcessLineOfSight(colPoint.point, Source, colPoint, entity, true, true, true, true, false, false, true)){
PedColDist = (TargetCoors - colPoint.point).Magnitude();
Source = colPoint.point;
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if(PedColDist < DEFAULT_NEAR + 0.3f)
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RwCameraSetNearClipPlane(Scene.camera, Max(PedColDist-0.3f, 0.05f));
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}else{
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RwCameraSetNearClipPlane(Scene.camera, Min(ColCamDist-0.35f, DEFAULT_NEAR));
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}
}else{
Source = colPoint.point;
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if(PedColDist < DEFAULT_NEAR + 0.3f)
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RwCameraSetNearClipPlane(Scene.camera, Max(PedColDist-0.3f, 0.05f));
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}
}
CWorld::pIgnoreEntity = nil;
float ViewPlaneHeight = Tan(DEGTORAD(FOV) / 2.0f);
float ViewPlaneWidth = ViewPlaneHeight * CDraw::FindAspectRatio() * fTweakFOV;
float Near = RwCameraGetNearClipPlane(Scene.camera);
float radius = ViewPlaneWidth*Near;
entity = CWorld::TestSphereAgainstWorld(Source + Front*Near, radius, nil, true, true, false, true, false, false);
int i = 0;
while(entity){
CVector CamToCol = gaTempSphereColPoints[0].point - Source;
float frontDist = DotProduct(CamToCol, Front);
float dist = (CamToCol - Front*frontDist).Magnitude() / ViewPlaneWidth;
// Try to decrease near clip
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dist = Max(Min(Near, dist), 0.1f);
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if(dist < Near)
RwCameraSetNearClipPlane(Scene.camera, dist);
// Move forward a bit
if(dist == 0.1f)
Source += (TargetCoors - Source)*0.3f;
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Near = RwCameraGetNearClipPlane(Scene.camera);
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#ifndef FIX_BUGS
// this is totally wrong...
radius = Tan(FOV / 2.0f) * Near;
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#else
radius = ViewPlaneWidth*Near;
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#endif
// Keep testing
entity = CWorld::TestSphereAgainstWorld(Source + Front*Near, radius, nil, true, true, false, true, false, false);
i++;
if(i > 5)
entity = nil;
}
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if(CamTargetEntity->m_rwObject){
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// what's going on here?
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if(RpAnimBlendClumpGetAssociation(CamTargetEntity->GetClump(), ANIM_STD_WEAPON_PUMP) ||
RpAnimBlendClumpGetAssociation(CamTargetEntity->GetClump(), ANIM_STD_WEAPON_THROW) ||
RpAnimBlendClumpGetAssociation(CamTargetEntity->GetClump(), ANIM_STD_THROW_UNDER) ||
RpAnimBlendClumpGetAssociation(CamTargetEntity->GetClump(), ANIM_STD_START_THROW)){
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CPed *player = FindPlayerPed();
float PlayerDist = (Source - player->GetPosition()).Magnitude();
if(PlayerDist < 2.75f)
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Near = PlayerDist/2.75f * DEFAULT_NEAR - 0.3f;
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RwCameraSetNearClipPlane(Scene.camera, Max(Near, 0.1f));
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}
}
TheCamera.m_bCamDirectlyInFront = false;
TheCamera.m_bCamDirectlyBehind = false;
GetVectorsReadyForRW();
if(((CPed*)CamTargetEntity)->CanStrafeOrMouseControl() && CDraw::FadeValue < 250 &&
(TheCamera.GetFadingDirection() != FADE_OUT || CDraw::FadeValue <= 100)){
float Heading = Front.Heading();
((CPed*)TheCamera.pTargetEntity)->m_fRotationCur = Heading;
((CPed*)TheCamera.pTargetEntity)->m_fRotationDest = Heading;
TheCamera.pTargetEntity->SetHeading(Heading);
TheCamera.pTargetEntity->GetMatrix().UpdateRW();
}
}
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float fBillsBetaOffset; // made up name, actually in CCam
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void
CCam::Process_BehindCar(const CVector &CameraTarget, float TargetOrientation, float, float)
{
FOV = DefaultFOV;
if(!CamTargetEntity->IsVehicle())
return;
CVector TargetCoors = CameraTarget;
TargetCoors.z -= 0.2f;
CA_MAX_DISTANCE = 9.95f;
CA_MIN_DISTANCE = 8.5f;
CVector Dist = Source - TargetCoors;
float Length = Dist.Magnitude2D();
m_fDistanceBeforeChanges = Length;
if(Length < 0.002f)
Length = 0.002f;
Beta = CGeneral::GetATanOfXY(TargetCoors.x - Source.x, TargetCoors.y - Source.y);
#if 1
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// This is completely made up but Bill's cam manipulates an angle before calling this
// and otherwise calculating Beta doesn't make much sense.
Beta += fBillsBetaOffset;
fBillsBetaOffset = 0.0f;
Dist.x = -Length*Cos(Beta);
Dist.y = -Length*Sin(Beta);
Source = TargetCoors + Dist;
#endif
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if(Length > CA_MAX_DISTANCE){
Source.x = TargetCoors.x + Dist.x/Length * CA_MAX_DISTANCE;
Source.y = TargetCoors.y + Dist.y/Length * CA_MAX_DISTANCE;
}else if(Length < CA_MIN_DISTANCE){
Source.x = TargetCoors.x + Dist.x/Length * CA_MIN_DISTANCE;
Source.y = TargetCoors.y + Dist.y/Length * CA_MIN_DISTANCE;
}
TargetCoors.z += 0.8f;
WorkOutCamHeightWeeCar(TargetCoors, TargetOrientation);
RotCamIfInFrontCar(TargetCoors, TargetOrientation);
FixCamIfObscured(TargetCoors, 1.2f, TargetOrientation);
Front = TargetCoors - Source;
m_cvecTargetCoorsForFudgeInter = TargetCoors;
ResetStatics = false;
GetVectorsReadyForRW();
}
void
CCam::WorkOutCamHeightWeeCar(CVector &TargetCoors, float TargetOrientation)
{
CColPoint colpoint;
CEntity *ent;
float TargetZOffSet = 0.0f;
static bool PreviouslyFailedRoadHeightCheck = false;
static float RoadHeightFix = 0.0f;
static float RoadHeightFixSpeed = 0.0f;
if(ResetStatics){
RoadHeightFix = 0.0f;
RoadHeightFixSpeed = 0.0f;
Alpha = DEGTORAD(25.0f);
AlphaSpeed = 0.0f;
}
float AlphaTarget = DEGTORAD(25.0f);
if(CCullZones::CamNoRain() || CCullZones::PlayerNoRain())
AlphaTarget = DEGTORAD(14.0f);
WellBufferMe(AlphaTarget, &Alpha, &AlphaSpeed, 0.1f, 0.05f, true);
Source.z = TargetCoors.z + CA_MAX_DISTANCE*Sin(Alpha);
if(FindPlayerVehicle()){
m_fRoadOffSet = 0.0f;
bool FoundRoad = false;
bool FoundRoof = false;
float RoadZ = 0.0f;
float RoofZ = 0.0f;
if(CWorld::ProcessVerticalLine(Source, -1000.0f, colpoint, ent, true, false, false, false, false, false, nil) &&
ent->IsBuilding()){
FoundRoad = true;
RoadZ = colpoint.point.z;
}
if(FoundRoad){
if(Source.z - RoadZ < 0.9f){
PreviouslyFailedRoadHeightCheck = true;
TargetZOffSet = RoadZ + 0.9f - Source.z;
}else{
if(m_bCollisionChecksOn)
PreviouslyFailedRoadHeightCheck = false;
else
TargetZOffSet = 0.0f;
}
}else{
if(CWorld::ProcessVerticalLine(Source, 1000.0f, colpoint, ent, true, false, false, false, false, false, nil) &&
ent->IsBuilding()){
FoundRoof = true;
RoofZ = colpoint.point.z;
}
if(FoundRoof){
if(Source.z - RoofZ < 0.9f){
PreviouslyFailedRoadHeightCheck = true;
TargetZOffSet = RoofZ + 0.9f - Source.z;
}else{
if(m_bCollisionChecksOn)
PreviouslyFailedRoadHeightCheck = false;
else
TargetZOffSet = 0.0f;
}
}
}
}
if(TargetZOffSet > RoadHeightFix)
RoadHeightFix = TargetZOffSet;
else
WellBufferMe(TargetZOffSet, &RoadHeightFix, &RoadHeightFixSpeed, 0.27f, 0.1f, false);
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if(colpoint.surfaceB != SURFACE_TARMAC &&
colpoint.surfaceB != SURFACE_GRASS &&
colpoint.surfaceB != SURFACE_GRAVEL &&
colpoint.surfaceB != SURFACE_MUD_DRY &&
colpoint.surfaceB != SURFACE_PAVEMENT &&
colpoint.surfaceB != SURFACE_THICK_METAL_PLATE &&
colpoint.surfaceB != SURFACE_STEEP_CLIFF &&
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RoadHeightFix > 1.4f)
RoadHeightFix = 1.4f;
Source.z += RoadHeightFix;
}
void
CCam::WorkOutCamHeight(const CVector &TargetCoors, float TargetOrientation, float TargetHeight)
{
float AlphaOffset = 0.0f;
bool CamClear = true;
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static float LastTargetAlphaWithCollisionOn = 0.0f;
static float LastTopAlphaSpeed = 0.0f;
static float LastAlphaSpeedStep = 0.0f;
static bool PreviousNearCheckNearClipSmall = false;
if(ResetStatics){
LastTargetAlphaWithCollisionOn = 0.0f;
LastTopAlphaSpeed = 0.0f;
LastAlphaSpeedStep = 0.0f;
PreviousNearCheckNearClipSmall = false;
}
float TopAlphaSpeed = 0.15f;
float AlphaSpeedStep = 0.015f;
float zoomvalue = TheCamera.CarZoomValueSmooth;
if(zoomvalue < 0.1f)
zoomvalue = 0.1f;
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if(TheCamera.CarZoomIndicator == CAM_ZOOM_1)
AlphaOffset = CGeneral::GetATanOfXY(23.0f, zoomvalue); // near
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else if(TheCamera.CarZoomIndicator == CAM_ZOOM_2)
AlphaOffset = CGeneral::GetATanOfXY(10.8f, zoomvalue); // mid
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else if(TheCamera.CarZoomIndicator == CAM_ZOOM_3)
AlphaOffset = CGeneral::GetATanOfXY(7.0f, zoomvalue); // far
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float Length = (Source - TargetCoors).Magnitude2D();
if(m_bCollisionChecksOn){ // there's another variable (on PC) but it's uninitialised
float CarAlpha = CGeneral::GetATanOfXY(CamTargetEntity->GetForward().Magnitude2D(), CamTargetEntity->GetForward().z);
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// this shouldn't be necessary....
while(CarAlpha >= PI) CarAlpha -= 2*PI;
while(CarAlpha < -PI) CarAlpha += 2*PI;
while(Beta >= PI) Beta -= 2*PI;
while(Beta < -PI) Beta += 2*PI;
float DeltaBeta = Beta - TargetOrientation;
while(DeltaBeta >= PI) DeltaBeta -= 2*PI;
while(DeltaBeta < -PI) DeltaBeta += 2*PI;
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float BehindCarNess = Cos(DeltaBeta); // 1 if behind car, 0 if side, -1 if in front
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CarAlpha = -CarAlpha * BehindCarNess;
if(CarAlpha < -0.01f)
CarAlpha = -0.01f;
float DeltaAlpha = CarAlpha - Alpha;
while(DeltaAlpha >= PI) DeltaAlpha -= 2*PI;
while(DeltaAlpha < -PI) DeltaAlpha += 2*PI;
// What's this?? wouldn't it make more sense to clamp?
float AngleLimit = DEGTORAD(1.8f);
if(DeltaAlpha > AngleLimit)
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DeltaAlpha -= AngleLimit;
else if(DeltaAlpha < -AngleLimit)
DeltaAlpha += AngleLimit;
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else
DeltaAlpha = 0.0f;
// Now the collision
float TargetAlpha = 0.0f;
bool FoundRoofCenter = false;
bool FoundRoofSide1 = false;
bool FoundRoofSide2 = false;
bool FoundCamRoof = false;
bool FoundCamGround = false;
float CamRoof = 0.0f;
float CarBottom = TargetCoors.z - TargetHeight/2.0f;
// Check car center
float CarRoof = CWorld::FindRoofZFor3DCoord(TargetCoors.x, TargetCoors.y, CarBottom, &FoundRoofCenter);
// Check sides of the car
CVector Forward = CamTargetEntity->GetForward();
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Forward.Normalise(); // shouldn't be necessary
float CarSideAngle = CGeneral::GetATanOfXY(Forward.x, Forward.y) + PI/2.0f;
float SideX = 2.5f * Cos(CarSideAngle);
float SideY = 2.5f * Sin(CarSideAngle);
CWorld::FindRoofZFor3DCoord(TargetCoors.x + SideX, TargetCoors.y + SideY, CarBottom, &FoundRoofSide1);
CWorld::FindRoofZFor3DCoord(TargetCoors.x - SideX, TargetCoors.y - SideY, CarBottom, &FoundRoofSide2);
// Now find out at what height we'd like to place the camera
float CamGround = CWorld::FindGroundZFor3DCoord(Source.x, Source.y, TargetCoors.z + Length*Sin(Alpha + AlphaOffset) + m_fCloseInCarHeightOffset, &FoundCamGround);
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float CamTargetZ = 0.0f;
if(FoundCamGround){
// This is the normal case
CamRoof = CWorld::FindRoofZFor3DCoord(Source.x, Source.y, CamGround + TargetHeight, &FoundCamRoof);
CamTargetZ = CamGround + TargetHeight*1.5f + 0.1f;
}else{
FoundCamRoof = false;
CamTargetZ = TargetCoors.z;
}
if(FoundRoofCenter && !FoundCamRoof && (FoundRoofSide1 || FoundRoofSide2)){
// Car is under something but camera isn't
// This seems weird...
TargetAlpha = CGeneral::GetATanOfXY(CA_MAX_DISTANCE, CarRoof - CamTargetZ - 1.5f);
CamClear = false;
}
if(FoundCamRoof){
// Camera is under something
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float roof = FoundRoofCenter ? Min(CamRoof, CarRoof) : CamRoof;
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// Same weirdness again?
TargetAlpha = CGeneral::GetATanOfXY(CA_MAX_DISTANCE, roof - CamTargetZ - 1.5f);
CamClear = false;
}
while(TargetAlpha >= PI) TargetAlpha -= 2*PI;
while(TargetAlpha < -PI) TargetAlpha += 2*PI;
if(TargetAlpha < DEGTORAD(-7.0f))
TargetAlpha = DEGTORAD(-7.0f);
// huh?
if(TargetAlpha > AlphaOffset)
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CamClear = true;
// Camera is constrained by collision in some way
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PreviousNearCheckNearClipSmall = false;
if(!CamClear){
PreviousNearCheckNearClipSmall = true;
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RwCameraSetNearClipPlane(Scene.camera, DEFAULT_NEAR);
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DeltaAlpha = TargetAlpha - (Alpha + AlphaOffset);
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while(DeltaAlpha >= PI) DeltaAlpha -= 2*PI;
while(DeltaAlpha < -PI) DeltaAlpha += 2*PI;
TopAlphaSpeed = 0.3f;
AlphaSpeedStep = 0.03f;
}
// Now do things if CamClear...but what is that anyway?
float CamZ = TargetCoors.z + Length*Sin(Alpha + DeltaAlpha + AlphaOffset) + m_fCloseInCarHeightOffset;
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bool FoundGround, FoundRoof;
float CamGround2 = CWorld::FindGroundZFor3DCoord(Source.x, Source.y, CamZ, &FoundGround);
if(FoundGround && CamClear){
if(CamZ - CamGround2 < 1.5f){
PreviousNearCheckNearClipSmall = true;
RwCameraSetNearClipPlane(Scene.camera, DEFAULT_NEAR);
float dz = CamGround2 + 1.5f - TargetCoors.z;
float a;
if(Length == 0.0f || dz == 0.0f)
a = Alpha;
else
a = CGeneral::GetATanOfXY(Length, dz);
while(a > PI) a -= 2*PI;
while(a < -PI) a += 2*PI;
DeltaAlpha = a - Alpha;
}
}else if(CamClear){
float CamRoof2 = CWorld::FindRoofZFor3DCoord(Source.x, Source.y, CamZ, &FoundRoof);
if(FoundRoof && CamZ - CamRoof2 < 1.5f){
PreviousNearCheckNearClipSmall = true;
RwCameraSetNearClipPlane(Scene.camera, DEFAULT_NEAR);
if(CamRoof2 > TargetCoors.z + 3.5f)
CamRoof2 = TargetCoors.z + 3.5f;
float dz = CamRoof2 + 1.5f - TargetCoors.z;
float a;
if(Length == 0.0f || dz == 0.0f)
a = Alpha;
else
a = CGeneral::GetATanOfXY(Length, dz);
while(a > PI) a -= 2*PI;
while(a < -PI) a += 2*PI;
DeltaAlpha = a - Alpha;
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}
}
LastTargetAlphaWithCollisionOn = DeltaAlpha + Alpha;
LastTopAlphaSpeed = TopAlphaSpeed;
LastAlphaSpeedStep = AlphaSpeedStep;
}else{
if(PreviousNearCheckNearClipSmall)
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RwCameraSetNearClipPlane(Scene.camera, DEFAULT_NEAR);
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}
WellBufferMe(LastTargetAlphaWithCollisionOn, &Alpha, &AlphaSpeed, LastTopAlphaSpeed, LastAlphaSpeedStep, true);
Source.z = TargetCoors.z + Sin(Alpha + AlphaOffset)*Length + m_fCloseInCarHeightOffset;
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}
// Rotate cam behind the car when the car is moving forward
bool
CCam::RotCamIfInFrontCar(CVector &TargetCoors, float TargetOrientation)
{
bool MovingForward = false;
CPhysical *phys = (CPhysical*)CamTargetEntity;
float ForwardSpeed = DotProduct(phys->GetForward(), phys->GetSpeed(CVector(0.0f, 0.0f, 0.0f)));
if(ForwardSpeed > 0.02f)
MovingForward = true;
float Dist = (Source - TargetCoors).Magnitude2D();
float DeltaBeta = TargetOrientation - Beta;
while(DeltaBeta >= PI) DeltaBeta -= 2*PI;
while(DeltaBeta < -PI) DeltaBeta += 2*PI;
if(Abs(DeltaBeta) > DEGTORAD(20.0f) && MovingForward && TheCamera.m_uiTransitionState == 0)
m_bFixingBeta = true;
CPad *pad = CPad::GetPad(0);
if(!(pad->GetLookBehindForCar() || pad->GetLookBehindForPed() || pad->GetLookLeft() || pad->GetLookRight()))
if(DirectionWasLooking != LOOKING_FORWARD)
TheCamera.m_bCamDirectlyBehind = true;
if(!m_bFixingBeta && !TheCamera.m_bUseTransitionBeta && !TheCamera.m_bCamDirectlyBehind && !TheCamera.m_bCamDirectlyInFront)
return false;
bool SetBeta = false;
if(TheCamera.m_bCamDirectlyBehind || TheCamera.m_bCamDirectlyInFront || TheCamera.m_bUseTransitionBeta)
if(&TheCamera.Cams[TheCamera.ActiveCam] == this)
SetBeta = true;
if(m_bFixingBeta || SetBeta){
WellBufferMe(TargetOrientation, &Beta, &BetaSpeed, 0.15f, 0.007f, true);
if(TheCamera.m_bCamDirectlyBehind && &TheCamera.Cams[TheCamera.ActiveCam] == this)
Beta = TargetOrientation;
if(TheCamera.m_bCamDirectlyInFront && &TheCamera.Cams[TheCamera.ActiveCam] == this)
Beta = TargetOrientation + PI;
if(TheCamera.m_bUseTransitionBeta && &TheCamera.Cams[TheCamera.ActiveCam] == this)
Beta = m_fTransitionBeta;
Source.x = TargetCoors.x - Cos(Beta)*Dist;
Source.y = TargetCoors.y - Sin(Beta)*Dist;
// Check if we're done
DeltaBeta = TargetOrientation - Beta;
while(DeltaBeta >= PI) DeltaBeta -= 2*PI;
while(DeltaBeta < -PI) DeltaBeta += 2*PI;
if(Abs(DeltaBeta) < DEGTORAD(2.0f))
m_bFixingBeta = false;
}
TheCamera.m_bCamDirectlyBehind = false;
TheCamera.m_bCamDirectlyInFront = false;
return true;
}
// Move the cam to avoid clipping through buildings
bool
CCam::FixCamIfObscured(CVector &TargetCoors, float TargetHeight, float TargetOrientation)
{
CVector Target = TargetCoors;
bool UseEntityPos = false;
CVector EntityPos;
static CColPoint colPoint;
static bool LastObscured = false;
if(Mode == MODE_BEHINDCAR)
Target.z += TargetHeight/2.0f;
if(Mode == MODE_CAM_ON_A_STRING){
UseEntityPos = true;
Target.z += TargetHeight/2.0f;
EntityPos = CamTargetEntity->GetPosition();
}
CVector TempSource = Source;
bool Obscured1 = false;
bool Obscured2 = false;
bool Fix1 = false;
float Dist1 = 0.0f;
float Dist2 = 0.0f;
CEntity *ent;
if(m_bCollisionChecksOn || LastObscured){
Obscured1 = CWorld::ProcessLineOfSight(Target, TempSource, colPoint, ent, true, false, false, true, false, true, true);
if(Obscured1){
Dist1 = (Target - colPoint.point).Magnitude2D();
Fix1 = true;
if(UseEntityPos)
Obscured1 = CWorld::ProcessLineOfSight(EntityPos, TempSource, colPoint, ent, true, false, false, true, false, true, true);
}else if(m_bFixingBeta){
float d = (TempSource - Target).Magnitude();
TempSource.x = Target.x - d*Cos(TargetOrientation);
TempSource.y = Target.y - d*Sin(TargetOrientation);
// same check again
Obscured2 = CWorld::ProcessLineOfSight(Target, TempSource, colPoint, ent, true, false, false, true, false, true, true);
if(Obscured2){
Dist2 = (Target - colPoint.point).Magnitude2D();
if(UseEntityPos)
Obscured2 = CWorld::ProcessLineOfSight(EntityPos, TempSource, colPoint, ent, true, false, false, true, false, true, true);
}
}
LastObscured = Obscured1 || Obscured2;
}
// nothing to do
if(!LastObscured)
return false;
if(Fix1){
Source.x = Target.x - Cos(Beta)*Dist1;
Source.y = Target.y - Sin(Beta)*Dist1;
if(Mode == MODE_BEHINDCAR)
Source = colPoint.point;
}else{
WellBufferMe(Dist2, &m_fDistanceBeforeChanges, &DistanceSpeed, 0.2f, 0.025f, false);
Source.x = Target.x - Cos(Beta)*m_fDistanceBeforeChanges;
Source.y = Target.y - Sin(Beta)*m_fDistanceBeforeChanges;
}
if(ResetStatics){
m_fDistanceBeforeChanges = (Source - Target).Magnitude2D();
DistanceSpeed = 0.0f;
Source.x = colPoint.point.x;
Source.y = colPoint.point.y;
}
return true;
}
void
CCam::Process_Cam_On_A_String(const CVector &CameraTarget, float TargetOrientation, float, float)
{
if(!CamTargetEntity->IsVehicle())
return;
FOV = DefaultFOV;
if(ResetStatics){
AlphaSpeed = 0.0f;
if(TheCamera.m_bIdleOn)
TheCamera.m_uiTimeWeEnteredIdle = CTimer::GetTimeInMilliseconds();
}
CBaseModelInfo *mi = CModelInfo::GetModelInfo(CamTargetEntity->GetModelIndex());
CVector Dimensions = mi->GetColModel()->boundingBox.max - mi->GetColModel()->boundingBox.min;
CVector TargetCoors = CameraTarget;
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float BaseDist = Dimensions.Magnitude2D();
TargetCoors.z += Dimensions.z - 0.1f; // final
Beta = CGeneral::GetATanOfXY(TargetCoors.x - Source.x, TargetCoors.y - Source.y);
while(Alpha >= PI) Alpha -= 2*PI;
while(Alpha < -PI) Alpha += 2*PI;
while(Beta >= PI) Beta -= 2*PI;
while(Beta < -PI) Beta += 2*PI;
m_fDistanceBeforeChanges = (Source - TargetCoors).Magnitude2D();
Cam_On_A_String_Unobscured(TargetCoors, BaseDist);
WorkOutCamHeight(TargetCoors, TargetOrientation, Dimensions.z);
RotCamIfInFrontCar(TargetCoors, TargetOrientation);
FixCamIfObscured(TargetCoors, Dimensions.z, TargetOrientation);
FixCamWhenObscuredByVehicle(TargetCoors);
m_cvecTargetCoorsForFudgeInter = TargetCoors;
Front = TargetCoors - Source;
Front.Normalise();
GetVectorsReadyForRW();
ResetStatics = false;
}
// Basic Cam on a string algorithm
void
CCam::Cam_On_A_String_Unobscured(const CVector &TargetCoors, float BaseDist)
{
CA_MAX_DISTANCE = BaseDist + 0.1f + TheCamera.CarZoomValueSmooth;
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CA_MIN_DISTANCE = Min(BaseDist*0.6f, 3.5f);
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CVector Dist = Source - TargetCoors;
if(ResetStatics)
Source = TargetCoors + Dist*(CA_MAX_DISTANCE + 1.0f);
Dist = Source - TargetCoors;
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float Length = Dist.Magnitude2D();
if(Length < 0.001f){
// This probably shouldn't happen. reset view
CVector Forward = CamTargetEntity->GetForward();
Forward.z = 0.0f;
Forward.Normalise();
Source = TargetCoors - Forward*CA_MAX_DISTANCE;
Dist = Source - TargetCoors;
Length = Dist.Magnitude2D();
}
if(Length > CA_MAX_DISTANCE){
Source.x = TargetCoors.x + Dist.x/Length * CA_MAX_DISTANCE;
Source.y = TargetCoors.y + Dist.y/Length * CA_MAX_DISTANCE;
}else if(Length < CA_MIN_DISTANCE){
Source.x = TargetCoors.x + Dist.x/Length * CA_MIN_DISTANCE;
Source.y = TargetCoors.y + Dist.y/Length * CA_MIN_DISTANCE;
}
}
void
CCam::FixCamWhenObscuredByVehicle(const CVector &TargetCoors)
{
// BUG? is this never reset
static float HeightFixerCarsObscuring = 0.0f;
static float HeightFixerCarsObscuringSpeed = 0.0f;
CColPoint colPoint;
CEntity *entity = nil;
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float HeightTarget = 0.0f;
if(CWorld::ProcessLineOfSight(TargetCoors, Source, colPoint, entity, false, true, false, false, false, false, false)){
CBaseModelInfo *mi = CModelInfo::GetModelInfo(entity->GetModelIndex());
HeightTarget = mi->GetColModel()->boundingBox.max.z + 1.0f + TargetCoors.z - Source.z;
if(HeightTarget < 0.0f)
HeightTarget = 0.0f;
}
WellBufferMe(HeightTarget, &HeightFixerCarsObscuring, &HeightFixerCarsObscuringSpeed, 0.2f, 0.025f, false);
Source.z += HeightFixerCarsObscuring;
}
void
CCam::Process_TopDown(const CVector &CameraTarget, float TargetOrientation, float SpeedVar, float TargetSpeedVar)
{
FOV = DefaultFOV;
if(!CamTargetEntity->IsVehicle())
return;
float Dist;
float HeightTarget = 0.0f;
static float AdjustHeightTargetMoveBuffer = 0.0f;
static float AdjustHeightTargetMoveSpeed = 0.0f;
static float NearClipDistance = 1.5f;
const float FarClipDistance = 200.0f;
CVector TargetFront, Target;
CVector TestSource, TestTarget;
CColPoint colPoint;
CEntity *entity;
TargetFront = CameraTarget;
TargetFront.x += 18.0f*CamTargetEntity->GetForward().x*SpeedVar;
TargetFront.y += 18.0f*CamTargetEntity->GetForward().y*SpeedVar;
if(ResetStatics){
AdjustHeightTargetMoveBuffer = 0.0f;
AdjustHeightTargetMoveSpeed = 0.0f;
}
float f = Pow(0.8f, 4.0f);
Target = f*CameraTarget + (1.0f-f)*TargetFront;
if(Mode == MODE_GTACLASSIC)
SpeedVar = TargetSpeedVar;
Source = Target + CVector(0.0f, 0.0f, (40.0f*SpeedVar + 30.0f)*0.8f);
// What is this? looks horrible
if(Mode == MODE_GTACLASSIC)
Source.x += (uint8)(100.0f*CameraTarget.x)/500.0f;
TestSource = Source;
TestTarget = TestSource;
TestTarget.z = Target.z;
if(CWorld::ProcessLineOfSight(TestTarget, TestSource, colPoint, entity, true, false, false, false, false, false, false)){
if(Source.z < colPoint.point.z+3.0f)
HeightTarget = colPoint.point.z+3.0f - Source.z;
}else{
TestSource = Source;
TestTarget = TestSource;
TestTarget.z += 10.0f;
if(CWorld::ProcessLineOfSight(TestTarget, TestSource, colPoint, entity, true, false, false, false, false, false, false))
if(Source.z < colPoint.point.z+3.0f)
HeightTarget = colPoint.point.z+3.0f - Source.z;
}
WellBufferMe(HeightTarget, &AdjustHeightTargetMoveBuffer, &AdjustHeightTargetMoveSpeed, 0.2f, 0.02f, false);
Source.z += AdjustHeightTargetMoveBuffer;
if(RwCameraGetFarClipPlane(Scene.camera) > FarClipDistance)
RwCameraSetFarClipPlane(Scene.camera, FarClipDistance);
RwCameraSetNearClipPlane(Scene.camera, NearClipDistance);
Front = CVector(-0.01f, -0.01f, -1.0f); // look down
Front.Normalise();
Dist = (Source - CameraTarget).Magnitude();
m_cvecTargetCoorsForFudgeInter = Dist*Front + Source;
Up = CVector(0.0f, 1.0f, 0.0f);
ResetStatics = false;
}
void
CCam::AvoidWallsTopDownPed(const CVector &TargetCoors, const CVector &Offset, float *Adjuster, float *AdjusterSpeed, float yDistLimit)
{
float Target = 0.0f;
float MaxSpeed = 0.13f;
float Acceleration = 0.015f;
float SpeedMult;
float dy;
CVector TestPoint2;
CVector TestPoint1;
CColPoint colPoint;
CEntity *entity;
TestPoint2 = TargetCoors + Offset;
TestPoint1 = TargetCoors;
TestPoint1.z = TestPoint2.z;
if(CWorld::ProcessLineOfSight(TestPoint1, TestPoint2, colPoint, entity, true, false, false, false, false, false, false)){
// What is this even?
dy = TestPoint1.y - colPoint.point.y;
if(dy > yDistLimit)
dy = yDistLimit;
SpeedMult = yDistLimit - Abs(dy/yDistLimit);
Target = 2.5f;
MaxSpeed += SpeedMult*0.3f;
Acceleration += SpeedMult*0.03f;
}
WellBufferMe(Target, Adjuster, AdjusterSpeed, MaxSpeed, Acceleration, false);
}
void
CCam::Process_TopDownPed(const CVector &CameraTarget, float TargetOrientation, float, float)
{
if(!CamTargetEntity->IsPed())
return;
float Dist;
float HeightTarget;
static int NumPedPosCountsSoFar = 0;
static float PedAverageSpeed = 0.0f;
static float AdjustHeightTargetMoveBuffer = 0.0f;
static float AdjustHeightTargetMoveSpeed = 0.0f;
static float PedSpeedSoFar = 0.0f;
static float FarClipDistance = 200.0f;
static float NearClipDistance = 1.5f;
static float TargetAdjusterForSouth = 0.0f;
static float TargetAdjusterSpeedForSouth = 0.0f;
static float TargetAdjusterForNorth = 0.0f;
static float TargetAdjusterSpeedForNorth = 0.0f;
static float TargetAdjusterForEast = 0.0f;
static float TargetAdjusterSpeedForEast = 0.0f;
static float TargetAdjusterForWest = 0.0f;
static float TargetAdjusterSpeedForWest = 0.0f;
static CVector PreviousPlayerMoveSpeedVec;
CVector TargetCoors, PlayerMoveSpeed;
CVector TestSource, TestTarget;
CColPoint colPoint;
CEntity *entity;
FOV = DefaultFOV;
TargetCoors = CameraTarget;
PlayerMoveSpeed = ((CPed*)CamTargetEntity)->GetMoveSpeed();
if(ResetStatics){
PreviousPlayerMoveSpeedVec = PlayerMoveSpeed;
AdjustHeightTargetMoveBuffer = 0.0f;
AdjustHeightTargetMoveSpeed = 0.0f;
NumPedPosCountsSoFar = 0;
PedSpeedSoFar = 0.0f;
PedAverageSpeed = 0.0f;
TargetAdjusterForWest = 0.0f;
TargetAdjusterSpeedForWest = 0.0f;
TargetAdjusterForEast = 0.0f;
TargetAdjusterSpeedForEast = 0.0f;
TargetAdjusterForNorth = 0.0f;
TargetAdjusterSpeedForNorth = 0.0f;
TargetAdjusterForSouth = 0.0f;
TargetAdjusterSpeedForSouth = 0.0f;
}
if(RwCameraGetFarClipPlane(Scene.camera) > FarClipDistance)
RwCameraSetFarClipPlane(Scene.camera, FarClipDistance);
RwCameraSetNearClipPlane(Scene.camera, NearClipDistance);
// Average ped speed
NumPedPosCountsSoFar++;
PedSpeedSoFar += PlayerMoveSpeed.Magnitude();
if(NumPedPosCountsSoFar == 5){
PedAverageSpeed = 0.4f*PedAverageSpeed + 0.6*(PedSpeedSoFar/5.0f);
NumPedPosCountsSoFar = 0;
PedSpeedSoFar = 0.0f;
}
PreviousPlayerMoveSpeedVec = PlayerMoveSpeed;
// Zoom out depending on speed
if(PedAverageSpeed > 0.01f && PedAverageSpeed <= 0.04f)
HeightTarget = 2.5f;
else if(PedAverageSpeed > 0.04f && PedAverageSpeed <= 0.145f)
HeightTarget = 4.5f;
else if(PedAverageSpeed > 0.145f)
HeightTarget = 7.0f;
else
HeightTarget = 0.0f;
// Zoom out if locked on target is far away
if(FindPlayerPed()->m_pPointGunAt){
Dist = (FindPlayerPed()->m_pPointGunAt->GetPosition() - CameraTarget).Magnitude2D();
if(Dist > 6.0f)
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HeightTarget = Max(HeightTarget, Dist/22.0f*37.0f);
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}
Source = TargetCoors + CVector(0.0f, -1.0f, 9.0f);
// Collision checks
entity = nil;
TestSource = TargetCoors + CVector(0.0f, -1.0f, 9.0f);
TestTarget = TestSource;
TestTarget.z = TargetCoors.z;
if(CWorld::ProcessLineOfSight(TestTarget, TestSource, colPoint, entity, true, false, false, false, false, false, false)){
if(TargetCoors.z+9.0f+HeightTarget < colPoint.point.z+3.0f)
HeightTarget = colPoint.point.z+3.0f - (TargetCoors.z+9.0f);
}else{
TestSource = TargetCoors + CVector(0.0f, -1.0f, 9.0f);
TestTarget = TestSource;
TestSource.z += HeightTarget;
TestTarget.z = TestSource.z + 10.0f;
if(CWorld::ProcessLineOfSight(TestTarget, TestSource, colPoint, entity, true, false, false, false, false, false, false)){
if(TargetCoors.z+9.0f+HeightTarget < colPoint.point.z+3.0f)
HeightTarget = colPoint.point.z+3.0f - (TargetCoors.z+9.0f);
}
}
WellBufferMe(HeightTarget, &AdjustHeightTargetMoveBuffer, &AdjustHeightTargetMoveSpeed, 0.3f, 0.03f, false);
Source.z += AdjustHeightTargetMoveBuffer;
// Wall checks
AvoidWallsTopDownPed(TargetCoors, CVector(0.0f, -3.0f, 3.0f), &TargetAdjusterForSouth, &TargetAdjusterSpeedForSouth, 1.0f);
Source.y += TargetAdjusterForSouth;
AvoidWallsTopDownPed(TargetCoors, CVector(0.0f, 3.0f, 3.0f), &TargetAdjusterForNorth, &TargetAdjusterSpeedForNorth, 1.0f);
Source.y -= TargetAdjusterForNorth;
// BUG: east and west flipped
AvoidWallsTopDownPed(TargetCoors, CVector(3.0f, 0.0f, 3.0f), &TargetAdjusterForWest, &TargetAdjusterSpeedForWest, 1.0f);
Source.x -= TargetAdjusterForWest;
AvoidWallsTopDownPed(TargetCoors, CVector(-3.0f, 0.0f, 3.0f), &TargetAdjusterForEast, &TargetAdjusterSpeedForEast, 1.0f);
Source.x += TargetAdjusterForEast;
TargetCoors.y = Source.y + 1.0f;
TargetCoors.y += TargetAdjusterForSouth;
TargetCoors.x += TargetAdjusterForEast;
TargetCoors.x -= TargetAdjusterForWest;
Front = TargetCoors - Source;
Front.Normalise();
#ifdef FIX_BUGS
if(Front.x == 0.0f && Front.y == 0.0f)
Front.y = 0.0001f;
#else
// someone used = instead of == in the above check by accident
Front.x = 0.0f;
#endif
m_cvecTargetCoorsForFudgeInter = TargetCoors;
Up = CrossProduct(Front, CVector(-1.0f, 0.0f, 0.0f));
Up.Normalise();
ResetStatics = false;
}
// Identical to M16
void
CCam::Process_Rocket(const CVector &CameraTarget, float, float, float)
{
if(!CamTargetEntity->IsPed())
return;
static bool FailedTestTwelveFramesAgo = false;
RwV3d HeadPos;
CVector TargetCoors;
FOV = DefaultFOV;
TargetCoors = CameraTarget;
if(ResetStatics){
Beta = ((CPed*)CamTargetEntity)->m_fRotationCur + HALFPI;
Alpha = 0.0f;
m_fInitialPlayerOrientation = ((CPed*)CamTargetEntity)->m_fRotationCur + HALFPI;
FailedTestTwelveFramesAgo = false;
// static DPadVertical unused
// static DPadHorizontal unused
m_bCollisionChecksOn = true;
ResetStatics = false;
}
((CPed*)CamTargetEntity)->m_pedIK.GetComponentPosition(HeadPos, PED_HEAD);
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Source = HeadPos;
Source.z += 0.1f;
Source.x -= 0.19f*Cos(m_fInitialPlayerOrientation);
Source.y -= 0.19f*Sin(m_fInitialPlayerOrientation);
// Look around
bool UseMouse = false;
float MouseX = CPad::GetPad(0)->GetMouseX();
float MouseY = CPad::GetPad(0)->GetMouseY();
float LookLeftRight, LookUpDown;
if(MouseX != 0.0f || MouseY != 0.0f){
UseMouse = true;
LookLeftRight = -3.0f*MouseX;
LookUpDown = 4.0f*MouseY;
}else{
LookLeftRight = -CPad::GetPad(0)->SniperModeLookLeftRight();
LookUpDown = CPad::GetPad(0)->SniperModeLookUpDown();
}
if(UseMouse){
Beta += TheCamera.m_fMouseAccelHorzntl * LookLeftRight * FOV/80.0f;
Alpha += TheCamera.m_fMouseAccelVertical * LookUpDown * FOV/80.0f;
}else{
float xdir = LookLeftRight < 0.0f ? -1.0f : 1.0f;
float ydir = LookUpDown < 0.0f ? -1.0f : 1.0f;
Beta += SQR(LookLeftRight/100.0f)*xdir*0.8f/14.0f * FOV/80.0f * CTimer::GetTimeStep();
Alpha += SQR(LookUpDown/150.0f)*ydir*1.0f/14.0f * FOV/80.0f * CTimer::GetTimeStep();
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}
while(Beta >= PI) Beta -= 2*PI;
while(Beta < -PI) Beta += 2*PI;
if(Alpha > DEGTORAD(60.0f)) Alpha = DEGTORAD(60.0f);
if(Alpha < -DEGTORAD(89.5f)) Alpha = -DEGTORAD(89.5f);
TargetCoors.x = 3.0f * Cos(Alpha) * Cos(Beta) + Source.x;
TargetCoors.y = 3.0f * Cos(Alpha) * Sin(Beta) + Source.y;
TargetCoors.z = 3.0f * Sin(Alpha) + Source.z;
Front = TargetCoors - Source;
Front.Normalise();
Source += Front*0.4f;
if(m_bCollisionChecksOn){
if(!CWorld::GetIsLineOfSightClear(TargetCoors, Source, true, true, false, true, false, true, true)){
RwCameraSetNearClipPlane(Scene.camera, 0.4f);
FailedTestTwelveFramesAgo = true;
}else{
CVector TestPoint;
TestPoint.x = 3.0f * Cos(Alpha - DEGTORAD(20.0f)) * Cos(Beta + DEGTORAD(35.0f)) + Source.x;
TestPoint.y = 3.0f * Cos(Alpha - DEGTORAD(20.0f)) * Sin(Beta + DEGTORAD(35.0f)) + Source.y;
TestPoint.z = 3.0f * Sin(Alpha - DEGTORAD(20.0f)) + Source.z;
if(!CWorld::GetIsLineOfSightClear(TestPoint, Source, true, true, false, true, false, true, true)){
RwCameraSetNearClipPlane(Scene.camera, 0.4f);
FailedTestTwelveFramesAgo = true;
}else{
TestPoint.x = 3.0f * Cos(Alpha - DEGTORAD(20.0f)) * Cos(Beta - DEGTORAD(35.0f)) + Source.x;
TestPoint.y = 3.0f * Cos(Alpha - DEGTORAD(20.0f)) * Sin(Beta - DEGTORAD(35.0f)) + Source.y;
TestPoint.z = 3.0f * Sin(Alpha - DEGTORAD(20.0f)) + Source.z;
if(!CWorld::GetIsLineOfSightClear(TestPoint, Source, true, true, false, true, false, true, true)){
RwCameraSetNearClipPlane(Scene.camera, 0.4f);
FailedTestTwelveFramesAgo = true;
}else
FailedTestTwelveFramesAgo = false;
}
}
}
if(FailedTestTwelveFramesAgo)
RwCameraSetNearClipPlane(Scene.camera, 0.4f);
Source -= Front*0.4f;
GetVectorsReadyForRW();
float Rotation = CGeneral::GetATanOfXY(Front.x, Front.y) - HALFPI;
((CPed*)TheCamera.pTargetEntity)->m_fRotationCur = Rotation;
((CPed*)TheCamera.pTargetEntity)->m_fRotationDest = Rotation;
}
// Identical to Rocket
void
CCam::Process_M16_1stPerson(const CVector &CameraTarget, float, float, float)
{
if(!CamTargetEntity->IsPed())
return;
static bool FailedTestTwelveFramesAgo = false;
RwV3d HeadPos;
CVector TargetCoors;
FOV = DefaultFOV;
TargetCoors = CameraTarget;
if(ResetStatics){
Beta = ((CPed*)CamTargetEntity)->m_fRotationCur + HALFPI;
Alpha = 0.0f;
m_fInitialPlayerOrientation = ((CPed*)CamTargetEntity)->m_fRotationCur + HALFPI;
FailedTestTwelveFramesAgo = false;
// static DPadVertical unused
// static DPadHorizontal unused
m_bCollisionChecksOn = true;
ResetStatics = false;
}
#if GTA_VERSION < GTA3_PC_11
((CPed*)CamTargetEntity)->m_pedIK.GetComponentPosition(HeadPos, PED_HEAD);
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Source = HeadPos;
Source.z += 0.1f;
Source.x -= 0.19f*Cos(m_fInitialPlayerOrientation);
Source.y -= 0.19f*Sin(m_fInitialPlayerOrientation);
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#endif
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// Look around
bool UseMouse = false;
float MouseX = CPad::GetPad(0)->GetMouseX();
float MouseY = CPad::GetPad(0)->GetMouseY();
float LookLeftRight, LookUpDown;
if(MouseX != 0.0f || MouseY != 0.0f){
UseMouse = true;
LookLeftRight = -3.0f*MouseX;
LookUpDown = 4.0f*MouseY;
}else{
LookLeftRight = -CPad::GetPad(0)->SniperModeLookLeftRight();
LookUpDown = CPad::GetPad(0)->SniperModeLookUpDown();
}
if(UseMouse){
Beta += TheCamera.m_fMouseAccelHorzntl * LookLeftRight * FOV/80.0f;
Alpha += TheCamera.m_fMouseAccelVertical * LookUpDown * FOV/80.0f;
}else{
float xdir = LookLeftRight < 0.0f ? -1.0f : 1.0f;
float ydir = LookUpDown < 0.0f ? -1.0f : 1.0f;
Beta += SQR(LookLeftRight/100.0f)*xdir*0.8f/14.0f * FOV/80.0f * CTimer::GetTimeStep();
Alpha += SQR(LookUpDown/150.0f)*ydir*1.0f/14.0f * FOV/80.0f * CTimer::GetTimeStep();
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}
while(Beta >= PI) Beta -= 2*PI;
while(Beta < -PI) Beta += 2*PI;
if(Alpha > DEGTORAD(60.0f)) Alpha = DEGTORAD(60.0f);
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else if(Alpha < -DEGTORAD(89.5f)) Alpha = -DEGTORAD(89.5f);
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#if GTA_VERSION >= GTA3_PC_11
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HeadPos.x = 0.0f;
HeadPos.y = 0.0f;
HeadPos.z = 0.0f;
((CPed*)CamTargetEntity)->m_pedIK.GetComponentPosition(HeadPos, PED_HEAD);
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Source = HeadPos;
Source.z += 0.1f;
Source.x -= 0.19f * Cos(m_fInitialPlayerOrientation);
Source.y -= 0.19f * Sin(m_fInitialPlayerOrientation);
#endif
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TargetCoors.x = 3.0f * Cos(Alpha) * Cos(Beta) + Source.x;
TargetCoors.y = 3.0f * Cos(Alpha) * Sin(Beta) + Source.y;
TargetCoors.z = 3.0f * Sin(Alpha) + Source.z;
Front = TargetCoors - Source;
Front.Normalise();
Source += Front*0.4f;
if(m_bCollisionChecksOn){
if(!CWorld::GetIsLineOfSightClear(TargetCoors, Source, true, true, false, true, false, true, true)){
RwCameraSetNearClipPlane(Scene.camera, 0.4f);
FailedTestTwelveFramesAgo = true;
}else{
CVector TestPoint;
TestPoint.x = 3.0f * Cos(Alpha - DEGTORAD(20.0f)) * Cos(Beta + DEGTORAD(35.0f)) + Source.x;
TestPoint.y = 3.0f * Cos(Alpha - DEGTORAD(20.0f)) * Sin(Beta + DEGTORAD(35.0f)) + Source.y;
TestPoint.z = 3.0f * Sin(Alpha - DEGTORAD(20.0f)) + Source.z;
if(!CWorld::GetIsLineOfSightClear(TestPoint, Source, true, true, false, true, false, true, true)){
RwCameraSetNearClipPlane(Scene.camera, 0.4f);
FailedTestTwelveFramesAgo = true;
}else{
TestPoint.x = 3.0f * Cos(Alpha - DEGTORAD(20.0f)) * Cos(Beta - DEGTORAD(35.0f)) + Source.x;
TestPoint.y = 3.0f * Cos(Alpha - DEGTORAD(20.0f)) * Sin(Beta - DEGTORAD(35.0f)) + Source.y;
TestPoint.z = 3.0f * Sin(Alpha - DEGTORAD(20.0f)) + Source.z;
if(!CWorld::GetIsLineOfSightClear(TestPoint, Source, true, true, false, true, false, true, true)){
RwCameraSetNearClipPlane(Scene.camera, 0.4f);
FailedTestTwelveFramesAgo = true;
}else
FailedTestTwelveFramesAgo = false;
}
}
}
if(FailedTestTwelveFramesAgo)
RwCameraSetNearClipPlane(Scene.camera, 0.4f);
Source -= Front*0.4f;
GetVectorsReadyForRW();
float Rotation = CGeneral::GetATanOfXY(Front.x, Front.y) - HALFPI;
((CPed*)TheCamera.pTargetEntity)->m_fRotationCur = Rotation;
((CPed*)TheCamera.pTargetEntity)->m_fRotationDest = Rotation;
}
void
CCam::Process_1stPerson(const CVector &CameraTarget, float TargetOrientation, float, float)
{
static float DontLookThroughWorldFixer = 0.0f;
CVector TargetCoors;
FOV = DefaultFOV;
TargetCoors = CameraTarget;
if(CamTargetEntity->m_rwObject == nil)
return;
if(ResetStatics){
Beta = TargetOrientation;
Alpha = 0.0f;
m_fInitialPlayerOrientation = TargetOrientation;
if(CamTargetEntity->IsPed()){
Beta = ((CPed*)CamTargetEntity)->m_fRotationCur + HALFPI;
Alpha = 0.0f;
m_fInitialPlayerOrientation = ((CPed*)CamTargetEntity)->m_fRotationCur + HALFPI;
}
DontLookThroughWorldFixer = 0.0f;
}
if(CamTargetEntity->IsPed()){
static bool FailedTestTwelveFramesAgo = false;
RwV3d HeadPos;
TargetCoors = CameraTarget;
if(ResetStatics){
Beta = ((CPed*)CamTargetEntity)->m_fRotationCur + HALFPI;
Alpha = 0.0f;
m_fInitialPlayerOrientation = ((CPed*)CamTargetEntity)->m_fRotationCur + HALFPI;
FailedTestTwelveFramesAgo = false;
// static DPadVertical unused
// static DPadHorizontal unused
m_bCollisionChecksOn = true;
ResetStatics = false;
}
((CPed*)CamTargetEntity)->m_pedIK.GetComponentPosition(HeadPos, PED_HEAD);
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Source = HeadPos;
Source.z += 0.1f;
Source.x -= 0.19f*Cos(m_fInitialPlayerOrientation);
Source.y -= 0.19f*Sin(m_fInitialPlayerOrientation);
float LookLeftRight, LookUpDown;
LookLeftRight = -CPad::GetPad(0)->LookAroundLeftRight();
LookUpDown = CPad::GetPad(0)->LookAroundUpDown();
float xdir = LookLeftRight < 0.0f ? -1.0f : 1.0f;
float ydir = LookUpDown < 0.0f ? -1.0f : 1.0f;
Beta += SQR(LookLeftRight/100.0f)*xdir*0.8f/14.0f * FOV/80.0f * CTimer::GetTimeStep();
Alpha += SQR(LookUpDown/150.0f)*ydir*1.0f/14.0f * FOV/80.0f * CTimer::GetTimeStep();
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while(Beta >= PI) Beta -= 2*PI;
while(Beta < -PI) Beta += 2*PI;
if(Alpha > DEGTORAD(60.0f)) Alpha = DEGTORAD(60.0f);
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else if(Alpha < -DEGTORAD(89.5f)) Alpha = -DEGTORAD(89.5f);
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TargetCoors.x = 3.0f * Cos(Alpha) * Cos(Beta) + Source.x;
TargetCoors.y = 3.0f * Cos(Alpha) * Sin(Beta) + Source.y;
TargetCoors.z = 3.0f * Sin(Alpha) + Source.z;
Front = TargetCoors - Source;
Front.Normalise();
Source += Front*0.4f;
if(m_bCollisionChecksOn){
if(!CWorld::GetIsLineOfSightClear(TargetCoors, Source, true, true, false, true, false, true, true)){
RwCameraSetNearClipPlane(Scene.camera, 0.4f);
FailedTestTwelveFramesAgo = true;
}else{
CVector TestPoint;
TestPoint.x = 3.0f * Cos(Alpha - DEGTORAD(20.0f)) * Cos(Beta + DEGTORAD(35.0f)) + Source.x;
TestPoint.y = 3.0f * Cos(Alpha - DEGTORAD(20.0f)) * Sin(Beta + DEGTORAD(35.0f)) + Source.y;
TestPoint.z = 3.0f * Sin(Alpha - DEGTORAD(20.0f)) + Source.z;
if(!CWorld::GetIsLineOfSightClear(TestPoint, Source, true, true, false, true, false, true, true)){
RwCameraSetNearClipPlane(Scene.camera, 0.4f);
FailedTestTwelveFramesAgo = true;
}else{
TestPoint.x = 3.0f * Cos(Alpha - DEGTORAD(20.0f)) * Cos(Beta - DEGTORAD(35.0f)) + Source.x;
TestPoint.y = 3.0f * Cos(Alpha - DEGTORAD(20.0f)) * Sin(Beta - DEGTORAD(35.0f)) + Source.y;
TestPoint.z = 3.0f * Sin(Alpha - DEGTORAD(20.0f)) + Source.z;
if(!CWorld::GetIsLineOfSightClear(TestPoint, Source, true, true, false, true, false, true, true)){
RwCameraSetNearClipPlane(Scene.camera, 0.4f);
FailedTestTwelveFramesAgo = true;
}else
FailedTestTwelveFramesAgo = false;
}
}
}
if(FailedTestTwelveFramesAgo)
RwCameraSetNearClipPlane(Scene.camera, 0.4f);
Source -= Front*0.4f;
GetVectorsReadyForRW();
float Rotation = CGeneral::GetATanOfXY(Front.x, Front.y) - HALFPI;
((CPed*)TheCamera.pTargetEntity)->m_fRotationCur = Rotation;
((CPed*)TheCamera.pTargetEntity)->m_fRotationDest = Rotation;
}else{
assert(CamTargetEntity->IsVehicle());
CVehicleModelInfo *mi = (CVehicleModelInfo*)CModelInfo::GetModelInfo(CamTargetEntity->GetModelIndex());
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CVector CamPos = mi->GetFrontSeatPosn();
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CamPos.x = 0.0f;
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CamPos.y += 0.08f;
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CamPos.z += 0.62f;
FOV = 60.0f;
Source = Multiply3x3(CamTargetEntity->GetMatrix(), CamPos);
Source += CamTargetEntity->GetPosition();
if(((CVehicle*)CamTargetEntity)->IsBoat())
Source.z += 0.5f;
if(((CVehicle*)CamTargetEntity)->IsUpsideDown()){
if(DontLookThroughWorldFixer < 0.5f)
DontLookThroughWorldFixer += 0.03f;
else
DontLookThroughWorldFixer = 0.5f;
}else{
if(DontLookThroughWorldFixer < 0.0f)
#ifdef FIX_BUGS
DontLookThroughWorldFixer += 0.03f;
#else
DontLookThroughWorldFixer -= 0.03f;
#endif
else
DontLookThroughWorldFixer = 0.0f;
}
Source.z += DontLookThroughWorldFixer;
Front = CamTargetEntity->GetForward();
Front.Normalise();
Up = CamTargetEntity->GetUp();
Up.Normalise();
CVector Right = CrossProduct(Front, Up);
Right.Normalise();
Up = CrossProduct(Right, Front);
Up.Normalise();
}
ResetStatics = false;
}
static CVector vecHeadCamOffset(0.06f, 0.05f, 0.0f);
void
CCam::Process_1rstPersonPedOnPC(const CVector&, float TargetOrientation, float, float)
{
// static int DontLookThroughWorldFixer = 0; // unused
static CVector InitialHeadPos;
if(Mode != MODE_SNIPER_RUNABOUT)
FOV = DefaultFOV;
TheCamera.m_1rstPersonRunCloseToAWall = false;
if(CamTargetEntity->m_rwObject == nil)
return;
if(CamTargetEntity->IsPed()){
// static bool FailedTestTwelveFramesAgo = false; // unused
CVector HeadPos = vecHeadCamOffset;
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CVector TargetCoors;
((CPed*)CamTargetEntity)->TransformToNode(HeadPos, PED_HEAD);
// This is done on PC, but checking for the clump frame is not necessary apparently
/*
RwFrame *frm = ((CPed*)CamTargetEntity)->m_pFrames[PED_HEAD]->frame;
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while(frm){
RwV3dTransformPoints(&HeadPos, &HeadPos, 1, RwFrameGetMatrix(frm));
frm = RwFrameGetParent(frm);
if(frm == RpClumpGetFrame(CamTargetEntity->GetClump()))
frm = nil;
}
*/
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if(ResetStatics){
Beta = TargetOrientation;
Alpha = 0.0f;
m_fInitialPlayerOrientation = TargetOrientation;
if(CamTargetEntity->IsPed()){ // useless check
Beta = ((CPed*)CamTargetEntity)->m_fRotationCur + HALFPI;
Alpha = 0.0f;
m_fInitialPlayerOrientation = ((CPed*)CamTargetEntity)->m_fRotationCur + HALFPI;
// FailedTestTwelveFramesAgo = false;
m_bCollisionChecksOn = true;
}
// DontLookThroughWorldFixer = false;
m_vecBufferedPlayerBodyOffset = HeadPos;
InitialHeadPos = HeadPos;
}
m_vecBufferedPlayerBodyOffset.y = HeadPos.y;
if(TheCamera.m_bHeadBob){
m_vecBufferedPlayerBodyOffset.x =
TheCamera.m_fGaitSwayBuffer * m_vecBufferedPlayerBodyOffset.x +
(1.0f-TheCamera.m_fGaitSwayBuffer) * HeadPos.x;
m_vecBufferedPlayerBodyOffset.z =
TheCamera.m_fGaitSwayBuffer * m_vecBufferedPlayerBodyOffset.z +
(1.0f-TheCamera.m_fGaitSwayBuffer) * HeadPos.z;
HeadPos = (CamTargetEntity->GetMatrix() * m_vecBufferedPlayerBodyOffset);
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}else{
float HeadDelta = (HeadPos - InitialHeadPos).Magnitude2D();
CVector Fwd = CamTargetEntity->GetForward();
Fwd.z = 0.0f;
Fwd.Normalise();
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HeadPos = HeadDelta*1.23f*Fwd + CamTargetEntity->GetPosition();
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HeadPos.z += 0.59f;
}
Source = HeadPos;
// unused:
// ((CPed*)CamTargetEntity)->m_pedIK.GetComponentPosition(MidPos, PED_MID);
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// Source - MidPos;
// Look around
bool UseMouse = false;
float MouseX = CPad::GetPad(0)->GetMouseX();
float MouseY = CPad::GetPad(0)->GetMouseY();
float LookLeftRight, LookUpDown;
if(MouseX != 0.0f || MouseY != 0.0f){
UseMouse = true;
LookLeftRight = -3.0f*MouseX;
LookUpDown = 4.0f*MouseY;
}else{
LookLeftRight = -CPad::GetPad(0)->LookAroundLeftRight();
LookUpDown = CPad::GetPad(0)->LookAroundUpDown();
}
if(UseMouse){
Beta += TheCamera.m_fMouseAccelHorzntl * LookLeftRight * FOV/80.0f;
Alpha += TheCamera.m_fMouseAccelVertical * LookUpDown * FOV/80.0f;
}else{
float xdir = LookLeftRight < 0.0f ? -1.0f : 1.0f;
float ydir = LookUpDown < 0.0f ? -1.0f : 1.0f;
Beta += SQR(LookLeftRight/100.0f)*xdir*0.8f/14.0f * FOV/80.0f * CTimer::GetTimeStep();
Alpha += SQR(LookUpDown/150.0f)*ydir*1.0f/14.0f * FOV/80.0f * CTimer::GetTimeStep();
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}
while(Beta >= PI) Beta -= 2*PI;
while(Beta < -PI) Beta += 2*PI;
if(Alpha > DEGTORAD(60.0f)) Alpha = DEGTORAD(60.0f);
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else if(Alpha < -DEGTORAD(89.5f)) Alpha = -DEGTORAD(89.5f);
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TargetCoors.x = 3.0f * Cos(Alpha) * Cos(Beta) + Source.x;
TargetCoors.y = 3.0f * Cos(Alpha) * Sin(Beta) + Source.y;
TargetCoors.z = 3.0f * Sin(Alpha) + Source.z;
Front = TargetCoors - Source;
Front.Normalise();
Source += Front*0.4f;
TheCamera.m_AlphaForPlayerAnim1rstPerson = Alpha;
GetVectorsReadyForRW();
float Heading = Front.Heading();
((CPed*)TheCamera.pTargetEntity)->m_fRotationCur = Heading;
((CPed*)TheCamera.pTargetEntity)->m_fRotationDest = Heading;
TheCamera.pTargetEntity->SetHeading(Heading);
TheCamera.pTargetEntity->GetMatrix().UpdateRW();
if(Mode == MODE_SNIPER_RUNABOUT){
// no mouse wheel FOV buffering here like in normal sniper mode
if(CPad::GetPad(0)->SniperZoomIn() || CPad::GetPad(0)->SniperZoomOut()){
if(CPad::GetPad(0)->SniperZoomOut())
FOV *= (255.0f*CTimer::GetTimeStep() + 10000.0f) / 10000.0f;
else
FOV /= (255.0f*CTimer::GetTimeStep() + 10000.0f) / 10000.0f;
}
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TheCamera.SetMotionBlur(180, 255, 180, 120, MOTION_BLUR_SNIPER);
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if(FOV > DefaultFOV)
FOV = DefaultFOV;
if(FOV < 15.0f)
FOV = 15.0f;
}
}
ResetStatics = false;
RwCameraSetNearClipPlane(Scene.camera, 0.05f);
}
void
CCam::Process_Sniper(const CVector &CameraTarget, float TargetOrientation, float, float)
{
if(!CamTargetEntity->IsPed())
return;
static bool FailedTestTwelveFramesAgo = false;
RwV3d HeadPos;
CVector TargetCoors;
TargetCoors = CameraTarget;
static float TargetFOV = 0.0f;
if(ResetStatics){
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Beta = ((CPed*)CamTargetEntity)->m_fRotationCur + HALFPI;
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Alpha = 0.0f;
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m_fInitialPlayerOrientation = ((CPed*)CamTargetEntity)->m_fRotationCur + HALFPI;
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FailedTestTwelveFramesAgo = false;
// static DPadVertical unused
// static DPadHorizontal unused
m_bCollisionChecksOn = true;
FOVSpeed = 0.0f;
TargetFOV = FOV;
ResetStatics = false;
}
((CPed*)CamTargetEntity)->m_pedIK.GetComponentPosition(HeadPos, PED_HEAD);
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Source = HeadPos;
Source.z += 0.1f;
Source.x -= 0.19f*Cos(m_fInitialPlayerOrientation);
Source.y -= 0.19f*Sin(m_fInitialPlayerOrientation);
// Look around
bool UseMouse = false;
float MouseX = CPad::GetPad(0)->GetMouseX();
float MouseY = CPad::GetPad(0)->GetMouseY();
float LookLeftRight, LookUpDown;
if(MouseX != 0.0f || MouseY != 0.0f){
UseMouse = true;
LookLeftRight = -3.0f*MouseX;
LookUpDown = 4.0f*MouseY;
}else{
LookLeftRight = -CPad::GetPad(0)->SniperModeLookLeftRight();
LookUpDown = CPad::GetPad(0)->SniperModeLookUpDown();
}
if(UseMouse){
Beta += TheCamera.m_fMouseAccelHorzntl * LookLeftRight * FOV/80.0f;
Alpha += TheCamera.m_fMouseAccelVertical * LookUpDown * FOV/80.0f;
}else{
float xdir = LookLeftRight < 0.0f ? -1.0f : 1.0f;
float ydir = LookUpDown < 0.0f ? -1.0f : 1.0f;
Beta += SQR(LookLeftRight/100.0f)*xdir*0.8f/14.0f * FOV/80.0f * CTimer::GetTimeStep();
Alpha += SQR(LookUpDown/150.0f)*ydir*1.0f/14.0f * FOV/80.0f * CTimer::GetTimeStep();
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}
while(Beta >= PI) Beta -= 2*PI;
while(Beta < -PI) Beta += 2*PI;
if(Alpha > DEGTORAD(60.0f)) Alpha = DEGTORAD(60.0f);
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else if(Alpha < -DEGTORAD(89.5f)) Alpha = -DEGTORAD(89.5f);
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TargetCoors.x = 3.0f * Cos(Alpha) * Cos(Beta) + Source.x;
TargetCoors.y = 3.0f * Cos(Alpha) * Sin(Beta) + Source.y;
TargetCoors.z = 3.0f * Sin(Alpha) + Source.z;
UseMouse = false;
int ZoomInButton = ControlsManager.GetMouseButtonAssociatedWithAction(PED_SNIPER_ZOOM_IN);
int ZoomOutButton = ControlsManager.GetMouseButtonAssociatedWithAction(PED_SNIPER_ZOOM_OUT);
if(ZoomInButton == rsMOUSEWHEELUPBUTTON || ZoomInButton == rsMOUSEWHEELDOWNBUTTON || ZoomOutButton == rsMOUSEWHEELUPBUTTON || ZoomOutButton == rsMOUSEWHEELDOWNBUTTON){
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if(CPad::GetPad(0)->GetMouseWheelUp() || CPad::GetPad(0)->GetMouseWheelDown()){
if(CPad::GetPad(0)->SniperZoomIn()){
TargetFOV = FOV - 10.0f;
UseMouse = true;
}
if(CPad::GetPad(0)->SniperZoomOut()){
TargetFOV = FOV + 10.0f;
UseMouse = true;
}
}
}
if((CPad::GetPad(0)->SniperZoomIn() || CPad::GetPad(0)->SniperZoomOut()) && !UseMouse){
if(CPad::GetPad(0)->SniperZoomOut()){
FOV *= (255.0f*CTimer::GetTimeStep() + 10000.0f) / 10000.0f;
TargetFOV = FOV;
FOVSpeed = 0.0f;
}else{
FOV /= (255.0f*CTimer::GetTimeStep() + 10000.0f) / 10000.0f;
TargetFOV = FOV;
FOVSpeed = 0.0f;
}
}else{
if(Abs(TargetFOV - FOV) > 0.5f)
WellBufferMe(TargetFOV, &FOV, &FOVSpeed, 0.5f, 0.25f, false);
else
FOVSpeed = 0.0f;
}
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TheCamera.SetMotionBlur(180, 255, 180, 120, MOTION_BLUR_SNIPER);
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if(FOV > DefaultFOV)
FOV = DefaultFOV;
if(FOV < 15.0f)
FOV = 15.0f;
Front = TargetCoors - Source;
Front.Normalise();
Source += Front*0.4f;
if(m_bCollisionChecksOn){
if(!CWorld::GetIsLineOfSightClear(TargetCoors, Source, true, true, false, true, false, true, true)){
RwCameraSetNearClipPlane(Scene.camera, 0.4f);
FailedTestTwelveFramesAgo = true;
}else{
CVector TestPoint;
TestPoint.x = 3.0f * Cos(Alpha - DEGTORAD(20.0f)) * Cos(Beta + DEGTORAD(35.0f)) + Source.x;
TestPoint.y = 3.0f * Cos(Alpha - DEGTORAD(20.0f)) * Sin(Beta + DEGTORAD(35.0f)) + Source.y;
TestPoint.z = 3.0f * Sin(Alpha - DEGTORAD(20.0f)) + Source.z;
if(!CWorld::GetIsLineOfSightClear(TestPoint, Source, true, true, false, true, false, true, true)){
RwCameraSetNearClipPlane(Scene.camera, 0.4f);
FailedTestTwelveFramesAgo = true;
}else{
TestPoint.x = 3.0f * Cos(Alpha - DEGTORAD(20.0f)) * Cos(Beta - DEGTORAD(35.0f)) + Source.x;
TestPoint.y = 3.0f * Cos(Alpha - DEGTORAD(20.0f)) * Sin(Beta - DEGTORAD(35.0f)) + Source.y;
TestPoint.z = 3.0f * Sin(Alpha - DEGTORAD(20.0f)) + Source.z;
if(!CWorld::GetIsLineOfSightClear(TestPoint, Source, true, true, false, true, false, true, true)){
RwCameraSetNearClipPlane(Scene.camera, 0.4f);
FailedTestTwelveFramesAgo = true;
}else
FailedTestTwelveFramesAgo = false;
}
}
}
if(FailedTestTwelveFramesAgo)
RwCameraSetNearClipPlane(Scene.camera, 0.4f);
Source -= Front*0.4f;
GetVectorsReadyForRW();
float Rotation = CGeneral::GetATanOfXY(Front.x, Front.y) - HALFPI;
((CPed*)TheCamera.pTargetEntity)->m_fRotationCur = Rotation;
((CPed*)TheCamera.pTargetEntity)->m_fRotationDest = Rotation;
}
void
CCam::Process_Syphon(const CVector &CameraTarget, float, float, float)
{
FOV = DefaultFOV;
if(!CamTargetEntity->IsPed())
return;
static bool CameraObscured = false;
// unused FailedClippingTestPrevously
static float BetaOffset = DEGTORAD(18.0f);
// unused AngleToGoTo
// unused AngleToGoToSpeed
// unused DistBetweenPedAndPlayerPreviouslyOn
static float HeightDown = -0.5f;
static float PreviousDistForInter;
CVector TargetCoors;
CVector2D vDist;
float fDist, fAimingDist;
float TargetAlpha;
CColPoint colPoint;
CEntity *entity;
TargetCoors = CameraTarget;
if(TheCamera.Cams[TheCamera.ActiveCam].Mode != MODE_SYPHON)
return;
vDist = Source - TargetCoors;
fDist = vDist.Magnitude();
if(fDist == 0.0f)
Source = TargetCoors + CVector(1.0f, 1.0f, 0.0f);
else
Source = TargetCoors + CVector(vDist.x/fDist * 1.7f, vDist.y/fDist * 1.7f, 0.0f);
if(fDist > 1.7f)
fDist = 1.7f;
Beta = CGeneral::GetATanOfXY(Source.x - TargetCoors.x, Source.y - TargetCoors.y);
while(Beta >= PI) Beta -= 2*PI;
while(Beta < -PI) Beta += 2*PI;
float NewBeta = CGeneral::GetATanOfXY(TheCamera.m_cvecAimingTargetCoors.x - TargetCoors.x, TheCamera.m_cvecAimingTargetCoors.y - TargetCoors.y) + PI;
if(ResetStatics){
CameraObscured = false;
float TestBeta1 = NewBeta - BetaOffset - Beta;
float TestBeta2 = NewBeta + BetaOffset - Beta;
MakeAngleLessThan180(TestBeta1);
MakeAngleLessThan180(TestBeta2);
if(Abs(TestBeta1) < Abs(TestBeta2))
BetaOffset = -BetaOffset;
// some unuseds
ResetStatics = false;
}
Beta = NewBeta + BetaOffset;
Source = TargetCoors;
Source.x += 1.7f*Cos(Beta);
Source.y += 1.7f*Sin(Beta);
TargetCoors.z += m_fSyphonModeTargetZOffSet;
fAimingDist = (TheCamera.m_cvecAimingTargetCoors - TargetCoors).Magnitude2D();
if(fAimingDist < 6.5f)
fAimingDist = 6.5f;
TargetAlpha = CGeneral::GetATanOfXY(fAimingDist, TheCamera.m_cvecAimingTargetCoors.z - TargetCoors.z);
while(TargetAlpha >= PI) TargetAlpha -= 2*PI;
while(TargetAlpha < -PI) TargetAlpha += 2*PI;
// inlined
WellBufferMe(-TargetAlpha, &Alpha, &AlphaSpeed, 0.07f, 0.015f, true);
Source.z += fDist*Sin(Alpha) + fDist*0.2f;
if(Source.z < TargetCoors.z + HeightDown)
Source.z = TargetCoors.z + HeightDown;
CameraObscured = CWorld::ProcessLineOfSight(TargetCoors, Source, colPoint, entity, true, false, false, true, false, true, true);
// PreviousDistForInter unused
if(CameraObscured){
PreviousDistForInter = (TargetCoors - colPoint.point).Magnitude2D();
Source = colPoint.point;
}else
PreviousDistForInter = 1.7f;
m_cvecTargetCoorsForFudgeInter = TargetCoors;
Front = TargetCoors - Source;
m_fMinDistAwayFromCamWhenInterPolating = Front.Magnitude2D();
if(m_fMinDistAwayFromCamWhenInterPolating < 1.1f)
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RwCameraSetNearClipPlane(Scene.camera, Max(m_fMinDistAwayFromCamWhenInterPolating - 0.35f, 0.05f));
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Front.Normalise();
GetVectorsReadyForRW();
}
void
CCam::Process_Syphon_Crim_In_Front(const CVector &CameraTarget, float, float, float)
{
FOV = DefaultFOV;
if(!CamTargetEntity->IsPed())
return;
CVector TargetCoors = CameraTarget;
CVector vDist;
float fDist, TargetDist;
float zOffset;
float AimingAngle;
CColPoint colPoint;
CEntity *entity;
TargetDist = TheCamera.m_fPedZoomValueSmooth * 0.5f + 4.0f;
vDist = Source - TargetCoors;
fDist = vDist.Magnitude2D();
zOffset = TargetDist - 2.65f;
if(zOffset < 0.0f)
zOffset = 0.0f;
if(zOffset == 0.0f)
Source = TargetCoors + CVector(1.0f, 1.0f, zOffset);
else
Source = TargetCoors + CVector(vDist.x/fDist*TargetDist, vDist.y/fDist*TargetDist, zOffset);
AimingAngle = CGeneral::GetATanOfXY(TheCamera.m_cvecAimingTargetCoors.x - TargetCoors.x, TheCamera.m_cvecAimingTargetCoors.y - TargetCoors.y);
while(AimingAngle >= PI) AimingAngle -= 2*PI;
while(AimingAngle < -PI) AimingAngle += 2*PI;
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if(ResetStatics){
if(AimingAngle > 0.0f)
m_fPlayerInFrontSyphonAngleOffSet = -m_fPlayerInFrontSyphonAngleOffSet;
ResetStatics = false;
}
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if(TheCamera.PlayerWeaponMode.Mode == MODE_SYPHON)
Beta = AimingAngle + m_fPlayerInFrontSyphonAngleOffSet;
Source.x = TargetCoors.x;
Source.y = TargetCoors.y;
Source.x += Cos(Beta) * TargetDist;
Source.y += Sin(Beta) * TargetDist;
if(CWorld::ProcessLineOfSight(TargetCoors, Source, colPoint, entity, true, false, false, true, false, true, true)){
Beta = CGeneral::GetATanOfXY(Source.x - TargetCoors.x, Source.y - TargetCoors.y);
fDist = (TargetCoors - colPoint.point).Magnitude2D();
Source.x = TargetCoors.x;
Source.y = TargetCoors.y;
Source.x += Cos(Beta) * fDist;
Source.y += Sin(Beta) * fDist;
}
TargetCoors = CameraTarget;
TargetCoors.z += m_fSyphonModeTargetZOffSet;
m_cvecTargetCoorsForFudgeInter = TargetCoors;
Front = TargetCoors - Source;
GetVectorsReadyForRW();
}
void
CCam::Process_BehindBoat(const CVector &CameraTarget, float TargetOrientation, float, float)
{
if(!CamTargetEntity->IsVehicle()){
ResetStatics = false;
return;
}
CVector TargetCoors = CameraTarget;
float DeltaBeta = 0.0f;
static CColPoint colPoint;
CEntity *entity;
static float TargetWhenChecksWereOn = 0.0f;
static float CenterObscuredWhenChecksWereOn = 0.0f;
static float WaterZAddition = 2.75f;
float WaterLevel = 0.0f;
float s, c;
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Beta = CGeneral::GetATanOfXY(TargetCoors.x - Source.x, TargetCoors.y - Source.y);
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FOV = DefaultFOV;
if(ResetStatics){
CenterObscuredWhenChecksWereOn = 0.0f;
TargetWhenChecksWereOn = 0.0f;
Beta = TargetOrientation + PI;
}
CWaterLevel::GetWaterLevelNoWaves(TargetCoors.x, TargetCoors.y, TargetCoors.z, &WaterLevel);
WaterLevel += WaterZAddition;
static float FixerForGoingBelowGround = 0.4f;
if(-FixerForGoingBelowGround < TargetCoors.z-WaterLevel)
WaterLevel += TargetCoors.z-WaterLevel - FixerForGoingBelowGround;
bool Obscured;
if(m_bCollisionChecksOn || ResetStatics){
CVector TestPoint;
// Weird calculations here, also casting bool to float...
c = Cos(TargetOrientation);
s = Sin(TargetOrientation);
TestPoint = TheCamera.CarZoomValueSmooth * CVector(-c, -s, 0.0f) +
(TheCamera.CarZoomValueSmooth+7.0f) * CVector(-c, -s, 0.0f) +
TargetCoors;
TestPoint.z = WaterLevel + TheCamera.CarZoomValueSmooth;
float Test1 = CWorld::GetIsLineOfSightClear(TestPoint, TargetCoors, true, false, false, true, false, true, true);
c = Cos(TargetOrientation + 0.8f);
s = Sin(TargetOrientation + DEGTORAD(40.0f));
TestPoint = TheCamera.CarZoomValueSmooth * CVector(-c, -s, 0.0f) +
(TheCamera.CarZoomValueSmooth+7.0f) * CVector(-c, -s, 0.0f) +
TargetCoors;
TestPoint.z = WaterLevel + TheCamera.CarZoomValueSmooth;
float Test2 = CWorld::GetIsLineOfSightClear(TestPoint, TargetCoors, true, false, false, true, false, true, true);
c = Cos(TargetOrientation - 0.8);
s = Sin(TargetOrientation - DEGTORAD(40.0f));
TestPoint = TheCamera.CarZoomValueSmooth * CVector(-c, -s, 0.0f) +
(TheCamera.CarZoomValueSmooth+7.0f) * CVector(-c, -s, 0.0f) +
TargetCoors;
TestPoint.z = WaterLevel + TheCamera.CarZoomValueSmooth;
float Test3 = CWorld::GetIsLineOfSightClear(TestPoint, TargetCoors, true, false, false, true, false, true, true);
if(Test2 == 0.0f){
DeltaBeta = TargetOrientation - Beta - DEGTORAD(40.0f);
if(ResetStatics)
Beta = TargetOrientation - DEGTORAD(40.0f);
}else if(Test3 == 0.0f){
DeltaBeta = TargetOrientation - Beta + DEGTORAD(40.0f);
if(ResetStatics)
Beta = TargetOrientation + DEGTORAD(40.0f);
}else if(Test1 == 0.0f){
DeltaBeta = 0.0f;
}else if(Test2 != 0.0f && Test3 != 0.0f && Test1 != 0.0f){
if(ResetStatics)
Beta = TargetOrientation;
DeltaBeta = TargetOrientation - Beta;
}
c = Cos(Beta);
s = Sin(Beta);
TestPoint.x = TheCamera.CarZoomValueSmooth * -c +
(TheCamera.CarZoomValueSmooth + 7.0f) * -c +
TargetCoors.x;
TestPoint.y = TheCamera.CarZoomValueSmooth * -s +
(TheCamera.CarZoomValueSmooth + 7.0f) * -s +
TargetCoors.y;
TestPoint.z = WaterLevel + TheCamera.CarZoomValueSmooth;
Obscured = CWorld::ProcessLineOfSight(TestPoint, TargetCoors, colPoint, entity, true, false, false, true, false, true, true);
CenterObscuredWhenChecksWereOn = Obscured;
// now DeltaBeta == TargetWhenChecksWereOn - Beta, which we need for WellBufferMe below
TargetWhenChecksWereOn = DeltaBeta + Beta;
}else{
// DeltaBeta = TargetWhenChecksWereOn - Beta; // unneeded since we don't inline WellBufferMe
Obscured = CenterObscuredWhenChecksWereOn != 0.0f;
}
if(Obscured){
CWorld::ProcessLineOfSight(Source, TargetCoors, colPoint, entity, true, false, false, true, false, true, true);
Source = colPoint.point;
}else{
// inlined
WellBufferMe(TargetWhenChecksWereOn, &Beta, &BetaSpeed, 0.07f, 0.015f, true);
s = Sin(Beta);
c = Cos(Beta);
Source = TheCamera.CarZoomValueSmooth * CVector(-c, -s, 0.0f) +
(TheCamera.CarZoomValueSmooth+7.0f) * CVector(-c, -s, 0.0f) +
TargetCoors;
Source.z = WaterLevel + TheCamera.CarZoomValueSmooth;
}
if(TheCamera.CarZoomValueSmooth < 0.05f){
static float AmountUp = 2.2f;
TargetCoors.z += AmountUp * (0.0f - TheCamera.CarZoomValueSmooth);
}
TargetCoors.z += TheCamera.CarZoomValueSmooth + 0.5f;
m_cvecTargetCoorsForFudgeInter = TargetCoors;
Front = TargetCoors - Source;
GetVectorsReadyForRW();
ResetStatics = false;
}
void
CCam::Process_Fight_Cam(const CVector &CameraTarget, float TargetOrientation, float, float)
{
if(!CamTargetEntity->IsPed())
return;
FOV = DefaultFOV;
float BetaLeft, BetaRight, DeltaBetaLeft, DeltaBetaRight;
float BetaFix;
float Dist;
float BetaMaxSpeed = 0.015f;
float BetaAcceleration = 0.007f;
static bool PreviouslyFailedBuildingChecks = false;
float TargetCamHeight;
CVector TargetCoors;
m_fMinDistAwayFromCamWhenInterPolating = 4.0f;
Front = Source - CameraTarget;
Beta = CGeneral::GetATanOfXY(Front.x, Front.y);
while(TargetOrientation >= PI) TargetOrientation -= 2*PI;
while(TargetOrientation < -PI) TargetOrientation += 2*PI;
while(Beta >= PI) Beta -= 2*PI;
while(Beta < -PI) Beta += 2*PI;
// Figure out Beta
BetaLeft = TargetOrientation - HALFPI;
BetaRight = TargetOrientation + HALFPI;
DeltaBetaLeft = Beta - BetaLeft;
DeltaBetaRight = Beta - BetaRight;
while(DeltaBetaLeft >= PI) DeltaBetaLeft -= 2*PI;
while(DeltaBetaLeft < -PI) DeltaBetaLeft += 2*PI;
while(DeltaBetaRight >= PI) DeltaBetaRight -= 2*PI;
while(DeltaBetaRight < -PI) DeltaBetaRight += 2*PI;
if(ResetStatics){
if(Abs(DeltaBetaLeft) < Abs(DeltaBetaRight))
m_fTargetBeta = DeltaBetaLeft;
else
m_fTargetBeta = DeltaBetaRight;
m_fBufferedTargetOrientation = TargetOrientation;
m_fBufferedTargetOrientationSpeed = 0.0f;
m_bCollisionChecksOn = true;
BetaSpeed = 0.0f;
}else if(CPad::GetPad(0)->WeaponJustDown()){
if(Abs(DeltaBetaLeft) < Abs(DeltaBetaRight))
m_fTargetBeta = DeltaBetaLeft;
else
m_fTargetBeta = DeltaBetaRight;
}
// Check collisions
BetaFix = 0.0f;
Dist = Front.Magnitude2D();
if(m_bCollisionChecksOn || PreviouslyFailedBuildingChecks){
BetaFix = GetPedBetaAngleForClearView(CameraTarget, Dist+0.25f, 0.0f, true, false, false, true, false);
if(BetaFix == 0.0f){
BetaFix = GetPedBetaAngleForClearView(CameraTarget, Dist+0.5f, DEGTORAD(24.0f), true, false, false, true, false);
if(BetaFix == 0.0f)
BetaFix = GetPedBetaAngleForClearView(CameraTarget, Dist+0.5f, -DEGTORAD(24.0f), true, false, false, true, false);
}
}
if(BetaFix != 0.0f){
BetaMaxSpeed = 0.1f;
PreviouslyFailedBuildingChecks = true;
BetaAcceleration = 0.025f;
m_fTargetBeta = Beta + BetaFix;
}
WellBufferMe(m_fTargetBeta, &Beta, &BetaSpeed, BetaMaxSpeed, BetaAcceleration, true);
Source = CameraTarget + 4.0f*CVector(Cos(Beta), Sin(Beta), 0.0f);
Source.z -= 0.5f;
WellBufferMe(TargetOrientation, &m_fBufferedTargetOrientation, &m_fBufferedTargetOrientationSpeed, 0.07f, 0.004f, true);
TargetCoors = CameraTarget + 0.5f*CVector(Cos(m_fBufferedTargetOrientation), Sin(m_fBufferedTargetOrientation), 0.0f);
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TargetCamHeight = CameraTarget.z - Source.z + Max(m_fPedBetweenCameraHeightOffset, m_fRoadOffSet + m_fDimensionOfHighestNearCar) - 0.5f;
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if(TargetCamHeight > m_fCamBufferedHeight)
WellBufferMe(TargetCamHeight, &m_fCamBufferedHeight, &m_fCamBufferedHeightSpeed, 0.15f, 0.04f, false);
else
WellBufferMe(0.0f, &m_fCamBufferedHeight, &m_fCamBufferedHeightSpeed, 0.08f, 0.0175f, false);
Source.z += m_fCamBufferedHeight;
m_cvecTargetCoorsForFudgeInter = TargetCoors;
Front = TargetCoors - Source;
Front.Normalise();
GetVectorsReadyForRW();
ResetStatics = false;
}
/*
// Spline format is this, but game doesn't seem to use any kind of struct:
struct Spline
{
float numFrames;
struct {
float time;
float f[3]; // CVector for Vector spline
} frames[1]; // numFrames
};
*/
// These two functions are pretty ugly
#define MS(t) (uint32)((t)*1000.0f)
void
FindSplinePathPositionFloat(float *out, float *spline, uint32 time, uint32 &marker)
{
// marker is at time
uint32 numFrames = spline[0];
uint32 timeDelta = MS(spline[marker] - spline[marker-4]);
uint32 endTime = MS(spline[4*(numFrames-1) + 1]);
if(time < endTime){
bool canAdvance = true;
if((marker-1)/4 > numFrames){
canAdvance = false;
marker = 4*(numFrames-1) + 1;
}
// skipping over small time deltas apparently?
while(timeDelta <= 75 && canAdvance){
marker += 4;
if((marker-1)/4 > numFrames){
canAdvance = false;
marker = 4*(numFrames-1) + 1;
}
timeDelta = (spline[marker] - spline[marker-4]) * 1000.0f;
}
}
float a = ((float)time - (float)MS(spline[marker-4])) / (float)MS(spline[marker] - spline[marker-4]);
a = clamp(a, 0.0f, 1.0f);
float b = 1.0f - a;
*out = b*b*b * spline[marker-3] +
3.0f*a*b*b * spline[marker-1] +
3.0f*a*a*b * spline[marker+2] +
a*a*a * spline[marker+1];
}
void
FindSplinePathPositionVector(CVector *out, float *spline, uint32 time, uint32 &marker)
{
// marker is at time
uint32 numFrames = spline[0];
uint32 timeDelta = MS(spline[marker] - spline[marker-10]);
uint32 endTime = MS(spline[10*(numFrames-1) + 1]);
if(time < endTime){
bool canAdvance = true;
if((marker-1)/10 > numFrames){
canAdvance = false;
marker = 10*(numFrames-1) + 1;
}
// skipping over small time deltas apparently?
while(timeDelta <= 75 && canAdvance){
marker += 10;
if((marker-1)/10 > numFrames){
canAdvance = false;
marker = 10*(numFrames-1) + 1;
}
timeDelta = (spline[marker] - spline[marker-10]) * 1000.0f;
}
}
if((marker-1)/10 > numFrames){
printf("Arraymarker %i \n", marker);
printf("Path zero %i \n", numFrames);
}
float a = ((float)time - (float)MS(spline[marker-10])) / (float)MS(spline[marker] - spline[marker-10]);
a = clamp(a, 0.0f, 1.0f);
float b = 1.0f - a;
out->x =
b*b*b * spline[marker-9] +
3.0f*a*b*b * spline[marker-3] +
3.0f*a*a*b * spline[marker+4] +
a*a*a * spline[marker+1];
out->y =
b*b*b * spline[marker-8] +
3.0f*a*b*b * spline[marker-2] +
3.0f*a*a*b * spline[marker+5] +
a*a*a * spline[marker+2];
out->z =
b*b*b * spline[marker-7] +
3.0f*a*b*b * spline[marker-1] +
3.0f*a*a*b * spline[marker+6] +
a*a*a * spline[marker+3];
*out += TheCamera.m_vecCutSceneOffset;
}
void
CCam::Process_FlyBy(const CVector&, float, float, float)
{
float UpAngle = 0.0f;
static float FirstFOVValue = 0.0f;
static float PsuedoFOV;
static uint32 ArrayMarkerFOV;
static uint32 ArrayMarkerUp;
static uint32 ArrayMarkerSource;
static uint32 ArrayMarkerFront;
if(TheCamera.m_bcutsceneFinished)
return;
Up = CVector(0.0f, 0.0f, 1.0f);
if(TheCamera.m_bStartingSpline)
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m_fTimeElapsedFloat += CTimer::GetTimeStepNonClippedInMilliseconds();
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else{
m_fTimeElapsedFloat = 0.0f;
m_uiFinishTime = MS(TheCamera.m_arrPathArray[2].m_arr_PathData[10*((int)TheCamera.m_arrPathArray[2].m_arr_PathData[0]-1) + 1]);
TheCamera.m_bStartingSpline = true;
FirstFOVValue = TheCamera.m_arrPathArray[0].m_arr_PathData[2];
PsuedoFOV = TheCamera.m_arrPathArray[0].m_arr_PathData[2];
ArrayMarkerFOV = 5;
ArrayMarkerUp = 5;
ArrayMarkerSource = 11;
ArrayMarkerFront = 11;
}
float fTime = m_fTimeElapsedFloat;
uint32 uiFinishTime = m_uiFinishTime;
uint32 uiTime = fTime;
if(uiTime < uiFinishTime){
TheCamera.m_fPositionAlongSpline = (float) uiTime / uiFinishTime;
while(uiTime >= (TheCamera.m_arrPathArray[2].m_arr_PathData[ArrayMarkerSource] - TheCamera.m_arrPathArray[2].m_arr_PathData[1])*1000.0f)
ArrayMarkerSource += 10;
FindSplinePathPositionVector(&Source, TheCamera.m_arrPathArray[2].m_arr_PathData, uiTime, ArrayMarkerSource);
while(uiTime >= (TheCamera.m_arrPathArray[3].m_arr_PathData[ArrayMarkerFront] - TheCamera.m_arrPathArray[3].m_arr_PathData[1])*1000.0f)
ArrayMarkerFront += 10;
FindSplinePathPositionVector(&Front, TheCamera.m_arrPathArray[3].m_arr_PathData, uiTime, ArrayMarkerFront);
while(uiTime >= (TheCamera.m_arrPathArray[1].m_arr_PathData[ArrayMarkerUp] - TheCamera.m_arrPathArray[1].m_arr_PathData[1])*1000.0f)
ArrayMarkerUp += 4;
FindSplinePathPositionFloat(&UpAngle, TheCamera.m_arrPathArray[1].m_arr_PathData, uiTime, ArrayMarkerUp);
UpAngle = DEGTORAD(UpAngle) + HALFPI;
Up.x = Cos(UpAngle);
Up.z = Sin(UpAngle);
while(uiTime >= (TheCamera.m_arrPathArray[0].m_arr_PathData[ArrayMarkerFOV] - TheCamera.m_arrPathArray[0].m_arr_PathData[1])*1000.0f)
ArrayMarkerFOV += 4;
FindSplinePathPositionFloat(&PsuedoFOV, TheCamera.m_arrPathArray[0].m_arr_PathData, uiTime, ArrayMarkerFOV);
m_cvecTargetCoorsForFudgeInter = Front;
Front = Front - Source;
Front.Normalise();
CVector Left = CrossProduct(Up, Front);
Up = CrossProduct(Front, Left);
Up.Normalise();
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}else if(uiTime >= uiFinishTime){
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// end
ArrayMarkerSource = (TheCamera.m_arrPathArray[2].m_arr_PathData[0] - 1)*10 + 1;
ArrayMarkerFront = (TheCamera.m_arrPathArray[3].m_arr_PathData[0] - 1)*10 + 1;
ArrayMarkerUp = (TheCamera.m_arrPathArray[1].m_arr_PathData[0] - 1)*4 + 1;
ArrayMarkerFOV = (TheCamera.m_arrPathArray[0].m_arr_PathData[0] - 1)*4 + 1;
FindSplinePathPositionVector(&Source, TheCamera.m_arrPathArray[2].m_arr_PathData, uiTime, ArrayMarkerSource);
FindSplinePathPositionVector(&Front, TheCamera.m_arrPathArray[3].m_arr_PathData, uiTime, ArrayMarkerFront);
FindSplinePathPositionFloat(&UpAngle, TheCamera.m_arrPathArray[1].m_arr_PathData, uiTime, ArrayMarkerUp);
UpAngle = DEGTORAD(UpAngle) + HALFPI;
Up.x = Cos(UpAngle);
Up.z = Sin(UpAngle);
FindSplinePathPositionFloat(&PsuedoFOV, TheCamera.m_arrPathArray[0].m_arr_PathData, uiTime, ArrayMarkerFOV);
TheCamera.m_fPositionAlongSpline = 1.0f;
ArrayMarkerFOV = 0;
ArrayMarkerUp = 0;
ArrayMarkerSource = 0;
ArrayMarkerFront = 0;
m_cvecTargetCoorsForFudgeInter = Front;
Front = Front - Source;
Front.Normalise();
CVector Left = CrossProduct(Up, Front);
Up = CrossProduct(Front, Left);
Up.Normalise();
}
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FOV = PsuedoFOV;
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}
void
CCam::Process_WheelCam(const CVector&, float, float, float)
{
FOV = DefaultFOV;
if(CamTargetEntity->IsPed()){
// what? ped with wheels or what?
Source = Multiply3x3(CamTargetEntity->GetMatrix(), CVector(-0.3f, -0.5f, 0.1f));
Source += CamTargetEntity->GetPosition();
Front = CVector(1.0f, 0.0f, 0.0f);
}else{
Source = Multiply3x3(CamTargetEntity->GetMatrix(), CVector(-1.4f, -2.3f, 0.3f));
Source += CamTargetEntity->GetPosition();
Front = CamTargetEntity->GetForward();
}
CVector NewUp(0.0f, 0.0f, 1.0f);
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CVector Right = CrossProduct(Front, NewUp);
Right.Normalise();
NewUp = CrossProduct(Right, Front);
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NewUp.Normalise();
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float Roll = Cos((CTimer::GetTimeInMilliseconds()&0x1FFFF)/(float)0x1FFFF * TWOPI);
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Up = Cos(Roll*0.4f)*NewUp + Sin(Roll*0.4f)*Right;
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}
void
CCam::Process_Fixed(const CVector &CameraTarget, float, float, float)
{
Source = m_cvecCamFixedModeSource;
Front = CameraTarget - Source;
m_cvecTargetCoorsForFudgeInter = CameraTarget;
GetVectorsReadyForRW();
Up = CVector(0.0f, 0.0f, 1.0f) + m_cvecCamFixedModeUpOffSet;
Up.Normalise();
CVector Right = CrossProduct(Front, Up);
Right.Normalise();
Up = CrossProduct(Right, Front);
FOV = DefaultFOV;
if(TheCamera.m_bUseSpecialFovTrain)
FOV = TheCamera.m_fFovForTrain;
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#ifdef PC_PLAYER_CONTROLS
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if(CMenuManager::m_ControlMethod == CONTROL_STANDARD && Using3rdPersonMouseCam()){
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CPed *player = FindPlayerPed();
if(player && player->CanStrafeOrMouseControl()){
float Heading = Front.Heading();
((CPed*)TheCamera.pTargetEntity)->m_fRotationCur = Heading;
((CPed*)TheCamera.pTargetEntity)->m_fRotationDest = Heading;
TheCamera.pTargetEntity->SetHeading(Heading);
TheCamera.pTargetEntity->GetMatrix().UpdateRW();
}
}
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#endif
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}
void
CCam::Process_Player_Fallen_Water(const CVector &CameraTarget, float TargetOrientation, float, float)
{
CColPoint colPoint;
CEntity *entity = nil;
FOV = DefaultFOV;
Source = CameraTarget;
Source.x += -4.5f*Cos(TargetOrientation);
Source.y += -4.5f*Sin(TargetOrientation);
Source.z = m_vecLastAboveWaterCamPosition.z + 4.0f;
m_cvecTargetCoorsForFudgeInter = CameraTarget;
Front = CameraTarget - Source;
Front.Normalise();
if(CWorld::ProcessLineOfSight(CameraTarget, Source, colPoint, entity, true, false, false, true, false, true, true))
Source = colPoint.point;
GetVectorsReadyForRW();
Front = CameraTarget - Source;
Front.Normalise();
}
// unused
void
CCam::Process_Circle(const CVector &CameraTarget, float, float, float)
{
FOV = DefaultFOV;
Front.x = Cos(0.7f) * Cos((CTimer::GetTimeInMilliseconds()&0xFFF)/(float)0xFFF * TWOPI);
Front.y = Cos(0.7f) * Sin((CTimer::GetTimeInMilliseconds()&0xFFF)/(float)0xFFF * TWOPI);
Front.z = -Sin(0.7f);
Source = CameraTarget - 4.0f*Front;
Source.z += 1.0f;
GetVectorsReadyForRW();
}
void
CCam::Process_SpecialFixedForSyphon(const CVector &CameraTarget, float, float, float)
{
Source = m_cvecCamFixedModeSource;
m_cvecTargetCoorsForFudgeInter = CameraTarget;
m_cvecTargetCoorsForFudgeInter.z += m_fSyphonModeTargetZOffSet;
Front = CameraTarget - Source;
Front.z += m_fSyphonModeTargetZOffSet;
GetVectorsReadyForRW();
Up += m_cvecCamFixedModeUpOffSet;
Up.Normalise();
CVector Left = CrossProduct(Up, Front);
Left.Normalise();
Front = CrossProduct(Left, Up);
Front.Normalise();
FOV = DefaultFOV;
}
#ifdef IMPROVED_CAMERA
#define KEYJUSTDOWN(k) ControlsManager.GetIsKeyboardKeyJustDown((RsKeyCodes)k)
#define KEYDOWN(k) ControlsManager.GetIsKeyboardKeyDown((RsKeyCodes)k)
#define CTRLJUSTDOWN(key) \
((KEYDOWN(rsLCTRL) || KEYDOWN(rsRCTRL)) && KEYJUSTDOWN((RsKeyCodes)key) || \
(KEYJUSTDOWN(rsLCTRL) || KEYJUSTDOWN(rsRCTRL)) && KEYDOWN((RsKeyCodes)key))
#define CTRLDOWN(key) ((KEYDOWN(rsLCTRL) || KEYDOWN(rsRCTRL)) && KEYDOWN((RsKeyCodes)key))
void
CCam::Process_Debug(const CVector&, float, float, float)
{
static float Speed = 0.0f;
static float PanSpeedX = 0.0f;
static float PanSpeedY = 0.0f;
CVector TargetCoors;
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RwCameraSetNearClipPlane(Scene.camera, DEFAULT_NEAR);
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FOV = DefaultFOV;
Alpha += DEGTORAD(CPad::GetPad(1)->GetLeftStickY()) / 50.0f;
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Beta += DEGTORAD(CPad::GetPad(1)->GetLeftStickX()*1.5f) / 19.0f;
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if(CPad::GetPad(0)->GetLeftMouse()){
Alpha += DEGTORAD(CPad::GetPad(0)->GetMouseY()/2.0f);
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Beta += DEGTORAD(CPad::GetPad(0)->GetMouseX()/2.0f);
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}
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TargetCoors.x = Source.x + Cos(Alpha) * Sin(Beta) * 7.0f;
TargetCoors.y = Source.y + Cos(Alpha) * Cos(Beta) * 7.0f;
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TargetCoors.z = Source.z + Sin(Alpha) * 3.0f;
if(Alpha > DEGTORAD(89.5f)) Alpha = DEGTORAD(89.5f);
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else if(Alpha < DEGTORAD(-89.5f)) Alpha = DEGTORAD(-89.5f);
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if(CPad::GetPad(1)->GetSquare() || KEYDOWN('W'))
Speed += 0.1f;
else if(CPad::GetPad(1)->GetCross() || KEYDOWN('S'))
Speed -= 0.1f;
else
Speed = 0.0f;
if(Speed > 70.0f) Speed = 70.0f;
if(Speed < -70.0f) Speed = -70.0f;
if(KEYDOWN(rsRIGHT) || KEYDOWN('D'))
PanSpeedX += 0.1f;
else if(KEYDOWN(rsLEFT) || KEYDOWN('A'))
PanSpeedX -= 0.1f;
else
PanSpeedX = 0.0f;
if(PanSpeedX > 70.0f) PanSpeedX = 70.0f;
if(PanSpeedX < -70.0f) PanSpeedX = -70.0f;
if(KEYDOWN(rsUP))
PanSpeedY += 0.1f;
else if(KEYDOWN(rsDOWN))
PanSpeedY -= 0.1f;
else
PanSpeedY = 0.0f;
if(PanSpeedY > 70.0f) PanSpeedY = 70.0f;
if(PanSpeedY < -70.0f) PanSpeedY = -70.0f;
Front = TargetCoors - Source;
Front.Normalise();
Source = Source + Front*Speed;
Up = CVector{ 0.0f, 0.0f, 1.0f };
CVector Right = CrossProduct(Front, Up);
Up = CrossProduct(Right, Front);
Source = Source + Up*PanSpeedY + Right*PanSpeedX;
if(Source.z < -450.0f)
Source.z = -450.0f;
if(CPad::GetPad(1)->GetRightShoulder2JustDown() || KEYJUSTDOWN(rsENTER)){
if(FindPlayerVehicle())
FindPlayerVehicle()->Teleport(Source);
else
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CWorld::Players[CWorld::PlayerInFocus].m_pPed->SetPosition(Source);
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}
// stay inside sectors
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while(CWorld::GetSectorX(Source.x) > NUMSECTORS_X-5.0f)
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Source.x -= 1.0f;
while(CWorld::GetSectorX(Source.x) < 5.0f)
Source.x += 1.0f;
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while(CWorld::GetSectorY(Source.y) > NUMSECTORS_X-5.0f)
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Source.y -= 1.0f;
while(CWorld::GetSectorY(Source.y) < 5.0f)
Source.y += 1.0f;
GetVectorsReadyForRW();
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#ifdef FIX_BUGS
CPad::GetPad(0)->SetDisablePlayerControls(PLAYERCONTROL_CAMERA);
#else
CPad::GetPad(0)->DisablePlayerControls = PLAYERCONTROL_CAMERA;
#endif
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if(CPad::GetPad(1)->GetLeftShockJustDown() && gbBigWhiteDebugLightSwitchedOn)
CShadows::StoreShadowToBeRendered(SHADOWTYPE_ADDITIVE, gpShadowExplosionTex, &Source,
12.0f, 0.0f, 0.0f, -12.0f,
128, 128, 128, 128, 1000.0f, false, 1.0f);
if(CHud::m_Wants_To_Draw_Hud){
char str[256];
sprintf(str, "CamX: %f CamY: %f CamZ: %f", Source.x, Source.y, Source.z);
sprintf(str, "Frontx: %f, Fronty: %f, Frontz: %f ", Front.x, Front.y, Front.z);
sprintf(str, "Look@: %f, Look@: %f, Look@: %f ", Front.x + Source.x, Front.y + Source.y, Front.z + Source.z);
}
}
#else
void
CCam::Process_Debug(const CVector&, float, float, float)
{
static float Speed = 0.0f;
CVector TargetCoors;
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RwCameraSetNearClipPlane(Scene.camera, DEFAULT_NEAR);
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FOV = DefaultFOV;
Alpha += DEGTORAD(CPad::GetPad(1)->GetLeftStickY()) / 50.0f;
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Beta += DEGTORAD(CPad::GetPad(1)->GetLeftStickX()*1.5f) / 19.0f;
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TargetCoors.x = Source.x + Cos(Alpha) * Sin(Beta) * 7.0f;
TargetCoors.y = Source.y + Cos(Alpha) * Cos(Beta) * 7.0f;
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TargetCoors.z = Source.z + Sin(Alpha) * 3.0f;
if(Alpha > DEGTORAD(89.5f)) Alpha = DEGTORAD(89.5f);
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else if(Alpha < DEGTORAD(-89.5f)) Alpha = DEGTORAD(-89.5f);
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if(CPad::GetPad(1)->GetSquare() || CPad::GetPad(1)->GetLeftMouse())
Speed += 0.1f;
else if(CPad::GetPad(1)->GetCross() || CPad::GetPad(1)->GetRightMouse())
Speed -= 0.1f;
else
Speed = 0.0f;
if(Speed > 70.0f) Speed = 70.0f;
if(Speed < -70.0f) Speed = -70.0f;
Front = TargetCoors - Source;
Front.Normalise();
Source = Source + Front*Speed;
if(Source.z < -450.0f)
Source.z = -450.0f;
if(CPad::GetPad(1)->GetRightShoulder2JustDown()){
if(FindPlayerVehicle())
FindPlayerVehicle()->Teleport(Source);
else
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CWorld::Players[CWorld::PlayerInFocus].m_pPed->SetPosition(Source);
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}
// stay inside sectors
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while(CWorld::GetSectorX(Source.x) > NUMSECTORS_X-5.0f)
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Source.x -= 1.0f;
while(CWorld::GetSectorX(Source.x) < 5.0f)
Source.x += 1.0f;
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while(CWorld::GetSectorY(Source.y) > NUMSECTORS_X-5.0f)
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Source.y -= 1.0f;
while(CWorld::GetSectorY(Source.y) < 5.0f)
Source.y += 1.0f;
GetVectorsReadyForRW();
if(CPad::GetPad(1)->GetLeftShockJustDown() && gbBigWhiteDebugLightSwitchedOn)
CShadows::StoreShadowToBeRendered(SHADOWTYPE_ADDITIVE, gpShadowExplosionTex, &Source,
12.0f, 0.0f, 0.0f, -12.0f,
128, 128, 128, 128, 1000.0f, false, 1.0f);
if(CHud::m_Wants_To_Draw_Hud){
char str[256];
sprintf(str, "CamX: %f CamY: %f CamZ: %f", Source.x, Source.y, Source.z);
sprintf(str, "Frontx: %f, Fronty: %f, Frontz: %f ", Front.x, Front.y, Front.z);
sprintf(str, "Look@: %f, Look@: %f, Look@: %f ", Front.x + Source.x, Front.y + Source.y, Front.z + Source.z);
}
}
#endif
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#ifdef GTA_SCENE_EDIT
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void
CCam::Process_Editor(const CVector&, float, float, float)
{
static float Speed = 0.0f;
CVector TargetCoors;
if(ResetStatics){
Source = CVector(796.0f, -937.0, 40.0f);
CamTargetEntity = nil;
}
ResetStatics = false;
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RwCameraSetNearClipPlane(Scene.camera, DEFAULT_NEAR);
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FOV = DefaultFOV;
Alpha += DEGTORAD(CPad::GetPad(1)->GetLeftStickY()) / 50.0f;
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Beta += DEGTORAD(CPad::GetPad(1)->GetLeftStickX()*1.5f) / 19.0f;
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if(CamTargetEntity && CSceneEdit::m_bCameraFollowActor){
TargetCoors = CamTargetEntity->GetPosition();
}else if(CSceneEdit::m_bRecording){
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TargetCoors.x = Source.x + Cos(Alpha) * Sin(Beta) * 7.0f;
TargetCoors.y = Source.y + Cos(Alpha) * Cos(Beta) * 7.0f;
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TargetCoors.z = Source.z + Sin(Alpha) * 7.0f;
}else
TargetCoors = CSceneEdit::m_vecCamHeading + Source;
CSceneEdit::m_vecCurrentPosition = TargetCoors;
CSceneEdit::m_vecCamHeading = TargetCoors - Source;
if(Alpha > DEGTORAD(89.5f)) Alpha = DEGTORAD(89.5f);
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else if(Alpha < DEGTORAD(-89.5f)) Alpha = DEGTORAD(-89.5f);
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if(CPad::GetPad(1)->GetSquare() || CPad::GetPad(1)->GetLeftMouse())
Speed += 0.1f;
else if(CPad::GetPad(1)->GetCross() || CPad::GetPad(1)->GetRightMouse())
Speed -= 0.1f;
else
Speed = 0.0f;
if(Speed > 70.0f) Speed = 70.0f;
if(Speed < -70.0f) Speed = -70.0f;
Front = TargetCoors - Source;
Front.Normalise();
Source = Source + Front*Speed;
if(Source.z < -450.0f)
Source.z = -450.0f;
if(CPad::GetPad(1)->GetRightShoulder2JustDown()){
if(FindPlayerVehicle())
FindPlayerVehicle()->Teleport(Source);
else
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CWorld::Players[CWorld::PlayerInFocus].m_pPed->SetPosition(Source);
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}
// stay inside sectors
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while(CWorld::GetSectorX(Source.x) > NUMSECTORS_X-5.0f)
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Source.x -= 1.0f;
while(CWorld::GetSectorX(Source.x) < 5.0f)
Source.x += 1.0f;
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while(CWorld::GetSectorY(Source.y) > NUMSECTORS_X-5.0f)
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Source.y -= 1.0f;
while(CWorld::GetSectorY(Source.y) < 5.0f)
Source.y += 1.0f;
GetVectorsReadyForRW();
if(CPad::GetPad(1)->GetLeftShockJustDown() && gbBigWhiteDebugLightSwitchedOn)
CShadows::StoreShadowToBeRendered(SHADOWTYPE_ADDITIVE, gpShadowExplosionTex, &Source,
12.0f, 0.0f, 0.0f, -12.0f,
128, 128, 128, 128, 1000.0f, false, 1.0f);
if(CHud::m_Wants_To_Draw_Hud){
char str[256];
sprintf(str, "CamX: %f CamY: %f CamZ: %f", Source.x, Source.y, Source.z);
sprintf(str, "Frontx: %f, Fronty: %f, Frontz: %f ", Front.x, Front.y, Front.z);
sprintf(str, "Look@: %f, Look@: %f, Look@: %f ", Front.x + Source.x, Front.y + Source.y, Front.z + Source.z);
}
}
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#endif
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void
CCam::Process_ModelView(const CVector &CameraTarget, float, float, float)
{
CVector TargetCoors = CameraTarget;
float Angle = Atan2(Front.x, Front.y);
FOV = DefaultFOV;
Angle += CPad::GetPad(0)->GetLeftStickX()/1280.0f;
if(Distance < 10.0f)
Distance += CPad::GetPad(0)->GetLeftStickY()/1000.0f;
else
Distance += CPad::GetPad(0)->GetLeftStickY() * ((Distance - 10.0f)/20.0f + 1.0f) / 1000.0f;
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#ifdef IMPROVED_CAMERA
if(CPad::GetPad(0)->GetLeftMouse()){
Distance += DEGTORAD(CPad::GetPad(0)->GetMouseY()/2.0f);
Angle += DEGTORAD(CPad::GetPad(0)->GetMouseX()/2.0f);
}
#endif
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if(Distance < 1.5f)
Distance = 1.5f;
Front.x = Cos(0.3f) * Sin(Angle);
Front.y = Cos(0.3f) * Cos(Angle);
Front.z = -Sin(0.3f);
Source = CameraTarget - Distance*Front;
GetVectorsReadyForRW();
}
void
CCam::ProcessPedsDeadBaby(void)
{
float Distance = 0.0f;
static bool SafeToRotate = false;
CVector TargetDist, TestPoint;
FOV = DefaultFOV;
TargetDist = Source - CamTargetEntity->GetPosition();
Distance = TargetDist.Magnitude();
Beta = CGeneral::GetATanOfXY(TargetDist.x, TargetDist.y);
while(Beta >= PI) Beta -= 2*PI;
while(Beta < -PI) Beta += 2*PI;
if(ResetStatics){
TestPoint = CamTargetEntity->GetPosition() +
CVector(4.0f * Cos(Alpha) * Cos(Beta),
4.0f * Cos(Alpha) * Sin(Beta),
4.0f * Sin(Alpha));
bool Safe1 = CWorld::GetIsLineOfSightClear(TestPoint, CamTargetEntity->GetPosition(), true, false, false, true, false, true, true);
TestPoint = CamTargetEntity->GetPosition() +
CVector(4.0f * Cos(Alpha) * Cos(Beta + DEGTORAD(120.0f)),
4.0f * Cos(Alpha) * Sin(Beta + DEGTORAD(120.0f)),
4.0f * Sin(Alpha));
bool Safe2 = CWorld::GetIsLineOfSightClear(TestPoint, CamTargetEntity->GetPosition(), true, false, false, true, false, true, true);
TestPoint = CamTargetEntity->GetPosition() +
CVector(4.0f * Cos(Alpha) * Cos(Beta - DEGTORAD(120.0f)),
4.0f * Cos(Alpha) * Sin(Beta - DEGTORAD(120.0f)),
4.0f * Sin(Alpha));
bool Safe3 = CWorld::GetIsLineOfSightClear(TestPoint, CamTargetEntity->GetPosition(), true, false, false, true, false, true, true);
SafeToRotate = Safe1 && Safe2 && Safe3;
ResetStatics = false;
}
if(SafeToRotate)
WellBufferMe(Beta + DEGTORAD(175.0f), &Beta, &BetaSpeed, 0.015f, 0.007f, true);
WellBufferMe(DEGTORAD(89.5f), &Alpha, &AlphaSpeed, 0.015f, 0.07f, true);
WellBufferMe(35.0f, &Distance, &DistanceSpeed, 0.006f, 0.007f, false);
Source = CamTargetEntity->GetPosition() +
CVector(Distance * Cos(Alpha) * Cos(Beta),
Distance * Cos(Alpha) * Sin(Beta),
Distance * Sin(Alpha));
m_cvecTargetCoorsForFudgeInter = CamTargetEntity->GetPosition();
Front = CamTargetEntity->GetPosition() - Source;
Front.Normalise();
GetVectorsReadyForRW();
}
bool
CCam::ProcessArrestCamOne(void)
{
FOV = 45.0f;
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if(!ResetStatics)
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return true;
#ifdef FIX_BUGS
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if(!CamTargetEntity->IsPed() || ((CPlayerPed*)TheCamera.pTargetEntity)->m_pArrestingCop == nil)
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return true;
#endif
bool found;
float Ground;
CVector PlayerCoors = TheCamera.pTargetEntity->GetPosition();
CVector CopCoors = ((CPlayerPed*)TheCamera.pTargetEntity)->m_pArrestingCop->GetPosition();
Beta = CGeneral::GetATanOfXY(PlayerCoors.x - CopCoors.x, PlayerCoors.y - CopCoors.y);
Source = PlayerCoors + 9.5f*CVector(Cos(Beta), Sin(Beta), 0.0f);
Source.z += 6.0f;
Ground = CWorld::FindGroundZFor3DCoord(Source.x, Source.y, Source.z, &found);
if(!found){
Ground = CWorld::FindRoofZFor3DCoord(Source.x, Source.y, Source.z, &found);
if(!found)
return false;
}
Source.z = Ground + 0.25f;
if(!CWorld::GetIsLineOfSightClear(Source, CopCoors, true, true, false, true, false, true, true)){
Beta += DEGTORAD(115.0f);
Source = PlayerCoors + 9.5f*CVector(Cos(Beta), Sin(Beta), 0.0f);
Source.z += 6.0f;
Ground = CWorld::FindGroundZFor3DCoord(Source.x, Source.y, Source.z, &found);
if(!found){
Ground = CWorld::FindRoofZFor3DCoord(Source.x, Source.y, Source.z, &found);
if(!found)
return false;
}
Source.z = Ground + 0.25f;
CopCoors.z += 0.35f;
Front = CopCoors - Source;
if(!CWorld::GetIsLineOfSightClear(Source, CopCoors, true, true, false, true, false, true, true))
return false;
}
CopCoors.z += 0.35f;
m_cvecTargetCoorsForFudgeInter = CopCoors;
Front = CopCoors - Source;
ResetStatics = false;
GetVectorsReadyForRW();
return true;
}
bool
CCam::ProcessArrestCamTwo(void)
{
CPed *player = CWorld::Players[CWorld::PlayerInFocus].m_pPed;
if(!ResetStatics)
return true;
ResetStatics = false;
CVector TargetCoors, ToCamera;
float BetaOffset;
float SourceX, SourceY;
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if(&TheCamera.Cams[TheCamera.ActiveCam] == this){
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SourceX = TheCamera.Cams[(TheCamera.ActiveCam + 1) % 2].Source.x;
SourceY = TheCamera.Cams[(TheCamera.ActiveCam + 1) % 2].Source.y;
}else{
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SourceX = TheCamera.Cams[TheCamera.ActiveCam].Source.x;
SourceY = TheCamera.Cams[TheCamera.ActiveCam].Source.y;
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}
for(int i = 0; i <= 1; i++){
int Dir = i == 0 ? 1 : -1;
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FOV = 60.0f;
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TargetCoors = player->GetPosition();
Beta = CGeneral::GetATanOfXY(TargetCoors.x-SourceX, TargetCoors.y-SourceY);
BetaOffset = DEGTORAD(Dir*80);
Source = TargetCoors + 11.5f*CVector(Cos(Beta+BetaOffset), Sin(Beta+BetaOffset), 0.0f);
ToCamera = Source - TargetCoors;
ToCamera.Normalise();
TargetCoors.x += 0.4f*ToCamera.x;
TargetCoors.y += 0.4f*ToCamera.y;
if(CWorld::GetIsLineOfSightClear(Source, TargetCoors, true, true, false, true, false, true, true)){
Source.z += 5.5f;
TargetCoors += CVector(-0.8f*ToCamera.x, -0.8f*ToCamera.y, 2.2f);
m_cvecTargetCoorsForFudgeInter = TargetCoors;
Front = TargetCoors - Source;
ResetStatics = false;
GetVectorsReadyForRW();
return true;
}
}
return false;
}
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/*
* Unused PS2 cams
*/
void
CCam::Process_Chris_With_Binding_PlusRotation(const CVector &CameraTarget, float TargetOrientation, float, float)
{
static float AngleToBinned = 0.0f;
static float StartingAngleLastChange = 0.0f;
static float FixedTargetOrientation = 0.0f;
static float DeadZoneReachedOnePrevious;
FOV = DefaultFOV; // missing in game
bool FixOrientation = true;
if(ResetStatics){
Rotating = false;
DeadZoneReachedOnePrevious = 0.0f;
FixedTargetOrientation = 0.0f;
ResetStatics = false;
}
CVector TargetCoors = CameraTarget;
float StickX = CPad::GetPad(0)->GetRightStickX();
float StickY = CPad::GetPad(0)->GetRightStickY();
float StickAngle;
if(StickX != 0.0 || StickY != 0.0f) // BUG: game checks StickX twice
StickAngle = CGeneral::GetATanOfXY(StickX, StickY); // result unused?
else
FixOrientation = false;
CVector Dist = Source - TargetCoors;
Source.z = TargetCoors.z + 0.75f;
float Length = Dist.Magnitude2D();
if(Length > 2.5f){
Source.x = TargetCoors.x + Dist.x/Length * 2.5f;
Source.y = TargetCoors.y + Dist.y/Length * 2.5f;
}else if(Length < 2.4f){
Source.x = TargetCoors.x + Dist.x/Length * 2.4f;
Source.y = TargetCoors.y + Dist.y/Length * 2.4f;
}
Beta = CGeneral::GetATanOfXY(Dist.x, Dist.y);
if(CPad::GetPad(0)->GetLeftShoulder1()){
FixedTargetOrientation = TargetOrientation;
Rotating = true;
}
if(FixOrientation){
Rotating = true;
FixedTargetOrientation = StickX/128.0f + Beta - PI;
}
if(Rotating){
Dist = Source - TargetCoors;
Length = Dist.Magnitude2D();
// inlined
WellBufferMe(FixedTargetOrientation+PI, &Beta, &BetaSpeed, 0.1f, 0.06f, true);
Source.x = TargetCoors.x + Length*Cos(Beta);
Source.y = TargetCoors.y + Length*Sin(Beta);
float DeltaBeta = FixedTargetOrientation+PI - Beta;
while(DeltaBeta >= PI) DeltaBeta -= 2*PI;
while(DeltaBeta < -PI) DeltaBeta += 2*PI;
if(Abs(DeltaBeta) < 0.06f)
Rotating = false;
}
Front = TargetCoors - Source;
Front.Normalise();
CVector Front2 = Front;
Front2.Normalise(); // What?
// FIX: the meaning of this value must have changed somehow
Source -= Front2 * TheCamera.m_fPedZoomValueSmooth*1.5f;
// Source += Front2 * TheCamera.m_fPedZoomValueSmooth;
GetVectorsReadyForRW();
}
void
CCam::Process_ReactionCam(const CVector &CameraTarget, float TargetOrientation, float, float)
{
static float AngleToBinned = 0.0f;
static float StartingAngleLastChange = 0.0f;
static float FixedTargetOrientation;
static float DeadZoneReachedOnePrevious;
static uint32 TimeOfLastChange;
uint32 Time;
bool DontBind = false; // BUG: left uninitialized
FOV = DefaultFOV; // missing in game
if(ResetStatics){
Rotating = false;
DeadZoneReachedOnePrevious = 0.0f;
FixedTargetOrientation = 0.0f;
ResetStatics = false;
DontBind = false;
}
CVector TargetCoors = CameraTarget;
CVector Dist = Source - TargetCoors;
Source.z = TargetCoors.z + 0.75f;
float Length = Dist.Magnitude2D();
if(Length > 2.5f){
Source.x = TargetCoors.x + Dist.x/Length * 2.5f;
Source.y = TargetCoors.y + Dist.y/Length * 2.5f;
}else if(Length < 2.4f){
Source.x = TargetCoors.x + Dist.x/Length * 2.4f;
Source.y = TargetCoors.y + Dist.y/Length * 2.4f;
}
Beta = CGeneral::GetATanOfXY(Dist.x, Dist.y);
float StickX = CPad::GetPad(0)->GetLeftStickX();
float StickY = CPad::GetPad(0)->GetLeftStickY();
float StickAngle;
if(StickX != 0.0 || StickY != 0.0f){
StickAngle = CGeneral::GetATanOfXY(StickX, StickY);
while(StickAngle >= PI) StickAngle -= 2*PI;
while(StickAngle < -PI) StickAngle += 2*PI;
}else
StickAngle = 1000.0f;
if(Abs(StickAngle-AngleToBinned) > DEGTORAD(15.0f)){
DontBind = true;
Time = CTimer::GetTimeInMilliseconds();
}
if(CTimer::GetTimeInMilliseconds()-TimeOfLastChange > 200){
if(Abs(HALFPI-StickAngle) > DEGTORAD(50.0f)){
FixedTargetOrientation = TargetOrientation;
Rotating = true;
TimeOfLastChange = CTimer::GetTimeInMilliseconds();
}
}
// These two together don't make much sense.
// Only prevents rotation for one frame
AngleToBinned = StickAngle;
if(DontBind)
TimeOfLastChange = Time;
if(Rotating){
Dist = Source - TargetCoors;
Length = Dist.Magnitude2D();
// inlined
WellBufferMe(FixedTargetOrientation+PI, &Beta, &BetaSpeed, 0.1f, 0.06f, true);
Source.x = TargetCoors.x + Length*Cos(Beta);
Source.y = TargetCoors.y + Length*Sin(Beta);
float DeltaBeta = FixedTargetOrientation+PI - Beta;
while(DeltaBeta >= PI) DeltaBeta -= 2*PI;
while(DeltaBeta < -PI) DeltaBeta += 2*PI;
if(Abs(DeltaBeta) < 0.06f)
Rotating = false;
}
Front = TargetCoors - Source;
Front.Normalise();
CVector Front2 = Front;
Front2.Normalise(); // What?
// FIX: the meaning of this value must have changed somehow
Source -= Front2 * TheCamera.m_fPedZoomValueSmooth*1.5f;
// Source += Front2 * TheCamera.m_fPedZoomValueSmooth;
GetVectorsReadyForRW();
}
void
CCam::Process_FollowPed_WithBinding(const CVector &CameraTarget, float TargetOrientation, float, float)
{
static float AngleToBinned = 0.0f;
static float StartingAngleLastChange = 0.0f;
static float FixedTargetOrientation;
static float DeadZoneReachedOnePrevious;
static uint32 TimeOfLastChange;
uint32 Time;
bool DontBind = false;
FOV = DefaultFOV; // missing in game
if(ResetStatics){
Rotating = false;
DeadZoneReachedOnePrevious = 0.0f;
FixedTargetOrientation = 0.0f;
ResetStatics = false;
}
CVector TargetCoors = CameraTarget;
CVector Dist = Source - TargetCoors;
Source.z = TargetCoors.z + 0.75f;
float Length = Dist.Magnitude2D();
if(Length > 2.5f){
Source.x = TargetCoors.x + Dist.x/Length * 2.5f;
Source.y = TargetCoors.y + Dist.y/Length * 2.5f;
}else if(Length < 2.4f){
Source.x = TargetCoors.x + Dist.x/Length * 2.4f;
Source.y = TargetCoors.y + Dist.y/Length * 2.4f;
}
Beta = CGeneral::GetATanOfXY(Dist.x, Dist.y);
float StickX = CPad::GetPad(0)->GetLeftStickX();
float StickY = CPad::GetPad(0)->GetLeftStickY();
float StickAngle;
if(StickX != 0.0 || StickY != 0.0f){
StickAngle = CGeneral::GetATanOfXY(StickX, StickY);
while(StickAngle >= PI) StickAngle -= 2*PI;
while(StickAngle < -PI) StickAngle += 2*PI;
}else
StickAngle = 1000.0f;
if(Abs(StickAngle-AngleToBinned) > DEGTORAD(15.0f)){
DontBind = true;
Time = CTimer::GetTimeInMilliseconds();
}
if(CTimer::GetTimeInMilliseconds()-TimeOfLastChange > 200){
if(Abs(HALFPI-StickAngle) > DEGTORAD(50.0f)){
FixedTargetOrientation = TargetOrientation;
Rotating = true;
TimeOfLastChange = CTimer::GetTimeInMilliseconds();
}
}
if(CPad::GetPad(0)->GetLeftShoulder1JustDown()){
FixedTargetOrientation = TargetOrientation;
Rotating = true;
TimeOfLastChange = CTimer::GetTimeInMilliseconds();
}
// These two together don't make much sense.
// Only prevents rotation for one frame
AngleToBinned = StickAngle;
if(DontBind)
TimeOfLastChange = Time;
if(Rotating){
Dist = Source - TargetCoors;
Length = Dist.Magnitude2D();
// inlined
WellBufferMe(FixedTargetOrientation+PI, &Beta, &BetaSpeed, 0.1f, 0.06f, true);
Source.x = TargetCoors.x + Length*Cos(Beta);
Source.y = TargetCoors.y + Length*Sin(Beta);
float DeltaBeta = FixedTargetOrientation+PI - Beta;
while(DeltaBeta >= PI) DeltaBeta -= 2*PI;
while(DeltaBeta < -PI) DeltaBeta += 2*PI;
if(Abs(DeltaBeta) < 0.06f)
Rotating = false;
}
Front = TargetCoors - Source;
Front.Normalise();
CVector Front2 = Front;
Front2.Normalise(); // What?
// FIX: the meaning of this value must have changed somehow
Source -= Front2 * TheCamera.m_fPedZoomValueSmooth*1.5f;
// Source += Front2 * TheCamera.m_fPedZoomValueSmooth;
GetVectorsReadyForRW();
}
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void
CCam::Process_Bill(const CVector &CameraTarget, float TargetOrientation, float SpeedVar, float TargetSpeedVar)
{
#ifdef FIX_BUGS
fBillsBetaOffset += CPad::GetPad(0)->GetRightStickX()/1000.0f;
#else
// just wtf is this? this code must be ancient
if(CPad::GetPad(0)->GetStart())
fBillsBetaOffset += CPad::GetPad(0)->GetLeftStickX()/1000.0f;
#endif
while(fBillsBetaOffset > TWOPI) fBillsBetaOffset -= TWOPI;
while(fBillsBetaOffset < 0.0f) fBillsBetaOffset += TWOPI;
TargetOrientation += fBillsBetaOffset;
while(TargetOrientation > TWOPI) TargetOrientation -= TWOPI;
while(TargetOrientation < 0.0f) TargetOrientation += TWOPI;
Process_BehindCar(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar);
}
void
CCam::Process_Im_The_Passenger_Woo_Woo(const CVector &CameraTarget, float TargetOrientation, float, float)
{
FOV = 50.0f;
Source = CamTargetEntity->GetPosition();
Source.z += 2.5f;
Front = CamTargetEntity->GetForward();
Front.Normalise();
Source += 1.35f*Front;
float heading = CGeneral::GetATanOfXY(Front.x, Front.y) + DEGTORAD(45.0f);
Front.x = Cos(heading);
Front.y = Sin(heading);
Up = CamTargetEntity->GetUp();
GetVectorsReadyForRW();
}
void
CCam::Process_Blood_On_The_Tracks(const CVector &CameraTarget, float TargetOrientation, float, float)
{
FOV = 50.0f;
Source = CamTargetEntity->GetPosition();
Source.z += 5.45f;
static CVector Test = -CamTargetEntity->GetForward();
#ifdef FIX_BUGS
if(ResetStatics){
Test = -CamTargetEntity->GetForward();
ResetStatics = false;
}
#endif
Source.x += 19.45*Test.x;
Source.y += 19.45*Test.y;
Front = Test;
Front.Normalise();
Up = CamTargetEntity->GetUp();
GetVectorsReadyForRW();
}
void
CCam::Process_Cam_Running_Side_Train(const CVector &CameraTarget, float TargetOrientation, float, float)
{
FOV = 60.0f;
Source = CamTargetEntity->GetPosition();
Source.z += 4.0f;
CVector fwd = CamTargetEntity->GetForward();
float heading = CGeneral::GetATanOfXY(fwd.x, fwd.y) - DEGTORAD(15.0f);
Source.x -= Cos(heading)*10.0f;
Source.y -= Sin(heading)*10.0f;
heading -= DEGTORAD(5.0f);
Front = fwd;
Front.x += Cos(heading);
Front.y += Sin(heading);
Front.z -= 0.056f;
Front.Normalise();
Up = CamTargetEntity->GetUp();
GetVectorsReadyForRW();
}
void
CCam::Process_Cam_On_Train_Roof(const CVector &CameraTarget, float TargetOrientation, float, float)
{
static float RoofMultiplier = 1.5f;
Source = CamTargetEntity->GetPosition();
Source.z += 4.8f;
Front = CamTargetEntity->GetForward();
Front.Normalise();
Source += Front*RoofMultiplier;
Up = CamTargetEntity->GetUp();
Up.Normalise();
GetVectorsReadyForRW();
}
#ifdef FREE_CAM
void
CCam::Process_FollowPed_Rotation(const CVector &CameraTarget, float TargetOrientation, float, float)
{
FOV = DefaultFOV;
const float MinDist = 2.0f;
const float MaxDist = 2.0f + TheCamera.m_fPedZoomValueSmooth;
const float BaseOffset = 0.75f; // base height of camera above target
CVector TargetCoors = CameraTarget;
TargetCoors.z += m_fSyphonModeTargetZOffSet;
TargetCoors = DoAverageOnVector(TargetCoors);
TargetCoors.z += BaseOffset; // add offset so alpha evens out to 0
// TargetCoors.z += m_fRoadOffSet;
CVector Dist = Source - TargetCoors;
CVector ToCam;
bool Shooting = false;
if(((CPed*)CamTargetEntity)->GetWeapon()->m_eWeaponType != WEAPONTYPE_UNARMED)
if(CPad::GetPad(0)->GetWeapon())
Shooting = true;
if(((CPed*)CamTargetEntity)->GetWeapon()->m_eWeaponType == WEAPONTYPE_DETONATOR ||
((CPed*)CamTargetEntity)->GetWeapon()->m_eWeaponType == WEAPONTYPE_BASEBALLBAT)
Shooting = false;
if(ResetStatics){
// Coming out of top down here probably
// so keep Beta, reset alpha and calculate vectors
Beta = CGeneral::GetATanOfXY(Dist.x, Dist.y);
Alpha = 0.0f;
Dist = MaxDist*CVector(Cos(Alpha) * Cos(Beta), Cos(Alpha) * Sin(Beta), Sin(Alpha));
Source = TargetCoors + Dist;
ResetStatics = false;
}
// Drag the camera along at the look-down offset
float CamDist = Dist.Magnitude();
if(CamDist == 0.0f)
Dist = CVector(1.0f, 1.0f, 0.0f);
else if(CamDist < MinDist)
Dist *= MinDist/CamDist;
else if(CamDist > MaxDist)
Dist *= MaxDist/CamDist;
CamDist = Dist.Magnitude();
// Beta = 0 is looking east, HALFPI is north, &c.
// Alpha positive is looking up
float GroundDist = Dist.Magnitude2D();
Beta = CGeneral::GetATanOfXY(-Dist.x, -Dist.y);
Alpha = CGeneral::GetATanOfXY(GroundDist, -Dist.z);
while(Beta >= PI) Beta -= 2.0f*PI;
while(Beta < -PI) Beta += 2.0f*PI;
while(Alpha >= PI) Alpha -= 2.0f*PI;
while(Alpha < -PI) Alpha += 2.0f*PI;
// Look around
bool UseMouse = false;
float MouseX = CPad::GetPad(0)->GetMouseX();
float MouseY = CPad::GetPad(0)->GetMouseY();
float LookLeftRight, LookUpDown;
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/*
if((MouseX != 0.0f || MouseY != 0.0f) && !CPad::GetPad(0)->ArePlayerControlsDisabled()){
UseMouse = true;
LookLeftRight = -2.5f*MouseX;
LookUpDown = 4.0f*MouseY;
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}else
*/
{
LookLeftRight = -CPad::GetPad(0)->LookAroundLeftRight();
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LookUpDown = CPad::GetPad(0)->LookAroundUpDown();
}
float AlphaOffset, BetaOffset;
if(UseMouse){
BetaOffset = LookLeftRight * TheCamera.m_fMouseAccelHorzntl * FOV/80.0f;
AlphaOffset = LookUpDown * TheCamera.m_fMouseAccelVertical * FOV/80.0f;
}else{
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BetaOffset = LookLeftRight * fStickSens * (1.0f/20.0f) * FOV/80.0f * CTimer::GetTimeStep();
AlphaOffset = LookUpDown * fStickSens * (0.6f/20.0f) * FOV/80.0f * CTimer::GetTimeStep();
}
// Stop centering once stick has been touched
if(BetaOffset)
Rotating = false;
Beta += BetaOffset;
Alpha += AlphaOffset;
while(Beta >= PI) Beta -= 2.0f*PI;
while(Beta < -PI) Beta += 2.0f*PI;
if(Alpha > DEGTORAD(45.0f)) Alpha = DEGTORAD(45.0f);
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else if(Alpha < -DEGTORAD(89.5f)) Alpha = -DEGTORAD(89.5f);
float BetaDiff = TargetOrientation+PI - Beta;
while(BetaDiff >= PI) BetaDiff -= 2.0f*PI;
while(BetaDiff < -PI) BetaDiff += 2.0f*PI;
float TargetAlpha = Alpha;
// 12deg to account for our little height offset. we're not working on the true alpha here
const float AlphaLimitUp = DEGTORAD(15.0f) + DEGTORAD(12.0f);
const float AlphaLimitDown = -DEGTORAD(15.0f) + DEGTORAD(12.0f);
if(Abs(BetaDiff) < DEGTORAD(25.0f) && ((CPed*)CamTargetEntity)->GetMoveSpeed().Magnitude2D() > 0.01f){
// Limit alpha when player is walking towards camera
if(TargetAlpha > AlphaLimitUp) TargetAlpha = AlphaLimitUp;
if(TargetAlpha < AlphaLimitDown) TargetAlpha = AlphaLimitDown;
}
WellBufferMe(TargetAlpha, &Alpha, &AlphaSpeed, 0.2f, 0.1f, true);
if(CPad::GetPad(0)->ForceCameraBehindPlayer() || Shooting){
m_fTargetBeta = TargetOrientation;
Rotating = true;
}
if(Rotating){
WellBufferMe(m_fTargetBeta, &Beta, &BetaSpeed, 0.1f, 0.06f, true);
float DeltaBeta = m_fTargetBeta - Beta;
while(DeltaBeta >= PI) DeltaBeta -= 2*PI;
while(DeltaBeta < -PI) DeltaBeta += 2*PI;
if(Abs(DeltaBeta) < 0.06f)
Rotating = false;
}
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if(TheCamera.m_bUseTransitionBeta)
Beta = CGeneral::GetATanOfXY(-Cos(m_fTransitionBeta), -Sin(m_fTransitionBeta));
Front = CVector(Cos(Alpha) * Cos(Beta), Cos(Alpha) * Sin(Beta), Sin(Alpha));
Source = TargetCoors - Front*CamDist;
TargetCoors.z -= BaseOffset; // now get back to the real target coors again
m_cvecTargetCoorsForFudgeInter = TargetCoors;
Front = TargetCoors - Source;
Front.Normalise();
/*
* Handle collisions - taken from FollowPedWithMouse
*/
CEntity *entity;
CColPoint colPoint;
// Clip Source and fix near clip
CWorld::pIgnoreEntity = CamTargetEntity;
entity = nil;
if(CWorld::ProcessLineOfSight(TargetCoors, Source, colPoint, entity, true, true, true, true, false, false, true)){
float PedColDist = (TargetCoors - colPoint.point).Magnitude();
float ColCamDist = CamDist - PedColDist;
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if(entity->IsPed() && ColCamDist > DEFAULT_NEAR + 0.1f){
// Ped in the way but not clipping through
if(CWorld::ProcessLineOfSight(colPoint.point, Source, colPoint, entity, true, true, true, true, false, false, true)){
PedColDist = (TargetCoors - colPoint.point).Magnitude();
Source = colPoint.point;
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if(PedColDist < DEFAULT_NEAR + 0.3f)
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RwCameraSetNearClipPlane(Scene.camera, Max(PedColDist-0.3f, 0.05f));
}else{
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RwCameraSetNearClipPlane(Scene.camera, Min(ColCamDist-0.35f, DEFAULT_NEAR));
}
}else{
Source = colPoint.point;
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if(PedColDist < DEFAULT_NEAR + 0.3f)
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RwCameraSetNearClipPlane(Scene.camera, Max(PedColDist-0.3f, 0.05f));
}
}
CWorld::pIgnoreEntity = nil;
float ViewPlaneHeight = Tan(DEGTORAD(FOV) / 2.0f);
float ViewPlaneWidth = ViewPlaneHeight * CDraw::FindAspectRatio() * fTweakFOV;
float Near = RwCameraGetNearClipPlane(Scene.camera);
float radius = ViewPlaneWidth*Near;
entity = CWorld::TestSphereAgainstWorld(Source + Front*Near, radius, nil, true, true, false, true, false, false);
int i = 0;
while(entity){
CVector CamToCol = gaTempSphereColPoints[0].point - Source;
float frontDist = DotProduct(CamToCol, Front);
float dist = (CamToCol - Front*frontDist).Magnitude() / ViewPlaneWidth;
// Try to decrease near clip
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dist = Max(Min(Near, dist), 0.1f);
if(dist < Near)
RwCameraSetNearClipPlane(Scene.camera, dist);
// Move forward a bit
if(dist == 0.1f)
Source += (TargetCoors - Source)*0.3f;
// Keep testing
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Near = RwCameraGetNearClipPlane(Scene.camera);
radius = ViewPlaneWidth*Near;
entity = CWorld::TestSphereAgainstWorld(Source + Front*Near, radius, nil, true, true, false, true, false, false);
i++;
if(i > 5)
entity = nil;
}
GetVectorsReadyForRW();
}
// LCS cam hehe
void
CCam::Process_FollowCar_SA(const CVector& CameraTarget, float TargetOrientation, float, float)
{
// Missing things on III CCam
static CVector m_aTargetHistoryPosOne;
static CVector m_aTargetHistoryPosTwo;
static CVector m_aTargetHistoryPosThree;
static int m_nCurrentHistoryPoints = 0;
static float lastBeta = -9999.0f;
static float lastAlpha = -9999.0f;
static float stepsLeftToChangeBetaByMouse;
static float dontCollideWithCars;
static bool alphaCorrected;
static float heightIncreaseMult;
if (!CamTargetEntity->IsVehicle())
return;
CVehicle* car = (CVehicle*)CamTargetEntity;
CVector TargetCoors = CameraTarget;
uint8 camSetArrPos = 0;
// We may need those later
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bool isPlane = car->GetModelIndex() == MI_DODO;
bool isHeli = false;
bool isBike = false;
bool isCar = car->IsCar() && !isPlane && !isHeli && !isBike;
CPad* pad = CPad::GetPad(0);
// Next direction is non-existent in III
uint8 nextDirectionIsForward = !(pad->GetLookBehindForCar() || pad->GetLookBehindForPed() || pad->GetLookLeft() || pad->GetLookRight()) &&
DirectionWasLooking == LOOKING_FORWARD;
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if (car->GetModelIndex() == MI_FIRETRUCK) {
camSetArrPos = 7;
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} else if (car->GetModelIndex() == MI_RCBANDIT) {
camSetArrPos = 5;
} else if (car->IsBoat()) {
camSetArrPos = 4;
} else if (isBike) {
camSetArrPos = 1;
} else if (isPlane) {
camSetArrPos = 3;
} else if (isHeli) {
camSetArrPos = 2;
}
// LCS one but index 1(firetruck) moved to last
float CARCAM_SET[][15] = {
{1.3f, 1.0f, 0.4f, 10.0f, 15.0f, 0.5f, 1.0f, 1.0f, 0.85f, 0.2f, 0.075f, 0.05f, 0.8f, DEGTORAD(45.0f), DEGTORAD(89.0f)}, // cars
{1.1f, 1.0f, 0.1f, 10.0f, 11.0f, 0.5f, 1.0f, 1.0f, 0.85f, 0.2f, 0.075f, 0.05f, 0.75f, DEGTORAD(45.0f), DEGTORAD(89.0f)}, // bike
{1.1f, 1.0f, 0.2f, 10.0f, 15.0f, 0.05f, 0.05f, 0.0f, 0.9f, 0.05f, 0.01f, 0.05f, 1.0f, DEGTORAD(10.0f), DEGTORAD(70.0f)}, // heli (SA values)
{1.1f, 3.5f, 0.2f, 10.0f, 25.0f, 0.5f, 1.0f, 1.0f, 0.75f, 0.1f, 0.005f, 0.2f, 1.0f, DEGTORAD(89.0f), DEGTORAD(89.0f)}, // plane (SA values)
{0.9f, 1.0f, 0.1f, 10.0f, 15.0f, 0.5f, 1.0f, 0.0f, 0.9f, 0.05f, 0.005f, 0.05f, 1.0f, -0.2f, DEGTORAD(70.0f)}, // boat
{1.1f, 1.0f, 0.2f, 10.0f, 5.0f, 0.5f, 1.0f, 1.0f, 0.75f, 0.1f, 0.005f, 0.2f, 1.0f, DEGTORAD(45.0f), DEGTORAD(89.0f)}, // rc cars
{1.1f, 1.0f, 0.2f, 10.0f, 5.0f, 0.5f, 1.0f, 1.0f, 0.75f, 0.1f, 0.005f, 0.2f, 1.0f, DEGTORAD(20.0f), DEGTORAD(70.0f)}, // rc heli/planes
{1.3f, 1.0f, 0.4f, 10.0f, 15.0f, 0.5f, 1.0f, 1.0f, 0.85f, 0.2f, 0.075f, 0.05f, 0.8f, -0.18f, DEGTORAD(40.0f)}, // firetruck...
};
// RC Heli/planes use same alpha values with heli/planes (LCS firetruck will fallback to 0)
uint8 alphaArrPos = (camSetArrPos > 4 ? (isPlane ? 3 : (isHeli ? 2 : 0)) : camSetArrPos);
float zoomModeAlphaOffset = 0.0f;
static float ZmOneAlphaOffsetLCS[] = { 0.12f, 0.08f, 0.15f, 0.08f, 0.08f };
static float ZmTwoAlphaOffsetLCS[] = { 0.1f, 0.08f, 0.3f, 0.08f, 0.08f };
static float ZmThreeAlphaOffsetLCS[] = { 0.065f, 0.05f, 0.15f, 0.06f, 0.08f };
if (isHeli && car->GetStatus() == STATUS_PLAYER_REMOTE)
zoomModeAlphaOffset = ZmTwoAlphaOffsetLCS[alphaArrPos];
else {
switch ((int)TheCamera.CarZoomIndicator) {
// near
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case CAM_ZOOM_1:
zoomModeAlphaOffset = ZmOneAlphaOffsetLCS[alphaArrPos];
break;
// mid
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case CAM_ZOOM_2:
zoomModeAlphaOffset = ZmTwoAlphaOffsetLCS[alphaArrPos];
break;
// far
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case CAM_ZOOM_3:
zoomModeAlphaOffset = ZmThreeAlphaOffsetLCS[alphaArrPos];
break;
default:
break;
}
}
CColModel* carCol = (CColModel*)car->GetColModel();
float colMaxZ = carCol->boundingBox.max.z; // As opposed to LCS and SA, VC does this: carCol->boundingBox.max.z - carCol->boundingBox.min.z;
float approxCarLength = 2.0f * Abs(carCol->boundingBox.min.y); // SA taxi min.y = -2.95, max.z = 0.883502f
float newDistance = TheCamera.CarZoomValueSmooth + CARCAM_SET[camSetArrPos][1] + approxCarLength;
float minDistForThisCar = approxCarLength * CARCAM_SET[camSetArrPos][3];
if (!isHeli || car->GetStatus() == STATUS_PLAYER_REMOTE) {
float radiusToStayOutside = colMaxZ * CARCAM_SET[camSetArrPos][0] - CARCAM_SET[camSetArrPos][2];
if (radiusToStayOutside > 0.0f) {
TargetCoors.z += radiusToStayOutside;
newDistance += radiusToStayOutside;
zoomModeAlphaOffset += 0.3f / newDistance * radiusToStayOutside;
}
} else {
// 0.6f = fTestShiftHeliCamTarget
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TargetCoors += 0.6f * car->GetUp() * colMaxZ;
}
float minDistForVehType = CARCAM_SET[camSetArrPos][4];
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if (TheCamera.CarZoomIndicator == CAM_ZOOM_1 && (camSetArrPos < 2 || camSetArrPos == 7)) {
minDistForVehType = minDistForVehType * 0.65f;
}
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float nextDistance = Max(newDistance, minDistForVehType);
CA_MAX_DISTANCE = newDistance;
CA_MIN_DISTANCE = 3.5f;
if (ResetStatics) {
FOV = DefaultFOV;
// GTA 3 has this in veh. camera
if (TheCamera.m_bIdleOn)
TheCamera.m_uiTimeWeEnteredIdle = CTimer::GetTimeInMilliseconds();
} else {
if (isCar || isBike) {
// 0.4f: CAR_FOV_START_SPEED
if (DotProduct(car->GetForward(), car->m_vecMoveSpeed) > 0.4f)
FOV += (DotProduct(car->GetForward(), car->m_vecMoveSpeed) - 0.4f) * CTimer::GetTimeStep();
}
if (FOV > DefaultFOV)
// 0.98f: CAR_FOV_FADE_MULT
FOV = Pow(0.98f, CTimer::GetTimeStep()) * (FOV - DefaultFOV) + DefaultFOV;
FOV = clamp(FOV, DefaultFOV, DefaultFOV + 30.0f);
}
// WORKAROUND: I still don't know how looking behind works (m_bCamDirectlyInFront is unused in III, they seem to use m_bUseTransitionBeta)
if (pad->GetLookBehindForCar())
if (DirectionWasLooking == LOOKING_FORWARD || !LookingBehind)
TheCamera.m_bCamDirectlyInFront = true;
// Taken from RotCamIfInFrontCar, because we don't call it anymore
if (!(pad->GetLookBehindForCar() || pad->GetLookBehindForPed() || pad->GetLookLeft() || pad->GetLookRight()))
if (DirectionWasLooking != LOOKING_FORWARD)
TheCamera.m_bCamDirectlyBehind = true;
// Called when we just entered the car, just started to look behind or returned back from looking left, right or behind
if (ResetStatics || TheCamera.m_bCamDirectlyBehind || TheCamera.m_bCamDirectlyInFront) {
ResetStatics = false;
Rotating = false;
m_bCollisionChecksOn = true;
// TheCamera.m_bResetOldMatrix = 1;
// Garage exit cam is not working well in III...
// if (!TheCamera.m_bJustCameOutOfGarage) // && !sthForScript)
// {
Alpha = 0.0f;
Beta = car->GetForward().Heading() - HALFPI;
if (TheCamera.m_bCamDirectlyInFront) {
Beta += PI;
}
// }
BetaSpeed = 0.0;
AlphaSpeed = 0.0;
Distance = 1000.0;
Front.x = -(cos(Beta) * cos(Alpha));
Front.y = -(sin(Beta) * cos(Alpha));
Front.z = sin(Alpha);
m_aTargetHistoryPosOne = TargetCoors - nextDistance * Front;
m_aTargetHistoryPosTwo = TargetCoors - newDistance * Front;
m_nCurrentHistoryPoints = 0;
if (!TheCamera.m_bJustCameOutOfGarage) // && !sthForScript)
Alpha = -zoomModeAlphaOffset;
}
Front = TargetCoors - m_aTargetHistoryPosOne;
Front.Normalise();
// Code that makes cam rotate around the car
float camRightHeading = Front.Heading() - HALFPI;
if (camRightHeading < -PI)
camRightHeading = camRightHeading + TWOPI;
float velocityRightHeading;
if (car->m_vecMoveSpeed.Magnitude2D() <= 0.02f)
velocityRightHeading = camRightHeading;
else
velocityRightHeading = car->m_vecMoveSpeed.Heading() - HALFPI;
if (velocityRightHeading < camRightHeading - PI)
velocityRightHeading = velocityRightHeading + TWOPI;
else if (velocityRightHeading > camRightHeading + PI)
velocityRightHeading = velocityRightHeading - TWOPI;
float betaChangeMult1 = CTimer::GetTimeStep() * CARCAM_SET[camSetArrPos][10];
float betaChangeLimit = CTimer::GetTimeStep() * CARCAM_SET[camSetArrPos][11];
float betaChangeMult2 = (car->m_vecMoveSpeed - DotProduct(car->m_vecMoveSpeed, Front) * Front).Magnitude();
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float betaChange = Min(1.0f, betaChangeMult1 * betaChangeMult2) * (velocityRightHeading - camRightHeading);
if (betaChange <= betaChangeLimit) {
if (betaChange < -betaChangeLimit)
betaChange = -betaChangeLimit;
} else {
betaChange = betaChangeLimit;
}
float targetBeta = camRightHeading + betaChange;
if (targetBeta < Beta - HALFPI)
targetBeta += TWOPI;
else if (targetBeta > Beta + PI)
targetBeta -= TWOPI;
float carPosChange = (TargetCoors - m_aTargetHistoryPosTwo).Magnitude();
if (carPosChange < newDistance && newDistance > minDistForThisCar) {
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newDistance = Max(minDistForThisCar, carPosChange);
}
float maxAlphaAllowed = CARCAM_SET[camSetArrPos][13];
// Originally this is to prevent camera enter into car while we're stopping, but what about moving???
// This is also original LCS and SA bug, or some attempt to fix lag. We'll never know
// if (car->m_vecMoveSpeed.MagnitudeSqr() < sq(0.2f))
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if (car->GetModelIndex() != MI_FIRETRUCK) {
// if (!isBike || GetMysteriousWheelRelatedThingBike(car) > 3)
// if (!isHeli && (!isPlane || car->GetWheelsOnGround())) {
CVector left = CrossProduct(car->GetForward(), CVector(0.0f, 0.0f, 1.0f));
left.Normalise();
CVector up = CrossProduct(left, car->GetForward());
up.Normalise();
float lookingUp = DotProduct(up, Front);
if (lookingUp > 0.0f) {
float v88 = Asin(Abs(Sin(Beta - (car->GetForward().Heading() - HALFPI))));
float v200;
if (v88 <= Atan2(carCol->boundingBox.max.x, -carCol->boundingBox.min.y)) {
v200 = (1.5f - carCol->boundingBox.min.y) / Cos(v88);
} else {
float a6g = 1.2f + carCol->boundingBox.max.x;
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v200 = a6g / Cos(Max(0.0f, HALFPI - v88));
}
maxAlphaAllowed = Cos(Beta - (car->GetForward().Heading() - HALFPI)) * Atan2(car->GetForward().z, car->GetForward().Magnitude2D())
+ Atan2(TargetCoors.z - car->GetPosition().z + car->GetHeightAboveRoad(), v200 * 1.2f);
if (isCar && ((CAutomobile*)car)->m_nWheelsOnGround > 1 && Abs(DotProduct(car->m_vecTurnSpeed, car->GetForward())) < 0.05f) {
maxAlphaAllowed += Cos(Beta - (car->GetForward().Heading() - HALFPI) + HALFPI) * Atan2(car->GetRight().z, car->GetRight().Magnitude2D());
}
}
}
float targetAlpha = Asin(clamp(Front.z, -1.0f, 1.0f)) - zoomModeAlphaOffset;
if (targetAlpha <= maxAlphaAllowed) {
if (targetAlpha < -CARCAM_SET[camSetArrPos][14])
targetAlpha = -CARCAM_SET[camSetArrPos][14];
} else {
targetAlpha = maxAlphaAllowed;
}
float maxAlphaBlendAmount = CTimer::GetTimeStep() * CARCAM_SET[camSetArrPos][6];
float targetAlphaBlendAmount = (1.0f - Pow(CARCAM_SET[camSetArrPos][5], CTimer::GetTimeStep())) * (targetAlpha - Alpha);
if (targetAlphaBlendAmount <= maxAlphaBlendAmount) {
if (targetAlphaBlendAmount < -maxAlphaBlendAmount)
targetAlphaBlendAmount = -maxAlphaBlendAmount;
} else {
targetAlphaBlendAmount = maxAlphaBlendAmount;
}
// Using GetCarGun(LR/UD) will give us same unprocessed RightStick value as SA
float stickX = -(pad->GetCarGunLeftRight());
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float stickY = -pad->GetCarGunUpDown();
// In SA this is for not let num2/num8 move camera when Keyboard & Mouse controls are used.
// if (CCamera::m_bUseMouse3rdPerson)
// stickY = 0.0f;
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#ifdef INVERT_LOOK_FOR_PAD
if (CPad::bInvertLook4Pad)
stickY = -stickY;
#endif
float xMovement = Abs(stickX) * (FOV / 80.0f * 5.f / 70.f) * stickX * 0.007f * 0.007f;
float yMovement = Abs(stickY) * (FOV / 80.0f * 3.f / 70.f) * stickY * 0.007f * 0.007f;
bool correctAlpha = true;
// if (SA checks if we aren't in work car, why?) {
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if (!isCar || car->GetModelIndex() != MI_YARDIE) {
correctAlpha = false;
}
else {
xMovement = 0.0f;
yMovement = 0.0f;
}
// } else
// yMovement = 0.0;
if (!nextDirectionIsForward) {
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yMovement = 0.0f;
xMovement = 0.0f;
}
if (camSetArrPos == 0 || camSetArrPos == 7) {
// This is not working on cars as SA
// Because III/VC doesn't have any buttons tied to LeftStick if you're not in Classic Configuration, using Dodo or using GInput/Pad, so :shrug:
if (Abs(pad->GetSteeringUpDown()) > 120.0f) {
if (car->pDriver && car->pDriver->m_objective != OBJECTIVE_LEAVE_CAR) {
yMovement += Abs(pad->GetSteeringUpDown()) * (FOV / 80.0f * 3.f / 70.f) * pad->GetSteeringUpDown() * 0.007f * 0.007f * 0.5;
}
}
}
if (yMovement > 0.0)
yMovement = yMovement * 0.5;
bool mouseChangesBeta = false;
// FIX: Disable mouse movement in drive-by, it's buggy. Original SA bug.
2020-04-02 12:48:01 +02:00
if (/*bFreeMouseCam &&*/ CCamera::m_bUseMouse3rdPerson && !pad->ArePlayerControlsDisabled() && nextDirectionIsForward) {
float mouseY = pad->GetMouseY() * 2.0f;
float mouseX = pad->GetMouseX() * -2.0f;
// If you want an ability to toggle free cam while steering with mouse, you can add an OR after DisableMouseSteering.
// There was a pad->NewState.m_bVehicleMouseLook in SA, which doesn't exists in III.
if ((mouseX != 0.0 || mouseY != 0.0) && (CVehicle::m_bDisableMouseSteering)) {
yMovement = mouseY * FOV / 80.0f * TheCamera.m_fMouseAccelHorzntl; // Same as SA, horizontal sensitivity.
BetaSpeed = 0.0;
AlphaSpeed = 0.0;
xMovement = mouseX * FOV / 80.0f * TheCamera.m_fMouseAccelHorzntl;
targetAlpha = Alpha;
stepsLeftToChangeBetaByMouse = 1.0f * 50.0f;
mouseChangesBeta = true;
} else if (stepsLeftToChangeBetaByMouse > 0.0f) {
// Finish rotation by decreasing speed when we stopped moving mouse
BetaSpeed = 0.0;
AlphaSpeed = 0.0;
yMovement = 0.0;
xMovement = 0.0;
targetAlpha = Alpha;
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stepsLeftToChangeBetaByMouse = Max(0.0f, stepsLeftToChangeBetaByMouse - CTimer::GetTimeStep());
mouseChangesBeta = true;
}
}
if (correctAlpha) {
if (nPreviousMode != MODE_CAM_ON_A_STRING)
alphaCorrected = false;
if (!alphaCorrected && Abs(zoomModeAlphaOffset + Alpha) > 0.05f) {
yMovement = (-zoomModeAlphaOffset - Alpha) * 0.05f;
} else
alphaCorrected = true;
}
float alphaSpeedFromStickY = yMovement * CARCAM_SET[camSetArrPos][12];
float betaSpeedFromStickX = xMovement * CARCAM_SET[camSetArrPos][12];
float newAngleSpeedMaxBlendAmount = CARCAM_SET[camSetArrPos][9];
float angleChangeStep = Pow(CARCAM_SET[camSetArrPos][8], CTimer::GetTimeStep());
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float targetBetaWithStickBlendAmount = betaSpeedFromStickX + (targetBeta - Beta) / Max(CTimer::GetTimeStep(), 1.0f);
if (targetBetaWithStickBlendAmount < -newAngleSpeedMaxBlendAmount)
targetBetaWithStickBlendAmount = -newAngleSpeedMaxBlendAmount;
else if (targetBetaWithStickBlendAmount > newAngleSpeedMaxBlendAmount)
targetBetaWithStickBlendAmount = newAngleSpeedMaxBlendAmount;
float angleChangeStepLeft = 1.0f - angleChangeStep;
BetaSpeed = targetBetaWithStickBlendAmount * angleChangeStepLeft + angleChangeStep * BetaSpeed;
if (Abs(BetaSpeed) < 0.0001f)
BetaSpeed = 0.0f;
float betaChangePerFrame;
if (mouseChangesBeta)
betaChangePerFrame = betaSpeedFromStickX;
else
betaChangePerFrame = CTimer::GetTimeStep() * BetaSpeed;
Beta = betaChangePerFrame + Beta;
if (TheCamera.m_bJustCameOutOfGarage) {
float invHeading = Atan2(Front.y, Front.x);
if (invHeading < 0.0f)
invHeading += TWOPI;
Beta = invHeading + PI;
}
Beta = CGeneral::LimitRadianAngle(Beta);
if (Beta < 0.0f)
Beta += TWOPI;
if ((camSetArrPos <= 1 || camSetArrPos == 7) && targetAlpha < Alpha && carPosChange >= newDistance) {
if (isCar && ((CAutomobile*)car)->m_nWheelsOnGround > 1)
// || isBike && GetMysteriousWheelRelatedThingBike(car) > 1)
alphaSpeedFromStickY += (targetAlpha - Alpha) * 0.075f;
}
AlphaSpeed = angleChangeStepLeft * alphaSpeedFromStickY + angleChangeStep * AlphaSpeed;
float maxAlphaSpeed = newAngleSpeedMaxBlendAmount;
if (alphaSpeedFromStickY > 0.0f)
maxAlphaSpeed = maxAlphaSpeed * 0.5;
if (AlphaSpeed <= maxAlphaSpeed) {
float minAlphaSpeed = -maxAlphaSpeed;
if (AlphaSpeed < minAlphaSpeed)
AlphaSpeed = minAlphaSpeed;
} else {
AlphaSpeed = maxAlphaSpeed;
}
if (Abs(AlphaSpeed) < 0.0001f)
AlphaSpeed = 0.0f;
float alphaWithSpeedAccounted;
if (mouseChangesBeta) {
alphaWithSpeedAccounted = alphaSpeedFromStickY + targetAlpha;
Alpha += alphaSpeedFromStickY;
} else {
alphaWithSpeedAccounted = CTimer::GetTimeStep() * AlphaSpeed + targetAlpha;
Alpha += targetAlphaBlendAmount;
}
if (Alpha <= maxAlphaAllowed) {
float minAlphaAllowed = -CARCAM_SET[camSetArrPos][14];
if (minAlphaAllowed > Alpha) {
Alpha = minAlphaAllowed;
AlphaSpeed = 0.0f;
}
} else {
Alpha = maxAlphaAllowed;
AlphaSpeed = 0.0f;
}
// Prevent unsignificant angle changes
if (Abs(lastAlpha - Alpha) < 0.0001f)
Alpha = lastAlpha;
lastAlpha = Alpha;
if (Abs(lastBeta - Beta) < 0.0001f)
Beta = lastBeta;
lastBeta = Beta;
Front.x = -(cos(Beta) * cos(Alpha));
Front.y = -(sin(Beta) * cos(Alpha));
Front.z = sin(Alpha);
GetVectorsReadyForRW();
TheCamera.m_bCamDirectlyBehind = false;
TheCamera.m_bCamDirectlyInFront = false;
Source = TargetCoors - newDistance * Front;
m_cvecTargetCoorsForFudgeInter = TargetCoors;
m_aTargetHistoryPosThree = m_aTargetHistoryPosOne;
float nextAlpha = alphaWithSpeedAccounted + zoomModeAlphaOffset;
float nextFrontX = -(cos(Beta) * cos(nextAlpha));
float nextFrontY = -(sin(Beta) * cos(nextAlpha));
float nextFrontZ = sin(nextAlpha);
m_aTargetHistoryPosOne.x = TargetCoors.x - nextFrontX * nextDistance;
m_aTargetHistoryPosOne.y = TargetCoors.y - nextFrontY * nextDistance;
m_aTargetHistoryPosOne.z = TargetCoors.z - nextFrontZ * nextDistance;
m_aTargetHistoryPosTwo.x = TargetCoors.x - nextFrontX * newDistance;
m_aTargetHistoryPosTwo.y = TargetCoors.y - nextFrontY * newDistance;
m_aTargetHistoryPosTwo.z = TargetCoors.z - nextFrontZ * newDistance;
// SA calls SetColVarsVehicle in here
if (nextDirectionIsForward) {
// LCS uses exactly the same collision code as FollowPedWithMouse, so we will do so.
// This is only in LCS!
float timestepFactor = Pow(0.99f, CTimer::GetTimeStep());
dontCollideWithCars = (timestepFactor * dontCollideWithCars) + ((1.0f - timestepFactor) * car->m_vecMoveSpeed.Magnitude());
// Our addition
#define IS_TRAFFIC_LIGHT(ent) (ent->IsObject() && (IsStreetLight(ent->GetModelIndex())))
// Clip Source and fix near clip
CColPoint colPoint;
CEntity* entity;
CWorld::pIgnoreEntity = CamTargetEntity;
if(CWorld::ProcessLineOfSight(TargetCoors, Source, colPoint, entity, true, dontCollideWithCars < 0.1f, false, true, false, true, true) && !IS_TRAFFIC_LIGHT(entity)){
float PedColDist = (TargetCoors - colPoint.point).Magnitude();
float ColCamDist = newDistance - PedColDist;
if(entity->IsPed() && ColCamDist > DEFAULT_NEAR + 0.1f){
// Ped in the way but not clipping through
if(CWorld::ProcessLineOfSight(colPoint.point, Source, colPoint, entity, true, dontCollideWithCars < 0.1f, false, true, false, true, true) || IS_TRAFFIC_LIGHT(entity)){
PedColDist = (TargetCoors - colPoint.point).Magnitude();
Source = colPoint.point;
if(PedColDist < DEFAULT_NEAR + 0.3f)
RwCameraSetNearClipPlane(Scene.camera, Max(PedColDist-0.3f, 0.05f));
}else{
RwCameraSetNearClipPlane(Scene.camera, Min(ColCamDist-0.35f, DEFAULT_NEAR));
}
}else{
Source = colPoint.point;
if(PedColDist < DEFAULT_NEAR + 0.3f)
RwCameraSetNearClipPlane(Scene.camera, Max(PedColDist-0.3f, 0.05f));
}
}
CWorld::pIgnoreEntity = nil;
// If we're seeing blue hell due to camera intersects some surface, fix it.
// SA and LCS have this unrolled.
float ViewPlaneHeight = Tan(DEGTORAD(FOV) / 2.0f);
float ViewPlaneWidth = ViewPlaneHeight * CDraw::FindAspectRatio() * fTweakFOV;
float Near = RwCameraGetNearClipPlane(Scene.camera);
float radius = ViewPlaneWidth*Near;
entity = CWorld::TestSphereAgainstWorld(Source + Front*Near, radius, nil, true, true, false, true, false, true);
int i = 0;
while(entity){
if (IS_TRAFFIC_LIGHT(entity))
break;
CVector CamToCol = gaTempSphereColPoints[0].point - Source;
float frontDist = DotProduct(CamToCol, Front);
float dist = (CamToCol - Front*frontDist).Magnitude() / ViewPlaneWidth;
// Try to decrease near clip
dist = Max(Min(Near, dist), 0.1f);
if(dist < Near)
RwCameraSetNearClipPlane(Scene.camera, dist);
// Move forward a bit
if(dist == 0.1f)
Source += (TargetCoors - Source)*0.3f;
// Keep testing
Near = RwCameraGetNearClipPlane(Scene.camera);
radius = ViewPlaneWidth*Near;
entity = CWorld::TestSphereAgainstWorld(Source + Front*Near, radius, nil, true, true, false, true, false, true);
i++;
if(i > 5)
entity = nil;
}
#undef IS_TRAFFIC_LIGHT
}
TheCamera.m_bCamDirectlyBehind = false;
TheCamera.m_bCamDirectlyInFront = false;
// ------- LCS specific part starts
if (camSetArrPos == 5 && Source.z < 1.0f) // RC Bandit and Baron
Source.z = 1.0f;
// Obviously some specific place in LC
if (Source.x > 11.0f && Source.x < 91.0f) {
if (Source.y > -680.0f && Source.y < -600.0f && Source.z < 24.4f)
Source.z = 24.4f;
}
// CCam::FixSourceAboveWaterLevel
if (CameraTarget.z >= -2.0f) {
float level = -6000.0;
// +0.5f is needed for III
if (CWaterLevel::GetWaterLevelNoWaves(Source.x, Source.y, Source.z, &level)) {
if (Source.z < level + 0.5f)
Source.z = level + 0.5f;
}
}
Front = TargetCoors - Source;
// -------- LCS specific part ends
GetVectorsReadyForRW();
// SA
// gTargetCoordsForLookingBehind = TargetCoors;
// SA code from CAutomobile::TankControl/FireTruckControl.
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if (car->GetModelIndex() == MI_RHINO || car->GetModelIndex() == MI_FIRETRUCK) {
float &carGunLR = ((CAutomobile*)car)->m_fCarGunLR;
CVector hi = Multiply3x3(Front, car->GetMatrix());
// III/VC's firetruck turret angle is reversed
2020-05-05 13:48:35 +02:00
float angleToFace = (car->GetModelIndex() == MI_FIRETRUCK ? -hi.Heading() : hi.Heading());
if (angleToFace <= carGunLR + PI) {
if (angleToFace < carGunLR - PI)
angleToFace = angleToFace + TWOPI;
} else {
angleToFace = angleToFace - TWOPI;
}
float neededTurn = angleToFace - carGunLR;
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float turnPerFrame = CTimer::GetTimeStep() * (car->GetModelIndex() == MI_FIRETRUCK ? 0.05f : 0.015f);
if (neededTurn <= turnPerFrame) {
if (neededTurn < -turnPerFrame)
angleToFace = carGunLR - turnPerFrame;
} else {
angleToFace = turnPerFrame + carGunLR;
}
2020-05-05 13:48:35 +02:00
if (car->GetModelIndex() == MI_RHINO && carGunLR != angleToFace) {
DMAudio.PlayOneShot(car->m_audioEntityId, SOUND_CAR_TANK_TURRET_ROTATE, Abs(angleToFace - carGunLR));
}
carGunLR = angleToFace;
if (carGunLR < -PI) {
carGunLR += TWOPI;
} else if (carGunLR > PI) {
carGunLR -= TWOPI;
}
// Because firetruk turret also has Y movement
2020-05-05 13:48:35 +02:00
if (car->GetModelIndex() == MI_FIRETRUCK) {
float &carGunUD = ((CAutomobile*)car)->m_fCarGunUD;
float alphaToFace = Atan2(hi.z, hi.Magnitude2D()) + DEGTORAD(15.0f);
float neededAlphaTurn = alphaToFace - carGunUD;
float alphaTurnPerFrame = CTimer::GetTimeStep() * 0.02f;
if (neededAlphaTurn > alphaTurnPerFrame) {
neededTurn = alphaTurnPerFrame;
carGunUD = neededTurn + carGunUD;
} else {
if (neededAlphaTurn >= -alphaTurnPerFrame) {
carGunUD = alphaToFace;
} else {
carGunUD = carGunUD - alphaTurnPerFrame;
}
}
float turretMinY = -DEGTORAD(20.0f);
float turretMaxY = DEGTORAD(20.0f);
if (turretMinY <= carGunUD) {
if (carGunUD > turretMaxY)
carGunUD = turretMaxY;
} else {
carGunUD = turretMinY;
}
}
}
}
#endif