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https://gitlab.com/GaryOderNichts/re3-wiiu.git
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Merge pull request #368 from aap/master
rotating FollowPed cam (disabled by default for now)
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commit
0df5415e52
208
src/core/Cam.cpp
208
src/core/Cam.cpp
@ -28,6 +28,7 @@ const float DefaultFOV = 70.0f; // beta: 80.0f
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bool PrintDebugCode = false;
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int16 &DebugCamMode = *(int16*)0x95CCF2;
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bool bFreeCam = false;
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void
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CCam::Init(void)
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@ -138,6 +139,11 @@ CCam::Process(void)
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if(CCamera::m_bUseMouse3rdPerson)
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Process_FollowPedWithMouse(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar);
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else
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#ifdef FREE_CAM
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if(bFreeCam)
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Process_FollowPed_Rotation(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar);
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else
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#endif
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Process_FollowPed(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar);
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break;
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// case MODE_AIMING:
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@ -4369,7 +4375,209 @@ CCam::Process_FollowPed_WithBinding(const CVector &CameraTarget, float TargetOri
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GetVectorsReadyForRW();
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}
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#ifdef FREE_CAM
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void
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CCam::Process_FollowPed_Rotation(const CVector &CameraTarget, float TargetOrientation, float, float)
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{
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FOV = DefaultFOV;
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const float MinDist = 2.0f;
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const float MaxDist = 2.0f + TheCamera.m_fPedZoomValueSmooth;
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const float BaseOffset = 0.75f; // base height of camera above target
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CVector TargetCoors = CameraTarget;
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TargetCoors.z += m_fSyphonModeTargetZOffSet;
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TargetCoors = DoAverageOnVector(TargetCoors);
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TargetCoors.z += BaseOffset; // add offset so alpha evens out to 0
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// TargetCoors.z += m_fRoadOffSet;
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CVector Dist = Source - TargetCoors;
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CVector ToCam;
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bool Shooting = false;
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if(((CPed*)CamTargetEntity)->GetWeapon()->m_eWeaponType != WEAPONTYPE_UNARMED)
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if(CPad::GetPad(0)->GetWeapon())
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Shooting = true;
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if(((CPed*)CamTargetEntity)->GetWeapon()->m_eWeaponType == WEAPONTYPE_DETONATOR ||
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((CPed*)CamTargetEntity)->GetWeapon()->m_eWeaponType == WEAPONTYPE_BASEBALLBAT)
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Shooting = false;
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if(ResetStatics){
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// Coming out of top down here probably
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// so keep Beta, reset alpha and calculate vectors
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Beta = CGeneral::GetATanOfXY(Dist.x, Dist.y);
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Alpha = 0.0f;
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Dist = MaxDist*CVector(Cos(Alpha) * Cos(Beta), Cos(Alpha) * Sin(Beta), Sin(Alpha));
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Source = TargetCoors + Dist;
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ResetStatics = false;
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}
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// Drag the camera along at the look-down offset
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float CamDist = Dist.Magnitude();
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if(CamDist == 0.0f)
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Dist = CVector(1.0f, 1.0f, 0.0f);
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else if(CamDist < MinDist)
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Dist *= MinDist/CamDist;
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else if(CamDist > MaxDist)
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Dist *= MaxDist/CamDist;
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CamDist = Dist.Magnitude();
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// Beta = 0 is looking east, HALFPI is north, &c.
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// Alpha positive is looking up
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float GroundDist = Dist.Magnitude2D();
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Beta = CGeneral::GetATanOfXY(-Dist.x, -Dist.y);
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Alpha = CGeneral::GetATanOfXY(GroundDist, -Dist.z);
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while(Beta >= PI) Beta -= 2.0f*PI;
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while(Beta < -PI) Beta += 2.0f*PI;
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while(Alpha >= PI) Alpha -= 2.0f*PI;
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while(Alpha < -PI) Alpha += 2.0f*PI;
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// Look around
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bool UseMouse = false;
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float MouseX = CPad::GetPad(0)->GetMouseX();
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float MouseY = CPad::GetPad(0)->GetMouseY();
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float LookLeftRight, LookUpDown;
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if((MouseX != 0.0f || MouseY != 0.0f) && !CPad::GetPad(0)->ArePlayerControlsDisabled()){
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UseMouse = true;
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LookLeftRight = -2.5f*MouseX;
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LookUpDown = 4.0f*MouseY;
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}else{
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LookLeftRight = -CPad::GetPad(0)->LookAroundLeftRight();
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LookUpDown = CPad::GetPad(0)->LookAroundUpDown();
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}
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float AlphaOffset, BetaOffset;
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if(UseMouse){
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BetaOffset = LookLeftRight * TheCamera.m_fMouseAccelHorzntl * FOV/80.0f;
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AlphaOffset = LookUpDown * TheCamera.m_fMouseAccelVertical * FOV/80.0f;
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}else{
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BetaOffset = LookLeftRight * fStickSens * (0.5f/10.0f) * FOV/80.0f * CTimer::GetTimeStep();
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AlphaOffset = LookUpDown * fStickSens * (0.3f/10.0f) * FOV/80.0f * CTimer::GetTimeStep();
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}
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// Stop centering once stick has been touched
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if(BetaOffset)
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Rotating = false;
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Beta += BetaOffset;
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Alpha += AlphaOffset;
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while(Beta >= PI) Beta -= 2.0f*PI;
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while(Beta < -PI) Beta += 2.0f*PI;
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if(Alpha > DEGTORAD(45.0f)) Alpha = DEGTORAD(45.0f);
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if(Alpha < -DEGTORAD(89.5f)) Alpha = -DEGTORAD(89.5f);
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float BetaDiff = TargetOrientation+PI - Beta;
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while(BetaDiff >= PI) BetaDiff -= 2.0f*PI;
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while(BetaDiff < -PI) BetaDiff += 2.0f*PI;
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float TargetAlpha = Alpha;
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// 12deg to account for our little height offset. we're not working on the true alpha here
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const float AlphaLimitUp = DEGTORAD(15.0f) + DEGTORAD(12.0f);
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const float AlphaLimitDown = -DEGTORAD(15.0f) + DEGTORAD(12.0f);
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if(Abs(BetaDiff) < DEGTORAD(25.0f) && ((CPed*)CamTargetEntity)->GetMoveSpeed().Magnitude2D() > 0.01f){
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// Limit alpha when player is walking towards camera
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if(TargetAlpha > AlphaLimitUp) TargetAlpha = AlphaLimitUp;
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if(TargetAlpha < AlphaLimitDown) TargetAlpha = AlphaLimitDown;
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}
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WellBufferMe(TargetAlpha, &Alpha, &AlphaSpeed, 0.2f, 0.1f, true);
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if(CPad::GetPad(0)->ForceCameraBehindPlayer() || Shooting){
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m_fTargetBeta = TargetOrientation;
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Rotating = true;
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}
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if(Rotating){
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WellBufferMe(m_fTargetBeta, &Beta, &BetaSpeed, 0.1f, 0.06f, true);
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float DeltaBeta = m_fTargetBeta - Beta;
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while(DeltaBeta >= PI) DeltaBeta -= 2*PI;
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while(DeltaBeta < -PI) DeltaBeta += 2*PI;
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if(Abs(DeltaBeta) < 0.06f)
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Rotating = false;
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}
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Front = CVector(Cos(Alpha) * Cos(Beta), Cos(Alpha) * Sin(Beta), Sin(Alpha));
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Source = TargetCoors - Front*CamDist;
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TargetCoors.z -= BaseOffset; // now get back to the real target coors again
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m_cvecTargetCoorsForFudgeInter = TargetCoors;
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Front = TargetCoors - Source;
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Front.Normalise();
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/*
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* Handle collisions - taken from FollowPedWithMouse
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*/
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CEntity *entity;
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CColPoint colPoint;
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// Clip Source and fix near clip
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CWorld::pIgnoreEntity = CamTargetEntity;
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entity = nil;
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if(CWorld::ProcessLineOfSight(TargetCoors, Source, colPoint, entity, true, true, true, true, false, false, true)){
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float PedColDist = (TargetCoors - colPoint.point).Magnitude();
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float ColCamDist = CamDist - PedColDist;
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if(entity->IsPed() && ColCamDist > 1.0f){
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// Ped in the way but not clipping through
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if(CWorld::ProcessLineOfSight(colPoint.point, Source, colPoint, entity, true, true, true, true, false, false, true)){
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PedColDist = (TargetCoors - colPoint.point).Magnitude();
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Source = colPoint.point;
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if(PedColDist < 0.9f + 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, 0.9f));
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}
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}else{
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Source = colPoint.point;
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if(PedColDist < 0.9f + 0.3f)
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RwCameraSetNearClipPlane(Scene.camera, max(PedColDist-0.3f, 0.05f));
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}
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}
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CWorld::pIgnoreEntity = nil;
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float ViewPlaneHeight = Tan(DEGTORAD(FOV) / 2.0f);
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float ViewPlaneWidth = ViewPlaneHeight * CDraw::FindAspectRatio() * fTweakFOV;
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float Near = RwCameraGetNearClipPlane(Scene.camera);
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float radius = ViewPlaneWidth*Near;
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entity = CWorld::TestSphereAgainstWorld(Source + Front*Near, radius, nil, true, true, false, true, false, false);
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int i = 0;
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while(entity){
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CVector CamToCol = gaTempSphereColPoints[0].point - Source;
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float frontDist = DotProduct(CamToCol, Front);
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float dist = (CamToCol - Front*frontDist).Magnitude() / ViewPlaneWidth;
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// Try to decrease near clip
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dist = max(min(Near, dist), 0.1f);
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if(dist < Near)
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RwCameraSetNearClipPlane(Scene.camera, dist);
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// Move forward a bit
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if(dist == 0.1f)
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Source += (TargetCoors - Source)*0.3f;
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// Keep testing
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entity = CWorld::TestSphereAgainstWorld(Source + Front*Near, radius, nil, true, true, false, true, false, false);
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i++;
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if(i > 5)
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entity = nil;
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}
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GetVectorsReadyForRW();
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}
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#endif
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STARTPATCHES
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#ifdef FREE_CAM
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Nop(0x468E7B, 0x468E90-0x468E7B); // disable first person
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#endif
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InjectHook(0x456F40, WellBufferMe, PATCH_JUMP);
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InjectHook(0x458410, &CCam::Init, PATCH_JUMP);
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InjectHook(0x4582F0, &CCam::GetVectorsReadyForRW, PATCH_JUMP);
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@ -221,6 +221,9 @@ struct CCam
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// CCam::Process_Blood_On_The_Tracks
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// CCam::Process_Cam_Running_Side_Train
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// CCam::Process_Cam_On_Train_Roof
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// custom stuff
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void Process_FollowPed_Rotation(const CVector &CameraTarget, float TargetOrientation, float, float);
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};
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static_assert(sizeof(CCam) == 0x1A4, "CCam: wrong size");
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static_assert(offsetof(CCam, Alpha) == 0xA8, "CCam: error");
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@ -206,4 +206,6 @@ enum Config {
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// #define NEW_WALK_AROUND_ALGORITHM // to make walking around vehicles/objects less awkward
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#define CANCELLABLE_CAR_ENTER
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// Camera
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#define IMPROVED_CAMERA // Better Debug cam, and maybe more in the future
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//#define FREE_CAM // Rotating cam
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@ -372,6 +372,10 @@ DebugMenuPopulate(void)
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extern bool PrintDebugCode;
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extern int16 &DebugCamMode;
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#ifdef FREE_CAM
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extern bool bFreeCam;
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DebugMenuAddVarBool8("Cam", "Free Cam", (int8*)&bFreeCam, nil);
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#endif
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DebugMenuAddVarBool8("Cam", "Print Debug Code", (int8*)&PrintDebugCode, nil);
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DebugMenuAddVar("Cam", "Cam Mode", &DebugCamMode, nil, 1, 0, CCam::MODE_EDITOR, nil);
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DebugMenuAddCmd("Cam", "Normal", []() { DebugCamMode = 0; });
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