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https://gitlab.com/GaryOderNichts/re3-wiiu.git
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Vehicle cam object collision fix
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@ -5250,11 +5250,14 @@ CCam::Process_FollowCar_SA(const CVector& CameraTarget, float TargetOrientation,
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float timestepFactor = Pow(0.99f, CTimer::GetTimeStep());
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dontCollideWithCars = (timestepFactor * dontCollideWithCars) + ((1.0f - timestepFactor) * car->m_vecMoveSpeed.Magnitude());
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// Our addition
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#define IS_TRAFFIC_LIGHT(ent) (ent->IsObject() && IsLightObject(ent->GetModelIndex()))
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// Move cam if on collision
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CColPoint foundCol;
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CEntity* foundEnt;
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CWorld::pIgnoreEntity = CamTargetEntity;
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if (CWorld::ProcessLineOfSight(TargetCoors, Source, foundCol, foundEnt, true, dontCollideWithCars < 0.1f, false, false, false, true, false)) {
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if (CWorld::ProcessLineOfSight(TargetCoors, Source, foundCol, foundEnt, true, dontCollideWithCars < 0.1f, false, true, false, true, false) && !IS_TRAFFIC_LIGHT(foundEnt)) {
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float obstacleTargetDist = (TargetCoors - foundCol.point).Magnitude();
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float obstacleCamDist = newDistance - obstacleTargetDist;
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if (!foundEnt->IsPed() || obstacleCamDist <= 1.0f) {
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@ -5263,7 +5266,7 @@ CCam::Process_FollowCar_SA(const CVector& CameraTarget, float TargetOrientation,
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RwCameraSetNearClipPlane(Scene.camera, Max(0.05f, obstacleTargetDist - 0.3f));
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}
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} else {
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if (!CWorld::ProcessLineOfSight(foundCol.point, Source, foundCol, foundEnt, true, dontCollideWithCars < 0.1f, false, false, false, true, false)) {
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if (!CWorld::ProcessLineOfSight(foundCol.point, Source, foundCol, foundEnt, true, dontCollideWithCars < 0.1f, false, true, false, true, false) || IS_TRAFFIC_LIGHT(foundEnt)) {
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float lessClip = obstacleCamDist - 0.35f;
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if (lessClip <= DEFAULT_NEAR)
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RwCameraSetNearClipPlane(Scene.camera, lessClip);
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@ -5282,6 +5285,7 @@ CCam::Process_FollowCar_SA(const CVector& CameraTarget, float TargetOrientation,
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}
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}
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}
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CWorld::pIgnoreEntity = nil;
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float nearClip = RwCameraGetNearClipPlane(Scene.camera);
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float radius = Tan(DEGTORAD(FOV * 0.5f)) * CDraw::GetAspectRatio() * 1.1f;
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@ -5289,9 +5293,12 @@ CCam::Process_FollowCar_SA(const CVector& CameraTarget, float TargetOrientation,
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// If we're seeing blue hell due to camera intersects some surface, fix it.
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// SA and LCS have this unrolled.
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for (int i = 0;
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i <= 5 && CWorld::TestSphereAgainstWorld((nearClip * Front) + Source, radius * nearClip, nil, true, true, false, true, false, false);
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i <= 5 && (foundEnt = CWorld::TestSphereAgainstWorld((nearClip * Front) + Source, radius * nearClip, nil, true, true, false, true, false, false));
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i++) {
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if (IS_TRAFFIC_LIGHT(foundEnt))
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break;
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CVector surfaceCamDist = gaTempSphereColPoints->point - Source;
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CVector frontButInvertedIfTouchesSurface = DotProduct(surfaceCamDist, Front) * Front;
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float newNearClip = (surfaceCamDist - frontButInvertedIfTouchesSurface).Magnitude() / radius;
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@ -5309,6 +5316,7 @@ CCam::Process_FollowCar_SA(const CVector& CameraTarget, float TargetOrientation,
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nearClip = RwCameraGetNearClipPlane(Scene.camera);
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radius = Tan(DEGTORAD(FOV * 0.5f)) * CDraw::GetAspectRatio() * 1.1f;
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}
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#undef IS_TRAFFIC_LIGHT
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}
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TheCamera.m_bCamDirectlyBehind = false;
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TheCamera.m_bCamDirectlyInFront = false;
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