mirror of
https://gitlab.com/GaryOderNichts/re3-wiiu.git
synced 2024-12-28 02:31:48 +01:00
5244 lines
170 KiB
C++
5244 lines
170 KiB
C++
#include "common.h"
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#include "main.h"
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#include "Draw.h"
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#include "World.h"
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#include "Vehicle.h"
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#include "Automobile.h"
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#include "Ped.h"
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#include "PlayerPed.h"
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#include "CopPed.h"
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#include "RpAnimBlend.h"
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#include "ControllerConfig.h"
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#include "Pad.h"
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#include "Frontend.h"
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#include "General.h"
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#include "Renderer.h"
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#include "Shadows.h"
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#include "Hud.h"
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#include "ZoneCull.h"
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#include "SurfaceTable.h"
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#include "WaterLevel.h"
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#include "MBlur.h"
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#include "SceneEdit.h"
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#include "Debug.h"
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#include "Camera.h"
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#include "DMAudio.h"
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bool PrintDebugCode = false;
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int16 DebugCamMode;
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#ifdef FREE_CAM
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bool CCamera::bFreeCam;
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int nPreviousMode = -1;
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#endif
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void
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CCam::Init(void)
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{
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Mode = MODE_FOLLOWPED;
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Front = CVector(0.0f, 0.0f, -1.0f);
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Up = CVector(0.0f, 0.0f, 1.0f);
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Rotating = 0;
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m_iDoCollisionChecksOnFrameNum = 1;
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m_iDoCollisionCheckEveryNumOfFrames = 9;
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m_iFrameNumWereAt = 0;
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m_bCollisionChecksOn = 1;
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m_fRealGroundDist = 0.0f;
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BetaSpeed = 0.0f;
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AlphaSpeed = 0.0f;
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DistanceSpeed = 0.0f;
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f_max_role_angle = DEGTORAD(5.0f);
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Distance = 30.0f;
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DistanceSpeed = 0.0f;
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m_pLastCarEntered = 0;
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m_pLastPedLookedAt = 0;
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ResetStatics = 1;
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Beta = 0.0f;
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m_bFixingBeta = 0;
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CA_MIN_DISTANCE = 0.0f;
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CA_MAX_DISTANCE = 0.0f;
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LookingBehind = 0;
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LookingLeft = 0;
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LookingRight = 0;
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m_fPlayerInFrontSyphonAngleOffSet = DEGTORAD(20.0f);
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m_fSyphonModeTargetZOffSet = 0.5f;
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m_fRadiusForDead = 1.5f;
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DirectionWasLooking = LOOKING_FORWARD;
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LookBehindCamWasInFront = 0;
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f_Roll = 0.0f;
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f_rollSpeed = 0.0f;
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m_fCloseInPedHeightOffset = 0.0f;
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m_fCloseInPedHeightOffsetSpeed = 0.0f;
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m_fCloseInCarHeightOffset = 0.0f;
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m_fCloseInCarHeightOffsetSpeed = 0.0f;
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m_fPedBetweenCameraHeightOffset = 0.0f;
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m_fTargetBeta = 0.0f;
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m_fBufferedTargetBeta = 0.0f;
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m_fBufferedTargetOrientation = 0.0f;
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m_fBufferedTargetOrientationSpeed = 0.0f;
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m_fDimensionOfHighestNearCar = 0.0f;
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m_fRoadOffSet = 0.0f;
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}
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void
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CCam::Process(void)
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{
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CVector CameraTarget;
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float TargetSpeedVar = 0.0f;
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float TargetOrientation = 0.0f;
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if(CamTargetEntity == nil)
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CamTargetEntity = TheCamera.pTargetEntity;
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m_iFrameNumWereAt++;
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if(m_iFrameNumWereAt > m_iDoCollisionCheckEveryNumOfFrames)
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m_iFrameNumWereAt = 1;
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m_bCollisionChecksOn = m_iFrameNumWereAt == m_iDoCollisionChecksOnFrameNum;
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if(m_bCamLookingAtVector){
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CameraTarget = m_cvecCamFixedModeVector;
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}else if(CamTargetEntity->IsVehicle()){
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CameraTarget = CamTargetEntity->GetPosition();
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if(CamTargetEntity->GetForward().x == 0.0f && CamTargetEntity->GetForward().y == 0.0f)
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TargetOrientation = 0.0f;
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else
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TargetOrientation = CGeneral::GetATanOfXY(CamTargetEntity->GetForward().x, CamTargetEntity->GetForward().y);
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CVector Fwd(0.0f, 0.0f, 0.0f);
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Fwd.x = CamTargetEntity->GetForward().x;
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Fwd.y = CamTargetEntity->GetForward().y;
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Fwd.Normalise();
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// Game normalizes again here manually. useless, so skipped
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float FwdSpeedX = ((CVehicle*)CamTargetEntity)->GetMoveSpeed().x * Fwd.x;
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float FwdSpeedY = ((CVehicle*)CamTargetEntity)->GetMoveSpeed().y * Fwd.y;
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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;
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}else{
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CameraTarget = CamTargetEntity->GetPosition();
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if(CamTargetEntity->GetForward().x == 0.0f && CamTargetEntity->GetForward().y == 0.0f)
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TargetOrientation = 0.0f;
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else
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TargetOrientation = CGeneral::GetATanOfXY(CamTargetEntity->GetForward().x, CamTargetEntity->GetForward().y);
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TargetSpeedVar = 0.0f;
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SpeedVar = 0.0f;
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}
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switch(Mode){
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case MODE_TOPDOWN:
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case MODE_GTACLASSIC:
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Process_TopDown(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar);
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break;
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case MODE_BEHINDCAR:
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Process_BehindCar(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar);
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break;
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case MODE_FOLLOWPED:
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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(CCamera::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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case MODE_DEBUG:
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Process_Debug(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar);
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break;
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case MODE_SNIPER:
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Process_Sniper(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar);
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break;
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case MODE_ROCKETLAUNCHER:
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Process_Rocket(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar);
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break;
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case MODE_MODELVIEW:
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Process_ModelView(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar);
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break;
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// case MODE_BILL:
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case MODE_SYPHON:
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Process_Syphon(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar);
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break;
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case MODE_CIRCLE:
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Process_Circle(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar);
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break;
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// case MODE_CHEESYZOOM:
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case MODE_WHEELCAM:
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Process_WheelCam(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar);
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break;
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case MODE_FIXED:
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Process_Fixed(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar);
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break;
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case MODE_1STPERSON:
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Process_1stPerson(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar);
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break;
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case MODE_FLYBY:
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Process_FlyBy(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar);
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break;
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case MODE_CAM_ON_A_STRING:
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#ifdef FREE_CAM
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if(CCamera::bFreeCam)
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Process_FollowCar_SA(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar);
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else
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#endif
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Process_Cam_On_A_String(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar);
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break;
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case MODE_REACTION:
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Process_ReactionCam(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar);
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break;
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case MODE_FOLLOW_PED_WITH_BIND:
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Process_FollowPed_WithBinding(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar);
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break;
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case MODE_CHRIS:
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Process_Chris_With_Binding_PlusRotation(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar);
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break;
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case MODE_BEHINDBOAT:
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#ifdef FREE_CAM
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if (CCamera::bFreeCam)
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Process_FollowCar_SA(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar);
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else
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#endif
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Process_BehindBoat(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar);
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break;
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case MODE_PLAYER_FALLEN_WATER:
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Process_Player_Fallen_Water(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar);
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break;
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// case MODE_CAM_ON_TRAIN_ROOF:
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// case MODE_CAM_RUNNING_SIDE_TRAIN:
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// case MODE_BLOOD_ON_THE_TRACKS:
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// case MODE_IM_THE_PASSENGER_WOOWOO:
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case MODE_SYPHON_CRIM_IN_FRONT:
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Process_Syphon_Crim_In_Front(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar);
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break;
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case MODE_PED_DEAD_BABY:
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ProcessPedsDeadBaby();
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break;
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// case MODE_PILLOWS_PAPS:
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// case MODE_LOOK_AT_CARS:
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case MODE_ARRESTCAM_ONE:
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ProcessArrestCamOne();
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break;
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case MODE_ARRESTCAM_TWO:
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ProcessArrestCamTwo();
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break;
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case MODE_M16_1STPERSON:
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case MODE_HELICANNON_1STPERSON: // miami
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Process_M16_1stPerson(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar);
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break;
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case MODE_SPECIAL_FIXED_FOR_SYPHON:
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Process_SpecialFixedForSyphon(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar);
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break;
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case MODE_FIGHT_CAM:
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Process_Fight_Cam(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar);
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break;
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case MODE_TOP_DOWN_PED:
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Process_TopDownPed(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar);
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break;
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case MODE_SNIPER_RUNABOUT:
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case MODE_ROCKETLAUNCHER_RUNABOUT:
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case MODE_1STPERSON_RUNABOUT:
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case MODE_M16_1STPERSON_RUNABOUT:
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case MODE_FIGHT_CAM_RUNABOUT:
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Process_1rstPersonPedOnPC(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar);
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break;
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case MODE_EDITOR:
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Process_Editor(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar);
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break;
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default:
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Source = CVector(0.0f, 0.0f, 0.0f);
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Front = CVector(0.0f, 1.0f, 0.0f);
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Up = CVector(0.0f, 0.0f, 1.0f);
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}
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#ifdef FREE_CAM
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nPreviousMode = Mode;
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#endif
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CVector TargetToCam = Source - m_cvecTargetCoorsForFudgeInter;
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float DistOnGround = TargetToCam.Magnitude2D();
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m_fTrueBeta = CGeneral::GetATanOfXY(TargetToCam.x, TargetToCam.y);
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m_fTrueAlpha = CGeneral::GetATanOfXY(TargetToCam.z, DistOnGround);
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if(TheCamera.m_uiTransitionState == 0)
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KeepTrackOfTheSpeed(Source, m_cvecTargetCoorsForFudgeInter, Up, m_fTrueAlpha, m_fTrueBeta, FOV);
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// Look Behind, Left, Right
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LookingBehind = false;
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LookingLeft = false;
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LookingRight = false;
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SourceBeforeLookBehind = Source;
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if(&TheCamera.Cams[TheCamera.ActiveCam] == this){
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if((Mode == MODE_CAM_ON_A_STRING || Mode == MODE_1STPERSON || Mode == MODE_BEHINDBOAT) &&
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CamTargetEntity->IsVehicle()){
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if(CPad::GetPad(0)->GetLookBehindForCar()){
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LookBehind();
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if(DirectionWasLooking != LOOKING_BEHIND)
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TheCamera.m_bJust_Switched = true;
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DirectionWasLooking = LOOKING_BEHIND;
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}else if(!((CVehicle*)CamTargetEntity)->IsRealHeli() && CPad::GetPad(0)->GetLookLeft()){
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LookLeft();
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if(DirectionWasLooking != LOOKING_LEFT)
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TheCamera.m_bJust_Switched = true;
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DirectionWasLooking = LOOKING_LEFT;
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}else if(!((CVehicle*)CamTargetEntity)->IsRealHeli() && CPad::GetPad(0)->GetLookRight()){
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LookRight();
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if(DirectionWasLooking != LOOKING_RIGHT)
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TheCamera.m_bJust_Switched = true;
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DirectionWasLooking = LOOKING_RIGHT;
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}else{
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if(DirectionWasLooking != LOOKING_FORWARD)
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TheCamera.m_bJust_Switched = true;
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DirectionWasLooking = LOOKING_FORWARD;
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}
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}
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if(Mode == MODE_FOLLOWPED && CamTargetEntity->IsPed()){
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if(CPad::GetPad(0)->GetLookBehindForPed()){
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LookBehind();
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if(DirectionWasLooking != LOOKING_BEHIND)
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TheCamera.m_bJust_Switched = true;
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DirectionWasLooking = LOOKING_BEHIND;
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}else
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DirectionWasLooking = LOOKING_FORWARD;
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}
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}
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if(Mode == MODE_SNIPER || Mode == MODE_ROCKETLAUNCHER || Mode == MODE_M16_1STPERSON ||
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Mode == MODE_1STPERSON || Mode == MODE_HELICANNON_1STPERSON || Mode == MODE_CAMERA || GetWeaponFirstPersonOn())
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ClipIfPedInFrontOfPlayer();
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}
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// MaxSpeed is a limit of how fast the value is allowed to change. 1.0 = to Target in up to 1ms
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// Acceleration is how fast the speed will change to MaxSpeed. 1.0 = to MaxSpeed in 1ms
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void
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WellBufferMe(float Target, float *CurrentValue, float *CurrentSpeed, float MaxSpeed, float Acceleration, bool IsAngle)
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{
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float Delta = Target - *CurrentValue;
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if(IsAngle){
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while(Delta >= PI) Delta -= 2*PI;
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while(Delta < -PI) Delta += 2*PI;
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}
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float TargetSpeed = Delta * MaxSpeed;
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// Add or subtract absolute depending on sign, genius!
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// if(TargetSpeed - *CurrentSpeed > 0.0f)
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// *CurrentSpeed += Acceleration * Abs(TargetSpeed - *CurrentSpeed) * CTimer::GetTimeStep();
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// else
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// *CurrentSpeed -= Acceleration * Abs(TargetSpeed - *CurrentSpeed) * CTimer::GetTimeStep();
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// this is simpler:
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*CurrentSpeed += Acceleration * (TargetSpeed - *CurrentSpeed) * CTimer::GetTimeStep();
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// Clamp speed if we overshot
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if(TargetSpeed < 0.0f && *CurrentSpeed < TargetSpeed)
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*CurrentSpeed = TargetSpeed;
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else if(TargetSpeed > 0.0f && *CurrentSpeed > TargetSpeed)
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*CurrentSpeed = TargetSpeed;
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*CurrentValue += *CurrentSpeed * Min(10.0f, CTimer::GetTimeStep());
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}
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void
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MakeAngleLessThan180(float &Angle)
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{
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while(Angle >= PI) Angle -= 2*PI;
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while(Angle < -PI) Angle += 2*PI;
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}
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void
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CCam::ProcessSpecialHeightRoutines(void)
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{
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int i = 0;
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bool StandingOnBoat = false;
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static bool PreviouslyFailedRoadHeightCheck = false;
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CVector CamToTarget, CamToPed;
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float DistOnGround, BetaAngle;
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CPed *Player;
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int ClosestPed = 0;
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bool FoundPed = false;
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float ClosestPedDist, PedZDist;
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CColPoint colPoint;
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CamToTarget = TheCamera.pTargetEntity->GetPosition() - TheCamera.GetGameCamPosition();
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DistOnGround = CamToTarget.Magnitude2D();
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BetaAngle = CGeneral::GetATanOfXY(CamToTarget.x, CamToTarget.y);
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m_bTheHeightFixerVehicleIsATrain = false;
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ClosestPedDist = 0.0f;
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// CGeneral::GetATanOfXY(TheCamera.GetForward().x, TheCamera.GetForward().y);
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Player = CWorld::Players[CWorld::PlayerInFocus].m_pPed;
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if(DistOnGround > 10.0f)
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DistOnGround = 10.0f;
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if(CamTargetEntity && CamTargetEntity->IsPed()){
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if(FindPlayerPed()->m_pCurSurface && FindPlayerPed()->m_pCurSurface->IsVehicle() &&
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((CVehicle*)FindPlayerPed()->m_pCurSurface)->IsBoat())
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StandingOnBoat = true;
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// Move up the camera if there is a ped close to it
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if(Mode == MODE_FOLLOWPED || Mode == MODE_FIGHT_CAM){
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// Find ped closest to camera
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while(i < Player->m_numNearPeds){
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if(Player->m_nearPeds[i] && Player->m_nearPeds[i]->GetPedState() != PED_DEAD){
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CamToPed = Player->m_nearPeds[i]->GetPosition() - TheCamera.GetGameCamPosition();
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if(FoundPed){
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if(CamToPed.Magnitude2D() < ClosestPedDist){
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ClosestPed = i;
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ClosestPedDist = CamToPed.Magnitude2D();
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}
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}else{
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FoundPed = true;
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ClosestPed = i;
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ClosestPedDist = CamToPed.Magnitude2D();
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}
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}
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i++;
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}
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if(FoundPed){
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float Offset = 0.0f;
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CPed *Ped = Player->m_nearPeds[ClosestPed];
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CamToPed = Ped->GetPosition() - TheCamera.GetGameCamPosition();
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PedZDist = 0.0f;
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float dist = CamToPed.Magnitude2D(); // should be same as ClosestPedDist
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if(dist < 2.1f){
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// Ped is close to camera, move up
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// Z Distance between player and close ped
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PedZDist = 0.0f;
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if(Ped->bIsStanding)
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PedZDist = Ped->GetPosition().z - Player->GetPosition().z;
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// Ignore if too distant
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if(PedZDist > 1.2f || PedZDist < -1.2f)
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PedZDist = 0.0f;
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float DistScale = (2.1f - dist)/2.1f;
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if(Mode == MODE_FOLLOWPED){
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if(TheCamera.PedZoomIndicator == CAM_ZOOM_1)
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Offset = 0.45*DistScale + PedZDist;
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if(TheCamera.PedZoomIndicator == CAM_ZOOM_2)
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Offset = 0.35*DistScale + PedZDist;
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if(TheCamera.PedZoomIndicator == CAM_ZOOM_3)
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Offset = 0.25*DistScale + PedZDist;
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if(Abs(CGeneral::GetRadianAngleBetweenPoints(CamToPed.x, CamToPed.y, CamToTarget.x, CamToTarget.y)) > HALFPI)
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Offset += 0.3f;
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m_fPedBetweenCameraHeightOffset = Offset + 1.3f;
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PedZDist = 0.0f;
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}else if(Mode == MODE_FIGHT_CAM)
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m_fPedBetweenCameraHeightOffset = PedZDist + 1.3f + 0.5f;
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}else
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m_fPedBetweenCameraHeightOffset = 0.0f;
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}else{
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PedZDist = 0.0f;
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m_fPedBetweenCameraHeightOffset = 0.0f;
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}
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}else
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PedZDist = 0.0f;
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// 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){
|
|
HighestCar = Max(HighestCar, height);
|
|
}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){
|
|
HighestCar = Max(HighestCar, height);
|
|
}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:
|
|
case SURFACE_GRAVEL:
|
|
case SURFACE_MUD_DRY:
|
|
case SURFACE_THICK_METAL_PLATE:
|
|
case SURFACE_RUBBER:
|
|
case SURFACE_STEEP_CLIFF:
|
|
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 &&
|
|
colPoint.surfaceB != SURFACE_GRAVEL &&
|
|
colPoint.surfaceB != SURFACE_MUD_DRY &&
|
|
colPoint.surfaceB != SURFACE_STEEP_CLIFF){
|
|
if(m_fRoadOffSet > 1.4f)
|
|
m_fRoadOffSet = 1.4f;
|
|
}else{
|
|
if(Mode == MODE_FOLLOWPED){
|
|
if(TheCamera.PedZoomIndicator == CAM_ZOOM_1)
|
|
m_fRoadOffSet += 0.2f;
|
|
if(TheCamera.PedZoomIndicator == CAM_ZOOM_2)
|
|
m_fRoadOffSet += 0.5f;
|
|
if(TheCamera.PedZoomIndicator == CAM_ZOOM_3)
|
|
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;
|
|
if(DirectionWasLooking != LOOKING_BEHIND)
|
|
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)){
|
|
RwCameraSetNearClipPlane(Scene.camera, DEFAULT_NEAR);
|
|
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){
|
|
fDist = Sqrt(SQR(vDist.x) + SQR(vDist.y));
|
|
if(fDist < 1.25f){
|
|
Near = DEFAULT_NEAR - (1.25f - fDist);
|
|
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;
|
|
}
|
|
|
|
m_cvecSourceSpeedOverOneFrame = PreviousSource - source;
|
|
m_cvecTargetSpeedOverOneFrame = PreviousTarget - target;
|
|
m_cvecUpOverOneFrame = PreviousUp - up;
|
|
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 &&
|
|
Mode != MODE_TOPDOWN && this->CamTargetEntity == FindPlayerPed());
|
|
}
|
|
|
|
bool
|
|
CCam::GetWeaponFirstPersonOn(void)
|
|
{
|
|
CEntity *target = this->CamTargetEntity;
|
|
if (target && target->IsPed())
|
|
return ((CPed*)target)->GetWeapon()->m_bAddRotOffset;
|
|
|
|
return false;
|
|
}
|
|
|
|
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, " ");
|
|
|
|
static Const char *modes[] = { "None",
|
|
"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 ");
|
|
sprintf(buf, " Uses Locking Button LeftShoulder 1. "); // lie
|
|
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 };
|
|
|
|
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;
|
|
}
|
|
|
|
static float DefaultAcceleration = 0.045f;
|
|
static float DefaultMaxStep = 0.15f;
|
|
|
|
void
|
|
CCam::Process_FollowPed(const CVector &CameraTarget, float TargetOrientation, float, float)
|
|
{
|
|
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 HackPlayerOnStoppingTrain = false;
|
|
static int TimeIndicatedWantedToGoDown = 0;
|
|
static bool StartedCountingForGoDown = false;
|
|
float DeltaBeta;
|
|
|
|
m_bFixingBeta = false;
|
|
bBelowMinDist = false;
|
|
bBehindPlayerDesired = false;
|
|
|
|
#ifdef FIX_BUGS
|
|
if(!CamTargetEntity->IsPed())
|
|
return;
|
|
#endif
|
|
assert(CamTargetEntity->IsPed());
|
|
|
|
// 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;
|
|
if(TheCamera.PedZoomIndicator == CAM_ZOOM_1 || TheCamera.PedZoomIndicator == CAM_ZOOM_TOPDOWN){
|
|
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)
|
|
HackPlayerOnStoppingTrain = true;
|
|
|
|
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){
|
|
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;
|
|
}
|
|
// And what is this? It's only used for collision and rotation it seems
|
|
float RealGroundDist;
|
|
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;
|
|
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
|
|
|
|
float RotDistance = (IdealSource - TargetCoors).Magnitude2D();
|
|
m_fDistanceBeforeChanges = RotDistance;
|
|
|
|
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;
|
|
|
|
Beta += BetaSpeed * Min(10.0f, CTimer::GetTimeStep());
|
|
*/
|
|
WellBufferMe(FixedTargetOrientation, &Beta, &BetaSpeed, MaxSpeed, Acceleration, true);
|
|
|
|
if(ResetStatics){
|
|
Beta = FixedTargetOrientation;
|
|
BetaSpeed = 0.0f;
|
|
}
|
|
|
|
Source.x = TargetCoors.x + RotDistance * Cos(Beta);
|
|
Source.y = TargetCoors.y + RotDistance * Sin(Beta);
|
|
|
|
// 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 ||
|
|
HackPlayerOnStoppingTrain || Rotating){
|
|
if(TheCamera.m_bCamDirectlyBehind){
|
|
Beta = TargetOrientation + PI;
|
|
Source.x = TargetCoors.x + RotDistance * Cos(Beta);
|
|
Source.y = TargetCoors.y + RotDistance * Sin(Beta);
|
|
}
|
|
if(TheCamera.m_bCamDirectlyInFront){
|
|
Beta = TargetOrientation;
|
|
Source.x = TargetCoors.x + RotDistance * Cos(Beta);
|
|
Source.y = TargetCoors.y + RotDistance * Sin(Beta);
|
|
}
|
|
if(HackPlayerOnStoppingTrain){
|
|
Beta = TargetOrientation + PI;
|
|
Source.x = TargetCoors.x + RotDistance * Cos(Beta);
|
|
Source.y = TargetCoors.y + RotDistance * Sin(Beta);
|
|
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;
|
|
TargetZOffSet = Max(TargetZOffSet, m_fPedBetweenCameraHeightOffset);
|
|
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:
|
|
case SURFACE_GRAVEL:
|
|
case SURFACE_PAVEMENT:
|
|
case SURFACE_THICK_METAL_PLATE:
|
|
case SURFACE_RUBBER:
|
|
case SURFACE_STEEP_CLIFF:
|
|
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);
|
|
}
|
|
}
|
|
|
|
TargetCoors.z += Min(1.0f, m_fCamBufferedHeight/2.0f);
|
|
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;
|
|
}
|
|
|
|
static float fBaseDist = 1.7f;
|
|
static float fAngleDist = 2.0f;
|
|
static float fFalloff = 3.0f;
|
|
static float fStickSens = 0.01f;
|
|
static float fTweakFOV = 1.05f;
|
|
static float fTranslateCamUp = 0.8f;
|
|
static int16 nFadeControlThreshhold = 45;
|
|
static float fDefaultAlphaOrient = -0.22f;
|
|
|
|
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{
|
|
BetaOffset = LookLeftRight * fStickSens * (0.5f/7.0f) * FOV/80.0f * CTimer::GetTimeStep();
|
|
AlphaOffset = LookUpDown * fStickSens * (0.3f/7.0f) * FOV/80.0f * CTimer::GetTimeStep();
|
|
}
|
|
|
|
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);
|
|
if(Alpha < -DEGTORAD(89.5f)) Alpha = -DEGTORAD(89.5f);
|
|
|
|
TargetCoors = CameraTarget;
|
|
TargetCoors.z += fTranslateCamUp;
|
|
TargetCoors = DoAverageOnVector(TargetCoors);
|
|
|
|
// SA code
|
|
#ifdef FREE_CAM
|
|
if((CCamera::bFreeCam && Alpha > 0.0f) || (!CCamera::bFreeCam && Alpha > fBaseDist))
|
|
#else
|
|
if(Alpha > fBaseDist) // comparing an angle against a distance?
|
|
#endif
|
|
CamDist = fBaseDist + Cos(Min(Alpha*fFalloff, HALFPI))*fAngleDist;
|
|
else
|
|
CamDist = fBaseDist + Cos(Alpha)*fAngleDist;
|
|
|
|
if(TheCamera.m_bUseTransitionBeta)
|
|
Beta = CGeneral::GetATanOfXY(-Cos(m_fTransitionBeta), -Sin(m_fTransitionBeta));
|
|
|
|
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;
|
|
if(entity->IsPed() && ColCamDist > 1.0f){
|
|
// 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;
|
|
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;
|
|
|
|
float ViewPlaneHeight = Tan(DEGTORAD(FOV) / 2.0f);
|
|
float ViewPlaneWidth = ViewPlaneHeight * CDraw::CalculateAspectRatio() * 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
|
|
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;
|
|
|
|
#ifndef FIX_BUGS
|
|
// this is totally wrong...
|
|
radius = Tan(FOV / 2.0f) * Near;
|
|
#endif
|
|
// Keep testing
|
|
entity = CWorld::TestSphereAgainstWorld(Source + Front*Near, radius, nil, true, true, false, true, false, false);
|
|
|
|
i++;
|
|
if(i > 5)
|
|
entity = nil;
|
|
}
|
|
|
|
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();
|
|
}
|
|
}
|
|
|
|
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(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);
|
|
|
|
if((colpoint.surfaceB == SURFACE_DEFAULT || colpoint.surfaceB >= SURFACE_CAR) &&
|
|
colpoint.surfaceB != SURFACE_THICK_METAL_PLATE && colpoint.surfaceB != SURFACE_STEEP_CLIFF &&
|
|
RoadHeightFix > 1.4f)
|
|
RoadHeightFix = 1.4f;
|
|
|
|
Source.z += RoadHeightFix;
|
|
}
|
|
|
|
void
|
|
CCam::WorkOutCamHeight(const CVector &TargetCoors, float TargetOrientation, float TargetHeight)
|
|
{
|
|
static float LastTargetAlphaWithCollisionOn = 0.0f;
|
|
static float LastTopAlphaSpeed = 0.0f;
|
|
static float LastAlphaSpeedStep = 0.0f;
|
|
static bool PreviousNearCheckNearClipSmall = false;
|
|
|
|
bool CamClear = true;
|
|
float ModeAlpha = 0.0f;
|
|
|
|
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;
|
|
if(TheCamera.CarZoomIndicator == CAM_ZOOM_1)
|
|
ModeAlpha = CGeneral::GetATanOfXY(23.0f, zoomvalue); // near
|
|
else if(TheCamera.CarZoomIndicator == CAM_ZOOM_2)
|
|
ModeAlpha = CGeneral::GetATanOfXY(10.8f, zoomvalue); // mid
|
|
else if(TheCamera.CarZoomIndicator == CAM_ZOOM_3)
|
|
ModeAlpha = CGeneral::GetATanOfXY(7.0f, zoomvalue); // far
|
|
|
|
|
|
float Length = (Source - TargetCoors).Magnitude2D();
|
|
if(m_bCollisionChecksOn){ // there's another variable (on PC) but it's uninitialised
|
|
CVector Forward = CamTargetEntity->GetForward();
|
|
float CarAlpha = CGeneral::GetATanOfXY(Forward.Magnitude2D(), Forward.z);
|
|
// 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;
|
|
|
|
float BehindCarNess = Cos(deltaBeta); // 1 if behind car, 0 if side, -1 if in front
|
|
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)
|
|
DeltaAlpha += AngleLimit;
|
|
else if(DeltaAlpha > AngleLimit)
|
|
DeltaAlpha -= AngleLimit;
|
|
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
|
|
Forward = CamTargetEntity->GetForward(); // we actually still have that...
|
|
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 + ModeAlpha) + m_fCloseInCarHeightOffset, &FoundCamGround);
|
|
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
|
|
float roof = FoundRoofCenter ? Min(CamRoof, CarRoof) : CamRoof;
|
|
// 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 > ModeAlpha)
|
|
CamClear = true;
|
|
// Camera is contrained by collision in some way
|
|
PreviousNearCheckNearClipSmall = false;
|
|
if(!CamClear){
|
|
PreviousNearCheckNearClipSmall = true;
|
|
RwCameraSetNearClipPlane(Scene.camera, DEFAULT_NEAR);
|
|
|
|
DeltaAlpha = TargetAlpha - (Alpha + ModeAlpha);
|
|
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 + ModeAlpha) + m_fCloseInCarHeightOffset;
|
|
bool FoundGround, FoundRoof;
|
|
float CamGround2 = CWorld::FindGroundZFor3DCoord(Source.x, Source.y, CamZ, &FoundGround);
|
|
if(FoundGround){
|
|
if(CamClear)
|
|
if(CamZ - CamGround2 < 1.5f){
|
|
PreviousNearCheckNearClipSmall = true;
|
|
RwCameraSetNearClipPlane(Scene.camera, DEFAULT_NEAR);
|
|
|
|
float a;
|
|
if(Length == 0.0f || CamGround2 + 1.5f - TargetCoors.z == 0.0f)
|
|
a = Alpha;
|
|
else
|
|
a = CGeneral::GetATanOfXY(Length, CamGround2 + 1.5f - TargetCoors.z);
|
|
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 a;
|
|
if(Length == 0.0f || CamRoof2 + 1.5f - TargetCoors.z == 0.0f)
|
|
a = Alpha;
|
|
else
|
|
a = CGeneral::GetATanOfXY(Length, CamRoof2 + 1.5f - TargetCoors.z);
|
|
while(a > PI) a -= 2*PI;
|
|
while(a < -PI) a += 2*PI;
|
|
DeltaAlpha = a - Alpha;
|
|
}
|
|
}
|
|
}
|
|
|
|
LastTargetAlphaWithCollisionOn = DeltaAlpha + Alpha;
|
|
LastTopAlphaSpeed = TopAlphaSpeed;
|
|
LastAlphaSpeedStep = AlphaSpeedStep;
|
|
}else{
|
|
if(PreviousNearCheckNearClipSmall)
|
|
RwCameraSetNearClipPlane(Scene.camera, DEFAULT_NEAR);
|
|
}
|
|
|
|
WellBufferMe(LastTargetAlphaWithCollisionOn, &Alpha, &AlphaSpeed, LastTopAlphaSpeed, LastAlphaSpeedStep, true);
|
|
|
|
Source.z = TargetCoors.z + Sin(Alpha + ModeAlpha)*Length + m_fCloseInCarHeightOffset;
|
|
}
|
|
|
|
// 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;
|
|
float BaseDist = Dimensions.Magnitude2D();
|
|
|
|
CVector TargetCoors = CameraTarget;
|
|
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;
|
|
CA_MIN_DISTANCE = Min(BaseDist*0.6f, 3.5f);
|
|
|
|
CVector Dist = Source - TargetCoors;
|
|
|
|
if(ResetStatics)
|
|
Source = TargetCoors + Dist*(CA_MAX_DISTANCE + 1.0f);
|
|
|
|
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;
|
|
|
|
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)
|
|
HeightTarget = Max(HeightTarget, Dist/22.0f*37.0f);
|
|
}
|
|
|
|
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);
|
|
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/17.5 * FOV/80.0f * CTimer::GetTimeStep();
|
|
Alpha += SQR(LookUpDown/150.0f)*ydir/14.0f * FOV/80.0f * CTimer::GetTimeStep();
|
|
}
|
|
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;
|
|
}
|
|
|
|
#ifndef GTA3_1_1_PATCH
|
|
((CPed*)CamTargetEntity)->m_pedIK.GetComponentPosition(&HeadPos, PED_HEAD);
|
|
Source = HeadPos;
|
|
Source.z += 0.1f;
|
|
Source.x -= 0.19f*Cos(m_fInitialPlayerOrientation);
|
|
Source.y -= 0.19f*Sin(m_fInitialPlayerOrientation);
|
|
#endif
|
|
|
|
// 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/17.5 * FOV/80.0f * CTimer::GetTimeStep();
|
|
Alpha += SQR(LookUpDown/150.0f)*ydir/14.0f * FOV/80.0f * CTimer::GetTimeStep();
|
|
}
|
|
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);
|
|
|
|
#ifdef GTA3_1_1_PATCH
|
|
HeadPos.x = 0.0f;
|
|
HeadPos.y = 0.0f;
|
|
HeadPos.z = 0.0f;
|
|
((CPed*)CamTargetEntity)->m_pedIK.GetComponentPosition(HeadPos, PED_HEAD);
|
|
Source = HeadPos;
|
|
Source.z += 0.1f;
|
|
Source.x -= 0.19f * Cos(m_fInitialPlayerOrientation);
|
|
Source.y -= 0.19f * Sin(m_fInitialPlayerOrientation);
|
|
#endif
|
|
|
|
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);
|
|
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/17.5 * FOV/80.0f * CTimer::GetTimeStep();
|
|
Alpha += SQR(LookUpDown/150.0f)*ydir/14.0f * FOV/80.0f * CTimer::GetTimeStep();
|
|
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;
|
|
}else{
|
|
assert(CamTargetEntity->IsVehicle());
|
|
CVehicleModelInfo *mi = (CVehicleModelInfo*)CModelInfo::GetModelInfo(CamTargetEntity->GetModelIndex());
|
|
CVector CamPos = mi->m_vehicleType == VEHICLE_TYPE_BOAT ? mi->m_positions[BOAT_POS_FRONTSEAT] : mi->m_positions[CAR_POS_FRONTSEAT];
|
|
CamPos.x = 0.0f;
|
|
CamPos.y += -0.08f;
|
|
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;
|
|
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;
|
|
while(frm){
|
|
RwV3dTransformPoints(&HeadPos, &HeadPos, 1, RwFrameGetMatrix(frm));
|
|
frm = RwFrameGetParent(frm);
|
|
if(frm == RpClumpGetFrame(CamTargetEntity->GetClump()))
|
|
frm = nil;
|
|
}
|
|
*/
|
|
|
|
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);
|
|
}else{
|
|
float HeadDelta = (HeadPos - InitialHeadPos).Magnitude2D();
|
|
CVector Fwd = CamTargetEntity->GetForward();
|
|
Fwd.z = 0.0f;
|
|
Fwd.Normalise();
|
|
HeadPos = (HeadDelta*1.23f*Fwd + CamTargetEntity->GetPosition());
|
|
HeadPos.z += 0.59f;
|
|
}
|
|
Source = HeadPos;
|
|
|
|
// unused:
|
|
// ((CPed*)CamTargetEntity)->m_pedIK.GetComponentPosition(&MidPos, PED_MID);
|
|
// 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/17.5 * FOV/80.0f * CTimer::GetTimeStep();
|
|
Alpha += SQR(LookUpDown/150.0f)*ydir/14.0f * FOV/80.0f * CTimer::GetTimeStep();
|
|
}
|
|
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;
|
|
|
|
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;
|
|
}
|
|
|
|
TheCamera.SetMotionBlur(180, 255, 180, 120, MBLUR_SNIPER);
|
|
|
|
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->m_rwObject == nil)
|
|
return;
|
|
|
|
#ifdef FIX_BUGS
|
|
if(!CamTargetEntity->IsPed())
|
|
return;
|
|
#endif
|
|
|
|
static bool FailedTestTwelveFramesAgo = false;
|
|
RwV3d HeadPos;
|
|
CVector TargetCoors;
|
|
TargetCoors = CameraTarget;
|
|
|
|
static float TargetFOV = 0.0f;
|
|
|
|
if(ResetStatics){
|
|
Beta = TargetOrientation;
|
|
Alpha = 0.0f;
|
|
m_fInitialPlayerOrientation = TargetOrientation;
|
|
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);
|
|
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/17.5 * FOV/80.0f * CTimer::GetTimeStep();
|
|
Alpha += SQR(LookUpDown/150.0f)*ydir/14.0f * FOV/80.0f * CTimer::GetTimeStep();
|
|
}
|
|
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;
|
|
|
|
UseMouse = false;
|
|
int ZoomInButton = ControlsManager.GetMouseButtonAssociatedWithAction(PED_SNIPER_ZOOM_IN);
|
|
int ZoomOutButton = ControlsManager.GetMouseButtonAssociatedWithAction(PED_SNIPER_ZOOM_OUT);
|
|
// TODO: enum? this should be mouse wheel up and down
|
|
if(ZoomInButton == 4 || ZoomInButton == 5 || ZoomOutButton == 4 || ZoomOutButton == 5){
|
|
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;
|
|
}
|
|
|
|
TheCamera.SetMotionBlur(180, 255, 180, 120, MBLUR_SNIPER);
|
|
|
|
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)
|
|
RwCameraSetNearClipPlane(Scene.camera, Max(m_fMinDistAwayFromCamWhenInterPolating - 0.35f, 0.05f));
|
|
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;
|
|
|
|
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;
|
|
|
|
Beta = CGeneral::GetATanOfXY(TargetCoors.x - Source.x, TargetCoors.y - Source.y);
|
|
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);
|
|
|
|
TargetCamHeight = CameraTarget.z - Source.z + Max(m_fPedBetweenCameraHeightOffset, m_fRoadOffSet + m_fDimensionOfHighestNearCar) - 0.5f;
|
|
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)
|
|
m_fTimeElapsedFloat += CTimer::GetTimeStepNonClippedInMilliseconds();
|
|
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();
|
|
FOV = PsuedoFOV;
|
|
}else{
|
|
// 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();
|
|
FOV = PsuedoFOV;
|
|
}
|
|
}
|
|
|
|
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);
|
|
CVector Left = CrossProduct(Front, NewUp);
|
|
Left.Normalise();
|
|
NewUp = CrossProduct(Left, Front);
|
|
|
|
float Roll = Cos((CTimer::GetTimeInMilliseconds()&0x1FFFF)/(float)0x1FFFF * TWOPI);
|
|
Up = Cos(Roll*0.4f)*NewUp + Sin(Roll*0.4f)*Left;
|
|
}
|
|
|
|
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;
|
|
|
|
if(FrontEndMenuManager.m_ControlMethod == 0 && Using3rdPersonMouseCam()){
|
|
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();
|
|
}
|
|
}
|
|
}
|
|
|
|
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;
|
|
|
|
RwCameraSetNearClipPlane(Scene.camera, DEFAULT_NEAR);
|
|
FOV = DefaultFOV;
|
|
Alpha += DEGTORAD(CPad::GetPad(1)->GetLeftStickY()) / 50.0f;
|
|
Beta += DEGTORAD(CPad::GetPad(1)->GetLeftStickX())*1.5f / 19.0f;
|
|
if(CPad::GetPad(0)->GetLeftMouse()){
|
|
Alpha += DEGTORAD(CPad::GetPad(0)->GetMouseY()/2.0f);
|
|
Beta -= DEGTORAD(CPad::GetPad(0)->GetMouseX()/2.0f);
|
|
}
|
|
|
|
TargetCoors.x = Source.x + Cos(Alpha) * Cos(Beta) * 3.0f;
|
|
TargetCoors.y = Source.y + Cos(Alpha) * Sin(Beta) * 3.0f;
|
|
TargetCoors.z = Source.z + Sin(Alpha) * 3.0f;
|
|
|
|
if(Alpha > DEGTORAD(89.5f)) Alpha = DEGTORAD(89.5f);
|
|
if(Alpha < DEGTORAD(-89.5f)) Alpha = DEGTORAD(-89.5f);
|
|
|
|
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
|
|
CWorld::Players[CWorld::PlayerInFocus].m_pPed->SetPosition(Source);
|
|
}
|
|
|
|
// stay inside sectors
|
|
while(CWorld::GetSectorX(Source.x) > 95.0f)
|
|
Source.x -= 1.0f;
|
|
while(CWorld::GetSectorX(Source.x) < 5.0f)
|
|
Source.x += 1.0f;
|
|
while(CWorld::GetSectorY(Source.y) > 95.0f)
|
|
Source.y -= 1.0f;
|
|
while(CWorld::GetSectorY(Source.y) < 5.0f)
|
|
Source.y += 1.0f;
|
|
GetVectorsReadyForRW();
|
|
|
|
CPad::GetPad(0)->DisablePlayerControls = PLAYERCONTROL_DISABLED_1;
|
|
|
|
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;
|
|
|
|
RwCameraSetNearClipPlane(Scene.camera, DEFAULT_NEAR);
|
|
FOV = DefaultFOV;
|
|
Alpha += DEGTORAD(CPad::GetPad(1)->GetLeftStickY()) / 50.0f;
|
|
Beta += DEGTORAD(CPad::GetPad(1)->GetLeftStickX())*1.5f / 19.0f;
|
|
|
|
TargetCoors.x = Source.x + Cos(Alpha) * Cos(Beta) * 3.0f;
|
|
TargetCoors.y = Source.y + Cos(Alpha) * Sin(Beta) * 3.0f;
|
|
TargetCoors.z = Source.z + Sin(Alpha) * 3.0f;
|
|
|
|
if(Alpha > DEGTORAD(89.5f)) Alpha = DEGTORAD(89.5f);
|
|
if(Alpha < DEGTORAD(-89.5f)) Alpha = DEGTORAD(-89.5f);
|
|
|
|
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
|
|
CWorld::Players[CWorld::PlayerInFocus].m_pPed->GetPosition() = Source;
|
|
|
|
}
|
|
|
|
// stay inside sectors
|
|
while(CWorld::GetSectorX(Source.x) > 95.0f)
|
|
Source.x -= 1.0f;
|
|
while(CWorld::GetSectorX(Source.x) < 5.0f)
|
|
Source.x += 1.0f;
|
|
while(CWorld::GetSectorY(Source.y) > 95.0f)
|
|
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
|
|
|
|
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;
|
|
|
|
RwCameraSetNearClipPlane(Scene.camera, DEFAULT_NEAR);
|
|
FOV = DefaultFOV;
|
|
Alpha += DEGTORAD(CPad::GetPad(1)->GetLeftStickY()) / 50.0f;
|
|
Beta += DEGTORAD(CPad::GetPad(1)->GetLeftStickX())*1.5f / 19.0f;
|
|
|
|
if(CamTargetEntity && CSceneEdit::m_bCameraFollowActor){
|
|
TargetCoors = CamTargetEntity->GetPosition();
|
|
}else if(CSceneEdit::m_bRecording){
|
|
TargetCoors.x = Source.x + Cos(Alpha) * Cos(Beta) * 7.0f;
|
|
TargetCoors.y = Source.y + Cos(Alpha) * Sin(Beta) * 7.0f;
|
|
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);
|
|
if(Alpha < DEGTORAD(-89.5f)) Alpha = DEGTORAD(-89.5f);
|
|
|
|
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
|
|
CWorld::Players[CWorld::PlayerInFocus].m_pPed->SetPosition(Source);
|
|
|
|
}
|
|
|
|
// stay inside sectors
|
|
while(CWorld::GetSectorX(Source.x) > 95.0f)
|
|
Source.x -= 1.0f;
|
|
while(CWorld::GetSectorX(Source.x) < 5.0f)
|
|
Source.x += 1.0f;
|
|
while(CWorld::GetSectorY(Source.y) > 95.0f)
|
|
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);
|
|
}
|
|
}
|
|
|
|
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;
|
|
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;
|
|
if(ResetStatics)
|
|
return true;
|
|
|
|
#ifdef FIX_BUGS
|
|
if(!CamTargetEntity->IsPed())
|
|
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;
|
|
CCam *ActiveCam = &TheCamera.Cams[TheCamera.ActiveCam];
|
|
if(&ActiveCam[1] == this){
|
|
SourceX = TheCamera.Cams[(TheCamera.ActiveCam + 1) % 2].Source.x;
|
|
SourceY = TheCamera.Cams[(TheCamera.ActiveCam + 1) % 2].Source.y;
|
|
}else{
|
|
SourceX = ActiveCam[1].Source.x;
|
|
SourceY = ActiveCam[1].Source.y;
|
|
}
|
|
|
|
for(int i = 0; i <= 1; i++){
|
|
int Dir = i == 0 ? 1 : -1;
|
|
|
|
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;
|
|
}
|
|
|
|
|
|
/*
|
|
* 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();
|
|
}
|
|
|
|
#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;
|
|
/*
|
|
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{
|
|
BetaOffset = LookLeftRight * fStickSens * (0.5f/10.0f) * FOV/80.0f * CTimer::GetTimeStep();
|
|
AlphaOffset = LookUpDown * fStickSens * (0.3f/10.0f) * 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);
|
|
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;
|
|
}
|
|
|
|
if(TheCamera.m_bUseTransitionBeta)
|
|
Beta = CGeneral::GetATanOfXY(-Cos(m_fTransitionBeta), -Sin(m_fTransitionBeta));
|
|
|
|
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;
|
|
if(entity->IsPed() && ColCamDist > 1.0f){
|
|
// 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;
|
|
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;
|
|
|
|
float ViewPlaneHeight = Tan(DEGTORAD(FOV) / 2.0f);
|
|
float ViewPlaneWidth = ViewPlaneHeight * CDraw::CalculateAspectRatio() * 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
|
|
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
|
|
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
|
|
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;
|
|
|
|
if (car->GetModelIndex() == MI_FIRETRUCK) {
|
|
camSetArrPos = 7;
|
|
} 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
|
|
case CAM_ZOOM_1:
|
|
zoomModeAlphaOffset = ZmOneAlphaOffsetLCS[alphaArrPos];
|
|
break;
|
|
// mid
|
|
case CAM_ZOOM_2:
|
|
zoomModeAlphaOffset = ZmTwoAlphaOffsetLCS[alphaArrPos];
|
|
break;
|
|
// far
|
|
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
|
|
TargetCoors += 0.6f * car->GetUp() * colMaxZ;
|
|
}
|
|
|
|
float minDistForVehType = CARCAM_SET[camSetArrPos][4];
|
|
|
|
if (TheCamera.CarZoomIndicator == CAM_ZOOM_1 && (camSetArrPos < 2 || camSetArrPos == 7)) {
|
|
minDistForVehType = minDistForVehType * 0.65f;
|
|
}
|
|
|
|
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;
|
|
|
|
if (FOV <= DefaultFOV + 30.0f) {
|
|
if (FOV < DefaultFOV)
|
|
FOV = DefaultFOV;
|
|
} else
|
|
FOV = 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();
|
|
|
|
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) {
|
|
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))
|
|
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;
|
|
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());
|
|
float stickY = pad->GetCarGunUpDown();
|
|
|
|
// In SA this checks for m_bUseMouse3rdPerson so num2/num8 do not move camera when Keyboard & Mouse controls are used.
|
|
if (CCamera::m_bUseMouse3rdPerson)
|
|
stickY = 0.0f;
|
|
|
|
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?) {
|
|
if (!isCar || car->GetModelIndex() != MI_VOODOO) {
|
|
correctAlpha = false;
|
|
}
|
|
else {
|
|
xMovement = 0.0f;
|
|
yMovement = 0.0f;
|
|
}
|
|
// } else
|
|
// yMovement = 0.0;
|
|
|
|
if (!nextDirectionIsForward) {
|
|
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_VEHICLE) {
|
|
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.
|
|
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;
|
|
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());
|
|
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) {
|
|
|
|
// This is new in LCS!
|
|
float timestepFactor = Pow(0.99f, CTimer::GetTimeStep());
|
|
dontCollideWithCars = (timestepFactor * dontCollideWithCars) + ((1.0f - timestepFactor) * car->m_vecMoveSpeed.Magnitude());
|
|
|
|
// Move cam if on collision
|
|
CColPoint foundCol;
|
|
CEntity* foundEnt;
|
|
CWorld::pIgnoreEntity = CamTargetEntity;
|
|
if (CWorld::ProcessLineOfSight(TargetCoors, Source, foundCol, foundEnt, true, dontCollideWithCars < 0.1f, false, false, false, true, false)) {
|
|
float obstacleTargetDist = (TargetCoors - foundCol.point).Magnitude();
|
|
float obstacleCamDist = newDistance - obstacleTargetDist;
|
|
if (!foundEnt->IsPed() || obstacleCamDist <= 1.0f) {
|
|
Source = foundCol.point;
|
|
if (obstacleTargetDist < 1.2f) {
|
|
RwCameraSetNearClipPlane(Scene.camera, Max(0.05f, obstacleTargetDist - 0.3f));
|
|
}
|
|
} else {
|
|
if (!CWorld::ProcessLineOfSight(foundCol.point, Source, foundCol, foundEnt, true, dontCollideWithCars < 0.1f, false, false, false, true, false)) {
|
|
float lessClip = obstacleCamDist - 0.35f;
|
|
if (lessClip <= DEFAULT_NEAR)
|
|
RwCameraSetNearClipPlane(Scene.camera, lessClip);
|
|
else
|
|
RwCameraSetNearClipPlane(Scene.camera, DEFAULT_NEAR);
|
|
} else {
|
|
obstacleTargetDist = (TargetCoors - foundCol.point).Magnitude();
|
|
Source = foundCol.point;
|
|
if (obstacleTargetDist < 1.2f) {
|
|
float lessClip = obstacleTargetDist - 0.3f;
|
|
if (lessClip >= 0.05f)
|
|
RwCameraSetNearClipPlane(Scene.camera, lessClip);
|
|
else
|
|
RwCameraSetNearClipPlane(Scene.camera, 0.05f);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
CWorld::pIgnoreEntity = nil;
|
|
float nearClip = RwCameraGetNearClipPlane(Scene.camera);
|
|
float radius = Tan(DEGTORAD(FOV * 0.5f)) * CDraw::GetAspectRatio() * 1.1f;
|
|
|
|
// If we're seeing blue hell due to camera intersects some surface, fix it.
|
|
// SA and LCS have this unrolled.
|
|
for (int i = 0;
|
|
i <= 5 && CWorld::TestSphereAgainstWorld((nearClip * Front) + Source, radius * nearClip, nil, true, true, false, true, false, false);
|
|
i++) {
|
|
|
|
CVector surfaceCamDist = gaTempSphereColPoints->point - Source;
|
|
CVector frontButInvertedIfTouchesSurface = DotProduct(surfaceCamDist, Front) * Front;
|
|
float newNearClip = (surfaceCamDist - frontButInvertedIfTouchesSurface).Magnitude() / radius;
|
|
|
|
if (newNearClip > nearClip)
|
|
newNearClip = nearClip;
|
|
if (newNearClip < 0.1f)
|
|
newNearClip = 0.1f;
|
|
if (nearClip > newNearClip)
|
|
RwCameraSetNearClipPlane(Scene.camera, newNearClip);
|
|
|
|
if (newNearClip == 0.1f)
|
|
Source += (TargetCoors - Source) * 0.3f;
|
|
|
|
nearClip = RwCameraGetNearClipPlane(Scene.camera);
|
|
radius = Tan(DEGTORAD(FOV * 0.5f)) * CDraw::GetAspectRatio() * 1.1f;
|
|
}
|
|
}
|
|
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.
|
|
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
|
|
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;
|
|
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;
|
|
}
|
|
|
|
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
|
|
if (car->GetModelIndex() == MI_FIRETRUCK) {
|
|
float &carGunUD = ((CAutomobile*)car)->m_fCarGunUD;
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|
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float alphaToFace = Atan2(hi.z, hi.Magnitude2D()) + DEGTORAD(15.0f);
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float neededAlphaTurn = alphaToFace - carGunUD;
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float alphaTurnPerFrame = CTimer::GetTimeStep() * 0.02f;
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if (neededAlphaTurn > alphaTurnPerFrame) {
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neededTurn = alphaTurnPerFrame;
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carGunUD = neededTurn + carGunUD;
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} else {
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if (neededAlphaTurn >= -alphaTurnPerFrame) {
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carGunUD = alphaToFace;
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} else {
|
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carGunUD = carGunUD - alphaTurnPerFrame;
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}
|
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}
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|
|
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float turretMinY = -DEGTORAD(20.0f);
|
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float turretMaxY = DEGTORAD(20.0f);
|
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if (turretMinY <= carGunUD) {
|
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if (carGunUD > turretMaxY)
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carGunUD = turretMaxY;
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} else {
|
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carGunUD = turretMinY;
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}
|
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}
|
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}
|
|
}
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#endif
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