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https://gitlab.com/GaryOderNichts/re3-wiiu.git
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644 lines
19 KiB
C++
644 lines
19 KiB
C++
#pragma once
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#include "Placeable.h"
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class CEntity;
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class CPed;
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class CAutomobile;
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class CGarage;
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extern int16 DebugCamMode;
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enum
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{
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NUMBER_OF_VECTORS_FOR_AVERAGE = 2,
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MAX_NUM_OF_SPLINETYPES = 4,
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MAX_NUM_OF_NODES = 800 // for trains
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};
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#define DEFAULT_NEAR (0.9f)
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enum
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{
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CAM_ZOOM_1STPRS,
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CAM_ZOOM_1,
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CAM_ZOOM_2,
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CAM_ZOOM_3,
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CAM_ZOOM_TOPDOWN,
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CAM_ZOOM_CINEMATIC,
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};
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const float DefaultFOV = 70.0f; // beta: 80.0f
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class CCam
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{
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public:
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enum
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{
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MODE_NONE = 0,
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MODE_TOPDOWN,
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MODE_GTACLASSIC,
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MODE_BEHINDCAR,
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MODE_FOLLOWPED,
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MODE_AIMING,
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MODE_DEBUG,
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MODE_SNIPER,
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MODE_ROCKETLAUNCHER,
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MODE_MODELVIEW,
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MODE_BILL,
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MODE_SYPHON,
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MODE_CIRCLE,
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MODE_CHEESYZOOM,
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MODE_WHEELCAM,
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MODE_FIXED,
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MODE_1STPERSON,
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MODE_FLYBY,
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MODE_CAM_ON_A_STRING,
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MODE_REACTION,
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MODE_FOLLOW_PED_WITH_BIND,
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MODE_CHRIS,
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MODE_BEHINDBOAT,
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MODE_PLAYER_FALLEN_WATER,
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MODE_CAM_ON_TRAIN_ROOF,
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MODE_CAM_RUNNING_SIDE_TRAIN,
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MODE_BLOOD_ON_THE_TRACKS,
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MODE_IM_THE_PASSENGER_WOOWOO,
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MODE_SYPHON_CRIM_IN_FRONT,
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MODE_PED_DEAD_BABY,
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MODE_PILLOWS_PAPS,
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MODE_LOOK_AT_CARS,
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MODE_ARRESTCAM_ONE,
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MODE_ARRESTCAM_TWO,
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MODE_M16_1STPERSON,
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MODE_SPECIAL_FIXED_FOR_SYPHON,
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MODE_FIGHT_CAM,
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MODE_TOP_DOWN_PED,
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MODE_LIGHTHOUSE,
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MODE_SNIPER_RUNABOUT,
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MODE_ROCKETLAUNCHER_RUNABOUT,
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MODE_1STPERSON_RUNABOUT,
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MODE_M16_1STPERSON_RUNABOUT,
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MODE_FIGHT_CAM_RUNABOUT,
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MODE_EDITOR,
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MODE_HELICANNON_1STPERSON,
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MODE_CAMERA,
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};
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bool bBelowMinDist; //used for follow ped mode
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bool bBehindPlayerDesired; //used for follow ped mode
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bool m_bCamLookingAtVector;
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bool m_bCollisionChecksOn;
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bool m_bFixingBeta; //used for camera on a string
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bool m_bTheHeightFixerVehicleIsATrain;
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bool LookBehindCamWasInFront;
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bool LookingBehind;
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bool LookingLeft;
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bool LookingRight;
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bool ResetStatics; //for interpolation type stuff to work
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bool Rotating;
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int16 Mode; // CameraMode
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uint32 m_uiFinishTime;
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int m_iDoCollisionChecksOnFrameNum;
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int m_iDoCollisionCheckEveryNumOfFrames;
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int m_iFrameNumWereAt;
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int m_iRunningVectorArrayPos;
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int m_iRunningVectorCounter;
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int DirectionWasLooking;
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float f_max_role_angle; //=DEGTORAD(5.0f);
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float f_Roll; //used for adding a slight roll to the camera in the
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float f_rollSpeed;
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float m_fSyphonModeTargetZOffSet;
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float m_fAmountFractionObscured;
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float m_fAlphaSpeedOverOneFrame;
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float m_fBetaSpeedOverOneFrame;
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float m_fBufferedTargetBeta;
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float m_fBufferedTargetOrientation;
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float m_fBufferedTargetOrientationSpeed;
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float m_fCamBufferedHeight;
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float m_fCamBufferedHeightSpeed;
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float m_fCloseInPedHeightOffset;
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float m_fCloseInPedHeightOffsetSpeed;
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float m_fCloseInCarHeightOffset;
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float m_fCloseInCarHeightOffsetSpeed;
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float m_fDimensionOfHighestNearCar;
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float m_fDistanceBeforeChanges;
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float m_fFovSpeedOverOneFrame;
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float m_fMinDistAwayFromCamWhenInterPolating;
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float m_fPedBetweenCameraHeightOffset;
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float m_fPlayerInFrontSyphonAngleOffSet;
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float m_fRadiusForDead;
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float m_fRealGroundDist; //used for follow ped mode
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float m_fTargetBeta;
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float m_fTimeElapsedFloat;
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float m_fTilt;
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float m_fTiltSpeed;
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float m_fTransitionBeta;
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float m_fTrueBeta;
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float m_fTrueAlpha;
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float m_fInitialPlayerOrientation; //used for first person
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float Alpha;
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float AlphaSpeed;
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float FOV;
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float FOVSpeed;
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float Beta;
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float BetaSpeed;
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float Distance;
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float DistanceSpeed;
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float CA_MIN_DISTANCE;
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float CA_MAX_DISTANCE;
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float SpeedVar;
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float m_fTargetZoomGroundOne;
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float m_fTargetZoomGroundTwo;
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float m_fTargetZoomGroundThree;
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float m_fTargetZoomOneZExtra;
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float m_fTargetZoomTwoZExtra;
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float m_fTargetZoomThreeZExtra;
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float m_fTargetZoomZCloseIn;
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float m_fMinRealGroundDist;
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float m_fTargetCloseInDist;
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CVector m_cvecSourceSpeedOverOneFrame;
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CVector m_cvecTargetSpeedOverOneFrame;
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CVector m_cvecUpOverOneFrame;
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CVector m_cvecTargetCoorsForFudgeInter;
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CVector m_cvecCamFixedModeVector;
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CVector m_cvecCamFixedModeSource;
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CVector m_cvecCamFixedModeUpOffSet;
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CVector m_vecLastAboveWaterCamPosition; //helper for when the player has gone under the water
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CVector m_vecBufferedPlayerBodyOffset;
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// The three vectors that determine this camera for this frame
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CVector Front; // Direction of looking in
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CVector Source; // Coors in world space
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CVector SourceBeforeLookBehind;
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CVector Up; // Just that
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CVector m_arrPreviousVectors[NUMBER_OF_VECTORS_FOR_AVERAGE]; // used to average stuff
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CEntity *CamTargetEntity;
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float m_fCameraDistance;
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float m_fIdealAlpha;
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float m_fPlayerVelocity;
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CAutomobile *m_pLastCarEntered; // So interpolation works
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CPed *m_pLastPedLookedAt;// So interpolation works
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bool m_bFirstPersonRunAboutActive;
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CCam(void) { Init(); }
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void Init(void);
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void Process(void);
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void ProcessSpecialHeightRoutines(void);
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void GetVectorsReadyForRW(void);
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CVector DoAverageOnVector(const CVector &vec);
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void WorkOutCamHeight(const CVector &TargetCoors, float TargetOrientation, float TargetHeight);
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bool RotCamIfInFrontCar(CVector &TargetCoors, float TargetOrientation);
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void Cam_On_A_String_Unobscured(const CVector &TargetCoors, float BaseDist);
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void FixCamWhenObscuredByVehicle(const CVector &TargetCoors);
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bool GetBoatLook_L_R_HeightOffset(float &Offset);
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void LookBehind(void);
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void LookLeft(void);
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void LookRight(void);
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void ClipIfPedInFrontOfPlayer(void);
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void KeepTrackOfTheSpeed(const CVector &source, const CVector &target, const CVector &up, const float &alpha, const float &beta, const float &fov);
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bool Using3rdPersonMouseCam(void);
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bool GetWeaponFirstPersonOn(void);
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bool IsTargetInWater(const CVector &CamCoors);
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void AvoidWallsTopDownPed(const CVector &TargetCoors, const CVector &Offset, float *Adjuster, float *AdjusterSpeed, float yDistLimit);
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void PrintMode(void);
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void Process_Debug(const CVector&, float, float, float);
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void Process_Editor(const CVector&, float, float, float);
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void Process_ModelView(const CVector &CameraTarget, float, float, float);
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void Process_FollowPed(const CVector &CameraTarget, float TargetOrientation, float, float);
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void Process_FollowPedWithMouse(const CVector &CameraTarget, float TargetOrientation, float, float);
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void Process_BehindCar(const CVector &CameraTarget, float TargetOrientation, float, float);
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void Process_Cam_On_A_String(const CVector &CameraTarget, float TargetOrientation, float, float);
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void Process_TopDown(const CVector &CameraTarget, float TargetOrientation, float SpeedVar, float TargetSpeedVar);
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void Process_TopDownPed(const CVector &CameraTarget, float TargetOrientation, float, float);
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void Process_Rocket(const CVector &CameraTarget, float, float, float);
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void Process_M16_1stPerson(const CVector &CameraTarget, float, float, float);
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void Process_1stPerson(const CVector &CameraTarget, float, float, float);
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void Process_1rstPersonPedOnPC(const CVector &CameraTarget, float TargetOrientation, float, float);
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void Process_Sniper(const CVector &CameraTarget, float, float, float);
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void Process_Syphon(const CVector &CameraTarget, float, float, float);
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void Process_Syphon_Crim_In_Front(const CVector &CameraTarget, float, float, float);
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void Process_BehindBoat(const CVector &CameraTarget, float TargetOrientation, float, float);
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void Process_Fight_Cam(const CVector &CameraTarget, float TargetOrientation, float, float);
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void Process_FlyBy(const CVector&, float, float, float);
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bool Process_WheelCam(const CVector&, float, float, float);
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void Process_Fixed(const CVector &CameraTarget, float, float, float);
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void Process_Player_Fallen_Water(const CVector &CameraTarget, float TargetOrientation, float, float);
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void Process_SpecialFixedForSyphon(const CVector &CameraTarget, float, float, float);
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void Process_LightHouse(const CVector &CameraTarget, float, float, float);
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void ProcessPedsDeadBaby(void);
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bool ProcessArrestCamOne(void);
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bool ProcessArrestCamTwo(void);
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bool GetLookAlongGroundPos(CEntity *Target, CPed *Cop, CVector &TargetCoors, CVector &SourceOut);
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bool GetLookFromLampPostPos(CEntity *Target, CPed *Cop, CVector &TargetCoors, CVector &SourceOut);
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bool GetLookOverShoulderPos(CEntity *Target, CPed *Cop, CVector &TargetCoors, CVector &SourceOut);
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// custom stuff
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void Process_FollowPed_Rotation(const CVector &CameraTarget, float TargetOrientation, float, float);
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void Process_FollowCar_SA(const CVector &CameraTarget, float TargetOrientation, float, float);
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};
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class CCamPathSplines
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{
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public:
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enum {MAXPATHLENGTH=800};
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// float m_arr_PathData[MAXPATHLENGTH];
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float *m_arr_PathData;
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CCamPathSplines(void);
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};
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struct CTrainCamNode
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{
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CVector m_cvecCamPosition;
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CVector m_cvecPointToLookAt;
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CVector m_cvecMinPointInRange;
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CVector m_cvecMaxPointInRange;
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float m_fDesiredFOV;
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float m_fNearClip;
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};
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struct CQueuedMode
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{
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int16 Mode;
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float Duration;
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int16 MinZoom;
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int16 MaxZoom;
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};
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enum
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{
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LOOKING_BEHIND,
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LOOKING_LEFT,
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LOOKING_RIGHT,
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LOOKING_FORWARD,
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};
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enum
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{
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// TODO: find better names
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FADE_0, // faded in
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FADE_1, // mid fade
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FADE_2, // faded out
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// Direction
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FADE_OUT = 0,
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FADE_IN,
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FADE_NONE
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};
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enum
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{
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MOTION_BLUR_NONE = 0,
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MOTION_BLUR_SNIPER,
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MOTION_BLUR_LIGHT_SCENE,
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MOTION_BLUR_SECURITY_CAM,
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MOTION_BLUR_CUT_SCENE,
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MOTION_BLUR_INTRO,
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MOTION_BLUR_INTRO2,
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MOTION_BLUR_SNIPER_ZOOM,
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MOTION_BLUR_INTRO3,
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MOTION_BLUR_INTRO4,
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};
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enum
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{
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NONE = 0,
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INTERPOLATION,
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JUMP_CUT
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};
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enum
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{
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CAMCONTROL_GAME,
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CAMCONTROL_SCRIPT,
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CAMCONTROL_OBBE
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};
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class CCamera : public CPlaceable
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{
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public:
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bool m_bAboveGroundTrainNodesLoaded;
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bool m_bBelowGroundTrainNodesLoaded;
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bool m_bCamDirectlyBehind;
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bool m_bCamDirectlyInFront;
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bool m_bCameraJustRestored;
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bool m_bcutsceneFinished;
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bool m_bCullZoneChecksOn;
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bool m_bFirstPersonBeingUsed;
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bool m_bJustJumpedOutOf1stPersonBecauseOfTarget;
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bool m_bIdleOn;
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bool m_bInATunnelAndABigVehicle;
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bool m_bInitialNodeFound;
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bool m_bInitialNoNodeStaticsSet;
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bool m_bIgnoreFadingStuffForMusic;
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bool m_bPlayerIsInGarage;
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bool m_bPlayerWasOnBike;
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bool m_bJustCameOutOfGarage;
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bool m_bJustInitalised;
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bool m_bJust_Switched;
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bool m_bLookingAtPlayer;
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bool m_bLookingAtVector;
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bool m_bMoveCamToAvoidGeom;
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bool m_bObbeCinematicPedCamOn;
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bool m_bObbeCinematicCarCamOn;
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bool m_bRestoreByJumpCut;
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bool m_bUseNearClipScript;
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bool m_bStartInterScript;
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bool m_bStartingSpline;
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bool m_bTargetJustBeenOnTrain;
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bool m_bTargetJustCameOffTrain;
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bool m_bUseSpecialFovTrain;
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bool m_bUseTransitionBeta;
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bool m_bUseScriptZoomValuePed;
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bool m_bUseScriptZoomValueCar;
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bool m_bWaitForInterpolToFinish;
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bool m_bItsOkToLookJustAtThePlayer;
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bool m_bWantsToSwitchWidescreenOff;
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bool m_WideScreenOn;
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bool m_1rstPersonRunCloseToAWall;
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bool m_bHeadBob;
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bool m_bVehicleSuspenHigh;
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bool m_bEnable1rstPersonCamCntrlsScript;
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bool m_bAllow1rstPersonWeaponsCamera;
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bool m_bFailedCullZoneTestPreviously;
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bool m_FadeTargetIsSplashScreen;
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bool WorldViewerBeingUsed;
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uint8 ActiveCam;
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uint32 m_uiCamShakeStart;
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uint32 m_uiFirstPersonCamLastInputTime;
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uint32 m_uiLongestTimeInMill;
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uint32 m_uiNumberOfTrainCamNodes;
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uint8 m_uiTransitionJUSTStarted;
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uint8 m_uiTransitionState; // 0:one mode 1:transition
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uint32 m_uiTimeLastChange;
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uint32 m_uiTimeWeLeftIdle_StillNoInput;
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uint32 m_uiTimeWeEnteredIdle;
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uint32 m_uiTimeTransitionStart;
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uint32 m_uiTransitionDuration;
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uint32 m_uiTransitionDurationTargetCoors;
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int m_BlurBlue;
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int m_BlurGreen;
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int m_BlurRed;
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int m_BlurType;
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int m_iWorkOutSpeedThisNumFrames;
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int m_iNumFramesSoFar;
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int m_iCurrentTrainCamNode;
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int m_motionBlur;
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int m_imotionBlurAddAlpha;
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int m_iCheckCullZoneThisNumFrames;
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int m_iZoneCullFrameNumWereAt;
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int WhoIsInControlOfTheCamera;
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float CamFrontXNorm;
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float CamFrontYNorm;
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#ifdef FIX_BUGS
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int32 CarZoomIndicator;
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#else
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float CarZoomIndicator;
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#endif
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float CarZoomValue;
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float CarZoomValueSmooth;
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float DistanceToWater;
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float FOVDuringInter;
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float LODDistMultiplier;
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float GenerationDistMultiplier;
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float m_fAlphaSpeedAtStartInter;
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float m_fAlphaWhenInterPol;
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float m_fAlphaDuringInterPol;
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float m_fBetaDuringInterPol;
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float m_fBetaSpeedAtStartInter;
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float m_fBetaWhenInterPol;
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float m_fFOVWhenInterPol;
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float m_fFOVSpeedAtStartInter;
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float m_fStartingBetaForInterPol;
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float m_fStartingAlphaForInterPol;
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float m_PedOrientForBehindOrInFront;
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float m_CameraAverageSpeed;
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float m_CameraSpeedSoFar;
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float m_fCamShakeForce;
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float m_fCarZoomValueScript;
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float m_fFovForTrain;
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float m_fFOV_Wide_Screen;
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float m_fNearClipScript;
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float m_fOldBetaDiff;
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float m_fPedZoomValue;
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float m_fPedZoomValueScript;
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float m_fPedZoomValueSmooth;
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float m_fPositionAlongSpline;
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float m_ScreenReductionPercentage;
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float m_ScreenReductionSpeed;
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float m_AlphaForPlayerAnim1rstPerson;
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float Orientation;
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#ifdef FIX_BUGS
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int32 PedZoomIndicator;
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#else
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float PedZoomIndicator;
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#endif
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float PlayerExhaustion;
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float SoundDistUp;
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float SoundDistUpAsRead;
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float SoundDistUpAsReadOld;
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float m_fAvoidTheGeometryProbsTimer;
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int16 m_nAvoidTheGeometryProbsDirn;
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float m_fWideScreenReductionAmount;
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float m_fStartingFOVForInterPol;
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static float m_fMouseAccelHorzntl;// acceleration multiplier for 1st person controls
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static float m_fMouseAccelVertical;// acceleration multiplier for 1st person controls
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static float m_f3rdPersonCHairMultX;
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static float m_f3rdPersonCHairMultY;
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CCam Cams[3];
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CGarage *pToGarageWeAreIn;
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CGarage *pToGarageWeAreInForHackAvoidFirstPerson;
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CQueuedMode m_PlayerMode;
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CQueuedMode PlayerWeaponMode;
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CVector m_PreviousCameraPosition;
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CVector m_RealPreviousCameraPosition;
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CVector m_cvecAimingTargetCoors;
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CVector m_vecFixedModeVector;
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CVector m_vecFixedModeSource;
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CVector m_vecFixedModeUpOffSet;
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CVector m_vecCutSceneOffset;
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CVector m_cvecStartingSourceForInterPol;
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CVector m_cvecStartingTargetForInterPol;
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CVector m_cvecStartingUpForInterPol;
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CVector m_cvecSourceSpeedAtStartInter;
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CVector m_cvecTargetSpeedAtStartInter;
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CVector m_cvecUpSpeedAtStartInter;
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CVector m_vecSourceWhenInterPol;
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CVector m_vecTargetWhenInterPol;
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CVector m_vecUpWhenInterPol;
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CVector m_vecClearGeometryVec;
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CVector m_vecGameCamPos;
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CVector SourceDuringInter;
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CVector TargetDuringInter;
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CVector UpDuringInter;
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RwCamera *m_pRwCamera;
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CEntity *pTargetEntity;
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CCamPathSplines m_arrPathArray[MAX_NUM_OF_SPLINETYPES];
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#ifdef GTA_TRAIN
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CTrainCamNode m_arrTrainCamNode[MAX_NUM_OF_NODES];
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#endif
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CMatrix m_cameraMatrix;
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bool m_bGarageFixedCamPositionSet;
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bool m_vecDoingSpecialInterPolation;
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bool m_bScriptParametersSetForInterPol;
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bool m_bFading;
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bool m_bMusicFading;
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CMatrix m_viewMatrix;
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CVector m_vecFrustumNormals[4];
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CVector m_vecOldSourceForInter;
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CVector m_vecOldFrontForInter;
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CVector m_vecOldUpForInter;
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float m_vecOldFOVForInter;
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float m_fFLOATingFade;
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float m_fFLOATingFadeMusic;
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float m_fTimeToFadeOut;
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float m_fTimeToFadeMusic;
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float m_fFractionInterToStopMoving;
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float m_fFractionInterToStopCatchUp;
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float m_fFractionInterToStopMovingTarget;
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float m_fFractionInterToStopCatchUpTarget;
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float m_fGaitSwayBuffer;
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float m_fScriptPercentageInterToStopMoving;
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float m_fScriptPercentageInterToCatchUp;
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|
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uint32 m_fScriptTimeForInterPolation;
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|
|
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int16 m_iFadingDirection;
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|
int m_iModeObbeCamIsInForCar;
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|
int16 m_iModeToGoTo;
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|
int16 m_iMusicFadingDirection;
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|
int16 m_iTypeOfSwitch;
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|
|
|
uint32 m_uiFadeTimeStarted;
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|
uint32 m_uiFadeTimeStartedMusic;
|
|
|
|
static bool m_bUseMouse3rdPerson;
|
|
#ifdef FREE_CAM
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static bool bFreeCam;
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|
#endif
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|
|
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// High level and misc
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CCamera(void);
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void Init(void);
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void Process(void);
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void CamControl(void);
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|
void UpdateTargetEntity(void);
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|
void UpdateSoundDistances(void);
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|
void InitialiseCameraForDebugMode(void);
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|
void CamShake(float strength, float x, float y, float z);
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|
bool Get_Just_Switched_Status() { return m_bJust_Switched; }
|
|
void AvoidTheGeometry(const CVector &Source, const CVector &TargetPos, CVector &NewSource, float FOV);
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|
void GetArrPosForVehicleType(int apperance, int &index);
|
|
void GetScreenRect(CRect &rect);
|
|
|
|
// Who's in control
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|
void TakeControl(CEntity *target, int16 mode, int16 typeOfSwitch, int32 controller);
|
|
void TakeControlNoEntity(const CVector &position, int16 typeOfSwitch, int32 controller);
|
|
void TakeControlWithSpline(int16 typeOfSwitch);
|
|
void Restore(void);
|
|
void RestoreWithJumpCut(void);
|
|
void SetCamPositionForFixedMode(const CVector &Source, const CVector &UppOffSet);
|
|
|
|
// Transition
|
|
void StartTransition(int16 mode);
|
|
void StartTransitionWhenNotFinishedInter(int16 mode);
|
|
void StoreValuesDuringInterPol(CVector &source, CVector &target, CVector &up, float &FOV);
|
|
|
|
// Widescreen borders
|
|
void SetWideScreenOn(void);
|
|
void SetWideScreenOff(void);
|
|
void ProcessWideScreenOn(void);
|
|
void DrawBordersForWideScreen(void);
|
|
|
|
// Obbe's cam
|
|
bool IsItTimeForNewcam(int32 obbeMode, int32 time);
|
|
bool TryToStartNewCamMode(int32 obbeMode);
|
|
void DontProcessObbeCinemaCamera(void);
|
|
void ProcessObbeCinemaCameraCar(void);
|
|
void ProcessObbeCinemaCameraHeli(void);
|
|
void ProcessObbeCinemaCameraPed(void);
|
|
|
|
// Train
|
|
void LoadTrainCamNodes(char const *name);
|
|
void Process_Train_Camera_Control(void);
|
|
|
|
// Script
|
|
void LoadPathSplines(int file);
|
|
void DeleteCutSceneCamDataMemory(void);
|
|
void FinishCutscene(void);
|
|
float GetPositionAlongSpline(void) { return m_fPositionAlongSpline; }
|
|
uint32 GetCutSceneFinishTime(void);
|
|
void SetCamCutSceneOffSet(const CVector &pos);
|
|
void SetPercentAlongCutScene(float percent);
|
|
void SetParametersForScriptInterpolation(float stopMoving, float catchUp, int32 time);
|
|
void SetZoomValueFollowPedScript(int16 dist);
|
|
void SetZoomValueCamStringScript(int16 dist);
|
|
void SetNearClipScript(float);
|
|
|
|
// Fading
|
|
void ProcessFade(void);
|
|
void ProcessMusicFade(void);
|
|
void Fade(float timeout, int16 direction);
|
|
void SetFadeColour(uint8 r, uint8 g, uint8 b);
|
|
bool GetFading(void);
|
|
int GetFadingDirection(void);
|
|
int GetScreenFadeStatus(void);
|
|
|
|
// Motion blur
|
|
void RenderMotionBlur(void);
|
|
void SetMotionBlur(int r, int g, int b, int a, int type);
|
|
void SetMotionBlurAlpha(int a);
|
|
|
|
// Player looking and aiming
|
|
int GetLookDirection(void);
|
|
bool GetLookingForwardFirstPerson(void);
|
|
bool GetLookingLRBFirstPerson(void);
|
|
void SetCameraDirectlyInFrontForFollowPed_CamOnAString(void);
|
|
void SetCameraDirectlyBehindForFollowPed_CamOnAString(void);
|
|
void SetNewPlayerWeaponMode(int16 mode, int16 minZoom, int16 maxZoom);
|
|
void ClearPlayerWeaponMode(void);
|
|
void UpdateAimingCoors(CVector const &coors);
|
|
bool Find3rdPersonCamTargetVector(float dist, CVector pos, CVector &source, CVector &target);
|
|
float Find3rdPersonQuickAimPitch(void);
|
|
bool Using1stPersonWeaponMode(void);
|
|
|
|
// Physical camera
|
|
void SetRwCamera(RwCamera *cam);
|
|
const CMatrix& GetCameraMatrix(void) { return m_cameraMatrix; }
|
|
CVector &GetGameCamPosition(void) { return m_vecGameCamPos; }
|
|
void CalculateDerivedValues(void);
|
|
bool IsPointVisible(const CVector ¢er, const CMatrix *mat);
|
|
bool IsSphereVisible(const CVector ¢er, float radius, const CMatrix *mat);
|
|
bool IsSphereVisible(const CVector ¢er, float radius);
|
|
bool IsBoxVisible(RwV3d *box, const CMatrix *mat);
|
|
};
|
|
|
|
VALIDATE_SIZE(CCamera, 0xE9D8);
|
|
|
|
extern CCamera TheCamera;
|
|
|
|
void CamShakeNoPos(CCamera*, float);
|
|
void MakeAngleLessThan180(float &Angle);
|
|
void WellBufferMe(float Target, float *CurrentValue, float *CurrentSpeed, float MaxSpeed, float Acceleration, bool IsAngle);
|