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authoraap <aap@papnet.eu>2020-06-14 09:36:58 +0200
committerGitHub <noreply@github.com>2020-06-14 09:36:58 +0200
commit75fcedb03012ac37ad81d92991662ea45e169e0c (patch)
tree0c8b9b663e8a547c26083dfa5748565dfdc4e084 /src
parentscript fix (diff)
parentsome camera code (diff)
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Diffstat (limited to 'src')
-rw-r--r--src/control/Pickups.cpp2
-rw-r--r--src/control/Pickups.h2
-rw-r--r--src/core/Cam.cpp1501
-rw-r--r--src/core/Camera.cpp324
-rw-r--r--src/core/Camera.h48
-rw-r--r--src/peds/Ped.cpp6
-rw-r--r--src/render/Renderer.cpp2
-rw-r--r--src/render/Timecycle.h3
-rw-r--r--src/vehicles/Automobile.cpp4
-rw-r--r--src/vehicles/Bike.cpp14
-rw-r--r--src/vehicles/Bike.h2
11 files changed, 1012 insertions, 896 deletions
diff --git a/src/control/Pickups.cpp b/src/control/Pickups.cpp
index 2de30a0a..1ab09d52 100644
--- a/src/control/Pickups.cpp
+++ b/src/control/Pickups.cpp
@@ -36,6 +36,8 @@ int16 CPickups::NumMessages;
int32 CPickups::aPickUpsCollected[NUMCOLLECTEDPICKUPS];
int16 CPickups::CollectedPickUpIndex;
+int32 CPickups::PlayerOnWeaponPickup;
+
// unused
bool CPickups::bPickUpcamActivated;
CVehicle *CPickups::pPlayerVehicle;
diff --git a/src/control/Pickups.h b/src/control/Pickups.h
index 0a73696a..423f864b 100644
--- a/src/control/Pickups.h
+++ b/src/control/Pickups.h
@@ -70,6 +70,8 @@ class CPickups
static int16 NumMessages;
static tPickupMessage aMessages[NUMPICKUPMESSAGES];
public:
+ static int32 PlayerOnWeaponPickup;
+
static void Init();
static void Update();
static void RenderPickUpText();
diff --git a/src/core/Cam.cpp b/src/core/Cam.cpp
index fd45a374..954e8282 100644
--- a/src/core/Cam.cpp
+++ b/src/core/Cam.cpp
@@ -26,10 +26,14 @@
#include "Camera.h"
#include "DMAudio.h"
#include "Bike.h"
+#include "Pickups.h"
bool PrintDebugCode = false;
int16 DebugCamMode;
+extern float fRangePlayerRadius;
+extern float fCloseNearClipLimit;
+
#ifdef FREE_CAM
bool CCamera::bFreeCam;
int nPreviousMode = -1;
@@ -41,11 +45,11 @@ CCam::Init(void)
Mode = MODE_FOLLOWPED;
Front = CVector(0.0f, 0.0f, -1.0f);
Up = CVector(0.0f, 0.0f, 1.0f);
- Rotating = 0;
+ Rotating = false;
m_iDoCollisionChecksOnFrameNum = 1;
m_iDoCollisionCheckEveryNumOfFrames = 9;
m_iFrameNumWereAt = 0;
- m_bCollisionChecksOn = 1;
+ m_bCollisionChecksOn = false;
m_fRealGroundDist = 0.0f;
BetaSpeed = 0.0f;
AlphaSpeed = 0.0f;
@@ -53,21 +57,23 @@ CCam::Init(void)
f_max_role_angle = DEGTORAD(5.0f);
Distance = 30.0f;
DistanceSpeed = 0.0f;
- m_pLastCarEntered = 0;
- m_pLastPedLookedAt = 0;
- ResetStatics = 1;
+ m_pLastCarEntered = nil;
+ m_pLastPedLookedAt = nil;
+ ResetStatics = true;
Beta = 0.0f;
- m_bFixingBeta = 0;
+ m_fTilt = 0.0f;
+ m_fTiltSpeed = 0.0f;
+ m_bFixingBeta = false;
CA_MIN_DISTANCE = 0.0f;
CA_MAX_DISTANCE = 0.0f;
- LookingBehind = 0;
- LookingLeft = 0;
- LookingRight = 0;
+ LookingBehind = false;
+ LookingLeft = false;
+ LookingRight = false;
m_fPlayerInFrontSyphonAngleOffSet = DEGTORAD(20.0f);
m_fSyphonModeTargetZOffSet = 0.5f;
m_fRadiusForDead = 1.5f;
DirectionWasLooking = LOOKING_FORWARD;
- LookBehindCamWasInFront = 0;
+ LookBehindCamWasInFront = false;
f_Roll = 0.0f;
f_rollSpeed = 0.0f;
m_fCloseInPedHeightOffset = 0.0f;
@@ -231,7 +237,7 @@ CCam::Process(void)
ProcessArrestCamTwo();
break;
case MODE_M16_1STPERSON:
- case MODE_HELICANNON_1STPERSON: // miami
+ case MODE_HELICANNON_1STPERSON:
Process_M16_1stPerson(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar);
break;
case MODE_SPECIAL_FIXED_FOR_SYPHON:
@@ -897,10 +903,10 @@ CCam::PrintMode(void)
"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",
+ "Top Down Ped", "Lighthouse",
"Sniper run about", "Rocket run about",
"1st Person run about", "M16 run about", "Fight run about",
- "Editor"
+ "Editor", "Helicannon", "Camera"
};
sprintf(buf, "Cam: %s", modes[TheCamera.Cams[TheCamera.ActiveCam].Mode]);
CDebug::PrintAt(buf, 2, 5);
@@ -994,97 +1000,89 @@ CCam::GetPedBetaAngleForClearView(const CVector &Target, float Dist, float BetaO
return 0.0f;
}
-static float DefaultAcceleration = 0.045f;
-static float DefaultMaxStep = 0.15f;
+float DefaultAcceleration = 0.045f;
+float DefaultMaxStep = 0.15f;
+float fDefaultSpeedStep = 0.025f;
+float fDefaultSpeedMultiplier = 0.09f;
+float fDefaultSpeedLimit = 0.15f;
+float fDefaultSpeedStep4Avoid = 0.02f;
+float fDefaultSpeedMultiplier4Avoid = 0.05f;
+float fDefaultSpeedLimit4Avoid = 0.25f;
+float fAvoidGeomThreshhold = 1.5f;
+float fMiniGunBetaOffset = 0.3f;
void
CCam::Process_FollowPed(const CVector &CameraTarget, float TargetOrientation, float, float)
{
- const float GroundDist = 1.85f;
+ if(!CamTargetEntity->IsPed())
+ return;
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;
+ bool StandingInTrain = false;
+ float ZoomGroundTarget = 0.0f;
+ float ZoomZTarget = 0.0f;
static int TimeIndicatedWantedToGoDown = 0;
static bool StartedCountingForGoDown = false;
+ static float ZoomGround = 0.0f;
+ static float ZoomGroundSpeed = 0.0f;
+ static float ZoomZ = 0.0f;
+ static float ZoomZSpeed = 0.0f;
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
+ ZoomGround = 0.0f;
+ ZoomGroundSpeed = 0.0f;
+ ZoomZ = 0.0f;
+ ZoomZSpeed = 0.0f;
+ Distance = 500.0f;
}
TargetCoors = CameraTarget;
+
+ // Take speed of thing we're standing on into account
+ CVector GroundMovement(0.0f, 0.0f, 0.0f);
+ CPhysical *ground = (CPhysical*)((CPed*)CamTargetEntity)->m_pCurSurface;
+ if(ground && (ground->IsVehicle() || ground->IsObject()))
+ GroundMovement += ground->GetSpeed(CamTargetEntity->GetPosition() - ground->GetPosition()) * CTimer::GetTimeStep();
+
+ Source += GroundMovement;
IdealSource = Source;
TargetCoors.z += m_fSyphonModeTargetZOffSet;
- TargetCoors = DoAverageOnVector(TargetCoors);
- TargetCoors.z += m_fRoadOffSet;
+ TargetCoors.z = DoAverageOnVector(TargetCoors).z;
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
+ if(Length != 0.0f){
+ IdealSource = TargetCoors + CVector(Dist.x, Dist.y, 0.0f)/Length * m_fMinRealGroundDist;
+ IdealSource.z += GroundMovement.z;
+ }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);
+ IdealSource.x = TargetCoors.x + m_fMinRealGroundDist*Cos(m_fTransitionBeta);
+ IdealSource.y = TargetCoors.y + m_fMinRealGroundDist*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);
@@ -1096,7 +1094,7 @@ CCam::Process_FollowPed(const CVector &CameraTarget, float TargetOrientation, fl
if(FindPlayerVehicle())
if(FindPlayerVehicle()->m_vehType == VEHICLE_TYPE_TRAIN)
- HackPlayerOnStoppingTrain = true;
+ StandingInTrain = true;
if(TheCamera.m_bCamDirectlyInFront){
m_bCollisionChecksOn = true;
@@ -1106,24 +1104,30 @@ CCam::Process_FollowPed(const CVector &CameraTarget, float TargetOrientation, fl
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(TheCamera.PedZoomIndicator == CAM_ZOOM_1 &&
+ ((CPed*)CamTargetEntity)->GetPedState() != PED_ENTER_CAR &&
+ ((CPed*)CamTargetEntity)->GetPedState() != PED_CARJACK){
+ ZoomGroundTarget = m_fTargetZoomGroundOne;
+ ZoomZTarget = m_fTargetZoomOneZExtra;
+ }else if(TheCamera.PedZoomIndicator == CAM_ZOOM_2 || TheCamera.PedZoomIndicator == CAM_ZOOM_1){
+ ZoomGroundTarget = m_fTargetZoomGroundTwo;
+ ZoomZTarget = m_fTargetZoomTwoZExtra;
+ }else if(TheCamera.PedZoomIndicator == CAM_ZOOM_3){
+ ZoomGroundTarget = m_fTargetZoomGroundThree;
+ ZoomZTarget = m_fTargetZoomThreeZExtra;
+ }
+ if(m_fCloseInPedHeightOffset > 0.00001f){
+ ZoomGroundTarget = m_fTargetCloseInDist;
+ ZoomZTarget = m_fTargetZoomZCloseIn;
+ }
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;
+ ZoomGround = ZoomGroundTarget;
+ ZoomZ = ZoomZTarget;
}
- // 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;
-
+ float SpeedStep = fDefaultSpeedStep;
+ float SpeedMultiplier = fDefaultSpeedMultiplier;
+ float SpeedLimit = fDefaultSpeedLimit;
bool Shooting = false;
CPed *ped = (CPed*)CamTargetEntity;
if(ped->GetWeapon()->m_eWeaponType != WEAPONTYPE_UNARMED)
@@ -1134,166 +1138,52 @@ CCam::Process_FollowPed(const CVector &CameraTarget, float TargetOrientation, fl
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){
+ if(CPad::GetPad(0)->ForceCameraBehindPlayer() && !CPickups::PlayerOnWeaponPickup || 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)
+ if(AngleToGoTo == 0.0f){
FixedTargetOrientation = TargetOrientation + PI;
+ if(Shooting && ped->GetWeapon()->m_eWeaponType == WEAPONTYPE_MINIGUN)
+ FixedTargetOrientation -= fMiniGunBetaOffset;
+ }
Rotating = true;
}else{
- FixedTargetOrientation = TargetOrientation + PI + AngleToGoTo;
+ FixedTargetOrientation = TargetOrientation + PI;
Rotating = true;
PickedASide = true;
+ if(Shooting && ped->GetWeapon()->m_eWeaponType == WEAPONTYPE_MINIGUN)
+ FixedTargetOrientation -= fMiniGunBetaOffset;
}
- }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;
-
+ }else if(Abs(TheCamera.m_fAvoidTheGeometryProbsTimer) > fAvoidGeomThreshhold && !Rotating ){
-
- // 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);
+ if(TheCamera.m_fAvoidTheGeometryProbsTimer < 0.0f)
+ FixedTargetOrientation = TargetOrientation;
+ else
+ FixedTargetOrientation = TargetOrientation + PI;
+ float dist = (Source - TargetCoors).Magnitude();
+ float mult = dist > 0.1f ? 1.0f/dist : 10.0f;
+ SpeedStep = mult * fDefaultSpeedStep4Avoid;
+ SpeedMultiplier = mult * fDefaultSpeedMultiplier4Avoid;
+ SpeedLimit = mult * fDefaultSpeedLimit4Avoid;
}
- 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){
+ !(CPad::GetPad(0)->ForceCameraBehindPlayer() && !CPickups::PlayerOnWeaponPickup) && !Shooting){
Rotating = false;
- BetaSpeed = 0.0f;
+ if(TheCamera.m_fAvoidTheGeometryProbsTimer <= fAvoidGeomThreshhold)
+ BetaSpeed = 0.0f;
}
// Now do the Beta rotation
- float RotDistance = (IdealSource - TargetCoors).Magnitude2D();
- m_fDistanceBeforeChanges = RotDistance;
+ float RotDistance = m_fMinRealGroundDist;
- if(Rotating){
+ if(Rotating || TheCamera.m_fAvoidTheGeometryProbsTimer > fAvoidGeomThreshhold){
m_bFixingBeta = true;
while(FixedTargetOrientation >= PI) FixedTargetOrientation -= 2*PI;
@@ -1303,13 +1193,23 @@ CCam::Process_FollowPed(const CVector &CameraTarget, float TargetOrientation, fl
while(Beta < -PI) Beta += 2*PI;
-/*
- // This is inlined WellBufferMe
+ // This is inlined WellBufferMe - unfortunately modified so we can't just call it
+ {
DeltaBeta = FixedTargetOrientation - Beta;
while(DeltaBeta >= PI) DeltaBeta -= 2*PI;
while(DeltaBeta < -PI) DeltaBeta += 2*PI;
- float ReqSpeed = DeltaBeta * MaxSpeed;
+ // this is the added bit
+ if(!Rotating){
+ if(TheCamera.m_nAvoidTheGeometryProbsDirn == -1 && DeltaBeta > 0.0f ||
+ TheCamera.m_nAvoidTheGeometryProbsDirn == 1 && DeltaBeta < 0.0f)
+ DeltaBeta *= -1.0f;
+ }
+
+ float ReqSpeed = DeltaBeta * SpeedMultiplier;
+ // this is also added
+ ReqSpeed = clamp(ReqSpeed, -SpeedLimit, SpeedLimit);
+
// Add or subtract absolute depending on sign, genius!
if(ReqSpeed - BetaSpeed > 0.0f)
BetaSpeed += SpeedStep * Abs(ReqSpeed - BetaSpeed) * CTimer::GetTimeStep();
@@ -1324,8 +1224,7 @@ CCam::Process_FollowPed(const CVector &CameraTarget, float TargetOrientation, fl
BetaSpeed = ReqSpeed;
Beta += BetaSpeed * Min(10.0f, CTimer::GetTimeStep());
-*/
- WellBufferMe(FixedTargetOrientation, &Beta, &BetaSpeed, MaxSpeed, Acceleration, true);
+ }
if(ResetStatics){
Beta = FixedTargetOrientation;
@@ -1349,7 +1248,14 @@ CCam::Process_FollowPed(const CVector &CameraTarget, float TargetOrientation, fl
if(TheCamera.m_bCamDirectlyBehind || TheCamera.m_bCamDirectlyInFront ||
- HackPlayerOnStoppingTrain || Rotating){
+ StandingInTrain || Rotating ||
+ TheCamera.m_bUseTransitionBeta && ResetStatics ||
+ Abs(TheCamera.m_fAvoidTheGeometryProbsTimer) > fAvoidGeomThreshhold){
+ if(TheCamera.m_bUseTransitionBeta){
+ Beta = m_fTransitionBeta;
+ Source.x = TargetCoors.x + RotDistance * Cos(m_fTransitionBeta);
+ Source.y = TargetCoors.y + RotDistance * Sin(m_fTransitionBeta);
+ }
if(TheCamera.m_bCamDirectlyBehind){
Beta = TargetOrientation + PI;
Source.x = TargetCoors.x + RotDistance * Cos(Beta);
@@ -1360,7 +1266,15 @@ CCam::Process_FollowPed(const CVector &CameraTarget, float TargetOrientation, fl
Source.x = TargetCoors.x + RotDistance * Cos(Beta);
Source.y = TargetCoors.y + RotDistance * Sin(Beta);
}
- if(HackPlayerOnStoppingTrain){
+ if(StandingInTrain){
+ 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;
+ }
+ if(StandingInTrain){
Beta = TargetOrientation + PI;
Source.x = TargetCoors.x + RotDistance * Cos(Beta);
Source.y = TargetCoors.y + RotDistance * Sin(Beta);
@@ -1368,59 +1282,34 @@ CCam::Process_FollowPed(const CVector &CameraTarget, float TargetOrientation, fl
m_fCamBufferedHeight = 0.0f;
m_fCamBufferedHeightSpeed = 0.0f;
}
+
// Beta and Source already set in the rotation code
}else{
Source = IdealSource;
BetaSpeed = 0.0f;
}
+ Source.z = IdealSource.z;
- // 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;
+ WellBufferMe(ZoomGroundTarget, &ZoomGround, &ZoomGroundSpeed, 0.2f, 0.07f, false);
+ WellBufferMe(ZoomZTarget, &ZoomZ, &ZoomZSpeed, 0.2f, 0.07f, false);
+ Source.x -= Front.x*ZoomGround;
+ Source.y -= Front.y*ZoomGround;
+ Source.z += ZoomZ;
// Process height offset to avoid peds and cars
- float TargetZOffSet = m_fRoadOffSet + m_fDimensionOfHighestNearCar;
- TargetZOffSet = Max(TargetZOffSet, m_fPedBetweenCameraHeightOffset);
+ float TargetZOffSet = Max(m_fDimensionOfHighestNearCar, 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
+ else
WellBufferMe(TargetHeight, &m_fCamBufferedHeight, &m_fCamBufferedHeightSpeed, 0.2f, 0.025f, false);
StartedCountingForGoDown = false;
}else{
@@ -1439,24 +1328,24 @@ CCam::Process_FollowPed(const CVector &CameraTarget, float TargetOrientation, fl
}
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;
+ CVector OrigSource = Source;
+ TheCamera.AvoidTheGeometry(OrigSource, TargetCoors, Source, FOV);
+ float TargetDist = (TargetCoors - Source).Magnitude();
+ if(TargetDist < Distance)
+ Distance = TargetDist;
+ else{
+ float f = Pow(0.97f, CTimer::GetTimeStep());
+ Distance = (1.0f - f)*TargetDist + f*Distance;
+ if(TargetDist > 0.05f)
+ Source = TargetCoors + (Source-TargetCoors)*Distance/TargetDist;
+ float clip = Distance-fRangePlayerRadius;
+ if(clip < RwCameraGetNearClipPlane(Scene.camera))
+ RwCameraSetNearClipPlane(Scene.camera, Max(clip, fCloseNearClipLimit));
+ }
+
Front = TargetCoors - Source;
m_fRealGroundDist = Front.Magnitude2D();
m_fMinDistAwayFromCamWhenInterPolating = m_fRealGroundDist;
@@ -1464,19 +1353,19 @@ CCam::Process_FollowPed(const CVector &CameraTarget, float TargetOrientation, fl
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;
+float fBaseDist = 1.7f;
+float fAngleDist = 2.0f;
+float fFalloff = 3.0f;
+float fStickSens = 0.01f;
+float fTweakFOV = 1.1f;
+float fTranslateCamUp = 0.8f;
+int16 nFadeControlThreshhold = 45;
+float fDefaultAlphaOrient = -0.22f;
+float fMouseAvoidGeomReturnRate = 0.92f;
void
CCam::Process_FollowPedWithMouse(const CVector &CameraTarget, float TargetOrientation, float, float)
@@ -1500,30 +1389,44 @@ CCam::Process_FollowPedWithMouse(const CVector &CameraTarget, float TargetOrient
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();
- }
+ TargetCoors = CameraTarget;
+ TargetCoors.z += fTranslateCamUp;
+
float AlphaOffset, BetaOffset;
- if(UseMouse){
- BetaOffset = LookLeftRight * TheCamera.m_fMouseAccelHorzntl * FOV/80.0f;
- AlphaOffset = LookUpDown * TheCamera.m_fMouseAccelVertical * FOV/80.0f;
+ if(CPad::GetPad(0)->IsPlayerControlsDisabledBy(PLAYERCONTROL_DISABLED_20)){
+ CVector ToCam = Source - TargetCoors;
+ ToCam.Normalise();
+ if(ToCam.z < -0.9f)
+ BetaOffset = TargetOrientation + PI;
+ else
+ BetaOffset = Atan2(ToCam.y, ToCam.x);
+ AlphaOffset = 0.0f;
}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();
+ // 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();
+ }
+ if(UseMouse){
+ BetaOffset = LookLeftRight * TheCamera.m_fMouseAccelHorzntl * FOV/80.0f;
+ AlphaOffset = LookUpDown * TheCamera.m_fMouseAccelVertical * FOV/80.0f;
+ }else{
+ BetaOffset = LookLeftRight * fStickSens * (1.0f/14.0f) * FOV/80.0f * CTimer::GetTimeStep();
+ AlphaOffset = LookUpDown * fStickSens * (0.6f/14.0f) * FOV/80.0f * CTimer::GetTimeStep();
+ }
}
if(TheCamera.GetFading() && TheCamera.GetFadingDirection() == FADE_IN && nFadeControlThreshhold < CDraw::FadeValue ||
- CDraw::FadeValue > 200){
+ CDraw::FadeValue > 200 ||
+ CPad::GetPad(0)->IsPlayerControlsDisabledBy(PLAYERCONTROL_DISABLED_20)){
if(Alpha < fDefaultAlphaOrient-0.05f)
AlphaOffset = 0.05f;
else if(Alpha < fDefaultAlphaOrient)
@@ -1541,11 +1444,7 @@ CCam::Process_FollowPedWithMouse(const CVector &CameraTarget, float TargetOrient
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);
+ else if(Alpha < -DEGTORAD(89.5f)) Alpha = -DEGTORAD(89.5f);
// SA code
#ifdef FREE_CAM
@@ -1558,12 +1457,12 @@ CCam::Process_FollowPedWithMouse(const CVector &CameraTarget, float TargetOrient
CamDist = fBaseDist + Cos(Alpha)*fAngleDist;
if(TheCamera.m_bUseTransitionBeta)
- Beta = CGeneral::GetATanOfXY(-Cos(m_fTransitionBeta), -Sin(m_fTransitionBeta));
+ Beta = m_fTransitionBeta;
if(TheCamera.m_bCamDirectlyBehind)
- Beta = TheCamera.m_PedOrientForBehindOrInFront;
- if(TheCamera.m_bCamDirectlyInFront)
Beta = TheCamera.m_PedOrientForBehindOrInFront + PI;
+ if(TheCamera.m_bCamDirectlyInFront)
+ Beta = TheCamera.m_PedOrientForBehindOrInFront;
if(OnTrain)
Beta = TargetOrientation;
@@ -1579,7 +1478,7 @@ CCam::Process_FollowPedWithMouse(const CVector &CameraTarget, float TargetOrient
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){
+ if(entity->IsPed() && ColCamDist > DEFAULT_NEAR + 0.1f){
// Ped in the way but not clipping through
if(CWorld::ProcessLineOfSight(colPoint.point, Source, colPoint, entity, true, true, true, true, false, false, true)){
PedColDist = (TargetCoors - colPoint.point).Magnitude();
@@ -1617,9 +1516,12 @@ CCam::Process_FollowPedWithMouse(const CVector &CameraTarget, float TargetOrient
if(dist == 0.1f)
Source += (TargetCoors - Source)*0.3f;
+ Near = RwCameraGetNearClipPlane(Scene.camera);
#ifndef FIX_BUGS
- // this is totally wrong...
- radius = Tan(FOV / 2.0f) * Near;
+ // this is wrong...DEGTORAD missing
+ radius = Tan(FOV / 2.0f) * CDraw::CalculateAspectRatio() * fTweakFOV * Near;
+#else
+ radius = ViewPlaneWidth*Near;
#endif
// Keep testing
entity = CWorld::TestSphereAgainstWorld(Source + Front*Near, radius, nil, true, true, false, true, false, false);
@@ -1629,13 +1531,27 @@ CCam::Process_FollowPedWithMouse(const CVector &CameraTarget, float TargetOrient
entity = nil;
}
+ float TargetDist = (TargetCoors - Source).Magnitude();
+ if(TargetDist < Distance)
+ Distance = TargetDist;
+ else{
+ float f = Pow(fMouseAvoidGeomReturnRate, CTimer::GetTimeStep());
+ Distance = (1.0f - f)*TargetDist + f*Distance;
+ if(TargetDist > 0.05f)
+ Source = TargetCoors + (Source-TargetCoors)*Distance/TargetDist;
+ float clip = Distance-fRangePlayerRadius;
+ if(clip < RwCameraGetNearClipPlane(Scene.camera))
+ RwCameraSetNearClipPlane(Scene.camera, Max(clip, fCloseNearClipLimit));
+ }
+
TheCamera.m_bCamDirectlyInFront = false;
TheCamera.m_bCamDirectlyBehind = false;
GetVectorsReadyForRW();
if(((CPed*)CamTargetEntity)->CanStrafeOrMouseControl() && CDraw::FadeValue < 250 &&
- (TheCamera.GetFadingDirection() != FADE_OUT || CDraw::FadeValue <= 100)){
+ (TheCamera.GetFadingDirection() != FADE_OUT || CDraw::FadeValue <= 100) &&
+ !CPad::GetPad(0)->IsPlayerControlsDisabledBy(PLAYERCONTROL_DISABLED_20)){
float Heading = Front.Heading();
((CPed*)TheCamera.pTargetEntity)->m_fRotationCur = Heading;
((CPed*)TheCamera.pTargetEntity)->m_fRotationDest = Heading;
@@ -1644,6 +1560,7 @@ CCam::Process_FollowPedWithMouse(const CVector &CameraTarget, float TargetOrient
}
}
+//--MIAMI: done
void
CCam::Process_BehindCar(const CVector &CameraTarget, float TargetOrientation, float, float)
{
@@ -1672,300 +1589,173 @@ CCam::Process_BehindCar(const CVector &CameraTarget, float TargetOrientation, fl
}
TargetCoors.z += 0.8f;
- WorkOutCamHeightWeeCar(TargetCoors, TargetOrientation);
+ Alpha = DEGTORAD(25.0f);
+ Source.z = TargetCoors.z + CA_MAX_DISTANCE*Sin(Alpha);
+
RotCamIfInFrontCar(TargetCoors, TargetOrientation);
- FixCamIfObscured(TargetCoors, 1.2f, TargetOrientation);
+ m_cvecTargetCoorsForFudgeInter = TargetCoors;
+ CVector OrigSource = Source;
+ TheCamera.AvoidTheGeometry(OrigSource, m_cvecTargetCoorsForFudgeInter, Source, FOV);
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;
-}
+float ZmOneAlphaOffset[] = { -0.01f, 0.1f, 0.125f, -0.1f, -0.06f };
+float ZmTwoAlphaOffset[] = { 0.045f, 0.12f, 0.045f, 0.045f, -0.035f };
+float ZmThreeAlphaOffset[] = { 0.005f, 0.005f, 0.15f, 0.005f, 0.12f };
+float INIT_RC_HELI_HORI_EXTRA = 6.0f;
+float INIT_RC_PLANE_HORI_EXTRA = 9.5f;
+float INIT_RC_HELI_ALPHA_EXTRA = 0.2f;
+float INIT_RC_PLANE_ALPHA_EXTRA = 0.295f;
+//--MIAMI: done
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;
+ if(!CamTargetEntity->IsVehicle())
+ return;
- bool CamClear = true;
- float ModeAlpha = 0.0f;
+ static float AlphaOffset = 0.0;
+ static float AlphaOffsetSpeed = 0.0;
+ static float AlphaDec = 0.0f;
+
+ bool isHeli = false;
+ bool isBike = false;
+ int appearance = ((CVehicle*)CamTargetEntity)->GetVehicleAppearance();
+ if(appearance == VEHICLE_APPEARANCE_BIKE)
+ isBike = true;
+ if(appearance == VEHICLE_APPEARANCE_HELI)
+ isHeli = true;
+ int index = 0;
+ TheCamera.GetArrPosForVehicleType(appearance, index);
+
+ float ExtraOffset = 0.0f;
+ int id = CamTargetEntity->GetModelIndex();
+ if(id == MI_RCRAIDER || id == MI_RCGOBLIN)
+ ExtraOffset = INIT_RC_HELI_ALPHA_EXTRA;
+ else if(id == MI_RCBARON)
+ ExtraOffset = INIT_RC_PLANE_ALPHA_EXTRA;
if(ResetStatics){
- LastTargetAlphaWithCollisionOn = 0.0f;
- LastTopAlphaSpeed = 0.0f;
- LastAlphaSpeedStep = 0.0f;
- PreviousNearCheckNearClipSmall = false;
- }
+ AlphaOffset = 0.0f;
+ AlphaOffsetSpeed = 0.0f;
+ AlphaDec = 0.0f;
- float TopAlphaSpeed = 0.15f;
- float AlphaSpeedStep = 0.015f;
+ if(TheCamera.CarZoomIndicator == CAM_ZOOM_1)
+ AlphaOffset = ZmOneAlphaOffset[index] + ExtraOffset;
+ else if(TheCamera.CarZoomIndicator == CAM_ZOOM_2)
+ AlphaOffset = ZmTwoAlphaOffset[index] + ExtraOffset;
+ else if(TheCamera.CarZoomIndicator == CAM_ZOOM_3)
+ AlphaOffset = ZmThreeAlphaOffset[index] + ExtraOffset;
+ }
- float zoomvalue = TheCamera.CarZoomValueSmooth;
- if(zoomvalue < 0.1f)
- zoomvalue = 0.1f;
if(TheCamera.CarZoomIndicator == CAM_ZOOM_1)
- ModeAlpha = CGeneral::GetATanOfXY(23.0f, zoomvalue); // near
+ WellBufferMe(ZmOneAlphaOffset[index] + ExtraOffset, &AlphaOffset, &AlphaOffsetSpeed, 0.17f, 0.08f, false);
else if(TheCamera.CarZoomIndicator == CAM_ZOOM_2)
- ModeAlpha = CGeneral::GetATanOfXY(10.8f, zoomvalue); // mid
+ WellBufferMe(ZmTwoAlphaOffset[index] + ExtraOffset, &AlphaOffset, &AlphaOffsetSpeed, 0.17f, 0.08f, false);
else if(TheCamera.CarZoomIndicator == CAM_ZOOM_3)
- ModeAlpha = CGeneral::GetATanOfXY(7.0f, zoomvalue); // far
-
+ WellBufferMe(ZmThreeAlphaOffset[index] + ExtraOffset, &AlphaOffset, &AlphaOffsetSpeed, 0.17f, 0.08f, false);
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;
+ 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;
- 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;
+ while(Beta >= PI) Beta -= 2*PI;
+ while(Beta < -PI) Beta += 2*PI;
- TopAlphaSpeed = 0.3f;
- AlphaSpeedStep = 0.03f;
- }
+ float DeltaBeta = Beta - TargetOrientation;
+ while(DeltaBeta >= PI) DeltaBeta -= 2*PI;
+ while(DeltaBeta < -PI) DeltaBeta += 2*PI;
- // 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;
- }
- }
- }
+ float BehindCarNess = Cos(DeltaBeta); // 1 if behind car, 0 if side, -1 if in front
+ CarAlpha = -CarAlpha * BehindCarNess;
+
+ float fwdSpeed = DotProduct(((CPhysical*)CamTargetEntity)->m_vecMoveSpeed, CamTargetEntity->GetForward())*180.0f;
+ if(CamTargetEntity->GetModelIndex() == MI_FIRETRUCK && CPad::GetPad(0)->GetCarGunFired()){
+ CarAlpha = DEGTORAD(10.0f);
+ }else if(isHeli){
+ CarAlpha = 0.0f;
+ float heliFwdZ = CamTargetEntity->GetForward().z;
+ float heliFwdXY = CamTargetEntity->GetForward().Magnitude2D();
+ float alphaAmount = Min(Abs(fwdSpeed/90.0f), 1.0f);
+ if(heliFwdXY != 0.0f || heliFwdZ != 0.0f)
+ CarAlpha = CGeneral::GetATanOfXY(heliFwdXY, Abs(heliFwdZ)) * alphaAmount;
+
+ CColPoint point;
+ CEntity *entity = nil;
+ CVector Test = Source;
+ Test.z = TargetCoors.z + 0.2f + Length*Sin(CarAlpha+AlphaOffset) + m_fCloseInCarHeightOffset;
+ if(CWorld::ProcessVerticalLine(Test, CamTargetEntity->GetPosition().z, point, entity, true, false, false, false, false, false, nil)){
+ float sin = (point.point.z - TargetCoors.z - 0.2f - m_fCloseInCarHeightOffset)/Length;
+ CarAlpha = Asin(clamp(sin, -1.0f, 1.0f)) - AlphaOffset;
+ if(CarAlpha < 0.0f)
+ AlphaOffset += CarAlpha;
+ }
+ }
+
+ CarAlpha = CGeneral::LimitRadianAngle(CarAlpha);
+ if(CarAlpha < 0.0f) CarAlpha = 0.0f;
+ if(CarAlpha > DEGTORAD(89.0f)) CarAlpha = DEGTORAD(89.0f);
- LastTargetAlphaWithCollisionOn = DeltaAlpha + Alpha;
- LastTopAlphaSpeed = TopAlphaSpeed;
- LastAlphaSpeedStep = AlphaSpeedStep;
- }else{
- if(PreviousNearCheckNearClipSmall)
- RwCameraSetNearClipPlane(Scene.camera, DEFAULT_NEAR);
- }
+ if(ResetStatics)
+ Alpha = CarAlpha;
- WellBufferMe(LastTargetAlphaWithCollisionOn, &Alpha, &AlphaSpeed, LastTopAlphaSpeed, LastAlphaSpeedStep, true);
+ float TargetAlpha = Alpha;
+ float DeltaAlpha = CarAlpha - TargetAlpha;
+ while(DeltaAlpha >= PI) DeltaAlpha -= 2*PI;
+ while(DeltaAlpha < -PI) DeltaAlpha += 2*PI;
+ if(Abs(DeltaAlpha) > 0.0f && !TheCamera.m_bVehicleSuspenHigh)
+ TargetAlpha = CarAlpha;
+
+ if(isBike)
+ WellBufferMe(TargetAlpha, &Alpha, &AlphaSpeed, 0.09f, 0.04f, true);
+ else if(isHeli)
+ WellBufferMe(TargetAlpha, &Alpha, &AlphaSpeed, 0.09f, 0.04f, true);
+ else
+ WellBufferMe(TargetAlpha, &Alpha, &AlphaSpeed, 0.15f, 0.07f, true);
- Source.z = TargetCoors.z + Sin(Alpha + ModeAlpha)*Length + m_fCloseInCarHeightOffset;
+ Source.z = TargetCoors.z + Sin(Alpha + AlphaOffset)*Length + m_fCloseInCarHeightOffset;
+ AlphaOffset -= AlphaDec;
}
+//--MIAMI: done
// Rotate cam behind the car when the car is moving forward
bool
CCam::RotCamIfInFrontCar(CVector &TargetCoors, float TargetOrientation)
{
+ float BetaMaxSpeed = 0.15f;
+ float BetaAcceleration = 0.007f;
bool MovingForward = false;
+ float MaxDiffBeta = DEGTORAD(160.0f);
CPhysical *phys = (CPhysical*)CamTargetEntity;
float ForwardSpeed = DotProduct(phys->GetForward(), phys->GetSpeed(CVector(0.0f, 0.0f, 0.0f)));
if(ForwardSpeed > 0.02f)
MovingForward = true;
+ if(phys->IsVehicle() && (phys->GetModelIndex() == MI_SPARROW || phys->GetModelIndex() == MI_HUNTER)){
+ MaxDiffBeta = DEGTORAD(160.0f);
+ BetaMaxSpeed = 0.1f;
+ BetaAcceleration = 0.003f;
+ CVector speed = phys->GetSpeed(CVector(0.0f, 0.0f, 0.0f));
+ speed.z = 0.0f;
+ if(50.0f*speed.Magnitude() > 3.13f)
+ TargetOrientation = CGeneral::GetATanOfXY(speed.x, speed.y);
+ }
+
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)
+ if(Abs(DeltaBeta) > PI-MaxDiffBeta && MovingForward && TheCamera.m_uiTransitionState == 0)
m_bFixingBeta = true;
CPad *pad = CPad::GetPad(0);
@@ -1982,7 +1772,7 @@ CCam::RotCamIfInFrontCar(CVector &TargetCoors, float TargetOrientation)
SetBeta = true;
if(m_bFixingBeta || SetBeta){
- WellBufferMe(TargetOrientation, &Beta, &BetaSpeed, 0.15f, 0.007f, true);
+ WellBufferMe(TargetOrientation, &Beta, &BetaSpeed, BetaMaxSpeed, BetaAcceleration, true);
if(TheCamera.m_bCamDirectlyBehind && &TheCamera.Cams[TheCamera.ActiveCam] == this)
Beta = TargetOrientation;
@@ -2006,132 +1796,157 @@ CCam::RotCamIfInFrontCar(CVector &TargetCoors, float TargetOrientation)
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;
-}
+float FIRETRUCK_TRACKING_MULT = 0.1f;
+float fTestShiftHeliCamTarget = 0.6f;
+float TiltTopSpeed[] = { 0.035f, 0.035f, 0.001f, 0.005f, 0.035f };
+float TiltSpeedStep[] = { 0.016f, 0.016f, 0.0002f, 0.0014f, 0.016f };
+float TiltOverShoot[] = { 1.05f, 1.05f, 0.0f, 0.0f, 1.0f };
+//--MIAMI: done
void
CCam::Process_Cam_On_A_String(const CVector &CameraTarget, float TargetOrientation, float, float)
{
if(!CamTargetEntity->IsVehicle())
return;
+ // unused
+ // ((CVehicle*)CamTargetEntity)->GetVehicleAppearance();
+
FOV = DefaultFOV;
if(ResetStatics){
AlphaSpeed = 0.0f;
- if(TheCamera.m_bIdleOn)
- TheCamera.m_uiTimeWeEnteredIdle = CTimer::GetTimeInMilliseconds();
+ m_fTilt = 0.0f;
+ m_fTiltSpeed = 0.0;
}
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
+ float BaseDist = Dimensions.Magnitude();
+
+ if(((CVehicle*)CamTargetEntity)->IsBike())
+ BaseDist *= 1.45f;
+ if(((CVehicle*)CamTargetEntity)->GetVehicleAppearance() == VEHICLE_APPEARANCE_HELI &&
+ CamTargetEntity->GetStatus() != STATUS_PLAYER_REMOTE)
+ TargetCoors += fTestShiftHeliCamTarget * CamTargetEntity->GetUp() * Dimensions.z;
+ else
+ TargetCoors.z += 0.8f*Dimensions.z;
+
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;
+ Alpha = CGeneral::LimitRadianAngle(Alpha);
+ Beta = CGeneral::LimitRadianAngle(Beta);
+
+ if(CamTargetEntity->GetModelIndex() == MI_FIRETRUCK && CPad::GetPad(0)->GetCarGunFired() &&
+ ((CVehicle*)CamTargetEntity)->m_vecMoveSpeed.Magnitude2D() < 0.01f){
+ float TargetBeta = CamTargetEntity->GetForward().Heading() - ((CAutomobile*)CamTargetEntity)->m_fCarGunLR + HALFPI;
+ TargetBeta = CGeneral::LimitRadianAngle(TargetBeta);
+ float DeltaBeta = TargetBeta - Beta;
+ if(DeltaBeta > PI) DeltaBeta -= TWOPI;
+ else if(DeltaBeta < -PI) DeltaBeta += TWOPI;
+ float dist = (TargetCoors - Source).Magnitude();
+ dist = FIRETRUCK_TRACKING_MULT*dist*clamp(DeltaBeta, -0.8f, 0.8f);
+ Source += dist*CrossProduct(Front, CVector(0.0f, 0.0f, 1.0f));
+ }
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;
+ CVector OrigSource = Source;
+ if(CWorld::GetIsLineOfSightClear(CamTargetEntity->GetPosition(), m_cvecTargetCoorsForFudgeInter, true, false, false, true, false, false, true))
+ TheCamera.AvoidTheGeometry(OrigSource, m_cvecTargetCoorsForFudgeInter, Source, FOV);
+ else
+ TheCamera.AvoidTheGeometry(OrigSource, CamTargetEntity->GetPosition(), Source, FOV);
+
Front = TargetCoors - Source;
Front.Normalise();
- GetVectorsReadyForRW();
+
+ int appearance = ((CVehicle*)CamTargetEntity)->GetVehicleAppearance();
+ int index = 0;
+ TheCamera.GetArrPosForVehicleType(appearance, index);
+
+ if(appearance == VEHICLE_APPEARANCE_HELI){
+ float TargetTilt = DotProduct(Front, ((CVehicle*)CamTargetEntity)->GetSpeed(CVector(0.0f, 0.0f, 0.0f)));
+ CVector UpTarget = CamTargetEntity->GetUp();
+ UpTarget.Normalise();
+ int dir = TargetTilt < 0.0f ? -1 : 1;
+ if(m_fTilt != 0.0f)
+ TargetTilt += TiltOverShoot[index]*TargetTilt/m_fTilt * dir;
+ WellBufferMe(TargetTilt, &m_fTilt, &m_fTiltSpeed, TiltTopSpeed[index], TiltSpeedStep[index], false);
+
+ Up = CVector(0.0f, 0.0f, 1.0f) - (CVector(0.0f, 0.0f, 1.0f) - UpTarget)*m_fTilt;
+ Up.Normalise();
+ Front.Normalise();
+ CVector Left = CrossProduct(Up, Front);
+ Up = CrossProduct(Front, Left);
+ Up.Normalise();
+ }else{
+ float TargetRoll;
+ if(CPad::GetPad(0)->GetDPadLeft() || CPad::GetPad(0)->GetDPadRight()){
+ float fwdSpeed = 180.0f*DotProduct(((CVehicle*)CamTargetEntity)->m_vecMoveSpeed, CamTargetEntity->GetForward());
+ if(fwdSpeed > 210.0f) fwdSpeed = 210.0f;
+ if(CPad::GetPad(0)->GetDPadLeft())
+ TargetRoll = DEGTORAD(10.0f)*TiltOverShoot[index] + f_max_role_angle;
+ else
+ TargetRoll = -(DEGTORAD(10.0f)*TiltOverShoot[index] + f_max_role_angle);
+ CVector FwdTarget = CamTargetEntity->GetForward();
+ FwdTarget.Normalise();
+ float AngleDiff = DotProduct(FwdTarget, Front);
+ AngleDiff = Acos(Min(Abs(AngleDiff), 1.0f));
+ TargetRoll *= fwdSpeed/210.0f * Sin(AngleDiff);
+ }else{
+ float fwdSpeed = 180.0f*DotProduct(((CVehicle*)CamTargetEntity)->m_vecMoveSpeed, CamTargetEntity->GetForward());
+ if(fwdSpeed > 210.0f) fwdSpeed = 210.0f;
+ TargetRoll = CPad::GetPad(0)->GetLeftStickX()/128.0f * fwdSpeed/210.0f;
+ CVector FwdTarget = CamTargetEntity->GetForward();
+ FwdTarget.Normalise();
+ float AngleDiff = DotProduct(FwdTarget, Front);
+ AngleDiff = Acos(Min(Abs(AngleDiff), 1.0f));
+ TargetRoll *= (DEGTORAD(10.0f)*TiltOverShoot[index] + f_max_role_angle) * Sin(AngleDiff);
+ }
+
+ WellBufferMe(TargetRoll, &f_Roll, &f_rollSpeed, 0.15f, 0.07f, false);
+ Up = CVector(Cos(f_Roll + HALFPI), 0.0f, Sin(f_Roll + HALFPI));
+ Up.Normalise();
+ Front.Normalise();
+ CVector Left = CrossProduct(Up, Front);
+ Left.Normalise();
+ Up = CrossProduct(Front, Left);
+ Up.Normalise();
+ }
+
ResetStatics = false;
}
+//--MIAMI: done
// 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;
+ int id = CamTargetEntity->GetModelIndex();
+ float ExtraDist = 0.0f;
+ if(id == MI_RCRAIDER || id == MI_RCGOBLIN)
+ ExtraDist = INIT_RC_HELI_HORI_EXTRA;
+ else if(id == MI_RCBARON)
+ ExtraDist = INIT_RC_PLANE_HORI_EXTRA;
+
+ CA_MAX_DISTANCE = BaseDist + 0.1f + TheCamera.CarZoomValueSmooth + ExtraDist;
CA_MIN_DISTANCE = Min(BaseDist*0.6f, 3.5f);
+ if(CA_MIN_DISTANCE > CA_MAX_DISTANCE)
+ CA_MIN_DISTANCE = CA_MAX_DISTANCE - 0.05f;
CVector Dist = Source - TargetCoors;
if(ResetStatics)
Source = TargetCoors + Dist*(CA_MAX_DISTANCE + 1.0f);
+ Dist = Source - TargetCoors;
+
float Length = Dist.Magnitude2D();
if(Length < 0.001f){
// This probably shouldn't happen. reset view
@@ -2152,6 +1967,7 @@ CCam::Cam_On_A_String_Unobscured(const CVector &TargetCoors, float BaseDist)
}
}
+//--MIAMI: done
void
CCam::FixCamWhenObscuredByVehicle(const CVector &TargetCoors)
{
@@ -2159,7 +1975,7 @@ CCam::FixCamWhenObscuredByVehicle(const CVector &TargetCoors)
static float HeightFixerCarsObscuring = 0.0f;
static float HeightFixerCarsObscuringSpeed = 0.0f;
CColPoint colPoint;
- CEntity *entity;
+ CEntity *entity = nil;
float HeightTarget = 0.0f;
if(CWorld::ProcessLineOfSight(TargetCoors, Source, colPoint, entity, false, true, false, false, false, false, false)){
@@ -2406,7 +2222,6 @@ CCam::Process_TopDownPed(const CVector &CameraTarget, float TargetOrientation, f
ResetStatics = false;
}
-// Identical to M16
void
CCam::Process_Rocket(const CVector &CameraTarget, float, float, float)
{
@@ -2456,8 +2271,8 @@ CCam::Process_Rocket(const CVector &CameraTarget, float, float, float)
}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();
+ Beta += SQR(LookLeftRight/100.0f)*xdir*0.8f/14.0f * FOV/80.0f * CTimer::GetTimeStep();
+ Alpha += SQR(LookUpDown/150.0f)*ydir*1.0f/14.0f * FOV/80.0f * CTimer::GetTimeStep();
}
while(Beta >= PI) Beta -= 2*PI;
while(Beta < -PI) Beta += 2*PI;
@@ -2506,22 +2321,31 @@ CCam::Process_Rocket(const CVector &CameraTarget, float, float, float)
((CPed*)TheCamera.pTargetEntity)->m_fRotationDest = Rotation;
}
-// Identical to Rocket
+float fDuckingBackOffset = 0.5f;
+float fDuckingRightOffset = 0.18f;
+
+//--MIAMI: done
void
CCam::Process_M16_1stPerson(const CVector &CameraTarget, float, float, float)
{
if(!CamTargetEntity->IsPed())
return;
+ float BackOffset = 0.3f;
static bool FailedTestTwelveFramesAgo = false;
RwV3d HeadPos;
CVector TargetCoors;
+ bool isAttached = ((CPed*)CamTargetEntity)->IsPlayer() && ((CPed*)CamTargetEntity)->m_attachedTo;
+
FOV = DefaultFOV;
TargetCoors = CameraTarget;
if(ResetStatics){
- Beta = ((CPed*)CamTargetEntity)->m_fRotationCur + HALFPI;
+ if(isAttached)
+ Beta = 0.0f;
+ else
+ Beta = ((CPed*)CamTargetEntity)->m_fRotationCur + HALFPI;
Alpha = 0.0f;
m_fInitialPlayerOrientation = ((CPed*)CamTargetEntity)->m_fRotationCur + HALFPI;
FailedTestTwelveFramesAgo = false;
@@ -2531,14 +2355,6 @@ CCam::Process_M16_1stPerson(const CVector &CameraTarget, float, float, float)
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();
@@ -2555,73 +2371,151 @@ CCam::Process_M16_1stPerson(const CVector &CameraTarget, float, float, float)
if(UseMouse){
Beta += TheCamera.m_fMouseAccelHorzntl * LookLeftRight * FOV/80.0f;
Alpha += TheCamera.m_fMouseAccelVertical * LookUpDown * FOV/80.0f;
+ }else if(Mode == MODE_HELICANNON_1STPERSON){
+ LookLeftRight /= 128.0f;
+ LookUpDown /= 128.0f;
+ Beta += LookLeftRight*Abs(LookLeftRight)*0.56f/14.0f * FOV/80.0f * CTimer::GetTimeStep();
+ Alpha += LookUpDown*Abs(LookUpDown)*0.48f/14.0f * FOV/80.0f * CTimer::GetTimeStep();
}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();
+ Beta += SQR(LookLeftRight/100.0f)*xdir*0.8f/14.0f * FOV/80.0f * CTimer::GetTimeStep();
+ Alpha += SQR(LookUpDown/150.0f)*ydir*1.0f/14.0f * FOV/80.0f * CTimer::GetTimeStep();
}
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
+ if(((CPed*)CamTargetEntity)->bIsDucking)
+ BackOffset = 0.8f;
+ if(isAttached){
+ CMatrix mat, rot;
+ CPed *TargetPed = (CPed*)CamTargetEntity;
+ TargetPed->PositionAttachedPed();
+ CamTargetEntity->GetMatrix().UpdateRW();
+ CamTargetEntity->UpdateRwFrame();
+ CamTargetEntity->UpdateRpHAnim();
+
+ HeadPos.x = 0.0f;
+ HeadPos.y = 0.0f;
+ HeadPos.z = 0.0f;
+ TargetPed->m_pedIK.GetComponentPosition(HeadPos, PED_HEAD);
+ Source = HeadPos;
+ Source += 0.1f*CamTargetEntity->GetUp();
+ Source -= BackOffset*CamTargetEntity->GetForward();
+
+ if(TargetPed->m_attachRotStep < PI){
+ if(Beta > TargetPed->m_attachRotStep){
+ Beta = TargetPed->m_attachRotStep;
+ CAutomobile *heli = (CAutomobile*)TargetPed->m_attachedTo;
+ if(heli->IsVehicle() && heli->IsCar() && heli->IsRealHeli() && heli->m_fHeliOrientation > 0.0f){
+ float heliOrient = heli->m_fHeliOrientation + CTimer::GetTimeStep()*0.01f;
+ if(heliOrient < 0.0f) heliOrient += TWOPI;
+ else if(heliOrient > TWOPI) heliOrient -= TWOPI;
+ heli->SetHeliOrientation(heliOrient);
+ }
+ }else if(Beta < -TargetPed->m_attachRotStep){
+ Beta = -TargetPed->m_attachRotStep;
+ CAutomobile *heli = (CAutomobile*)TargetPed->m_attachedTo;
+ if(heli->IsVehicle() && heli->IsCar() && heli->IsRealHeli() && heli->m_fHeliOrientation > 0.0f){
+ float heliOrient = heli->m_fHeliOrientation - CTimer::GetTimeStep()*0.01f;
+ if(heliOrient < 0.0f) heliOrient += TWOPI;
+ else if(heliOrient > TWOPI) heliOrient -= TWOPI;
+ heli->SetHeliOrientation(heliOrient);
+ }
+ }
+ }else{
+ while(Beta < -PI) Beta += 2*PI;
+ while(Beta >= PI) Beta -= 2*PI;
+ }
- 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;
+ mat = TargetPed->m_attachedTo->GetMatrix();
+ rot.SetRotateX(Alpha);
+ switch(TargetPed->m_attachType){
+ case 1: rot.RotateZ(Beta + HALFPI); break;
+ case 2: rot.RotateZ(Beta + PI); break;
+ case 3: rot.RotateZ(Beta - HALFPI); break;
+ }
+ mat = mat * rot;
+ Front = mat.GetForward();
+ Up = mat.GetUp();
+ TargetCoors = Source + 3.0f*Front;
+ RwCameraSetNearClipPlane(Scene.camera, 0.4f);
- if(m_bCollisionChecksOn){
- if(!CWorld::GetIsLineOfSightClear(TargetCoors, Source, true, true, false, true, false, true, true)){
- RwCameraSetNearClipPlane(Scene.camera, 0.4f);
- FailedTestTwelveFramesAgo = true;
+ float Rotation = CGeneral::GetATanOfXY(Front.x, Front.y) - HALFPI;
+ ((CPed*)TheCamera.pTargetEntity)->m_fRotationCur = Rotation;
+ ((CPed*)TheCamera.pTargetEntity)->m_fRotationDest = Rotation;
+ }else{
+ CamTargetEntity->GetMatrix().UpdateRW();
+ CamTargetEntity->UpdateRwFrame();
+ CamTargetEntity->UpdateRpHAnim();
+ 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;
+ if(((CPed*)CamTargetEntity)->bIsDucking){
+ Source.x -= fDuckingBackOffset*CamTargetEntity->GetForward().x;
+ Source.y -= fDuckingBackOffset*CamTargetEntity->GetForward().y;
+ Source.x -= fDuckingRightOffset*CamTargetEntity->GetRight().x;
+ Source.y -= fDuckingRightOffset*CamTargetEntity->GetRight().y;
}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)){
+ Source.x -= BackOffset*CamTargetEntity->GetForward().x;
+ Source.y -= BackOffset*CamTargetEntity->GetForward().y;
+ }
+
+ 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{
- 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;
+ 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
- FailedTestTwelveFramesAgo = false;
+ }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;
+ 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;
+ GetVectorsReadyForRW();
+ float Rotation = CGeneral::GetATanOfXY(Front.x, Front.y) - HALFPI;
+ ((CPed*)TheCamera.pTargetEntity)->m_fRotationCur = Rotation;
+ ((CPed*)TheCamera.pTargetEntity)->m_fRotationDest = Rotation;
+ }
}
+float fBike1stPersonOffsetZ = 0.15f;
+
+//--MIAMI: done
void
-CCam::Process_1stPerson(const CVector &CameraTarget, float TargetOrientation, float, float)
+CCam::Process_1stPerson(const CVector &CameraTarget, float TargetOrientation, float SpeedVar, float TargetSpeedVar)
{
+ float BackOffset = 0.3f;
static float DontLookThroughWorldFixer = 0.0f;
CVector TargetCoors;
@@ -2639,6 +2533,7 @@ CCam::Process_1stPerson(const CVector &CameraTarget, float TargetOrientation, fl
Alpha = 0.0f;
m_fInitialPlayerOrientation = ((CPed*)CamTargetEntity)->m_fRotationCur + HALFPI;
}
+ TheCamera.m_fAvoidTheGeometryProbsTimer = 0.0f;
DontLookThroughWorldFixer = 0.0f;
}
@@ -2659,23 +2554,34 @@ CCam::Process_1stPerson(const CVector &CameraTarget, float TargetOrientation, fl
ResetStatics = false;
}
+ CamTargetEntity->GetMatrix().UpdateRW();
+ CamTargetEntity->UpdateRwFrame();
+ CamTargetEntity->UpdateRpHAnim();
+
((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);
+ if(((CPed*)CamTargetEntity)->bIsDucking){
+ Source.x -= fDuckingBackOffset*CamTargetEntity->GetForward().x;
+ Source.y -= fDuckingBackOffset*CamTargetEntity->GetForward().y;
+ Source.x -= fDuckingRightOffset*CamTargetEntity->GetRight().x;
+ Source.y -= fDuckingRightOffset*CamTargetEntity->GetRight().y;
+ }else{
+ Source.x -= BackOffset*CamTargetEntity->GetForward().x;
+ Source.y -= BackOffset*CamTargetEntity->GetForward().y;
+ }
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();
+ Beta += SQR(LookLeftRight/100.0f)*xdir*0.8f/14.0f * FOV/80.0f * CTimer::GetTimeStep();
+ Alpha += SQR(LookUpDown/150.0f)*ydir*1.0f/14.0f * FOV/80.0f * CTimer::GetTimeStep();
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);
+ else 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;
@@ -2719,16 +2625,48 @@ CCam::Process_1stPerson(const CVector &CameraTarget, float TargetOrientation, fl
((CPed*)TheCamera.pTargetEntity)->m_fRotationDest = Rotation;
}else{
assert(CamTargetEntity->IsVehicle());
+
+ if(((CVehicle*)CamTargetEntity)->IsBike() &&
+ (((CBike*)CamTargetEntity)->bWheelieCam || TheCamera.m_fAvoidTheGeometryProbsTimer > 0.0f)){
+ if(CPad::GetPad(0)->GetLeftShoulder2() || CPad::GetPad(0)->GetRightShoulder2()){
+ TheCamera.m_fAvoidTheGeometryProbsTimer = 0.0f;
+ ((CBike*)CamTargetEntity)->bWheelieCam = false;
+ }else if(Process_WheelCam(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar)){
+ if(((CBike*)CamTargetEntity)->bWheelieCam)
+ TheCamera.m_fAvoidTheGeometryProbsTimer = 50.0f;
+ else{
+ TheCamera.m_fAvoidTheGeometryProbsTimer -= CTimer::GetTimeStep();
+ ((CBike*)CamTargetEntity)->bWheelieCam = true;
+ }
+ return;
+ }else{
+ TheCamera.m_fAvoidTheGeometryProbsTimer = 0.0f;
+ ((CBike*)CamTargetEntity)->bWheelieCam = false;
+ }
+ }
+
+ CMatrix *matrix = &CamTargetEntity->GetMatrix();
+ if(((CVehicle*)CamTargetEntity)->IsBike()){
+ ((CBike*)CamTargetEntity)->CalculateLeanMatrix();
+ matrix = &((CBike*)CamTargetEntity)->m_leanMatrix;
+ }
+
CVehicleModelInfo *mi = (CVehicleModelInfo*)CModelInfo::GetModelInfo(CamTargetEntity->GetModelIndex());
CVector CamPos = mi->GetFrontSeatPosn();
CamPos.x = 0.0f;
- CamPos.y += -0.08f;
+ CamPos.y += 0.08f;
CamPos.z += 0.62f;
FOV = 60.0f;
- Source = Multiply3x3(CamTargetEntity->GetMatrix(), CamPos);
+ Source = Multiply3x3(*matrix, CamPos);
Source += CamTargetEntity->GetPosition();
if(((CVehicle*)CamTargetEntity)->IsBoat())
Source.z += 0.5f;
+ else if(((CVehicle*)CamTargetEntity)->IsBike() && ((CVehicle*)CamTargetEntity)->pDriver){
+ CVector Neck(0.0f, 0.0f, 0.0f);
+ ((CVehicle*)CamTargetEntity)->pDriver->m_pedIK.GetComponentPosition(*(RwV3d*)&Neck, PED_NECK);
+ Neck += ((CVehicle*)CamTargetEntity)->m_vecMoveSpeed * CTimer::GetTimeStep();
+ Source.z = Neck.z + fBike1stPersonOffsetZ;
+ }
if(((CVehicle*)CamTargetEntity)->IsUpsideDown()){
if(DontLookThroughWorldFixer < 0.5f)
@@ -2746,9 +2684,9 @@ CCam::Process_1stPerson(const CVector &CameraTarget, float TargetOrientation, fl
DontLookThroughWorldFixer = 0.0f;
}
Source.z += DontLookThroughWorldFixer;
- Front = CamTargetEntity->GetForward();
+ Front = matrix->GetForward();
Front.Normalise();
- Up = CamTargetEntity->GetUp();
+ Up = matrix->GetUp();
Up.Normalise();
CVector Right = CrossProduct(Front, Up);
Right.Normalise();
@@ -2849,8 +2787,8 @@ CCam::Process_1rstPersonPedOnPC(const CVector&, float TargetOrientation, float,
}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();
+ Beta += SQR(LookLeftRight/100.0f)*xdir*0.8f/14.0f * FOV/80.0f * CTimer::GetTimeStep();
+ Alpha += SQR(LookUpDown/150.0f)*ydir*1.0f/14.0f * FOV/80.0f * CTimer::GetTimeStep();
}
while(Beta >= PI) Beta -= 2*PI;
while(Beta < -PI) Beta += 2*PI;
@@ -2952,8 +2890,8 @@ CCam::Process_Sniper(const CVector &CameraTarget, float TargetOrientation, float
}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();
+ Beta += SQR(LookLeftRight/100.0f)*xdir*0.8f/14.0f * FOV/80.0f * CTimer::GetTimeStep();
+ Alpha += SQR(LookUpDown/150.0f)*ydir*1.0f/14.0f * FOV/80.0f * CTimer::GetTimeStep();
}
while(Beta >= PI) Beta -= 2*PI;
while(Beta < -PI) Beta += 2*PI;
@@ -3043,6 +2981,13 @@ CCam::Process_Sniper(const CVector &CameraTarget, float TargetOrientation, float
((CPed*)TheCamera.pTargetEntity)->m_fRotationDest = Rotation;
}
+float INIT_SYPHON_GROUND_DIST = 2.419f;
+float INIT_SYPHON_ALPHA_OFFSET = -DEGTORAD(3.0f);
+float INIT_SYPHON_DEGREE_OFFSET = -DEGTORAD(30.0f);
+float FrontOffsetSyphon = -DEGTORAD(25.5f); // unused
+float INIT_SYPHON_Z_OFFSET = -0.5f;
+
+//--MIAMI: done
void
CCam::Process_Syphon(const CVector &CameraTarget, float, float, float)
{
@@ -3053,82 +2998,123 @@ CCam::Process_Syphon(const CVector &CameraTarget, float, float, float)
static bool CameraObscured = false;
// unused FailedClippingTestPrevously
- static float BetaOffset = DEGTORAD(18.0f);
+ static float BetaOffset = INIT_SYPHON_DEGREE_OFFSET;
// unused AngleToGoTo
// unused AngleToGoToSpeed
// unused DistBetweenPedAndPlayerPreviouslyOn
- static float HeightDown = -0.5f;
- static float PreviousDistForInter;
+ static float HeightDown = INIT_SYPHON_Z_OFFSET;
+ static float AlphaOffset = INIT_SYPHON_ALPHA_OFFSET;
+ static bool NegateBetaOffset = true;
CVector TargetCoors;
- CVector2D vDist;
- float fDist, fAimingDist;
+ float fAimingDist;
float TargetAlpha;
- CColPoint colPoint;
- CEntity *entity;
+ bool StandingOnMovingThing = false;
TargetCoors = CameraTarget;
+ AlphaOffset = INIT_SYPHON_ALPHA_OFFSET;
+ float GroundDist = INIT_SYPHON_GROUND_DIST;
- 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;
+ BetaOffset = INIT_SYPHON_DEGREE_OFFSET;
+ Beta = CGeneral::GetATanOfXY(Source.x - TargetCoors.x, Source.y - TargetCoors.y);
// some unuseds
ResetStatics = false;
}
+ if(NegateBetaOffset)
+ BetaOffset = -INIT_SYPHON_DEGREE_OFFSET;
Beta = NewBeta + BetaOffset;
Source = TargetCoors;
- Source.x += 1.7f*Cos(Beta);
- Source.y += 1.7f*Sin(Beta);
+ Source.x += GroundDist*Cos(Beta);
+ Source.y += GroundDist*Sin(Beta);
+ CPhysical *ground = (CPhysical*)((CPed*)CamTargetEntity)->m_pCurSurface;
+ if(ground && (ground->IsVehicle() || ground->IsObject()))
+ StandingOnMovingThing = true;
TargetCoors.z += m_fSyphonModeTargetZOffSet;
+
+ bool PlayerTooClose = false;
fAimingDist = (TheCamera.m_cvecAimingTargetCoors - TargetCoors).Magnitude2D();
- if(fAimingDist < 6.5f)
+ if(fAimingDist < 6.5f){
fAimingDist = 6.5f;
+ PlayerTooClose = true;
+ }
TargetAlpha = CGeneral::GetATanOfXY(fAimingDist, TheCamera.m_cvecAimingTargetCoors.z - TargetCoors.z);
+ if(ResetStatics) // BUG: can never happen
+ Alpha = -TargetAlpha;
while(TargetAlpha >= PI) TargetAlpha -= 2*PI;
while(TargetAlpha < -PI) TargetAlpha += 2*PI;
+ while(Alpha >= PI) Alpha -= 2*PI;
+ while(Alpha < -PI) Alpha += 2*PI;
// inlined
- WellBufferMe(-TargetAlpha, &Alpha, &AlphaSpeed, 0.07f, 0.015f, true);
+ if(StandingOnMovingThing)
+ WellBufferMe(-TargetAlpha, &Alpha, &AlphaSpeed, 0.07f/2.0f, 0.015f/2.0f, true);
+ else
+ WellBufferMe(-TargetAlpha, &Alpha, &AlphaSpeed, 0.07f, 0.015f, true);
- Source.z += fDist*Sin(Alpha) + fDist*0.2f;
+ Source.z += GroundDist*Sin(Alpha+AlphaOffset) + GroundDist*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;
+ if(!PlayerTooClose){
+ CColPoint point;
+ CEntity *entity = nil;
+ CWorld::pIgnoreEntity = CamTargetEntity;
+ if(CWorld::ProcessLineOfSight(TheCamera.m_cvecAimingTargetCoors, Source, point, entity, true, false, false, true, false, false, true)){
+ CVector TestFront = TheCamera.m_cvecAimingTargetCoors - Source;
+ TestFront.Normalise();
+ CVector CamToPlayer = CameraTarget - Source;
+ CVector CamToCol = point.point - Source;
+ if(DotProduct(TestFront, CamToCol) > DotProduct(TestFront, CamToPlayer)){
+ // collision is beyond player
+ float ColDist = (TheCamera.m_cvecAimingTargetCoors - point.point).Magnitude();
+ CVector PlayerToTarget = TheCamera.m_cvecAimingTargetCoors - CameraTarget;
+ float PlayerToTargetDist = PlayerToTarget.Magnitude();
+ PlayerToTarget.Normalise();
+ CVector Center = TheCamera.m_cvecAimingTargetCoors - ColDist*PlayerToTarget;
+ float Radius = (point.point - Center).Magnitude();
+ if(CWorld::TestSphereAgainstWorld(Center, Radius, nil, true, false, false, true, false, true)){
+ CVector LineToCol = gaTempSphereColPoints[0].point - Center;
+ LineToCol -= DotProduct(LineToCol, PlayerToTarget)*PlayerToTarget;
+ // unused
+ CVector LineToPrevCol = point.point - Center;
+ LineToPrevCol -= DotProduct(LineToPrevCol, PlayerToTarget)*PlayerToTarget;
+ float LineDist = LineToCol.Magnitude();
+ float NewBetaOffset = 0.0f;
+ if(LineDist > 0.0f && ColDist > 0.1f){
+ // scale offset at center to offset at player
+ float DistOffset = LineDist/ColDist * PlayerToTargetDist;
+ // turn into an angle
+ NewBetaOffset = 0.9f*Asin(Min(DistOffset/GroundDist, 1.0f));
+ }
+ if(NewBetaOffset < BetaOffset){
+ float Ratio = NewBetaOffset / BetaOffset;
+ BetaOffset = NewBetaOffset;
+ Beta = NewBeta + NewBetaOffset;
+ GroundDist *= Max(Ratio, 0.5f);
+ Source.x = TargetCoors.x + GroundDist*Cos(Beta);
+ Source.y = TargetCoors.y + GroundDist*Sin(Beta);
+ Source.z += (1.0f-Ratio)*0.5f;
+ }
+ }
+ }
+ }
+ CWorld::pIgnoreEntity = nil;
+ }
- 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 = TheCamera.m_cvecAimingTargetCoors - Source;
+ float TargetDistGround = Front.Magnitude2D();
Front.Normalise();
+ m_cvecTargetCoorsForFudgeInter = Source + TargetDistGround*Front;
+ m_cvecTargetCoorsForFudgeInter.z = TargetCoors.z;
+
+ CVector OrigSource = Source;
+ TheCamera.AvoidTheGeometry(OrigSource, CameraTarget + CVector(0.0f, 0.0f, 0.75f), Source, FOV);
+ Source.z = OrigSource.z;
+
GetVectorsReadyForRW();
}
@@ -3589,7 +3575,7 @@ CCam::Process_FlyBy(const CVector&, float, float, float)
}
}
-void
+bool
CCam::Process_WheelCam(const CVector&, float, float, float)
{
FOV = DefaultFOV;
@@ -3612,6 +3598,7 @@ CCam::Process_WheelCam(const CVector&, float, float, float)
float Roll = Cos((CTimer::GetTimeInMilliseconds()&0x1FFFF)/(float)0x1FFFF * TWOPI);
Up = Cos(Roll*0.4f)*NewUp + Sin(Roll*0.4f)*Left;
+ return true;
}
void
@@ -4481,8 +4468,8 @@ CCam::Process_FollowPed_Rotation(const CVector &CameraTarget, float TargetOrient
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();
+ BetaOffset = LookLeftRight * fStickSens * (1.0f/20.0f) * FOV/80.0f * CTimer::GetTimeStep();
+ AlphaOffset = LookUpDown * fStickSens * (0.6f/20.0f) * FOV/80.0f * CTimer::GetTimeStep();
}
// Stop centering once stick has been touched
@@ -4556,7 +4543,7 @@ CCam::Process_FollowPed_Rotation(const CVector &CameraTarget, float TargetOrient
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){
+ if(entity->IsPed() && ColCamDist > DEFAULT_NEAR + 0.1f){
// Ped in the way but not clipping through
if(CWorld::ProcessLineOfSight(colPoint.point, Source, colPoint, entity, true, true, true, true, false, false, true)){
PedColDist = (TargetCoors - colPoint.point).Magnitude();
@@ -4595,6 +4582,8 @@ CCam::Process_FollowPed_Rotation(const CVector &CameraTarget, float TargetOrient
Source += (TargetCoors - Source)*0.3f;
// Keep testing
+ Near = RwCameraGetNearClipPlane(Scene.camera);
+ radius = ViewPlaneWidth*Near;
entity = CWorld::TestSphereAgainstWorld(Source + Front*Near, radius, nil, true, true, false, true, false, false);
i++;
diff --git a/src/core/Camera.cpp b/src/core/Camera.cpp
index 9ebec1a6..423a3da6 100644
--- a/src/core/Camera.cpp
+++ b/src/core/Camera.cpp
@@ -20,6 +20,7 @@
#include "Replay.h"
#include "CutsceneMgr.h"
#include "Renderer.h"
+#include "Timecycle.h"
#include "MBlur.h"
#include "Text.h"
#include "Hud.h"
@@ -61,6 +62,8 @@ enum
CCamera TheCamera;
bool CCamera::m_bUseMouse3rdPerson = true;
bool bDidWeProcessAnyCinemaCam;
+float CCamera::m_fMouseAccelHorzntl;
+float CCamera::m_fMouseAccelVertical;
float CCamera::m_f3rdPersonCHairMultX;
float CCamera::m_f3rdPersonCHairMultY;
@@ -75,26 +78,16 @@ float CCamera::m_f3rdPersonCHairMultY;
CCamera::CCamera(void)
{
-#ifdef GTA3_1_1_PATCH
- m_fMouseAccelHorzntl = 0.0025f;
- m_fMouseAccelVertical = 0.003f;
-#endif
Init();
}
+//--MIAMI: done
void
CCamera::Init(void)
{
-#ifdef GTA3_1_1_PATCH
- float fMouseAccelHorzntl = m_fMouseAccelHorzntl;
- float fMouseAccelVertical = m_fMouseAccelVertical;
-#endif
memset(this, 0, sizeof(CCamera)); // this is fine, no vtable
-#ifdef GTA3_1_1_PATCH
- m_fMouseAccelHorzntl = fMouseAccelHorzntl;
- m_fMouseAccelVertical = fMouseAccelVertical;
-#endif
m_pRwCamera = nil;
+ m_bPlayerWasOnBike = false;
m_1rstPersonRunCloseToAWall = false;
m_fPositionAlongSpline = 0.0f;
m_bCameraJustRestored = false;
@@ -103,8 +96,22 @@ CCamera::Init(void)
Cams[2].Init();
Cams[0].Mode = CCam::MODE_FOLLOWPED;
Cams[1].Mode = CCam::MODE_FOLLOWPED;
- unknown = 0;
- m_bJustJumpedOutOf1stPersonBecauseOfTarget = 0;
+ m_bEnable1rstPersonCamCntrlsScript = false;
+ m_bAllow1rstPersonWeaponsCamera = false;
+ m_bVehicleSuspenHigh = false;
+ Cams[0].m_fMinRealGroundDist = 1.85f;
+ // TODO: what weird value is this?
+ Cams[0].m_fTargetCloseInDist = 2.0837801f - Cams[0].m_fMinRealGroundDist;
+ Cams[0].m_fTargetZoomGroundOne = 0.25f;
+ Cams[0].m_fTargetZoomGroundTwo = 1.5f;
+ Cams[0].m_fTargetZoomGroundThree = 4.0f;
+ Cams[0].m_fTargetZoomOneZExtra = -0.14f;
+ Cams[0].m_fTargetZoomTwoZExtra = 0.16f;
+ Cams[0].m_fTargetZoomThreeZExtra = 0.25f;
+ // TODO: another weird value
+ Cams[0].m_fTargetZoomZCloseIn = 0.90040702f;
+ m_bMoveCamToAvoidGeom = false;
+ SetMotionBlur(CTimeCycle::GetBlurRed(), CTimeCycle::GetBlurGreen(), CTimeCycle::GetBlurBlue(), m_motionBlur, MBLUR_NORMAL);
ClearPlayerWeaponMode();
m_bInATunnelAndABigVehicle = false;
m_iModeObbeCamIsInForCar = OBBE_INVALID;
@@ -122,8 +129,8 @@ CCamera::Init(void)
Cams[1].m_fPlayerVelocity = 0.0f;
Cams[2].m_fPlayerVelocity = 0.0f;
m_bHeadBob = false;
- m_fFractionInterToStopMovingTarget = 0.25f;
- m_fFractionInterToStopCatchUpTarget = 0.75f;
+ m_fFractionInterToStopMoving = 0.25f;
+ m_fFractionInterToStopCatchUp = 0.75f;
m_fGaitSwayBuffer = 0.85f;
m_bScriptParametersSetForInterPol = false;
m_uiCamShakeStart = 0;
@@ -168,10 +175,11 @@ CCamera::Init(void)
m_bMusicFading = false;
m_fTimeToFadeMusic = 0.0f;
m_fFLOATingFadeMusic = 0.0f;
+ m_fMouseAccelHorzntl = 0.003f;
+ m_fMouseAccelVertical = 0.0025f;
}
- m_bMoveCamToAvoidGeom = false;
if(FrontEndMenuManager.m_bWantToRestart)
- m_bMoveCamToAvoidGeom = true;
+ m_fTimeToFadeMusic = 0.0f;
m_bStartingSpline = false;
m_iTypeOfSwitch = INTERPOLATION;
m_bUseScriptZoomValuePed = false;
@@ -190,6 +198,8 @@ CCamera::Init(void)
m_uiTimeLastChange = 0;
m_uiTimeWeEnteredIdle = 0;
m_bIdleOn = false;
+ m_uiTimeWeLeftIdle_StillNoInput = 0;
+ m_uiTimeWeEnteredIdle = 0;
LODDistMultiplier = 1.0f;
m_bCamDirectlyBehind = false;
m_bCamDirectlyInFront = false;
@@ -209,12 +219,10 @@ CCamera::Init(void)
m_uiTransitionState = 0;
m_uiTimeTransitionStart = 0;
m_bLookingAtPlayer = true;
-#ifndef GTA3_1_1_PATCH
- m_fMouseAccelHorzntl = 0.0025f;
- m_fMouseAccelVertical = 0.003f;
-#endif
m_f3rdPersonCHairMultX = 0.53f;
m_f3rdPersonCHairMultY = 0.4f;
+ m_fAvoidTheGeometryProbsTimer = 0.0f;
+ m_nAvoidTheGeometryProbsDirn = 0;
}
void
@@ -322,12 +330,12 @@ CCamera::Process(void)
currentTime = m_uiTransitionDuration;
float fractionInter = (float) currentTime / m_uiTransitionDuration;
- if(fractionInter <= m_fFractionInterToStopMovingTarget){
+ if(fractionInter <= m_fFractionInterToStopMoving){
float inter;
- if(m_fFractionInterToStopMovingTarget == 0.0f)
+ if(m_fFractionInterToStopMoving == 0.0f)
inter = 0.0f;
else
- inter = (m_fFractionInterToStopMovingTarget - fractionInter)/m_fFractionInterToStopMovingTarget;
+ inter = (m_fFractionInterToStopMoving - fractionInter)/m_fFractionInterToStopMoving;
inter = 0.5f - 0.5*Cos(inter*PI); // smooth it
m_vecSourceWhenInterPol = m_cvecStartingSourceForInterPol + inter*m_cvecSourceSpeedAtStartInter;
@@ -381,12 +389,12 @@ CCamera::Process(void)
}
CamUp.Normalise();
FOV = m_fFOVWhenInterPol;
- }else if(fractionInter > m_fFractionInterToStopMovingTarget && fractionInter <= 1.0f){
+ }else if(fractionInter > m_fFractionInterToStopMoving && fractionInter <= 1.0f){
float inter;
- if(m_fFractionInterToStopCatchUpTarget == 0.0f)
+ if(m_fFractionInterToStopCatchUp == 0.0f)
inter = 0.0f;
else
- inter = (fractionInter - m_fFractionInterToStopMovingTarget)/m_fFractionInterToStopCatchUpTarget;
+ inter = (fractionInter - m_fFractionInterToStopMoving)/m_fFractionInterToStopCatchUp;
inter = 0.5f - 0.5*Cos(inter*PI); // smooth it
CamSource = m_vecSourceWhenInterPol + inter*(Cams[ActiveCam].Source - m_vecSourceWhenInterPol);
@@ -1610,7 +1618,7 @@ CCamera::UpdateSoundDistances(void)
}
f = (n + 1) / 6.0f;
SoundDistUp = (1.0f-f)*SoundDistUpAsReadOld + f*SoundDistUpAsRead;
-
+/*
// check left
n = (CTimer::GetFrameCounter()+2) % 12;
if(n == 0){
@@ -1637,6 +1645,7 @@ CCamera::UpdateSoundDistances(void)
}
f = (n + 1) / 6.0f;
SoundDistRight = (1.0f-f)*SoundDistRightAsReadOld + f*SoundDistRightAsRead;
+*/
}
void
@@ -1681,6 +1690,129 @@ CamShakeNoPos(CCamera *cam, float strength)
}
}
+bool bAvoidTest1 = false;
+bool bAvoidTest2 = false; // unused
+bool bAvoidTest3 = false; // unused
+float fRangePlayerRadius = 0.5f;
+float fCloseNearClipLimit = 0.15f;
+float fAvoidTweakFOV = 1.15f;
+float fAvoidProbTimerDamp = 0.9f;
+
+//--MIAMI: done
+void
+CCamera::AvoidTheGeometry(const CVector &Source, const CVector &TargetPos, CVector &NewSource, float FOV)
+{
+ float Beta = 0.0f;
+ float Alpha = 0.0f;
+
+ CVector vDist = TargetPos - Source;
+ m_vecClearGeometryVec = CVector(0.0f, 0.0f, 0.0f);
+ float fDist = vDist.Magnitude();
+ float fDistOnGround = vDist.Magnitude2D();
+ if(vDist.x == 0.0f && vDist.y == 0.0f)
+ Beta = CGeneral::GetATanOfXY(GetForward().x, GetForward().y);
+ else
+ Beta = CGeneral::GetATanOfXY(vDist.x, vDist.y);
+ if(fDistOnGround != 0.0f || vDist.z != 0.0f)
+ Alpha = CGeneral::GetATanOfXY(fDistOnGround, vDist.z);
+ CVector Front(Cos(Alpha)*Cos(Beta), Cos(Alpha)*Sin(Beta), Sin(Alpha));
+ NewSource = TargetPos - Front*fDist;
+ Front.Normalise();
+
+ // Clip camera source
+ CColPoint point;
+ CEntity *entity = nil;
+ CWorld::pIgnoreEntity = pTargetEntity;
+ if(CWorld::ProcessLineOfSight(TargetPos, NewSource, point, entity, true, false, false, true, false, false, true)){
+ CVector ClipPoint1 = point.point;
+ NewSource = point.point;
+ if(!bAvoidTest1){
+ if(CWorld::ProcessLineOfSight(NewSource, TargetPos, point, entity, false, true, true, true, false, false, true)){
+ if((NewSource - point.point).Magnitude() < RwCameraGetNearClipPlane(Scene.camera))
+ NewSource = point.point;
+ else if((NewSource - ClipPoint1).Magnitude() < RwCameraGetNearClipPlane(Scene.camera))
+ NewSource = ClipPoint1;
+ }
+ }
+ }
+ CWorld::pIgnoreEntity = nil;
+
+
+ vDist = TargetPos - NewSource;
+ fDist = vDist.Magnitude();
+ if(FindPlayerPed())
+ if(fDist - fRangePlayerRadius < RwCameraGetNearClipPlane(Scene.camera))
+ RwCameraSetNearClipPlane(Scene.camera, Max(fDist - fRangePlayerRadius, fCloseNearClipLimit));
+
+
+ static float fClearGeomAmount;
+ static float fClearGeomAmountSpeed;
+ float Near = RwCameraGetNearClipPlane(Scene.camera);
+ float ViewPlaneHeight = Tan(DEGTORAD(FOV) / 2.0f);
+ float ViewPlaneWidth = ViewPlaneHeight * CDraw::CalculateAspectRatio() * fAvoidTweakFOV;
+ CVector Center = NewSource + Front*Near;
+ float fClearGeomTarget = 0.0f;
+ if(CWorld::TestSphereAgainstWorld(Center, ViewPlaneWidth, nil, true, false, false, true, false, true)){
+ CVector CamToCol = gaTempSphereColPoints[0].point - NewSource;
+ float FrontDist = DotProduct(CamToCol, Front);
+ CVector CenterToCol = gaTempSphereColPoints[0].point - Center;
+ if(FrontDist < DEFAULT_NEAR && FrontDist > fCloseNearClipLimit){
+ if(FrontDist < RwCameraGetNearClipPlane(Scene.camera))
+ RwCameraSetNearClipPlane(Scene.camera, FrontDist);
+ }else if(FrontDist < fCloseNearClipLimit)
+ RwCameraSetNearClipPlane(Scene.camera, fCloseNearClipLimit);
+
+ float ColDepth = ViewPlaneWidth - CenterToCol.Magnitude(); // amount of radius in collision
+ CenterToCol.Normalise();
+ CVector Normal = gaTempSphereColPoints[0].normal;
+ Normal.Normalise();
+ if(-DotProduct(CenterToCol, Normal) < 0.0f)
+ Normal = -Normal; // always push away from col surface
+ float DistToMove = DotProduct(-ColDepth*CenterToCol, Normal);
+ m_vecClearGeometryVec = DistToMove*Normal; // move source so this point is out of collision
+
+ if(pTargetEntity && pTargetEntity->IsPed() && RwCameraGetNearClipPlane(Scene.camera) < 2.0f*fCloseNearClipLimit){
+ float TargetNormalDir = DotProduct(Normal, pTargetEntity->GetForward());
+ if(TargetNormalDir < 0.0f){
+ // target looking towards collision
+ if(m_fAvoidTheGeometryProbsTimer < 0.0f)
+ m_fAvoidTheGeometryProbsTimer = 0.0f;
+ m_fAvoidTheGeometryProbsTimer += CTimer::GetTimeStep();
+ }else if(TargetNormalDir > 0.5f){
+ // target looking away from collision
+ if(m_fAvoidTheGeometryProbsTimer > 0.0f)
+ m_fAvoidTheGeometryProbsTimer = 0.0f;
+ m_fAvoidTheGeometryProbsTimer -= CTimer::GetTimeStep();
+ }
+
+ if(m_nAvoidTheGeometryProbsDirn == 0){
+ if(CrossProduct(pTargetEntity->GetPosition() - NewSource, Normal).z > 0.0f)
+ m_nAvoidTheGeometryProbsDirn = -1;
+ else
+ m_nAvoidTheGeometryProbsDirn = 1;
+ }
+ }
+
+ fClearGeomTarget = 1.0f;
+ }
+
+ m_fAvoidTheGeometryProbsTimer *= Pow(fAvoidProbTimerDamp, CTimer::GetTimeStep());
+ WellBufferMe(fClearGeomTarget, &fClearGeomAmount, &fClearGeomAmountSpeed, 0.2f, 0.05f, false);
+ m_vecClearGeometryVec *= fClearGeomAmount;
+ m_bMoveCamToAvoidGeom = true;
+}
+
+void
+CCamera::GetArrPosForVehicleType(int apperance, int &index)
+{
+ switch(apperance){
+ case VEHICLE_APPEARANCE_CAR: index = 0; break;
+ case VEHICLE_APPEARANCE_BIKE: index = 1; break;
+ case VEHICLE_APPEARANCE_HELI: index = 2; break;
+ case VEHICLE_APPEARANCE_PLANE: index = 3; break;
+ case VEHICLE_APPEARANCE_BOAT: index = 4; break;
+ }
+}
void
@@ -1828,28 +1960,25 @@ CCamera::SetCamPositionForFixedMode(const CVector &Source, const CVector &UpOffS
}
-
-/*
- * On PS2 the transition happens between Cams[1] and Cams[2].
- * On PC the whole system has been changed.
- */
+//--MIAMI: done
void
CCamera::StartTransition(int16 newMode)
{
- bool foo = false;
+ bool switchFromFixedSyphon = false;
bool switchSyphonMode = false;
- bool switchPedToCar = false;
bool switchPedMode = false;
+ bool switchPedToCar = false;
+ bool switchFromFight = false;
+ bool switchBikeToPed = false;
bool switchFromFixed = false;
bool switch1stPersonToVehicle = false;
float betaOffset, targetBeta, camBeta, deltaBeta;
int door;
bool vehicleVertical;
-// missing on PS2
m_bItsOkToLookJustAtThePlayer = false;
- m_fFractionInterToStopMovingTarget = 0.25f;
- m_fFractionInterToStopCatchUpTarget = 0.75f;
+ m_fFractionInterToStopMoving = 0.25f;
+ m_fFractionInterToStopCatchUp = 0.75f;
if(Cams[ActiveCam].Mode == CCam::MODE_SYPHON_CRIM_IN_FRONT ||
Cams[ActiveCam].Mode == CCam::MODE_FOLLOWPED ||
@@ -1859,16 +1988,19 @@ CCamera::StartTransition(int16 newMode)
newMode == CCam::MODE_FOLLOWPED ||
newMode == CCam::MODE_SYPHON ||
newMode == CCam::MODE_SPECIAL_FIXED_FOR_SYPHON)
- m_bItsOkToLookJustAtThePlayer = true;
+ switchPedMode = true;
if(newMode == CCam::MODE_CAM_ON_A_STRING)
switchPedToCar = true;
}
-//
+ if(Cams[ActiveCam].Mode == CCam::MODE_SPECIAL_FIXED_FOR_SYPHON)
+ switchFromFixedSyphon = true;
+ if(Cams[ActiveCam].Mode == CCam::MODE_CAM_ON_A_STRING && newMode == CCam::MODE_FOLLOWPED && m_bPlayerWasOnBike)
+ switchBikeToPed = true;
if(Cams[ActiveCam].Mode == CCam::MODE_SYPHON_CRIM_IN_FRONT && newMode == CCam::MODE_SYPHON)
switchSyphonMode = true;
if(Cams[ActiveCam].Mode == CCam::MODE_FIGHT_CAM && newMode == CCam::MODE_FOLLOWPED)
- switchPedMode = true;
+ switchFromFight = true;
if(Cams[ActiveCam].Mode == CCam::MODE_FIXED)
switchFromFixed = true;
@@ -1889,12 +2021,6 @@ CCamera::StartTransition(int16 newMode)
((CPed*)pTargetEntity)->m_fRotationDest = angle;
}
-/* // PS2
- ActiveCam = (ActiveCam+1)%2;
- Cams[ActiveCam].Init();
- Cams[ActiveCam].Mode = newMode;
- */
-
Cams[ActiveCam].m_cvecCamFixedModeVector = m_vecFixedModeVector;
Cams[ActiveCam].CamTargetEntity = pTargetEntity;
Cams[ActiveCam].m_cvecCamFixedModeSource = m_vecFixedModeSource;
@@ -1909,16 +2035,17 @@ CCamera::StartTransition(int16 newMode)
newMode == CCam::MODE_1STPERSON_RUNABOUT ||
newMode == CCam::MODE_M16_1STPERSON_RUNABOUT ||
newMode == CCam::MODE_FIGHT_CAM_RUNABOUT ||
- newMode == CCam::MODE_HELICANNON_1STPERSON)
+ newMode == CCam::MODE_HELICANNON_1STPERSON ||
+ newMode == CCam::MODE_CAMERA)
Cams[ActiveCam].Alpha = 0.0f;
- // PS2 also copies values to ActiveCam here
switch(Cams[ActiveCam].Mode)
case CCam::MODE_SNIPER_RUNABOUT:
case CCam::MODE_ROCKETLAUNCHER_RUNABOUT:
case CCam::MODE_1STPERSON_RUNABOUT:
case CCam::MODE_M16_1STPERSON_RUNABOUT:
case CCam::MODE_FIGHT_CAM_RUNABOUT:
+ case CCam::MODE_CAMERA:
if(newMode == CCam::MODE_CAM_ON_A_STRING || newMode == CCam::MODE_BEHINDBOAT)
switch1stPersonToVehicle = true;
@@ -1932,16 +2059,6 @@ CCamera::StartTransition(int16 newMode)
betaOffset = DEGTORAD(55.0f);
if(m_bJustCameOutOfGarage){
m_bUseTransitionBeta = true;
-/*
- // weird logic...
- if(CMenuManager::m_ControlMethod == CONTROL_CLASSIC)
- Cams[ActiveCam].m_fTransitionBeta = CGeneral::GetATanOfXY(Cams[ActiveCam].Front.x, Cams[ActiveCam].Front.y) + PI;
- else if(Cams[ActiveCam].Front.x != 0.0f && Cams[ActiveCam].Front.y != 0.0f) // && is wrong here
- Cams[ActiveCam].m_fTransitionBeta = CGeneral::GetATanOfXY(Cams[ActiveCam].Front.x, Cams[ActiveCam].Front.y) + PI;
- else
- Cams[ActiveCam].m_fTransitionBeta = 0.0f;
-*/
- // this is better:
if(Cams[ActiveCam].Front.x != 0.0f || Cams[ActiveCam].Front.y != 0.0f)
Cams[ActiveCam].m_fTransitionBeta = CGeneral::GetATanOfXY(Cams[ActiveCam].Front.x, Cams[ActiveCam].Front.y) + PI;
else
@@ -2010,6 +2127,7 @@ CCamera::StartTransition(int16 newMode)
case CCam::MODE_M16_1STPERSON_RUNABOUT:
case CCam::MODE_FIGHT_CAM_RUNABOUT:
case CCam::MODE_HELICANNON_1STPERSON:
+ case CCam::MODE_CAMERA:
if(FindPlayerVehicle())
Cams[ActiveCam].Beta = Atan2(FindPlayerVehicle()->GetForward().x, FindPlayerVehicle()->GetForward().y);
else
@@ -2027,42 +2145,7 @@ CCamera::StartTransition(int16 newMode)
if(!m_bLookingAtPlayer || m_bJustCameOutOfGarage)
break;
m_bUseTransitionBeta = true;
- targetBeta = CGeneral::GetATanOfXY(pTargetEntity->GetForward().x, pTargetEntity->GetForward().y);
- camBeta = CGeneral::GetATanOfXY(Cams[ActiveCam].Front.x, Cams[ActiveCam].Front.y);
- deltaBeta = targetBeta - camBeta;
- while(deltaBeta >= PI) deltaBeta -= 2*PI;
- while(deltaBeta < -PI) deltaBeta += 2*PI;
- deltaBeta = Abs(deltaBeta);
- // switchFromFixed logic again here, skipped
- if(switchFromFixed){
- Cams[ActiveCam].m_fTransitionBeta = CGeneral::GetATanOfXY(Cams[ActiveCam].Front.x, Cams[ActiveCam].Front.y);
- break;
- }
-
- door = FindPlayerPed()->m_vehEnterType;
- if(deltaBeta > HALFPI){
- if(((CVehicle*)pTargetEntity)->IsUpsideDown()){
- if(door == CAR_DOOR_LF || door == CAR_DOOR_LR) // BUG: game checks LF twice
- betaOffset = -DEGTORAD(57.0f);
- }else{
- if(door == CAR_DOOR_RF || door == CAR_DOOR_RR)
- betaOffset = -DEGTORAD(57.0f);
- }
- Cams[ActiveCam].m_fTransitionBeta = targetBeta + betaOffset + PI;
- }else{
- if(((CVehicle*)pTargetEntity)->IsUpsideDown()){
- if(door == CAR_DOOR_RF || door == CAR_DOOR_RR)
- betaOffset = -DEGTORAD(57.0f);
- else if(door == CAR_DOOR_LF || door == CAR_DOOR_LR)
- betaOffset = DEGTORAD(57.0f);
- }else{
- if(door == CAR_DOOR_LF || door == CAR_DOOR_LR)
- betaOffset = -DEGTORAD(57.0f);
- else if(door == CAR_DOOR_RF || door == CAR_DOOR_RR)
- betaOffset = DEGTORAD(57.0f);
- }
- Cams[ActiveCam].m_fTransitionBeta = targetBeta + betaOffset;
- }
+ Cams[ActiveCam].m_fTransitionBeta = CGeneral::GetATanOfXY(Cams[ActiveCam].Front.x, Cams[ActiveCam].Front.y);
break;
case CCam::MODE_BEHINDBOAT:
@@ -2087,27 +2170,34 @@ CCamera::StartTransition(int16 newMode)
m_uiTransitionDuration = 1350;
if(switchSyphonMode)
m_uiTransitionDuration = 1800;
- else if(switchPedMode)
+ else if(switchFromFight)
m_uiTransitionDuration = 750;
-// not on PS2
else if(switchPedToCar){
- m_fFractionInterToStopMovingTarget = 0.2f;
- m_fFractionInterToStopCatchUpTarget = 0.8f;
- m_uiTransitionDuration = 950;
+ m_fFractionInterToStopMoving = 0.1f;
+ m_fFractionInterToStopCatchUp = 0.9f;
+ m_uiTransitionDuration = 750;
+ }else if(switchFromFixedSyphon){
+ m_fFractionInterToStopMoving = 0.0f;
+ m_fFractionInterToStopCatchUp = 1.0f;
+ m_uiTransitionDuration = 600;
}else if(switchFromFixed){
- m_fFractionInterToStopMovingTarget = 0.05f;
- m_fFractionInterToStopCatchUpTarget = 0.95f;
+ m_fFractionInterToStopMoving = 0.05f;
+ m_fFractionInterToStopCatchUp = 0.95f;
+ }else if(switchBikeToPed){
+ m_uiTransitionDuration = 800;
}else if(switch1stPersonToVehicle){
- m_fFractionInterToStopMovingTarget = 0.0f;
- m_fFractionInterToStopCatchUpTarget = 1.0f;
+ m_fFractionInterToStopMoving = 0.0f;
+ m_fFractionInterToStopCatchUp = 1.0f;
m_uiTransitionDuration = 1;
+ }else if(switchPedMode){
+ m_fFractionInterToStopMoving = 0.5f;
+ m_fFractionInterToStopCatchUp = 0.5f;
+ m_uiTransitionDuration = 350;
}else
m_uiTransitionDuration = 1350; // already set above
-//
m_uiTransitionState = 1;
m_uiTimeTransitionStart = CTimer::GetTimeInMilliseconds();
m_uiTransitionJUSTStarted = 1;
-// PS2 returns here
if(m_vecDoingSpecialInterPolation){
m_cvecStartingSourceForInterPol = SourceDuringInter;
m_cvecStartingTargetForInterPol = TargetDuringInter;
@@ -2138,10 +2228,22 @@ CCamera::StartTransition(int16 newMode)
m_fBetaSpeedAtStartInter = Cams[ActiveCam].m_fBetaSpeedOverOneFrame;
m_fFOVSpeedAtStartInter = Cams[ActiveCam].m_fFovSpeedOverOneFrame;
Cams[ActiveCam].ResetStatics = true;
- if(!m_bLookingAtPlayer && m_bScriptParametersSetForInterPol){
- m_fFractionInterToStopMovingTarget = m_fScriptPercentageInterToStopMoving;
- m_fFractionInterToStopCatchUpTarget = m_fScriptPercentageInterToCatchUp;
- m_uiTransitionDuration = m_fScriptTimeForInterPolation;
+ if(m_bLookingAtPlayer){
+ if(switchPedMode)
+ m_uiTransitionDurationTargetCoors = 350;
+ else
+ m_uiTransitionDurationTargetCoors = 600;
+ m_fFractionInterToStopMovingTarget = 0.0f;
+ m_fFractionInterToStopCatchUpTarget = 1.0f;
+ }else{
+ if(m_bScriptParametersSetForInterPol){
+ m_fFractionInterToStopMoving = m_fScriptPercentageInterToStopMoving;
+ m_fFractionInterToStopCatchUp = m_fScriptPercentageInterToCatchUp;
+ m_uiTransitionDuration = m_fScriptTimeForInterPolation;
+ }
+ m_uiTransitionDurationTargetCoors = m_uiTransitionDuration;
+ m_fFractionInterToStopMovingTarget = m_fFractionInterToStopMoving;
+ m_fFractionInterToStopCatchUpTarget = m_fFractionInterToStopCatchUp;
}
}
diff --git a/src/core/Camera.h b/src/core/Camera.h
index 669ac740..9cb35636 100644
--- a/src/core/Camera.h
+++ b/src/core/Camera.h
@@ -121,7 +121,7 @@ public:
float f_max_role_angle; //=DEGTORAD(5.0f);
float f_Roll; //used for adding a slight roll to the camera in the
- float f_rollSpeed;
+ float f_rollSpeed; //TODO(MIAMI): remove
float m_fSyphonModeTargetZOffSet;
float m_fRoadOffSet;
float m_fAmountFractionObscured;
@@ -146,7 +146,8 @@ public:
float m_fRealGroundDist; //used for follow ped mode
float m_fTargetBeta;
float m_fTimeElapsedFloat;
-
+ float m_fTilt;
+ float m_fTiltSpeed;
float m_fTransitionBeta;
float m_fTrueBeta;
float m_fTrueAlpha;
@@ -164,6 +165,16 @@ public:
float CA_MAX_DISTANCE;
float SpeedVar;
+ float m_fTargetZoomGroundOne;
+ float m_fTargetZoomGroundTwo;
+ float m_fTargetZoomGroundThree;
+ float m_fTargetZoomOneZExtra;
+ float m_fTargetZoomTwoZExtra;
+ float m_fTargetZoomThreeZExtra;
+ float m_fTargetZoomZCloseIn;
+ float m_fMinRealGroundDist;
+ float m_fTargetCloseInDist;
+
CVector m_cvecSourceSpeedOverOneFrame;
CVector m_cvecTargetSpeedOverOneFrame;
CVector m_cvecUpOverOneFrame;
@@ -198,10 +209,8 @@ public:
void GetVectorsReadyForRW(void);
CVector DoAverageOnVector(const CVector &vec);
float GetPedBetaAngleForClearView(const CVector &Target, float Dist, float BetaOffset, bool checkBuildings, bool checkVehicles, bool checkPeds, bool checkObjects, bool checkDummies);
- void WorkOutCamHeightWeeCar(CVector &TargetCoors, float TargetOrientation);
void WorkOutCamHeight(const CVector &TargetCoors, float TargetOrientation, float TargetHeight);
bool RotCamIfInFrontCar(CVector &TargetCoors, float TargetOrientation);
- bool FixCamIfObscured(CVector &TargetCoors, float TargetHeight, float TargetOrientation);
void Cam_On_A_String_Unobscured(const CVector &TargetCoors, float BaseDist);
void FixCamWhenObscuredByVehicle(const CVector &TargetCoors);
void LookBehind(void);
@@ -234,7 +243,7 @@ public:
void Process_BehindBoat(const CVector &CameraTarget, float TargetOrientation, float, float);
void Process_Fight_Cam(const CVector &CameraTarget, float TargetOrientation, float, float);
void Process_FlyBy(const CVector&, float, float, float);
- void Process_WheelCam(const CVector&, float, float, float);
+ bool Process_WheelCam(const CVector&, float, float, float);
void Process_Fixed(const CVector &CameraTarget, float, float, float);
void Process_Player_Fallen_Water(const CVector &CameraTarget, float TargetOrientation, float, float);
void Process_Circle(const CVector &CameraTarget, float, float, float);
@@ -263,8 +272,6 @@ public:
void Process_FollowCar_SA(const CVector &CameraTarget, float TargetOrientation, float, float);
};
-VALIDATE_SIZE(CCam, 0x1A4);
-
class CCamPathSplines
{
public:
@@ -358,6 +365,7 @@ public:
bool m_bInitialNoNodeStaticsSet;
bool m_bIgnoreFadingStuffForMusic;
bool m_bPlayerIsInGarage;
+ bool m_bPlayerWasOnBike;
bool m_bJustCameOutOfGarage;
bool m_bJustInitalised;
bool m_bJust_Switched;
@@ -383,6 +391,8 @@ public:
bool m_1rstPersonRunCloseToAWall;
bool m_bHeadBob;
bool m_bVehicleSuspenHigh;
+ bool m_bEnable1rstPersonCamCntrlsScript;
+ bool m_bAllow1rstPersonWeaponsCamera;
bool m_bFailedCullZoneTestPreviously;
bool m_FadeTargetIsSplashScreen;
@@ -398,15 +408,16 @@ public:
uint8 m_uiTransitionState; // 0:one mode 1:transition
uint32 m_uiTimeLastChange;
+ uint32 m_uiTimeWeLeftIdle_StillNoInput;
uint32 m_uiTimeWeEnteredIdle;
uint32 m_uiTimeTransitionStart;
uint32 m_uiTransitionDuration;
+ uint32 m_uiTransitionDurationTargetCoors;
int m_BlurBlue;
int m_BlurGreen;
int m_BlurRed;
int m_BlurType;
- uint32 unknown; // some counter having to do with music
int m_iWorkOutSpeedThisNumFrames;
int m_iNumFramesSoFar;
@@ -466,15 +477,16 @@ public:
float PedZoomIndicator;
#endif
float PlayerExhaustion;
- float SoundDistUp, SoundDistLeft, SoundDistRight;
- float SoundDistUpAsRead, SoundDistLeftAsRead, SoundDistRightAsRead;
- float SoundDistUpAsReadOld, SoundDistLeftAsReadOld, SoundDistRightAsReadOld;
+ float SoundDistUp;
+ float SoundDistUpAsRead;
+ float SoundDistUpAsReadOld;
+ float m_fAvoidTheGeometryProbsTimer;
+ int16 m_nAvoidTheGeometryProbsDirn;
float m_fWideScreenReductionAmount;
float m_fStartingFOVForInterPol;
- // not static yet
- float m_fMouseAccelHorzntl;// acceleration multiplier for 1st person controls
- float m_fMouseAccelVertical;// acceleration multiplier for 1st person controls
+ static float m_fMouseAccelHorzntl;// acceleration multiplier for 1st person controls
+ static float m_fMouseAccelVertical;// acceleration multiplier for 1st person controls
static float m_f3rdPersonCHairMultX;
static float m_f3rdPersonCHairMultY;
@@ -501,7 +513,7 @@ public:
CVector m_vecSourceWhenInterPol;
CVector m_vecTargetWhenInterPol;
CVector m_vecUpWhenInterPol;
-
+ CVector m_vecClearGeometryVec;
CVector m_vecGameCamPos;
CVector SourceDuringInter;
CVector TargetDuringInter;
@@ -509,7 +521,9 @@ public:
RwCamera *m_pRwCamera;
CEntity *pTargetEntity;
CCamPathSplines m_arrPathArray[MAX_NUM_OF_SPLINETYPES];
+#ifdef GTA_TRAIN
CTrainCamNode m_arrTrainCamNode[MAX_NUM_OF_NODES];
+#endif
CMatrix m_cameraMatrix;
bool m_bGarageFixedCamPositionSet;
bool m_vecDoingSpecialInterPolation;
@@ -527,6 +541,8 @@ public:
float m_fFLOATingFadeMusic;
float m_fTimeToFadeOut;
float m_fTimeToFadeMusic;
+ float m_fFractionInterToStopMoving;
+ float m_fFractionInterToStopCatchUp;
float m_fFractionInterToStopMovingTarget;
float m_fFractionInterToStopCatchUpTarget;
float m_fGaitSwayBuffer;
@@ -560,6 +576,8 @@ public:
void InitialiseCameraForDebugMode(void);
void CamShake(float strength, float x, float y, float z);
bool Get_Just_Switched_Status() { return m_bJust_Switched; }
+ void AvoidTheGeometry(const CVector &Source, const CVector &TargetPos, CVector &NewSource, float FOV);
+ void GetArrPosForVehicleType(int apperance, int &index);
// Who's in control
void TakeControl(CEntity *target, int16 mode, int16 typeOfSwitch, int32 controller);
diff --git a/src/peds/Ped.cpp b/src/peds/Ped.cpp
index 12b4ef8d..e484cd50 100644
--- a/src/peds/Ped.cpp
+++ b/src/peds/Ped.cpp
@@ -19297,7 +19297,7 @@ CPed::DriveVehicle(void)
} else if (targetUDLean > -1.0f) {
targetUDLean = bike->m_fLeanInput;
- bike->m_bike_flag80 = false;
+ bike->bWheelieCam = false;
neededAngForWheelie = 1.0f;
if (bike->m_aWheelTimer[0] != 0.0f || bike->m_aWheelTimer[1] != 0.0f || bike->GetForward().z <= 0.0f ||
(0.0f == bike->m_aWheelTimer[2] && 0.0f == bike->m_aWheelTimer[3])) {
@@ -19307,13 +19307,13 @@ CPed::DriveVehicle(void)
stoppieAng = bike->pBikeHandling->fStoppieAng;
if (stoppieAng - bike->GetForward().z > 0.6f * stoppieAng)
- bike->m_bike_flag80 = true;
+ bike->bWheelieCam = true;
}
} else {
float wheelieAng = bike->pBikeHandling->fWheelieAng;
neededAngForWheelie = wheelieAng - bike->GetForward().z;
if (neededAngForWheelie < wheelieAng / 2.f)
- bike->m_bike_flag80 = true;
+ bike->bWheelieCam = true;
}
if (neededAngForWheelie >= 0.15f) {
if (bike->m_fBrakePedal <= 0.5f || velocityFwdDotProd <= 0.01f) {
diff --git a/src/render/Renderer.cpp b/src/render/Renderer.cpp
index 98dce4ac..becac84d 100644
--- a/src/render/Renderer.cpp
+++ b/src/render/Renderer.cpp
@@ -357,7 +357,7 @@ CRenderer::SetupEntityVisibility(CEntity *ent)
if(mi->GetModelType() != MITYPE_SIMPLE && mi->GetModelType() != MITYPE_WEAPON){
if(FindPlayerVehicle() == ent &&
TheCamera.Cams[TheCamera.ActiveCam].Mode == CCam::MODE_1STPERSON &&
- !(FindPlayerVehicle()->IsBike() && ((CBike*)FindPlayerVehicle())->m_bike_flag80)){
+ !(FindPlayerVehicle()->IsBike() && ((CBike*)FindPlayerVehicle())->bWheelieCam)){
// Player's vehicle in first person mode
CVehicle *veh = (CVehicle*)ent;
int model = veh->GetModelIndex();
diff --git a/src/render/Timecycle.h b/src/render/Timecycle.h
index 60c9e29f..832b36e2 100644
--- a/src/render/Timecycle.h
+++ b/src/render/Timecycle.h
@@ -173,6 +173,9 @@ public:
static int GetFogBlue(void) { return m_nCurrentFogColourBlue; }
static int GetFogReduction(void) { return m_FogReduction; }
+ static int GetBlurRed(void) { return m_fCurrentBlurRed; }
+ static int GetBlurGreen(void) { return m_fCurrentBlurGreen; }
+ static int GetBlurBlue(void) { return m_fCurrentBlurBlue; }
static int GetWaterRed(void) { return m_fCurrentWaterRed; }
static int GetWaterGreen(void) { return m_fCurrentWaterGreen; }
static int GetWaterBlue(void) { return m_fCurrentWaterBlue; }
diff --git a/src/vehicles/Automobile.cpp b/src/vehicles/Automobile.cpp
index fcf85685..97a6ce33 100644
--- a/src/vehicles/Automobile.cpp
+++ b/src/vehicles/Automobile.cpp
@@ -273,14 +273,14 @@ CAutomobile::ProcessControl(void)
if(CReplay::IsPlayingBack())
return;
- UpdatePassengerList();
-
// Heli wind
if(IsRealHeli())
if((GetStatus() == STATUS_PLAYER || GetStatus() == STATUS_PHYSICS) && m_aWheelSpeed[1] > 0.075f ||
GetStatus() == STATUS_SIMPLE)
CWindModifiers::RegisterOne(GetPosition(), 1);
+ UpdatePassengerList();
+
// Improve grip of vehicles in certain cases
bool strongGrip1 = false;
bool strongGrip2 = false;
diff --git a/src/vehicles/Bike.cpp b/src/vehicles/Bike.cpp
index 0dee85ce..01b489b2 100644
--- a/src/vehicles/Bike.cpp
+++ b/src/vehicles/Bike.cpp
@@ -125,7 +125,7 @@ CBike::CBike(int32 id, uint8 CreatedBy)
bIsStanding = false;
bExtraSpeed = false;
bIsOnFire = false;
- m_bike_flag80 = false;
+ bWheelieCam = false;
m_fTireTemperature = 1.0f;
m_fBrakeDestabilization = 0.0f;
@@ -314,7 +314,7 @@ CBike::ProcessControl(void)
ReduceHornCounter();
bVehicleColProcessed = false;
bAudioChangingGear = false;
- m_bike_flag80 = false;
+ bWheelieCam = false;
// that's all we do for simple vehicles
return;
@@ -324,7 +324,7 @@ CBike::ProcessControl(void)
PlayHornIfNecessary();
bBalancedByRider = true;
- m_bike_flag80 = false;
+ bWheelieCam = false;
if(bIsBeingCarJacked){
m_fGasPedal = 0.0f;
@@ -350,7 +350,7 @@ CBike::ProcessControl(void)
bBalancedByRider = (pDriver || pPassengers[0] || bIsBeingCarJacked) && !bIsStanding;
m_fPedLeanAmountLR = 0.0f;
m_fPedLeanAmountUD = 0.0f;
- m_bike_flag80 = false;
+ bWheelieCam = false;
if(bIsBeingCarJacked){
m_fGasPedal = 0.0f;
@@ -371,7 +371,7 @@ CBike::ProcessControl(void)
m_nCarHornTimer = 0;
bBalancedByRider = false;
- m_bike_flag80 = false;
+ bWheelieCam = false;
m_fPedLeanAmountLR = 0.0f;
m_fPedLeanAmountUD = 0.0f;
break;
@@ -393,7 +393,7 @@ CBike::ProcessControl(void)
m_nCarHornTimer = 0;
bBalancedByRider = true;
- m_bike_flag80 = false;
+ bWheelieCam = false;
break;
}
@@ -1344,7 +1344,7 @@ CBike::PreRender(void)
// 1.0 if directly behind car, -1.0 if in front
float behindness = DotProduct(lookVector, GetForward());
// 0.0 if behind car, PI if in front
- float angle = Abs(PI/2.0f - Acos(Abs(behindness)));
+ float angle = Abs(Acos(Abs(behindness)));
// Headlight
diff --git a/src/vehicles/Bike.h b/src/vehicles/Bike.h
index a13e4c56..669e236e 100644
--- a/src/vehicles/Bike.h
+++ b/src/vehicles/Bike.h
@@ -73,7 +73,7 @@ public:
uint8 bIsStanding : 1;
uint8 bExtraSpeed : 1; // leaning forward
uint8 bIsOnFire : 1;
- uint8 m_bike_flag80 : 1;
+ uint8 bWheelieCam : 1;
int16 m_doingBurnout;
float m_fTireTemperature;
float m_fBrakeDestabilization;