metaforce/Runtime/Camera/CFirstPersonCamera.cpp

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#include "CFirstPersonCamera.hpp"
#include "GameGlobalObjects.hpp"
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#include "Character/CCharLayoutInfo.hpp"
#include "CStateManager.hpp"
#include "World/CPlayer.hpp"
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#include "World/CPlayerCameraBob.hpp"
#include "World/CScriptGrapplePoint.hpp"
#include <math.h>
namespace urde
{
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CFirstPersonCamera::CFirstPersonCamera(TUniqueId uid, const zeus::CTransform& xf, TUniqueId watchedObj, float f1,
float fov, float nearz, float farz, float aspect)
: CGameCamera(uid, true, "First Person Camera", CEntityInfo(kInvalidAreaId, CEntity::NullConnectionList), xf, fov,
nearz, farz, aspect, watchedObj, false, 0)
{
}
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void CFirstPersonCamera::ProcessInput(const CFinalInput&, CStateManager& mgr) {}
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void CFirstPersonCamera::Reset(const zeus::CTransform&, CStateManager& mgr) {}
void CFirstPersonCamera::sub800E318()
{
x1c8_ = zeus::CVector3f::skZero;
x1d4_ = 0.f;
}
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zeus::CTransform CFirstPersonCamera::GetGunFollowTransform() { return x190_gunFollowXf; }
void CFirstPersonCamera::CalculateGunFollowOrientationAndTransform(zeus::CTransform& gunXf, zeus::CQuaternion& gunQ,
float dt, zeus::CVector3f& rVec)
{
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zeus::CVector3f gunFrontVec = x190_gunFollowXf.frontVector();
gunFrontVec.z = 0.f;
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if (gunFrontVec.canBeNormalized())
gunFrontVec.normalize();
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zeus::CVector3f rVecNoZ = rVec;
rVecNoZ.z = 0.f;
if (rVecNoZ.canBeNormalized())
rVecNoZ.normalize();
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gunXf = zeus::CQuaternion::lookAt(rVecNoZ, gunFrontVec, zeus::CRelAngle::FromDegrees(360.f)).toTransform() *
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gunXf.getRotation();
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zeus::CVector3f newgunFront = gunXf.frontVector();
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if (newgunFront.canBeNormalized())
newgunFront.normalize();
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float angle = newgunFront.dot(rVec);
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if (std::fabs(angle) > 0.f)
angle = (angle > -0.f ? -1.f : 1.f);
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gunQ = zeus::CQuaternion::lookAt(rVec, newgunFront, zeus::clamp(0.f, std::acos(angle) / dt, 1.f));
}
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void CFirstPersonCamera::UpdateTransform(CStateManager& mgr, float dt)
{
CPlayer* player = static_cast<CPlayer*>(mgr.ObjectById(GetWatchedObject()));
if (!player)
{
x34_transform = zeus::CTransform::Identity();
xe4_27_ = true;
xe4_28_ = true;
xe4_29_ = true;
return;
}
zeus::CTransform playerXf = player->GetTransform();
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zeus::CVector3f rVec =
playerXf.rotate({0.f, std::min(std::fabs(std::cos(x1c0_)), 1.0f), std::min(std::fabs(std::sin(x1c0_)), 1.0f)});
if (player->x3dc_)
{
float angle = player->x3ec_;
if (std::fabs(player->x3ec_) > (g_tweakPlayer->GetPlayerSomething4() - std::fabs(x1c0_)))
angle = (player->x3ec_ > -0.f ? -1.f : 1.f);
zeus::CVector3f vec;
vec.z = std::sin(angle);
vec.y = std::cos(-player->x3e4_) * std::cos(angle);
vec.x = std::sin(-player->x3e4_) * std::cos(angle);
if (g_tweakPlayer->GetPlayerSomething5() && !zeus::close_enough(vec, zeus::CVector3f::skZero))
vec.normalize();
rVec = zeus::CQuaternion::lookAt({0.f, 1.f, 0.f}, rVec, zeus::CRelAngle::FromDegrees(360.f)).transform(vec);
}
zeus::CVector3f eyePos = player->GetEyePosition();
if (x1d4_ > 0.f)
{
eyePos += zeus::clamp(0.f, 0.5f * x1d4_, 1.f) * x1c8_;
player->GetCameraBob()->ResetCameraBobTime();
player->GetCameraBob()->SetCameraBobTransform(zeus::CTransform::Identity());
}
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if (player->x304_ == 4 || player->x304_ == 1)
{
const CActor* act = dynamic_cast<const CActor*>(mgr.GetObjectById(player->x310_grapplePointId));
/* TODO: Not sure about this */
if (act && act->GetMaterialList().BitPosition(0x200) != -1)
{
zeus::CVector3f v = player->x318_ - eyePos;
if (v.canBeNormalized())
v.normalize();
rVec = v;
}
}
else if (player->x304_ == 0 && player->x2f8_morphTransState != 0 && player->x3dc_ && x1c4_ == kInvalidUniqueId)
{
if (player->x294_ > 0.f)
{
float angle = zeus::clamp(0.f, (player->x294_ - g_tweakPlayer->GetPlayerSomething6()) /
g_tweakPlayer->GetPlayerSomething7(),
1.f) *
g_tweakPlayer->GetPlayerSomething8();
angle += x1c0_;
rVec.x = 0.f;
rVec.y = std::cos(angle);
rVec.z = -std::sin(angle);
rVec = playerXf.rotate(rVec);
}
else if (player->x29c_ > 0.f)
{
float angle = zeus::clamp(0.f, (player->x29c_ - g_tweakPlayer->GetPlayerSomething9()) /
g_tweakPlayer->GetPlayerSomething10(),
1.f) *
g_tweakPlayer->GetPlayerSomething11();
rVec.x = 0.f;
rVec.y = std::cos(angle);
rVec.z = -std::sin(angle);
rVec = playerXf.rotate(rVec);
}
}
if (rVec.canBeNormalized())
rVec.normalize();
zeus::CTransform gunXf = x190_gunFollowXf;
zeus::CQuaternion qGun = zeus::CQuaternion::skNoRotation;
if (player->x3dc_)
{
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if (player->x304_ == 4 || player->x304_ == 1)
{
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zeus::CVector3f gunFrontVec = gunXf.frontVector();
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if (gunFrontVec.canBeNormalized())
gunFrontVec.normalize();
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float scaledDt = (dt * g_tweakPlayer->GetPlayerSomething14());
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float angle = gunFrontVec.dot(rVec);
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if (std::fabs(angle) > 1.f)
angle = (angle > -0.f ? -1.f : 1.f);
float clampedAngle = zeus::clamp(0.f, std::acos(angle) / scaledDt, 1.f);
if (angle > 0.999f && x18c_ && !player->x374_)
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qGun = zeus::CQuaternion::lookAt(rVec, gunFrontVec, zeus::CRelAngle::FromDegrees(360.f));
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else
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qGun = zeus::CQuaternion::lookAt(rVec, gunFrontVec, scaledDt * clampedAngle);
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const CScriptGrapplePoint* gPoint =
dynamic_cast<const CScriptGrapplePoint*>(mgr.GetObjectById(player->x310_grapplePointId));
if (gPoint && player->x29c_ > 0.f)
{
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gunFrontVec = x190_gunFollowXf.frontVector();
if (gunFrontVec.canBeNormalized())
gunFrontVec.normalize();
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zeus::CVector3f rVecCpy = rVec;
if (rVecCpy.canBeNormalized())
rVecCpy.normalize();
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gunXf = zeus::CQuaternion::lookAt(rVecCpy, gunFrontVec, zeus::CRelAngle::FromDegrees(360.f)).toTransform() *
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x190_gunFollowXf.getRotation();
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gunFrontVec = gunXf.frontVector();
if (gunFrontVec.canBeNormalized())
gunFrontVec.normalize();
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/* BUG: This is exactly what the runtime is doing, should we restore the intended behavior? */
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float angle = gunFrontVec.dot(rVec);
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float sdt = dt * g_tweakPlayer->GetPlayerSomething13();
if (std::fabs(angle) > 1.0f)
angle = (angle > -0.f ? -1.f : 1.f);
angle = zeus::clamp(0.f, std::acos(angle) / sdt, 1.f);
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qGun = zeus::CQuaternion::lookAt(rVec, gunFrontVec, zeus::CRelAngle::FromDegrees(360.f));
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}
}
else if (player->x304_ == 2 || player->x304_ == 3)
{
dt *= g_tweakPlayer->GetPlayerSomething14();
CalculateGunFollowOrientationAndTransform(gunXf, qGun, dt, rVec);
}
else if (player->x304_ == 5)
{
dt *= g_tweakPlayer->GetPlayerSomething13();
CalculateGunFollowOrientationAndTransform(gunXf, qGun, dt, rVec);
}
else
{
dt *= g_tweakPlayer->GetPlayerSomething12();
CalculateGunFollowOrientationAndTransform(gunXf, qGun, dt, rVec);
}
}
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else
{
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zeus::CVector3f gunFront = x190_gunFollowXf.frontVector();
if (gunFront.canBeNormalized())
gunFront.normalize();
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zeus::CVector3f rVecCpy = rVec;
if (rVecCpy.canBeNormalized())
rVecCpy.normalize();
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gunXf = zeus::CQuaternion::lookAt(rVecCpy, gunFront, zeus::CRelAngle::FromDegrees(360.f)).toTransform() *
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x190_gunFollowXf.getRotation();
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gunFront = gunXf.frontVector();
if (gunFront.canBeNormalized())
gunFront.normalize();
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float angle = gunFront.dot(rVec);
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if (std::fabs(angle) > 1.f)
angle = (angle > -0.f ? -1.f : 1.f);
float sdt = dt * g_tweakPlayer->GetPlayerSomething15();
qGun = zeus::CQuaternion::lookAt(
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rVec, gunFront, sdt * zeus::clamp(0.f, g_tweakPlayer->GetPlayerSomething16() * (std::acos(angle) / sdt), 1.f));
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}
zeus::CTransform bobXf = player->GetCameraBob()->GetCameraBobTransformation();
if (player->x2f8_morphTransState == 1 || player->x304_ == 5 || player->x3d8_ == 0 || mgr.x904_ == 1 ||
mgr.GetCameraManager()->IsInCinematicCamera())
{
bobXf = zeus::CTransform::Identity();
player->GetCameraBob()->SetCameraBobTransform(bobXf);
}
x190_gunFollowXf = qGun.toTransform() * gunXf;
x34_transform = x190_gunFollowXf * bobXf.getRotation();
xe4_27_ = true;
xe4_28_ = true;
xe4_28_ = true;
xe4_29_ = true;
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CActor::SetTranslation(x190_gunFollowXf.origin + player->GetTransform().rotate(bobXf.origin));
x190_gunFollowXf.orthonormalize();
}
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void CFirstPersonCamera::UpdateElevation(CStateManager&) {}
}