mirror of https://github.com/AxioDL/metaforce.git
up vs front vector derp
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@ -32,29 +32,29 @@ zeus::CTransform CFirstPersonCamera::GetGunFollowTransform() { return x190_gunFo
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void CFirstPersonCamera::CalculateGunFollowOrientationAndTransform(zeus::CTransform& gunXf, zeus::CQuaternion& gunQ,
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float dt, zeus::CVector3f& rVec)
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{
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zeus::CVector3f gunUpVec = x190_gunFollowXf.upVector();
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gunUpVec.z = 0.f;
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zeus::CVector3f gunFrontVec = x190_gunFollowXf.frontVector();
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gunFrontVec.z = 0.f;
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if (gunUpVec.canBeNormalized())
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gunUpVec.normalize();
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if (gunFrontVec.canBeNormalized())
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gunFrontVec.normalize();
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zeus::CVector3f rVecNoZ = rVec;
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rVecNoZ.z = 0.f;
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if (rVecNoZ.canBeNormalized())
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rVecNoZ.normalize();
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gunXf = zeus::CQuaternion::lookAt(rVecNoZ, gunUpVec, zeus::CRelAngle::FromDegrees(360.f)).toTransform() *
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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 newGunUp = gunXf.upVector();
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zeus::CVector3f newgunFront = gunXf.frontVector();
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if (newGunUp.canBeNormalized())
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newGunUp.normalize();
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if (newgunFront.canBeNormalized())
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newgunFront.normalize();
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float angle = newGunUp.dot(rVec);
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float angle = newgunFront.dot(rVec);
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if (std::fabs(angle) > 0.f)
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angle = (angle > -0.f ? -1.f : 1.f);
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gunQ = zeus::CQuaternion::lookAt(rVec, newGunUp, zeus::clamp(0.f, std::acos(angle) / dt, 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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}
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void CFirstPersonCamera::UpdateTransform(CStateManager& mgr, float dt)
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@ -147,49 +147,49 @@ void CFirstPersonCamera::UpdateTransform(CStateManager& mgr, float dt)
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{
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if (player->x304_ == 4 || player->x304_ == 1)
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{
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zeus::CVector3f gunUpVec = gunXf.upVector();
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zeus::CVector3f gunFrontVec = gunXf.frontVector();
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if (gunUpVec.canBeNormalized())
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gunUpVec.normalize();
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if (gunFrontVec.canBeNormalized())
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gunFrontVec.normalize();
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float scaledDt = (dt * g_tweakPlayer->GetPlayerSomething14());
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float angle = gunUpVec.dot(rVec);
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float angle = gunFrontVec.dot(rVec);
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if (std::fabs(angle) > 1.f)
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angle = (angle > -0.f ? -1.f : 1.f);
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float clampedAngle = zeus::clamp(0.f, std::acos(angle) / scaledDt, 1.f);
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if (angle > 0.999f && x18c_ && !player->x374_)
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qGun = zeus::CQuaternion::lookAt(rVec, gunUpVec, zeus::CRelAngle::FromDegrees(360.f));
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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, gunUpVec, scaledDt * clampedAngle);
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qGun = zeus::CQuaternion::lookAt(rVec, gunFrontVec, scaledDt * clampedAngle);
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const CScriptGrapplePoint* gPoint =
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dynamic_cast<const CScriptGrapplePoint*>(mgr.GetObjectById(player->x310_grapplePointId));
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if (gPoint && player->x29c_ > 0.f)
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{
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gunUpVec = x190_gunFollowXf.upVector();
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if (gunUpVec.canBeNormalized())
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gunUpVec.normalize();
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gunFrontVec = x190_gunFollowXf.frontVector();
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if (gunFrontVec.canBeNormalized())
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gunFrontVec.normalize();
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zeus::CVector3f rVecCpy = rVec;
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if (rVecCpy.canBeNormalized())
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rVecCpy.normalize();
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gunXf = zeus::CQuaternion::lookAt(rVecCpy, gunUpVec, zeus::CRelAngle::FromDegrees(360.f)).toTransform() *
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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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gunUpVec = gunXf.upVector();
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if (gunUpVec.canBeNormalized())
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gunUpVec.normalize();
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gunFrontVec = gunXf.frontVector();
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if (gunFrontVec.canBeNormalized())
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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 = gunUpVec.dot(rVec);
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float angle = gunFrontVec.dot(rVec);
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float sdt = dt * g_tweakPlayer->GetPlayerSomething13();
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if (std::fabs(angle) > 1.0f)
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angle = (angle > -0.f ? -1.f : 1.f);
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angle = zeus::clamp(0.f, std::acos(angle) / sdt, 1.f);
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qGun = zeus::CQuaternion::lookAt(rVec, gunUpVec, zeus::CRelAngle::FromDegrees(360.f));
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qGun = zeus::CQuaternion::lookAt(rVec, gunFrontVec, zeus::CRelAngle::FromDegrees(360.f));
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}
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}
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else if (player->x304_ == 2 || player->x304_ == 3)
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@ -210,26 +210,26 @@ void CFirstPersonCamera::UpdateTransform(CStateManager& mgr, float dt)
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}
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else
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{
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zeus::CVector3f gunUp = x190_gunFollowXf.upVector();
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if (gunUp.canBeNormalized())
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gunUp.normalize();
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zeus::CVector3f gunFront = x190_gunFollowXf.frontVector();
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if (gunFront.canBeNormalized())
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gunFront.normalize();
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zeus::CVector3f rVecCpy = rVec;
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if (rVecCpy.canBeNormalized())
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rVecCpy.normalize();
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gunXf = zeus::CQuaternion::lookAt(rVecCpy, gunUp, zeus::CRelAngle::FromDegrees(360.f)).toTransform() *
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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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gunUp = gunXf.upVector();
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if (gunUp.canBeNormalized())
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gunUp.normalize();
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gunFront = gunXf.frontVector();
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if (gunFront.canBeNormalized())
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gunFront.normalize();
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float angle = gunUp.dot(rVec);
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float angle = gunFront.dot(rVec);
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if (std::fabs(angle) > 1.f)
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angle = (angle > -0.f ? -1.f : 1.f);
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float sdt = dt * g_tweakPlayer->GetPlayerSomething15();
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qGun = zeus::CQuaternion::lookAt(
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rVec, gunUp, sdt * zeus::clamp(0.f, g_tweakPlayer->GetPlayerSomething16() * (std::acos(angle) / sdt), 1.f));
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rVec, gunFront, sdt * zeus::clamp(0.f, g_tweakPlayer->GetPlayerSomething16() * (std::acos(angle) / sdt), 1.f));
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}
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zeus::CTransform bobXf = player->GetCameraBob()->GetCameraBobTransformation();
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