Work on CPathCamera

This commit is contained in:
Jack Andersen 2018-06-25 19:24:31 -10:00
parent 21b25f72a3
commit 68504f5c3a
6 changed files with 339 additions and 16 deletions

View File

@ -234,7 +234,6 @@ private:
static zeus::CVector3f GetFailsafeSplinePoint(const std::vector<zeus::CVector3f>& points, float t);
bool CheckFailsafeFromMorphBallState(CStateManager& mgr) const;
bool SplineIntersectTest(CMaterialList& intersectMat, CStateManager& mgr) const;
static bool IsBallNearDoor(const zeus::CVector3f& pos, CStateManager& mgr);
void ActivateFailsafe(float dt, CStateManager& mgr);
bool ConstrainElevationAndDistance(float& elevation, float& distance, float dt, CStateManager& mgr);
zeus::CVector3f FindDesiredPosition(float distance, float elevation, const zeus::CVector3f& dir,
@ -272,6 +271,9 @@ public:
void ResetPosition(CStateManager& mgr);
void DoorClosed(TUniqueId doorId);
void DoorClosing(TUniqueId doorId);
const zeus::CVector3f& GetFixedLookPos() const { return x1cc_fixedLookPos; }
static bool IsBallNearDoor(const zeus::CVector3f& pos, CStateManager& mgr);
};
}

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@ -293,8 +293,174 @@ zeus::CVector3f CCameraSpline::GetInterpolatedSplinePointByTime(float time, floa
return {};
}
float CCameraSpline::FindClosestLengthAlongSpline(float time, const zeus::CVector3f& p)
float CCameraSpline::FindClosestLengthOnSpline(float time, const zeus::CVector3f& p) const
{
float ret = -1.f;
float minLenDelta = 10000.f;
float minMag = 10000.f;
size_t iterations = x4_positions.size() - 1;
if (x48_closedLoop)
iterations += 1;
for (size_t i=0 ; i<iterations ; ++i)
{
const zeus::CVector3f& thisPos = x4_positions[i];
const zeus::CVector3f* nextPos;
if (!x48_closedLoop)
{
nextPos = &x4_positions[i + 1];
}
else
{
if (i == x4_positions.size() - 1)
nextPos = &x4_positions[0];
else
nextPos = &x4_positions[i + 1];
}
zeus::CVector3f delta = *nextPos - thisPos;
zeus::CVector3f nextDelta;
zeus::CVector3f revDelta = thisPos - *nextPos;
zeus::CVector3f nextRevDelta;
if (i != 0)
{
nextDelta = delta + thisPos - x4_positions[i - 1];
}
else
{
zeus::CVector3f extrap = x4_positions[0] - x4_positions[1] + x4_positions[0];
if (x48_closedLoop)
extrap = x4_positions.back();
nextDelta = delta + thisPos - extrap;
}
delta.normalize();
if (i < x4_positions.size() - 2)
{
nextRevDelta = revDelta + *nextPos - x4_positions[i + 2];
}
else
{
zeus::CVector3f extrap;
if (x48_closedLoop)
{
if (i == iterations - 1)
extrap = x4_positions[1];
else
extrap = x4_positions[0];
}
else
{
extrap = x4_positions[i + 1] - x4_positions[i] + x4_positions[i + 1];
}
nextRevDelta = revDelta + *nextPos - extrap;
}
revDelta.normalize();
nextDelta.normalize();
nextRevDelta.normalize();
float proj = (p - thisPos).dot(delta) / delta.dot(nextDelta);
float nextProj = (p - *nextPos).dot(revDelta) / revDelta.dot(nextRevDelta);
float t = proj / (proj + nextProj);
if (!x48_closedLoop)
{
if (i == 0 && t < 0.f)
t = 0.f;
if (i == x4_positions.size() - 2 && t > 1.f)
t = 1.f;
}
if (t >= 0.f && t <= 1.f)
{
float tLen;
if (i == x4_positions.size() - 1)
tLen = x44_length - x24_t[i];
else
tLen = x24_t[i + 1] - x24_t[i];
float lenT = t * tLen + x24_t[i];
zeus::CVector3f pointDelta = p - GetInterpolatedSplinePointByLength(lenT).origin;
float mag = 0.f;
if (pointDelta.canBeNormalized())
mag = pointDelta.magnitude();
float lenDelta = std::fabs(lenT - time);
if (x48_closedLoop && lenDelta > x44_length - lenDelta)
lenDelta = x44_length - lenDelta;
if (zeus::close_enough(std::fabs(mag - minMag), 0.f))
{
if (lenDelta < minLenDelta)
{
ret = lenT;
minLenDelta = lenDelta;
}
}
else
{
if (mag < minMag)
{
ret = lenT;
minLenDelta = lenDelta;
minMag = mag;
}
}
}
}
return std::max(ret, 0.f);
}
float CCameraSpline::ValidateLength(float t) const
{
if (x48_closedLoop)
{
while (t >= x44_length)
t -= x44_length;
while (t < 0.f)
t += x44_length;
return t;
}
else
{
return zeus::clamp(0.f, t, x44_length);
}
}
float CCameraSpline::ClampLength(const zeus::CVector3f& pos, bool collide,
const CMaterialFilter& filter, const CStateManager& mgr) const
{
if (x4_positions.empty())
return 0.f;
if (x48_closedLoop)
return 0.f;
zeus::CVector3f deltaA = pos - x4_positions.front();
zeus::CVector3f deltaB = pos - x4_positions.back();
float magA = deltaA.magnitude();
float magB = deltaB.magnitude();
if (!deltaA.canBeNormalized())
return 0.f;
if (!deltaB.canBeNormalized())
return x44_length;
if (collide)
{
bool collideA = mgr.RayStaticIntersection(x4_positions.front(), deltaA.normalized(), magA, filter).IsValid();
bool collideB = mgr.RayStaticIntersection(x4_positions.back(), deltaB.normalized(), magB, filter).IsValid();
if (collideA)
return x44_length;
if (collideB)
return 0.f;
}
if (magA < magB)
return 0.f;
else
return x44_length;
}
}

View File

@ -7,6 +7,8 @@
namespace urde
{
class CStateManager;
class CMaterialFilter;
class CCameraSpline
{
friend class CBallCamera;
@ -31,10 +33,15 @@ public:
void UpdateSplineLength() { x44_length = CalculateSplineLength(); }
zeus::CTransform GetInterpolatedSplinePointByLength(float pos) const;
zeus::CVector3f GetInterpolatedSplinePointByTime(float time, float range) const;
float FindClosestLengthAlongSpline(float time, const zeus::CVector3f& p);
float FindClosestLengthOnSpline(float time, const zeus::CVector3f& p) const;
float ValidateLength(float t) const;
float ClampLength(const zeus::CVector3f& pos, bool collide,
const CMaterialFilter& filter, const CStateManager& mgr) const;
s32 GetSize() const { return x4_positions.size(); }
float GetLength() const { return x44_length; }
bool IsClosedLoop() const { return x48_closedLoop; }
};
}
#endif // __URDE_CCAMERASPLINE_HPP__

View File

@ -4,6 +4,7 @@
#include "CBallCamera.hpp"
#include "World/CScriptCameraHint.hpp"
#include "World/CPlayer.hpp"
#include "World/CScriptDoor.hpp"
#include "GameGlobalObjects.hpp"
#include "TCastTo.hpp"
@ -18,7 +19,7 @@ CPathCamera::CPathCamera(TUniqueId uid, std::string_view name, const CEntityInfo
CCameraManager::NearPlane(),
CCameraManager::FarPlane(),
CCameraManager::Aspect(), kInvalidUniqueId, 0, 0)
, x188_spline(flags & 1), x1dc_(f1), x1e0_(f2), x1e4_(f3), x1e8_initPos(initPos)
, x188_spline(flags & 1), x1dc_lengthExtent(f1), x1e0_(f2), x1e4_(f3), x1e8_initPos(initPos)
, x1ec_flags(flags), x1f0_(f4), x1f4_(f5)
{
}
@ -68,7 +69,7 @@ void CPathCamera::Think(float dt, CStateManager& mgr)
SetTranslation(xf.origin);
if (x1ec_flags & 0x20)
sub8012DD3C(mgr);
ClampToClosedDoor(mgr);
zeus::CVector3f tmp = ballLook - GetTranslation();
tmp.z = 0.f;
@ -81,28 +82,171 @@ void CPathCamera::Think(float dt, CStateManager& mgr)
void CPathCamera::ProcessInput(const CFinalInput&, CStateManager& mgr)
{
// Empty
}
static const CMaterialFilter kLineOfSightFilter =
CMaterialFilter::MakeIncludeExclude({EMaterialTypes::Solid}, {EMaterialTypes::ProjectilePassthrough});
void CPathCamera::Reset(const zeus::CTransform&, CStateManager& mgr)
{
CPlayer& player = mgr.GetPlayer();
float f23 = x188_spline.FindClosestLengthAlongSpline(0.f, player.GetTranslation() + g_tweakPlayer->GetPlayerBallHalfExtent());
zeus::CVector3f playerPt = player.GetTranslation() +
zeus::CVector3f(0.f, 0.f, g_tweakPlayer->GetPlayerBallHalfExtent());
float closestLength = x188_spline.FindClosestLengthOnSpline(0.f, playerPt);
float f25 = std::max(0.f, f23 - x1dc_);
float negLength = std::max(0.f, closestLength - x1dc_lengthExtent);
zeus::CVector3f negPoint = x188_spline.GetInterpolatedSplinePointByLength(negLength).origin;
zeus::CTransform xf = x188_spline.GetInterpolatedSplinePointByLength(f25);
float posLength = std::min(x188_spline.GetLength(), closestLength + x1dc_lengthExtent);
zeus::CVector3f posPoint = x188_spline.GetInterpolatedSplinePointByLength(posLength).origin;
float f1 = x188_spline.GetLength();
zeus::CTransform camXf = mgr.GetCameraManager()->GetBallCamera()->GetTransform();
if (player.GetMorphballTransitionState() != CPlayer::EPlayerMorphBallState::Morphed)
camXf = mgr.GetCameraManager()->GetCurrentCameraTransform(mgr);
bool neg = false;
if (x1e8_initPos == EInitialSplinePosition::BallCamBasis)
{
zeus::CVector3f tmp = playerPt - negPoint;
if (tmp.canBeNormalized())
{
if (tmp.normalized().dot(camXf.basis[1]) > 0.f)
neg = true;
}
}
else
{
neg = x1e8_initPos == EInitialSplinePosition::Negative;
}
#if 0
zeus::CVector3f camToSpline = splinePt - camXf.origin;
mgr.RayStaticIntersection(camXf.origin, camToSpline.normalized(), camToSpline.magnitude(), kLineOfSightFilter);
zeus::CVector3f camToSpline2 = splinePt2 - camXf.origin;
mgr.RayStaticIntersection(camXf.origin, camToSpline2.normalized(), camToSpline2.magnitude(), kLineOfSightFilter);
#endif
zeus::CVector3f viewPoint;
if (neg)
{
x1d4_pos = negLength;
viewPoint = negPoint;
}
else
{
x1d4_pos = posLength;
viewPoint = posPoint;
}
if (x1e8_initPos == EInitialSplinePosition::ClampBasis)
{
if (x188_spline.ClampLength(playerPt, false, kLineOfSightFilter, mgr) <= negLength)
{
x1d4_pos = negLength;
viewPoint = negPoint;
}
else
{
x1d4_pos = posLength;
viewPoint = posPoint;
}
}
SetTransform(zeus::lookAt(viewPoint, mgr.GetCameraManager()->GetBallCamera()->GetFixedLookPos()));
}
zeus::CTransform CPathCamera::MoveAlongSpline(float, CStateManager& mgr)
zeus::CTransform CPathCamera::MoveAlongSpline(float t, CStateManager& mgr)
{
return {};
zeus::CTransform ret = x34_transform;
x1d8_time = x188_spline.FindClosestLengthOnSpline(x1d8_time, mgr.GetPlayer().GetTranslation());
float f30 = x1dc_lengthExtent;
if (x1ec_flags & 0x8)
{
zeus::CVector3f splineToPlayer = mgr.GetPlayer().GetTranslation() -
x188_spline.GetInterpolatedSplinePointByLength(x1d8_time).origin;
float distToPlayer = 0.f;
if (splineToPlayer.canBeNormalized())
distToPlayer = splineToPlayer.magnitude();
f30 *= 1.f - std::sin(zeus::degToRad(zeus::clamp(0.f, (distToPlayer - x1f0_) / (x1f4_ - x1f0_), 1.f) * 90.f));
}
float newPos;
if (x188_spline.IsClosedLoop())
{
float lenA = x188_spline.ValidateLength(x1d8_time + f30);
newPos = x188_spline.ValidateLength(x1d8_time - f30);
float disp = std::fabs(x1d4_pos - x1d8_time);
float remLen = x188_spline.GetLength() - disp;
if (x1d4_pos > x1d8_time)
{
if (disp <= remLen)
newPos = lenA;
}
else
{
if (disp > remLen)
newPos = lenA;
}
}
else
{
if (x1d4_pos > x1d8_time)
newPos = x188_spline.ValidateLength(x1d8_time + f30);
else
newPos = x188_spline.ValidateLength(x1d8_time - f30);
}
if (x1ec_flags & 0x2)
{
x1d4_pos = newPos;
ret = x188_spline.GetInterpolatedSplinePointByLength(x1d4_pos);
}
else
{
if (x188_spline.IsClosedLoop())
{
float absDelta = std::fabs(newPos - x1d4_pos);
if (absDelta > x188_spline.GetLength() - absDelta)
absDelta = x188_spline.GetLength() - absDelta;
float tBias = zeus::clamp(-1.f, absDelta / x1e4_, 1.f) * x1e0_ * t;
float tmpAbs = std::fabs(x1d4_pos - newPos);
float absDelta2 = x188_spline.GetLength() - tmpAbs;
if (x1d4_pos > newPos)
{
if (tmpAbs <= absDelta2)
tBias *= -1.f;
}
else
{
if (tmpAbs > absDelta2)
tBias *= -1.f;
}
x1d4_pos = x188_spline.ValidateLength(x1d4_pos + tBias);
}
else
{
x1d4_pos = x188_spline.ValidateLength(
zeus::clamp(-1.f, (newPos - x1d4_pos) / x1e4_, 1.f) * x1e0_ * t + x1d4_pos);
}
ret = x188_spline.GetInterpolatedSplinePointByLength(x1d4_pos);
}
return ret;
}
void CPathCamera::sub8012DD3C(CStateManager& )
void CPathCamera::ClampToClosedDoor(CStateManager& mgr)
{
if (TCastToConstPtr<CScriptDoor> door =
mgr.GetObjectById(mgr.GetCameraManager()->GetBallCamera()->GetTooCloseActorId()))
{
if (!door->IsOpen() && CBallCamera::IsBallNearDoor(GetTranslation(), mgr))
{
x1d4_pos = (x1d4_pos > x1d8_time) ?
x1d8_time - x1dc_lengthExtent : x1d8_time + x1dc_lengthExtent;
SetTranslation(x188_spline.GetInterpolatedSplinePointByLength(x1d4_pos).origin);
}
}
}
}

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@ -12,13 +12,17 @@ class CPathCamera : public CGameCamera
public:
enum class EInitialSplinePosition
{
BallCamBasis,
Negative,
Positive,
ClampBasis
};
private:
CCameraSpline x188_spline;
float x1d4_pos = 0.f;
float x1d8_time = 0.f;
float x1dc_;
float x1dc_lengthExtent;
float x1e0_;
float x1e4_;
EInitialSplinePosition x1e8_initPos;
@ -38,7 +42,7 @@ public:
void ProcessInput(const CFinalInput&, CStateManager& mgr);
void Reset(const zeus::CTransform&, CStateManager& mgr);
zeus::CTransform MoveAlongSpline(float, CStateManager&);
void sub8012DD3C(CStateManager&);
void ClampToClosedDoor(CStateManager&);
};
}

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@ -2006,7 +2006,7 @@ CFrontEndUI::CFrontEndUI()
m->ResetGameState();
g_GameState->SetCurrentWorldId(g_ResFactory->TranslateOriginalToNew(g_DefaultWorldTag.id));
g_GameState->CurrentWorldState().SetAreaId(6);
g_GameState->CurrentWorldState().SetAreaId(8);
g_GameState->GameOptions().ResetToDefaults();
g_GameState->WriteBackupBuf();