mirror of https://github.com/AxioDL/metaforce.git
Work on CPathCamera
This commit is contained in:
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21b25f72a3
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68504f5c3a
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@ -234,7 +234,6 @@ private:
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static zeus::CVector3f GetFailsafeSplinePoint(const std::vector<zeus::CVector3f>& points, float t);
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bool CheckFailsafeFromMorphBallState(CStateManager& mgr) const;
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bool SplineIntersectTest(CMaterialList& intersectMat, CStateManager& mgr) const;
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static bool IsBallNearDoor(const zeus::CVector3f& pos, CStateManager& mgr);
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void ActivateFailsafe(float dt, CStateManager& mgr);
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bool ConstrainElevationAndDistance(float& elevation, float& distance, float dt, CStateManager& mgr);
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zeus::CVector3f FindDesiredPosition(float distance, float elevation, const zeus::CVector3f& dir,
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@ -272,6 +271,9 @@ public:
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void ResetPosition(CStateManager& mgr);
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void DoorClosed(TUniqueId doorId);
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void DoorClosing(TUniqueId doorId);
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const zeus::CVector3f& GetFixedLookPos() const { return x1cc_fixedLookPos; }
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static bool IsBallNearDoor(const zeus::CVector3f& pos, CStateManager& mgr);
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};
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}
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@ -293,8 +293,174 @@ zeus::CVector3f CCameraSpline::GetInterpolatedSplinePointByTime(float time, floa
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return {};
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}
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float CCameraSpline::FindClosestLengthAlongSpline(float time, const zeus::CVector3f& p)
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float CCameraSpline::FindClosestLengthOnSpline(float time, const zeus::CVector3f& p) const
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{
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float ret = -1.f;
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float minLenDelta = 10000.f;
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float minMag = 10000.f;
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size_t iterations = x4_positions.size() - 1;
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if (x48_closedLoop)
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iterations += 1;
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for (size_t i=0 ; i<iterations ; ++i)
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{
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const zeus::CVector3f& thisPos = x4_positions[i];
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const zeus::CVector3f* nextPos;
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if (!x48_closedLoop)
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{
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nextPos = &x4_positions[i + 1];
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}
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else
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{
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if (i == x4_positions.size() - 1)
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nextPos = &x4_positions[0];
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else
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nextPos = &x4_positions[i + 1];
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}
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zeus::CVector3f delta = *nextPos - thisPos;
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zeus::CVector3f nextDelta;
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zeus::CVector3f revDelta = thisPos - *nextPos;
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zeus::CVector3f nextRevDelta;
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if (i != 0)
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{
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nextDelta = delta + thisPos - x4_positions[i - 1];
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}
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else
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{
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zeus::CVector3f extrap = x4_positions[0] - x4_positions[1] + x4_positions[0];
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if (x48_closedLoop)
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extrap = x4_positions.back();
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nextDelta = delta + thisPos - extrap;
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}
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delta.normalize();
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if (i < x4_positions.size() - 2)
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{
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nextRevDelta = revDelta + *nextPos - x4_positions[i + 2];
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}
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else
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{
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zeus::CVector3f extrap;
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if (x48_closedLoop)
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{
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if (i == iterations - 1)
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extrap = x4_positions[1];
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else
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extrap = x4_positions[0];
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}
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else
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{
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extrap = x4_positions[i + 1] - x4_positions[i] + x4_positions[i + 1];
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}
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nextRevDelta = revDelta + *nextPos - extrap;
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}
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revDelta.normalize();
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nextDelta.normalize();
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nextRevDelta.normalize();
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float proj = (p - thisPos).dot(delta) / delta.dot(nextDelta);
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float nextProj = (p - *nextPos).dot(revDelta) / revDelta.dot(nextRevDelta);
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float t = proj / (proj + nextProj);
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if (!x48_closedLoop)
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{
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if (i == 0 && t < 0.f)
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t = 0.f;
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if (i == x4_positions.size() - 2 && t > 1.f)
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t = 1.f;
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}
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if (t >= 0.f && t <= 1.f)
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{
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float tLen;
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if (i == x4_positions.size() - 1)
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tLen = x44_length - x24_t[i];
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else
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tLen = x24_t[i + 1] - x24_t[i];
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float lenT = t * tLen + x24_t[i];
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zeus::CVector3f pointDelta = p - GetInterpolatedSplinePointByLength(lenT).origin;
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float mag = 0.f;
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if (pointDelta.canBeNormalized())
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mag = pointDelta.magnitude();
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float lenDelta = std::fabs(lenT - time);
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if (x48_closedLoop && lenDelta > x44_length - lenDelta)
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lenDelta = x44_length - lenDelta;
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if (zeus::close_enough(std::fabs(mag - minMag), 0.f))
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{
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if (lenDelta < minLenDelta)
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{
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ret = lenT;
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minLenDelta = lenDelta;
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}
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}
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else
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{
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if (mag < minMag)
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{
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ret = lenT;
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minLenDelta = lenDelta;
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minMag = mag;
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}
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}
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}
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}
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return std::max(ret, 0.f);
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}
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float CCameraSpline::ValidateLength(float t) const
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{
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if (x48_closedLoop)
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{
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while (t >= x44_length)
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t -= x44_length;
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while (t < 0.f)
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t += x44_length;
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return t;
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}
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else
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{
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return zeus::clamp(0.f, t, x44_length);
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}
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}
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float CCameraSpline::ClampLength(const zeus::CVector3f& pos, bool collide,
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const CMaterialFilter& filter, const CStateManager& mgr) const
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{
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if (x4_positions.empty())
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return 0.f;
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if (x48_closedLoop)
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return 0.f;
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zeus::CVector3f deltaA = pos - x4_positions.front();
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zeus::CVector3f deltaB = pos - x4_positions.back();
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float magA = deltaA.magnitude();
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float magB = deltaB.magnitude();
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if (!deltaA.canBeNormalized())
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return 0.f;
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if (!deltaB.canBeNormalized())
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return x44_length;
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if (collide)
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{
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bool collideA = mgr.RayStaticIntersection(x4_positions.front(), deltaA.normalized(), magA, filter).IsValid();
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bool collideB = mgr.RayStaticIntersection(x4_positions.back(), deltaB.normalized(), magB, filter).IsValid();
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if (collideA)
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return x44_length;
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if (collideB)
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return 0.f;
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}
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if (magA < magB)
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return 0.f;
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else
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return x44_length;
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}
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}
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@ -7,6 +7,8 @@
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namespace urde
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{
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class CStateManager;
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class CMaterialFilter;
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class CCameraSpline
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{
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friend class CBallCamera;
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@ -31,10 +33,15 @@ public:
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void UpdateSplineLength() { x44_length = CalculateSplineLength(); }
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zeus::CTransform GetInterpolatedSplinePointByLength(float pos) const;
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zeus::CVector3f GetInterpolatedSplinePointByTime(float time, float range) const;
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float FindClosestLengthAlongSpline(float time, const zeus::CVector3f& p);
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float FindClosestLengthOnSpline(float time, const zeus::CVector3f& p) const;
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float ValidateLength(float t) const;
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float ClampLength(const zeus::CVector3f& pos, bool collide,
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const CMaterialFilter& filter, const CStateManager& mgr) const;
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s32 GetSize() const { return x4_positions.size(); }
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float GetLength() const { return x44_length; }
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bool IsClosedLoop() const { return x48_closedLoop; }
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};
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}
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#endif // __URDE_CCAMERASPLINE_HPP__
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@ -4,6 +4,7 @@
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#include "CBallCamera.hpp"
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#include "World/CScriptCameraHint.hpp"
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#include "World/CPlayer.hpp"
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#include "World/CScriptDoor.hpp"
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#include "GameGlobalObjects.hpp"
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#include "TCastTo.hpp"
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@ -18,7 +19,7 @@ CPathCamera::CPathCamera(TUniqueId uid, std::string_view name, const CEntityInfo
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CCameraManager::NearPlane(),
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CCameraManager::FarPlane(),
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CCameraManager::Aspect(), kInvalidUniqueId, 0, 0)
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, x188_spline(flags & 1), x1dc_(f1), x1e0_(f2), x1e4_(f3), x1e8_initPos(initPos)
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, x188_spline(flags & 1), x1dc_lengthExtent(f1), x1e0_(f2), x1e4_(f3), x1e8_initPos(initPos)
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, x1ec_flags(flags), x1f0_(f4), x1f4_(f5)
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{
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}
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@ -68,7 +69,7 @@ void CPathCamera::Think(float dt, CStateManager& mgr)
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SetTranslation(xf.origin);
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if (x1ec_flags & 0x20)
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sub8012DD3C(mgr);
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ClampToClosedDoor(mgr);
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zeus::CVector3f tmp = ballLook - GetTranslation();
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tmp.z = 0.f;
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@ -81,28 +82,171 @@ void CPathCamera::Think(float dt, CStateManager& mgr)
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void CPathCamera::ProcessInput(const CFinalInput&, CStateManager& mgr)
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{
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// Empty
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}
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static const CMaterialFilter kLineOfSightFilter =
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CMaterialFilter::MakeIncludeExclude({EMaterialTypes::Solid}, {EMaterialTypes::ProjectilePassthrough});
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void CPathCamera::Reset(const zeus::CTransform&, CStateManager& mgr)
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{
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CPlayer& player = mgr.GetPlayer();
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float f23 = x188_spline.FindClosestLengthAlongSpline(0.f, player.GetTranslation() + g_tweakPlayer->GetPlayerBallHalfExtent());
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zeus::CVector3f playerPt = player.GetTranslation() +
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zeus::CVector3f(0.f, 0.f, g_tweakPlayer->GetPlayerBallHalfExtent());
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float closestLength = x188_spline.FindClosestLengthOnSpline(0.f, playerPt);
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float f25 = std::max(0.f, f23 - x1dc_);
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float negLength = std::max(0.f, closestLength - x1dc_lengthExtent);
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zeus::CVector3f negPoint = x188_spline.GetInterpolatedSplinePointByLength(negLength).origin;
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zeus::CTransform xf = x188_spline.GetInterpolatedSplinePointByLength(f25);
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float posLength = std::min(x188_spline.GetLength(), closestLength + x1dc_lengthExtent);
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zeus::CVector3f posPoint = x188_spline.GetInterpolatedSplinePointByLength(posLength).origin;
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float f1 = x188_spline.GetLength();
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zeus::CTransform camXf = mgr.GetCameraManager()->GetBallCamera()->GetTransform();
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if (player.GetMorphballTransitionState() != CPlayer::EPlayerMorphBallState::Morphed)
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camXf = mgr.GetCameraManager()->GetCurrentCameraTransform(mgr);
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bool neg = false;
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if (x1e8_initPos == EInitialSplinePosition::BallCamBasis)
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{
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zeus::CVector3f tmp = playerPt - negPoint;
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if (tmp.canBeNormalized())
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{
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if (tmp.normalized().dot(camXf.basis[1]) > 0.f)
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neg = true;
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}
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}
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else
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{
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neg = x1e8_initPos == EInitialSplinePosition::Negative;
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}
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#if 0
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zeus::CVector3f camToSpline = splinePt - camXf.origin;
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mgr.RayStaticIntersection(camXf.origin, camToSpline.normalized(), camToSpline.magnitude(), kLineOfSightFilter);
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zeus::CVector3f camToSpline2 = splinePt2 - camXf.origin;
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mgr.RayStaticIntersection(camXf.origin, camToSpline2.normalized(), camToSpline2.magnitude(), kLineOfSightFilter);
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#endif
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zeus::CVector3f viewPoint;
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if (neg)
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{
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x1d4_pos = negLength;
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viewPoint = negPoint;
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}
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else
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{
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x1d4_pos = posLength;
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viewPoint = posPoint;
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}
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if (x1e8_initPos == EInitialSplinePosition::ClampBasis)
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{
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if (x188_spline.ClampLength(playerPt, false, kLineOfSightFilter, mgr) <= negLength)
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{
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x1d4_pos = negLength;
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viewPoint = negPoint;
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}
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else
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{
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x1d4_pos = posLength;
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viewPoint = posPoint;
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}
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}
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SetTransform(zeus::lookAt(viewPoint, mgr.GetCameraManager()->GetBallCamera()->GetFixedLookPos()));
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}
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zeus::CTransform CPathCamera::MoveAlongSpline(float, CStateManager& mgr)
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zeus::CTransform CPathCamera::MoveAlongSpline(float t, CStateManager& mgr)
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{
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return {};
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zeus::CTransform ret = x34_transform;
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x1d8_time = x188_spline.FindClosestLengthOnSpline(x1d8_time, mgr.GetPlayer().GetTranslation());
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float f30 = x1dc_lengthExtent;
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if (x1ec_flags & 0x8)
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{
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zeus::CVector3f splineToPlayer = mgr.GetPlayer().GetTranslation() -
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x188_spline.GetInterpolatedSplinePointByLength(x1d8_time).origin;
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float distToPlayer = 0.f;
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if (splineToPlayer.canBeNormalized())
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distToPlayer = splineToPlayer.magnitude();
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f30 *= 1.f - std::sin(zeus::degToRad(zeus::clamp(0.f, (distToPlayer - x1f0_) / (x1f4_ - x1f0_), 1.f) * 90.f));
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}
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float newPos;
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if (x188_spline.IsClosedLoop())
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{
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float lenA = x188_spline.ValidateLength(x1d8_time + f30);
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newPos = x188_spline.ValidateLength(x1d8_time - f30);
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float disp = std::fabs(x1d4_pos - x1d8_time);
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float remLen = x188_spline.GetLength() - disp;
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if (x1d4_pos > x1d8_time)
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{
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if (disp <= remLen)
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newPos = lenA;
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}
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else
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{
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if (disp > remLen)
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newPos = lenA;
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}
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}
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else
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{
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if (x1d4_pos > x1d8_time)
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newPos = x188_spline.ValidateLength(x1d8_time + f30);
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else
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newPos = x188_spline.ValidateLength(x1d8_time - f30);
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}
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if (x1ec_flags & 0x2)
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{
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x1d4_pos = newPos;
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ret = x188_spline.GetInterpolatedSplinePointByLength(x1d4_pos);
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}
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else
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{
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if (x188_spline.IsClosedLoop())
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{
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float absDelta = std::fabs(newPos - x1d4_pos);
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if (absDelta > x188_spline.GetLength() - absDelta)
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absDelta = x188_spline.GetLength() - absDelta;
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float tBias = zeus::clamp(-1.f, absDelta / x1e4_, 1.f) * x1e0_ * t;
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float tmpAbs = std::fabs(x1d4_pos - newPos);
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float absDelta2 = x188_spline.GetLength() - tmpAbs;
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if (x1d4_pos > newPos)
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{
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if (tmpAbs <= absDelta2)
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tBias *= -1.f;
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}
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else
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{
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if (tmpAbs > absDelta2)
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tBias *= -1.f;
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}
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x1d4_pos = x188_spline.ValidateLength(x1d4_pos + tBias);
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}
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else
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{
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x1d4_pos = x188_spline.ValidateLength(
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zeus::clamp(-1.f, (newPos - x1d4_pos) / x1e4_, 1.f) * x1e0_ * t + x1d4_pos);
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}
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ret = x188_spline.GetInterpolatedSplinePointByLength(x1d4_pos);
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}
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return ret;
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}
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void CPathCamera::sub8012DD3C(CStateManager& )
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void CPathCamera::ClampToClosedDoor(CStateManager& mgr)
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{
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if (TCastToConstPtr<CScriptDoor> door =
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mgr.GetObjectById(mgr.GetCameraManager()->GetBallCamera()->GetTooCloseActorId()))
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{
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if (!door->IsOpen() && CBallCamera::IsBallNearDoor(GetTranslation(), mgr))
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{
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x1d4_pos = (x1d4_pos > x1d8_time) ?
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x1d8_time - x1dc_lengthExtent : x1d8_time + x1dc_lengthExtent;
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SetTranslation(x188_spline.GetInterpolatedSplinePointByLength(x1d4_pos).origin);
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}
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}
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}
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}
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@ -12,13 +12,17 @@ class CPathCamera : public CGameCamera
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public:
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enum class EInitialSplinePosition
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{
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BallCamBasis,
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Negative,
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Positive,
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ClampBasis
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};
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private:
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CCameraSpline x188_spline;
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float x1d4_pos = 0.f;
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float x1d8_time = 0.f;
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||||
float x1dc_;
|
||||
float x1dc_lengthExtent;
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||||
float x1e0_;
|
||||
float x1e4_;
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||||
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&);
|
||||
};
|
||||
|
||||
}
|
||||
|
|
|
@ -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();
|
||||
|
||||
|
|
Loading…
Reference in New Issue