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Finish CFirstPersonCamera

This commit is contained in:
Jack Andersen
2017-10-06 19:32:11 -10:00
parent d8fc301484
commit 75094ca39a
11 changed files with 151 additions and 65 deletions

View File

@@ -1,13 +1,10 @@
#include "CFirstPersonCamera.hpp"
#include "GameGlobalObjects.hpp"
#include "Character/CCharLayoutInfo.hpp"
#include "CStateManager.hpp"
#include "World/CPlayer.hpp"
#include "World/CPlayerCameraBob.hpp"
#include "World/CScriptGrapplePoint.hpp"
#include "Particle/CGenDescription.hpp"
#include "World/CScriptCameraPitchVolume.hpp"
#include "TCastTo.hpp"
#include <math.h>
namespace urde
{
@@ -15,8 +12,10 @@ namespace urde
CFirstPersonCamera::CFirstPersonCamera(TUniqueId uid, const zeus::CTransform& xf, TUniqueId watchedObj,
float orbitCameraSpeed, 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), x188_orbitCameraSpeed(orbitCameraSpeed)
nearz, farz, aspect, watchedObj, false, 0), x188_orbitCameraSpeed(orbitCameraSpeed),
x190_gunFollowXf(xf)
{
x1c6_24_deferBallTransitionProcessing = false;
}
void CFirstPersonCamera::Accept(IVisitor& visitor)
@@ -24,21 +23,65 @@ void CFirstPersonCamera::Accept(IVisitor& visitor)
visitor.Visit(this);
}
void CFirstPersonCamera::PreThink(float, CStateManager&) {}
void CFirstPersonCamera::Think(float, CStateManager&)
void CFirstPersonCamera::PreThink(float dt, CStateManager& mgr)
{
// Empty
}
void CFirstPersonCamera::ProcessInput(const CFinalInput&, CStateManager& mgr) {}
void CFirstPersonCamera::Think(float dt, CStateManager& mgr)
{
if (TCastToPtr<CPlayer> player = mgr.ObjectById(xe8_watchedObject))
{
if (!x1c6_24_deferBallTransitionProcessing)
{
if (player->GetMorphballTransitionState() == CPlayer::EPlayerMorphBallState::Morphed)
{
if (player->GetCameraState() != CPlayer::EPlayerCameraState::Spawned)
return;
SetTransform(player->CreateTransformFromMovementDirection());
SetTranslation(player->GetEyePosition());
return;
}
if (player->GetMorphballTransitionState() != CPlayer::EPlayerMorphBallState::Unmorphed)
{
if (player->GetMorphballTransitionState() != CPlayer::EPlayerMorphBallState::Unmorphing)
return;
float morphFactor = 0.f;
if (player->GetMorphDuration() != 0.f)
morphFactor = zeus::clamp(0.f, player->GetMorphTime() / player->GetMorphDuration(), 1.f);
if (std::fabs(morphFactor - 1.f) >= 0.00001f)
return;
}
}
else
{
x1c6_24_deferBallTransitionProcessing = false;
}
zeus::CTransform backupXf = x34_transform;
UpdateElevation(mgr);
UpdateTransform(mgr, dt);
SetTransform(ValidateCameraTransform(x34_transform, backupXf));
if (x1d4_closeInTimer > 0.f)
x1d4_closeInTimer -= dt;
}
}
void CFirstPersonCamera::Reset(const zeus::CTransform&, CStateManager& mgr) {}
void CFirstPersonCamera::ProcessInput(const CFinalInput&, CStateManager& mgr)
{
// Empty
}
void CFirstPersonCamera::Reset(const zeus::CTransform& xf, CStateManager& mgr)
{
SetTransform(xf);
SetTranslation(mgr.GetPlayer().GetEyePosition());
x190_gunFollowXf = x34_transform;
}
void CFirstPersonCamera::SkipCinematic()
{
x1c8_ = zeus::CVector3f::skZero;
x1d4_ = 0.f;
x1c8_closeInVec = zeus::CVector3f::skZero;
x1d4_closeInTimer = 0.f;
}
void CFirstPersonCamera::CalculateGunFollowOrientationAndTransform(zeus::CTransform& gunXf, zeus::CQuaternion& gunQ,
@@ -80,11 +123,11 @@ void CFirstPersonCamera::UpdateTransform(CStateManager& mgr, float dt)
zeus::CTransform playerXf = player->GetTransform();
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)});
playerXf.rotate({0.f, std::min(std::fabs(std::cos(x1c0_pitch)), 1.0f), std::min(std::fabs(std::sin(x1c0_pitch)), 1.0f)});
if (player->x3dc_inFreeLook)
{
float angle = player->x3ec_freeLookPitchAngle;
float angleClamp = g_tweakPlayer->GetVerticalFreeLookAngleVel() - std::fabs(x1c0_);
float angleClamp = g_tweakPlayer->GetVerticalFreeLookAngleVel() - std::fabs(x1c0_pitch);
angle = zeus::clamp(-angleClamp, angle, angleClamp);
zeus::CVector3f vec;
vec.z = std::sin(angle);
@@ -97,9 +140,9 @@ void CFirstPersonCamera::UpdateTransform(CStateManager& mgr, float dt)
}
zeus::CVector3f eyePos = player->GetEyePosition();
if (x1d4_ > 0.f)
if (x1d4_closeInTimer > 0.f)
{
eyePos += zeus::clamp(0.f, 0.5f * x1d4_, 1.f) * x1c8_;
eyePos += zeus::clamp(0.f, 0.5f * x1d4_closeInTimer, 1.f) * x1c8_closeInVec;
player->GetCameraBob()->ResetCameraBobTime();
player->GetCameraBob()->SetCameraBobTransform(zeus::CTransform::Identity());
}
@@ -126,7 +169,7 @@ void CFirstPersonCamera::UpdateTransform(CStateManager& mgr, float dt)
float angle = zeus::clamp(0.f, (player->x294_jumpCameraTimer - g_tweakPlayer->GetJumpCameraPitchDownStart()) /
g_tweakPlayer->GetJumpCameraPitchDownFull(), 1.f) *
g_tweakPlayer->GetJumpCameraPitchDownAngle();
angle += x1c0_;
angle += x1c0_pitch;
rVec.x = 0.f;
rVec.y = std::cos(angle);
rVec.z = -std::sin(angle);
@@ -191,13 +234,12 @@ void CFirstPersonCamera::UpdateTransform(CStateManager& mgr, float dt)
if (gunFrontVec.canBeNormalized())
gunFrontVec.normalize();
/* BUG: This is exactly what the runtime is doing, should we restore the intended behavior? */
float angle = gunFrontVec.dot(rVec);
float sdt = dt * g_tweakPlayer->GetGrappleCameraSpeed();
angle = zeus::clamp(-1.f, angle, 1.f);
angle = zeus::clamp(0.f, std::acos(angle) / sdt, 1.f);
qGun = zeus::CQuaternion::lookAt(rVec, gunFrontVec, zeus::CRelAngle::FromDegrees(360.f));
angle = zeus::clamp(0.f, std::acos(angle) / sdt, 1.f) * sdt;
qGun = zeus::CQuaternion::lookAt(rVec, gunFrontVec, angle);
}
}
else if (player->GetOrbitState() == CPlayer::EPlayerOrbitState::OrbitPoint ||
@@ -259,5 +301,47 @@ void CFirstPersonCamera::UpdateTransform(CStateManager& mgr, float dt)
x190_gunFollowXf.orthonormalize();
}
void CFirstPersonCamera::UpdateElevation(CStateManager&) {}
void CFirstPersonCamera::UpdateElevation(CStateManager& mgr)
{
x1c0_pitch = 0.f;
if (TCastToConstPtr<CPlayer> player = mgr.GetObjectById(xe8_watchedObject))
{
if (x1c4_pitchId != kInvalidUniqueId)
{
if (TCastToConstPtr<CScriptCameraPitchVolume> pvol = mgr.GetObjectById(x1c4_pitchId))
{
zeus::CVector3f pitchDirFlat = pvol->GetTransform().basis[1];
pitchDirFlat.z = 0.f;
if (!pitchDirFlat.canBeNormalized())
pitchDirFlat = zeus::CVector3f::skForward;
zeus::CVector3f playerDirFlat = player->GetTransform().basis[1];
playerDirFlat.z = 0.f;
playerDirFlat.normalize();
float pitchDot = zeus::clamp(-1.f, pitchDirFlat.dot(playerDirFlat), 1.f);
if (pitchDot < 0.f)
x1c0_pitch = pvol->GetDownPitch() * -pitchDot;
else
x1c0_pitch = pvol->GetUpPitch() * -pitchDot;
zeus::CVector3f pvolToPlayerFlat = player->GetTranslation() - pvol->GetTranslation();
pvolToPlayerFlat.z = 0.f;
float pitchMul = 0.f;
if (pvolToPlayerFlat.canBeNormalized())
{
float pvolPlayerProj =
std::fabs(zeus::clamp(-1.f, pvolToPlayerFlat.dot(pitchDirFlat), 1.f)) *
pvolToPlayerFlat.magnitude();
if (pvolPlayerProj <= pvol->GetMaxInterpolationDistance())
pitchMul = 1.f;
else
pitchMul = 1.f - zeus::clamp(-1.f, (pvolPlayerProj - pvol->GetMaxInterpolationDistance()) /
(pvol->GetScale().y - pvol->GetMaxInterpolationDistance()), 1.f);
}
x1c0_pitch *= pitchMul;
}
}
}
}
}