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mirror of https://github.com/AxioDL/metaforce.git synced 2025-12-08 23:07:42 +00:00

Various bug fixes

This commit is contained in:
Jack Andersen
2017-11-29 15:22:46 -10:00
parent 7951cb1ee0
commit 7cd3e8f502
9 changed files with 125 additions and 81 deletions

View File

@@ -95,8 +95,8 @@ void CFirstPersonCamera::CalculateGunFollowOrientationAndTransform(zeus::CTransf
if (rVecNoZ.canBeNormalized())
rVecNoZ.normalize();
gunXf = zeus::CQuaternion::lookAt(rVecNoZ, gunFrontVec, zeus::CRelAngle::FromDegrees(360.f)).toTransform() *
gunXf.getRotation();
gunXf = zeus::CQuaternion::lookAt(gunFrontVec, rVecNoZ, zeus::CRelAngle::FromDegrees(360.f)).toTransform() *
x190_gunFollowXf.getRotation();
zeus::CVector3f newgunFront = gunXf.frontVector();
@@ -104,9 +104,8 @@ void CFirstPersonCamera::CalculateGunFollowOrientationAndTransform(zeus::CTransf
newgunFront.normalize();
float angle = newgunFront.dot(rVec);
if (std::fabs(angle) > 0.f)
angle = (angle > -0.f ? -1.f : 1.f);
gunQ = zeus::CQuaternion::lookAt(rVec, newgunFront, zeus::clamp(0.f, std::acos(angle) / dt, 1.f));
angle = std::min(angle, 1.f);
gunQ = zeus::CQuaternion::lookAt(newgunFront, rVec, zeus::clamp(0.f, std::acos(angle) / dt, 1.f) * dt);
}
void CFirstPersonCamera::UpdateTransform(CStateManager& mgr, float dt)
@@ -130,8 +129,12 @@ void CFirstPersonCamera::UpdateTransform(CStateManager& mgr, float dt)
vec.z = std::sin(angle);
vec.y = std::cos(-player->x3e4_freeLookYawAngle) * std::cos(angle);
vec.x = std::sin(-player->x3e4_freeLookYawAngle) * std::cos(angle);
if (g_tweakPlayer->GetFreeLookTurnsPlayer() && !zeus::close_enough(vec, zeus::CVector3f::skZero))
vec.normalize();
if (g_tweakPlayer->GetFreeLookTurnsPlayer())
{
vec.x = 0.f;
if (!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);
}
@@ -144,11 +147,13 @@ void CFirstPersonCamera::UpdateTransform(CStateManager& mgr, float dt)
player->GetCameraBob()->SetCameraBobTransform(zeus::CTransform::Identity());
}
if (player->GetOrbitState() == CPlayer::EPlayerOrbitState::ForcedOrbitObject ||
player->GetOrbitState() == CPlayer::EPlayerOrbitState::OrbitObject)
switch (player->GetOrbitState())
{
case CPlayer::EPlayerOrbitState::ForcedOrbitObject:
case CPlayer::EPlayerOrbitState::OrbitObject:
{
const CActor* act = TCastToConstPtr<CActor>(mgr.GetObjectById(player->x310_orbitTargetId));
if (act && act->GetMaterialList().Intersection(CMaterialList(EMaterialTypes::Lava)) != 0)
if (act && act->GetMaterialList().HasMaterial(EMaterialTypes::Orbit))
{
zeus::CVector3f v = player->x314_orbitPoint.y - eyePos;
if (v.canBeNormalized())
@@ -156,34 +161,54 @@ void CFirstPersonCamera::UpdateTransform(CStateManager& mgr, float dt)
rVec = v;
}
else
{
rVec = player->x314_orbitPoint - eyePos;
}
break;
}
else if (player->GetOrbitState() == CPlayer::EPlayerOrbitState::NoOrbit &&
player->GetMorphballTransitionState() == CPlayer::EPlayerMorphBallState::Unmorphed &&
!player->x3dc_inFreeLook && x1c4_pitchId == kInvalidUniqueId)
case CPlayer::EPlayerOrbitState::OrbitPoint:
case CPlayer::EPlayerOrbitState::OrbitCarcass:
{
if (player->x294_jumpCameraTimer > 0.f)
if (!player->x3dd_lookButtonHeld)
{
float angle = zeus::clamp(0.f, (player->x294_jumpCameraTimer - g_tweakPlayer->GetJumpCameraPitchDownStart()) /
g_tweakPlayer->GetJumpCameraPitchDownFull(), 1.f) *
g_tweakPlayer->GetJumpCameraPitchDownAngle();
angle += x1c0_pitch;
rVec.x = 0.f;
rVec.y = std::cos(angle);
rVec.z = -std::sin(angle);
rVec = playerXf.rotate(rVec);
rVec = player->x314_orbitPoint - eyePos;
}
else if (player->x29c_fallCameraTimer > 0.f)
break;
}
case CPlayer::EPlayerOrbitState::NoOrbit:
{
if (player->GetMorphballTransitionState() == CPlayer::EPlayerMorphBallState::Unmorphed &&
!player->x3dc_inFreeLook && x1c4_pitchId == kInvalidUniqueId)
{
float angle = zeus::clamp(0.f, (player->x29c_fallCameraTimer - g_tweakPlayer->GetFallCameraPitchDownStart()) /
g_tweakPlayer->GetFallCameraPitchDownFull(), 1.f) *
g_tweakPlayer->GetFallCameraPitchDownAngle();
rVec.x = 0.f;
rVec.y = std::cos(angle);
rVec.z = -std::sin(angle);
if (player->x294_jumpCameraTimer > 0.f)
{
float angle = zeus::clamp(0.f, (player->x294_jumpCameraTimer - g_tweakPlayer->GetJumpCameraPitchDownStart()) /
g_tweakPlayer->GetJumpCameraPitchDownFull(), 1.f) *
g_tweakPlayer->GetJumpCameraPitchDownAngle();
angle += x1c0_pitch;
rVec.x = 0.f;
rVec.y = std::cos(angle);
rVec.z = -std::sin(angle);
rVec = playerXf.rotate(rVec);
rVec = playerXf.rotate(rVec);
}
else if (player->x29c_fallCameraTimer > 0.f)
{
float angle = zeus::clamp(0.f, (player->x29c_fallCameraTimer - g_tweakPlayer->GetFallCameraPitchDownStart()) /
g_tweakPlayer->GetFallCameraPitchDownFull(), 1.f) *
g_tweakPlayer->GetFallCameraPitchDownAngle();
//rVec.x = 0.f;
//rVec.y = std::cos(angle);
//rVec.z = -std::sin(angle);
//rVec = playerXf.rotate(rVec);
}
}
break;
}
default:
break;
}
if (rVec.canBeNormalized())
@@ -192,12 +217,33 @@ void CFirstPersonCamera::UpdateTransform(CStateManager& mgr, float dt)
zeus::CTransform gunXf = x190_gunFollowXf;
zeus::CQuaternion qGun = zeus::CQuaternion::skNoRotation;
if (player->x3dc_inFreeLook)
if (!player->x3dc_inFreeLook)
{
if (player->GetOrbitState() == CPlayer::EPlayerOrbitState::ForcedOrbitObject ||
player->GetOrbitState() == CPlayer::EPlayerOrbitState::OrbitObject)
switch (player->GetOrbitState())
{
zeus::CVector3f gunFrontVec = gunXf.frontVector();
default:
{
CalculateGunFollowOrientationAndTransform(gunXf, qGun,
dt * g_tweakPlayer->GetFirstPersonCameraSpeed(), rVec);
break;
}
case CPlayer::EPlayerOrbitState::Grapple:
{
CalculateGunFollowOrientationAndTransform(gunXf, qGun,
dt * g_tweakPlayer->GetGrappleCameraSpeed(), rVec);
break;
}
case CPlayer::EPlayerOrbitState::OrbitPoint:
case CPlayer::EPlayerOrbitState::OrbitCarcass:
{
CalculateGunFollowOrientationAndTransform(gunXf, qGun,
dt * g_tweakPlayer->GetOrbitCameraSpeed() * 0.25f, rVec);
break;
}
case CPlayer::EPlayerOrbitState::ForcedOrbitObject:
case CPlayer::EPlayerOrbitState::OrbitObject:
{
zeus::CVector3f gunFrontVec = x190_gunFollowXf.frontVector();
if (gunFrontVec.canBeNormalized())
gunFrontVec.normalize();
@@ -206,10 +252,10 @@ void CFirstPersonCamera::UpdateTransform(CStateManager& mgr, float dt)
float angle = gunFrontVec.dot(rVec);
angle = zeus::clamp(-1.f, angle, 1.f);
float clampedAngle = zeus::clamp(0.f, std::acos(angle) / scaledDt, 1.f);
if (angle > 0.999f && x18c_lockCamera && !player->x374_orbitLockEstablished)
qGun = zeus::CQuaternion::lookAt(rVec, gunFrontVec, zeus::CRelAngle::FromDegrees(360.f));
if (angle > 0.999f || x18c_lockCamera || player->x374_orbitLockEstablished)
qGun = zeus::CQuaternion::lookAt(gunFrontVec, rVec, zeus::CRelAngle::FromDegrees(360.f));
else
qGun = zeus::CQuaternion::lookAt(rVec, gunFrontVec, scaledDt * clampedAngle);
qGun = zeus::CQuaternion::lookAt(gunFrontVec, rVec, scaledDt * clampedAngle);
const CScriptGrapplePoint* gPoint =
TCastToConstPtr<CScriptGrapplePoint>(mgr.GetObjectById(player->x310_orbitTargetId));
@@ -220,53 +266,42 @@ void CFirstPersonCamera::UpdateTransform(CStateManager& mgr, float dt)
gunFrontVec.normalize();
zeus::CVector3f rVecCpy = rVec;
rVecCpy.z = 0.f;
if (rVecCpy.canBeNormalized())
rVecCpy.normalize();
gunXf =
zeus::CQuaternion::lookAt(rVecCpy, gunFrontVec, zeus::CRelAngle::FromDegrees(360.f)).toTransform() *
zeus::CQuaternion::lookAt(gunFrontVec, rVecCpy, zeus::CRelAngle::FromDegrees(360.f)).toTransform() *
x190_gunFollowXf.getRotation();
gunFrontVec = gunXf.frontVector();
if (gunFrontVec.canBeNormalized())
gunFrontVec.normalize();
float angle = gunFrontVec.dot(rVec);
float sdt = dt * g_tweakPlayer->GetGrappleCameraSpeed();
//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) * sdt;
qGun = zeus::CQuaternion::lookAt(rVec, gunFrontVec, angle);
//angle = zeus::clamp(-1.f, angle, 1.f);
//angle = zeus::clamp(0.f, std::acos(angle) / sdt, 1.f);
qGun = zeus::CQuaternion::lookAt(gunFrontVec, rVecCpy, zeus::CRelAngle::FromDegrees(360.f));
}
break;
}
else if (player->GetOrbitState() == CPlayer::EPlayerOrbitState::OrbitPoint ||
player->GetOrbitState() == CPlayer::EPlayerOrbitState::OrbitCarcass)
{
dt *= g_tweakPlayer->GetOrbitCameraSpeed();
CalculateGunFollowOrientationAndTransform(gunXf, qGun, dt, rVec);
}
else if (player->GetOrbitState() == CPlayer::EPlayerOrbitState::Grapple)
{
dt *= g_tweakPlayer->GetGrappleCameraSpeed();
CalculateGunFollowOrientationAndTransform(gunXf, qGun, dt, rVec);
}
else
{
dt *= g_tweakPlayer->GetFirstPersonCameraSpeed();
CalculateGunFollowOrientationAndTransform(gunXf, qGun, dt, rVec);
}
}
else
{
zeus::CVector3f gunFront = x190_gunFollowXf.frontVector();
gunFront.z = 0.f;
if (gunFront.canBeNormalized())
gunFront.normalize();
zeus::CVector3f rVecCpy = rVec;
rVecCpy.z = 0.f;
if (rVecCpy.canBeNormalized())
rVecCpy.normalize();
gunXf = zeus::CQuaternion::lookAt(rVecCpy, gunFront, zeus::CRelAngle::FromDegrees(360.f)).toTransform() *
gunXf = zeus::CQuaternion::lookAt(gunFront, rVecCpy, zeus::CRelAngle::FromDegrees(360.f)).toTransform() *
x190_gunFollowXf.getRotation();
gunFront = gunXf.frontVector();
if (gunFront.canBeNormalized())
@@ -276,7 +311,7 @@ void CFirstPersonCamera::UpdateTransform(CStateManager& mgr, float dt)
angle = zeus::clamp(-1.f, angle, 1.f);
float sdt = dt * g_tweakPlayer->GetFreeLookSpeed();
qGun = zeus::CQuaternion::lookAt(
rVec, gunFront, sdt * zeus::clamp(0.f, g_tweakPlayer->GetFreeLookDampenFactor() *
gunFront, rVec, sdt * zeus::clamp(0.f, g_tweakPlayer->GetFreeLookDampenFactor() *
(std::acos(angle) / sdt), 1.f));
}
zeus::CTransform bobXf = player->GetCameraBob()->GetCameraBobTransformation();
@@ -285,14 +320,16 @@ void CFirstPersonCamera::UpdateTransform(CStateManager& mgr, float dt)
player->GetOrbitState() == CPlayer::EPlayerOrbitState::Grapple ||
player->GetGrappleState() == CPlayer::EGrappleState::None ||
mgr.GetGameState() == CStateManager::EGameState::SoftPaused ||
mgr.GetCameraManager()->IsInCinematicCamera())
mgr.GetCameraManager()->IsInCinematicCamera() ||
x1d4_closeInTimer > 0.f)
{
bobXf = zeus::CTransform::Identity();
player->GetCameraBob()->SetCameraBobTransform(bobXf);
}
x190_gunFollowXf = qGun.toTransform() * gunXf;
SetTransform(x190_gunFollowXf * bobXf.getRotation());
//SetTransform(x190_gunFollowXf * bobXf.getRotation());
SetTransform(playerXf);
x190_gunFollowXf.origin = eyePos;
CActor::SetTranslation(eyePos + player->GetTransform().rotate(bobXf.origin));
x190_gunFollowXf.orthonormalize();