#include "GameGlobalObjects.hpp" #include "CBallCamera.hpp" #include "TCastTo.hpp" #include "CStateManager.hpp" #include "Collision/CCollisionActor.hpp" #include "World/CPlayer.hpp" #include "Input/ControlMapper.hpp" #include "Camera/CFirstPersonCamera.hpp" namespace urde { void CCameraSpring::Reset() { x4_tardis2Sqrt = 2.f * std::sqrt(x0_tardis); x10_dx = 0.f; } float CCameraSpring::ApplyDistanceSpringNoMax(float targetX, float curX, float dt) { float usePos = xc_k * x10_dx * dt + curX; x10_dx += xc_k * (x0_tardis * (targetX - curX) - x4_tardis2Sqrt * x10_dx) * dt; return std::max(usePos, targetX); } float CCameraSpring::ApplyDistanceSpring(float targetX, float curX, float dt) { float usePos = xc_k * x10_dx * dt + curX; x10_dx += xc_k * (x0_tardis * (targetX - curX) - x4_tardis2Sqrt * x10_dx) * dt; usePos = std::max(usePos, targetX); if (usePos - targetX > x8_max) usePos = targetX + x8_max; return usePos; } CBallCamera::CBallCamera(TUniqueId uid, TUniqueId watchedId, const zeus::CTransform& xf, float fovy, float znear, float zfar, float aspect) : CGameCamera(uid, true, "Ball Camera", CEntityInfo(kInvalidAreaId, CEntity::NullConnectionList), xf, fovy, znear, zfar, aspect, watchedId, false, 0), x214_ballCameraSpring(g_tweakBall->GetBallCameraSpringTardis(), g_tweakBall->GetBallCameraSpringMax(), g_tweakBall->GetBallCameraSpringConstant()), x228_ballCameraCentroidSpring(g_tweakBall->GetBallCameraCentroidSpringTardis(), g_tweakBall->GetBallCameraCentroidSpringMax(), g_tweakBall->GetBallCameraCentroidSpringConstant()), x23c_ballCameraLookAtSpring(g_tweakBall->GetBallCameraLookAtSpringTardis(), g_tweakBall->GetBallCameraLookAtSpringMax(), g_tweakBall->GetBallCameraLookAtSpringConstant()), x250_ballCameraCentroidDistanceSpring(g_tweakBall->GetBallCameraCentroidDistanceSpringTardis(), g_tweakBall->GetBallCameraCentroidDistanceSpringMax(), g_tweakBall->GetBallCameraCentroidDistanceSpringConstant()), x37c_camSpline(false), x41c_ballCameraChaseSpring(g_tweakBall->GetBallCameraChaseSpringTardis(), g_tweakBall->GetBallCameraChaseSpringMax(), g_tweakBall->GetBallCameraChaseSpringConstant()), x448_ballCameraBoostSpring(g_tweakBall->GetBallCameraBoostSpringTardis(), g_tweakBall->GetBallCameraBoostSpringMax(), g_tweakBall->GetBallCameraBoostSpringConstant()) { x18c_24_ = true; x18c_25_ = true; x18c_26_ = true; x18c_27_ = true; x18c_28_ = true; x18c_29_ = false; x18c_30_ = false; x18c_31_ = true; x18d_24_ = true; x18d_25_ = false; x18d_26_ = false; x18d_27_ = false; x18d_28_ = false; x18d_29_ = false; x18d_30_ = false; x18d_31_ = false; x18e_24_ = false; x18e_25_ = false; x18e_26_ = false; x18e_27_nearbyDoorClosed = false; x18e_28_nearbyDoorClosing = false; x190_curMinDistance = g_tweakBall->GetBallCameraMinSpeedDistance(); x194_targetMinDistance = g_tweakBall->GetBallCameraMinSpeedDistance(); x198_maxDistance = g_tweakBall->GetBallCameraMaxSpeedDistance(); x19c_backwardsDistance = g_tweakBall->GetBallCameraBackwardsDistance(); x1a0_elevation = g_tweakBall->GetBallCameraElevation(); x1a4_curAnglePerSecond = g_tweakBall->GetBallCameraAnglePerSecond(); x1a8_targetAnglePerSecond = g_tweakBall->GetBallCameraAnglePerSecond(); x1b4_lookAtOffset = g_tweakBall->GetBallCameraOffset(); x404_chaseElevation = g_tweakBall->GetBallCameraChaseElevation(); x408_chaseDistance = g_tweakBall->GetBallCameraChaseDistance(); x40c_chaseAnglePerSecond = g_tweakBall->GetBallCameraChaseAnglePerSecond(); x410_chaseLookAtOffset = g_tweakBall->GetBallCameraChaseLookAtOffset(); x430_boostElevation = g_tweakBall->GetBallCameraBoostElevation(); x434_boostDistance = g_tweakBall->GetBallCameraBoostDistance(); x438_boostAnglePerSecond = g_tweakBall->GetBallCameraBoostAnglePerSecond(); x43c_boostLookAtOffset = g_tweakBall->GetBallCameraBoostLookAtOffset(); x468_ = g_tweakBall->x170_; x47c_failsafeState = std::make_unique(); x480_ = std::make_unique(); SetupColliders(x264_smallColliders, 2.31f, 2.31f, 0.1f, 3, 2.f, 0.5f, -M_PIF / 2.f); SetupColliders(x274_mediumColliders, 4.62f, 4.62f, 0.1f, 6, 2.f, 0.5f, -M_PIF / 2.f); SetupColliders(x284_largeColliders, 7.f, 7.f, 0.1f, 12, 2.f, 0.5f, -M_PIF / 2.f); } void CBallCamera::SetupColliders(std::vector& out, float xMag, float zMag, float radius, int count, float tardis, float max, float startAngle) { out.reserve(count); float theta = startAngle; for (int i=0 ; i M_PIF / 2.f) z *= 0.25f; out.emplace_back(radius, zeus::CVector3f{std::sin(theta) * xMag, 0.f, z}, CCameraSpring{tardis, max, 1.f}, 1.f); theta += 2.f * M_PIF / float(count); } } void CBallCamera::Accept(IVisitor& visitor) { visitor.Visit(this); } void CBallCamera::AcceptScriptMsg(EScriptObjectMessage msg, TUniqueId objId, CStateManager& stateMgr) { CGameCamera::AcceptScriptMsg(msg, objId, stateMgr); switch (msg) { case EScriptObjectMessage::Registered: { x46c_collisionActorId = stateMgr.AllocateUniqueId(); CCollisionActor* colAct = new CCollisionActor(x46c_collisionActorId, GetAreaId(), kInvalidUniqueId, true, 0.3f, 1.f); colAct->SetMaterialFilter(CMaterialFilter::MakeIncludeExclude({EMaterialTypes::Solid}, {EMaterialTypes::Player, EMaterialTypes::CameraPassthrough})); colAct->SetMaterialList({EMaterialTypes::ProjectilePassthrough, EMaterialTypes::ScanPassthrough, EMaterialTypes::SeeThrough, EMaterialTypes::CameraPassthrough}); colAct->SetTranslation(GetTranslation()); stateMgr.AddObject(colAct); colAct->SetMovable(false); CMotionState mState(GetTranslation(), zeus::CNUQuaternion::fromAxisAngle(zeus::CVector3f::skForward, 0.f), zeus::CVector3f::skZero, zeus::CAxisAngle::sIdentity); colAct->SetLastNonCollidingState(mState); SetMaterialFilter(CMaterialFilter::MakeIncludeExclude({}, {EMaterialTypes::Solid, EMaterialTypes::ProjectilePassthrough, EMaterialTypes::Player, EMaterialTypes::Character, EMaterialTypes::CameraPassthrough})); RemoveMaterial(EMaterialTypes::Solid, stateMgr); break; } case EScriptObjectMessage::Deleted: stateMgr.FreeScriptObject(x46c_collisionActorId); x46c_collisionActorId = kInvalidUniqueId; break; default: break; } } void CBallCamera::ProcessInput(const CFinalInput& input, CStateManager& mgr) { if (input.ControllerIdx() != 0) return; if (TCastToConstPtr player = mgr.GetObjectById(xe8_watchedObject)) { if (player->GetMorphballTransitionState() == CPlayer::EPlayerMorphBallState::Morphed) { switch (x400_state) { case EBallCameraState::Two: if (!ControlMapper::GetDigitalInput(ControlMapper::ECommands::ChaseCamera, input) || player->IsInFreeLook()) SetState(EBallCameraState::Zero, mgr); break; case EBallCameraState::Three: if (!player->GetMorphBall()->IsInBoost()) SetState(EBallCameraState::Zero, mgr); break; case EBallCameraState::Zero: if (x18c_25_ && ControlMapper::GetPressInput(ControlMapper::ECommands::ChaseCamera, input)) SetState(EBallCameraState::Two, mgr); break; default: break; } if (x18c_26_ && x400_state != EBallCameraState::Three && (player->GetMorphBall()->IsInBoost() || player->GetMorphBall()->GetBoostChargeTime() > 0.f)) SetState(EBallCameraState::Three, mgr); } } } void CBallCamera::Reset(const zeus::CTransform& xf, CStateManager& mgr) { x214_ballCameraSpring.Reset(); x228_ballCameraCentroidSpring.Reset(); x23c_ballCameraLookAtSpring.Reset(); x250_ballCameraCentroidDistanceSpring.Reset(); x41c_ballCameraChaseSpring.Reset(); x448_ballCameraBoostSpring.Reset(); zeus::CVector3f desiredPos = FindDesiredPosition(x190_curMinDistance, x1a0_elevation, xf.basis[1], mgr); if (TCastToConstPtr player = mgr.GetObjectById(xe8_watchedObject)) { ResetPosition(); x310_ = x1b4_lookAtOffset; x31c_ = x1d8_; if ((x1d8_ - desiredPos).canBeNormalized()) { TeleportCamera(zeus::lookAt(desiredPos, x1d8_), mgr); } else { zeus::CTransform camXf = player->CreateTransformFromMovementDirection(); camXf.origin = desiredPos; TeleportCamera(camXf, mgr); mgr.GetCameraManager()->SetPlayerCamera(mgr, GetUniqueId()); } x2e8_ = 0.f; x2ec_ = 0.f; x190_curMinDistance = x194_targetMinDistance; x2fc_ = zeus::CVector3f::skZero; x2f0_ = zeus::CVector3f::skZero; x18d_28_ = false; x308_ = 0.f; x2dc_ = player->GetBallPosition(); x294_ = GetTranslation(); x2a0_ = zeus::CVector3f::skZero; x2ac_ = zeus::CVector3f::skZero; x2b8_ = zeus::CVector3f::skZero; x2c4_ = 0; x2c8_ = 0; x2cc_ = 0; x2d0_ = 0; x2d4_ = 0; x2d8_ = 0; x32c_ = 1.f; x18d_25_ = true; x18d_27_ = true; Think(0.1f, mgr); x18d_25_ = false; x18d_27_ = false; } } void CBallCamera::Render(const CStateManager& mgr) const { // Empty } void CBallCamera::SetState(EBallCameraState state, CStateManager& mgr) { switch (state) { case EBallCameraState::Four: { zeus::CTransform xf = mgr.GetCameraManager()->GetFirstPersonCamera()->GetTransform(); SetTransform(xf); TeleportCamera(xf.origin, mgr); SetFovInterpolation(mgr.GetCameraManager()->GetFirstPersonCamera()->GetFov(), CCameraManager::ThirdPersonFOV(), 1.f, 0.f); x36c_ = 0; } case EBallCameraState::Zero: case EBallCameraState::Two: case EBallCameraState::Three: mgr.SetGameState(CStateManager::EGameState::Running); break; case EBallCameraState::Five: mgr.GetCameraManager()->SetPlayerCamera(mgr, GetUniqueId()); mgr.SetGameState(CStateManager::EGameState::Running); SetFovInterpolation(GetFov(), CCameraManager::FirstPersonFOV(), 1.f, 0.f); x36c_ = 0; break; default: break; } x400_state = state; } static const CMaterialFilter BallCameraFilter = CMaterialFilter::MakeIncludeExclude({EMaterialTypes::Solid}, {EMaterialTypes::ProjectilePassthrough, EMaterialTypes::Player, EMaterialTypes::Character, EMaterialTypes::CameraPassthrough}); void CBallCamera::ResetSpline(CStateManager& mgr) { zeus::CVector3f ballPos = mgr.GetPlayer().GetBallPosition(); TUniqueId intersectId = kInvalidUniqueId; rstl::reserved_vector nearList; CRayCastResult result = mgr.RayWorldIntersection(intersectId, ballPos, zeus::CVector3f::skDown, 20.f, BallCameraFilter, nearList); float downFactor = result.IsValid() ? zeus::clamp(0.f, result.GetT() / 20.f, 1.f) : 1.f; x36c_ = 1; x370_24_ = true; x3d0_24_ = false; x37c_camSpline.Reset(4); x37c_camSpline.AddKnot(GetTranslation(), zeus::CVector3f::skForward); float elevation = x1a0_elevation; float distance = x190_curMinDistance; ConstrainElevationAndDistance(elevation, distance, 0.f, mgr); zeus::CVector3f tmpPoint(x35c_.x, x35c_.y, GetTranslation().z); x37c_camSpline.AddKnot(tmpPoint, zeus::CVector3f::skForward); zeus::CVector3f tmpPoint2 = tmpPoint + (x35c_ - GetTranslation()) * (0.5f + downFactor); x37c_camSpline.AddKnot(tmpPoint2, zeus::CVector3f::skForward); zeus::CVector3f tmpPoint2Ball = ballPos - tmpPoint2; if (tmpPoint2Ball.canBeNormalized()) tmpPoint2Ball.normalize(); else tmpPoint2Ball = mgr.GetPlayer().GetMoveDir(); zeus::CVector3f desiredPosition = FindDesiredPosition(distance, elevation, tmpPoint2Ball, mgr); x37c_camSpline.AddKnot(desiredPosition, zeus::CVector3f::skForward); x37c_camSpline.x44_ = x37c_camSpline.CalculateSplineLength(); x3d0_24_ = false; CMaterialList intersectMat; x3c8_ = CMaterialList(EMaterialTypes::Floor, EMaterialTypes::Ceiling); if (!SplineIntersectTest(intersectMat, mgr)) { if (intersectMat.HasMaterial(EMaterialTypes::Floor) || intersectMat.HasMaterial(EMaterialTypes::Wall)) { x3d0_24_ = true; x3c8_ = CMaterialList(); } } x374_ = 0.5f * downFactor + 2.f; x378_ = 2.5f; } void CBallCamera::BuildSpline(CStateManager& mgr) { } bool CBallCamera::ShouldResetSpline(CStateManager& mgr) const { return false; } void CBallCamera::UpdatePlayerMovement(float dt, CStateManager& mgr) { } void CBallCamera::UpdateTransform(const zeus::CVector3f& lookDir, const zeus::CVector3f& pos, float dt, CStateManager& mgr) { } zeus::CVector3f CBallCamera::ConstrainYawAngle(const CPlayer& player, float f1, float f2, float dt) const { return {}; } void CBallCamera::CheckFailsafe(float dt, CStateManager& mgr) { } void CBallCamera::UpdateObjectTooCloseId(CStateManager& mgr) { } void CBallCamera::UpdateAnglePerSecond(float dt) { float delta = x1a8_targetAnglePerSecond - x1a4_curAnglePerSecond; if (std::fabs(delta) >= M_PIF / 1800.f) x1a4_curAnglePerSecond += zeus::clamp(-1.f, delta / M_PIF, 1.f) * (10.471975f * dt); else x1a4_curAnglePerSecond = x1a8_targetAnglePerSecond; } void CBallCamera::UpdateUsingPathCameras(float dt, CStateManager& mgr) { } zeus::CVector3f CBallCamera::GetFixedLookTarget(const zeus::CVector3f& pos, CStateManager& mgr) const { return {}; } void CBallCamera::UpdateUsingFixedCameras(float dt, CStateManager& mgr) { } zeus::CVector3f CBallCamera::ComputeVelocity(const zeus::CVector3f& curVel, const zeus::CVector3f& posDelta) const { return {}; } zeus::CVector3f CBallCamera::TweenVelocity(const zeus::CVector3f& curVel, const zeus::CVector3f& newVel, float rate, float dt) { return {}; } zeus::CVector3f CBallCamera::MoveCollisionActor(const zeus::CVector3f& pos, float dt, CStateManager& mgr) { return {}; } void CBallCamera::UpdateUsingFreeLook(float dt, CStateManager& mgr) { } zeus::CVector3f CBallCamera::InterpolateCameraElevation(const zeus::CVector3f& camPos) const { return {}; } zeus::CVector3f CBallCamera::CalculateCollidersCentroid(const std::vector& colliderList, int w1) const { return {}; } zeus::CVector3f CBallCamera::ApplyColliders() { return {}; } void CBallCamera::UpdateColliders(const zeus::CTransform& xf, std::vector& colliderList, int& r6, int r7, float f1, const rstl::reserved_vector& nearList, float f2, CStateManager& mgr) { } void CBallCamera::AvoidGeometry(const zeus::CTransform& xf, const rstl::reserved_vector& nearList, float dt, CStateManager& mgr) { } void CBallCamera::AvoidGeometryFull(const zeus::CTransform& xf, const rstl::reserved_vector& nearList, float dt, CStateManager& mgr) { } zeus::CAABox CBallCamera::CalculateCollidersBoundingBox(const std::vector& colliderList, CStateManager& mgr) const { return {}; } int CBallCamera::CountObscuredColliders(const std::vector& colliderList) const { int ret = 0; for (const CCameraCollider& c : colliderList) if (c.x4c_occlusionCount >= 2) ++ret; return ret; } void CBallCamera::UpdateCollidersDistances(std::vector& colliderList, float f1, float f2, float f3) { } void CBallCamera::UpdateUsingColliders(float dt, CStateManager& mgr) { } void CBallCamera::UpdateUsingSpindleCameras(float dt, CStateManager& mgr) { } zeus::CVector3f CBallCamera::ClampElevationToWater(zeus::CVector3f& pos, CStateManager& mgr) const { return {}; } void CBallCamera::UpdateUsingTransitions(float dt, CStateManager& mgr) { } zeus::CTransform CBallCamera::UpdateCameraPositions(float dt, const zeus::CTransform& oldXf, const zeus::CTransform& newXf) { return {}; } bool CBallCamera::CheckFailsafeFromMorphBallState(CStateManager& mgr) const { return false; } bool CBallCamera::SplineIntersectTest(CMaterialList& intersectMat, CStateManager& mgr) const { return false; } bool CBallCamera::IsBallNearDoor(CStateManager& mgr) const { return false; } void CBallCamera::ActivateFailsafe(float dt, CStateManager& mgr) { } void CBallCamera::ConstrainElevationAndDistance(float& elevation, float& distance, float f1, CStateManager& mgr) { } zeus::CVector3f CBallCamera::FindDesiredPosition(float distance, float elevation, const zeus::CVector3f& dir, CStateManager& mgr) { return {}; } bool CBallCamera::DetectCollision(const zeus::CVector3f& from, const zeus::CVector3f& to, float margin, float& d, CStateManager& mgr) { return false; } void CBallCamera::Think(float dt, CStateManager& mgr) { mgr.SetActorAreaId(*this, mgr.GetNextAreaId()); UpdatePlayerMovement(dt, mgr); TCastToPtr colAct = mgr.ObjectById(x46c_collisionActorId); if (colAct) mgr.SetActorAreaId(*colAct, mgr.GetNextAreaId()); switch (mgr.GetPlayer().GetCameraState()) { default: if (!x18d_27_) { if (colAct) colAct->SetActive(false); return; } case CPlayer::EPlayerCameraState::Ball: case CPlayer::EPlayerCameraState::Transitioning: case CPlayer::EPlayerCameraState::Two: { if (colAct) colAct->SetActive(true); zeus::CTransform oldXf = x34_transform; if (mgr.GetPlayer().GetBombJumpCount() != 1) UpdateLookAtPosition(dt, mgr); CheckFailsafe(dt, mgr); UpdateObjectTooCloseId(mgr); UpdateAnglePerSecond(dt); switch (x400_state) { case EBallCameraState::Zero: case EBallCameraState::Two: case EBallCameraState::Three: switch (x188_behaviour) { case EBallCameraBehaviour::Seven: UpdateUsingPathCameras(dt, mgr); break; case EBallCameraBehaviour::Four: case EBallCameraBehaviour::Five: UpdateUsingFixedCameras(dt, mgr); break; case EBallCameraBehaviour::Six: case EBallCameraBehaviour::Zero: case EBallCameraBehaviour::One: case EBallCameraBehaviour::Two: if (x36c_) UpdateUsingFreeLook(dt, mgr); else UpdateUsingColliders(dt, mgr); break; case EBallCameraBehaviour::Eight: UpdateUsingSpindleCameras(dt, mgr); break; default: break; } break; case EBallCameraState::Four: case EBallCameraState::Five: UpdateUsingTransitions(dt, mgr); break; default: break; } SetTransform(ValidateCameraTransform(UpdateCameraPositions(dt, oldXf, x34_transform), oldXf)); break; } } } bool CBallCamera::TransitionFromMorphBallState(CStateManager& mgr) { return false; } void CBallCamera::TeleportCamera(const zeus::CVector3f& pos, CStateManager& mgr) { } void CBallCamera::TeleportCamera(const zeus::CTransform& xf, CStateManager& mgr) { } void CBallCamera::ResetToTweaks(CStateManager& mgr) { } void CBallCamera::UpdateLookAtPosition(float dt, CStateManager& mgr) { } zeus::CTransform CBallCamera::UpdateLookDirection(const zeus::CVector3f& dir, CStateManager& mgr) { return {}; } void CBallCamera::ApplyCameraHint(CStateManager& mgr) { } void CBallCamera::ResetPosition() { } void CBallCamera::DoorClosed(TUniqueId doorId) { if (doorId != x3dc_tooCloseActorId) return; x18e_27_nearbyDoorClosed = true; } void CBallCamera::DoorClosing(TUniqueId doorId) { if (doorId != x3dc_tooCloseActorId) return; x18e_28_nearbyDoorClosing = true; } }