#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 namespace urde { CFirstPersonCamera::CFirstPersonCamera(TUniqueId uid, const zeus::CTransform& xf, TUniqueId watchedObj, float f1, 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) { } void CFirstPersonCamera::ProcessInput(const CFinalInput&, CStateManager& mgr) {} void CFirstPersonCamera::Reset(const zeus::CTransform&, CStateManager& mgr) {} void CFirstPersonCamera::sub800E318() { x1c8_ = zeus::CVector3f::skZero; x1d4_ = 0.f; } zeus::CTransform CFirstPersonCamera::GetGunFollowTransform() { return x190_gunFollowXf; } void CFirstPersonCamera::CalculateGunFollowOrientationAndTransform(zeus::CTransform& gunXf, zeus::CQuaternion& gunQ, float dt, zeus::CVector3f& rVec) { zeus::CVector3f gunFrontVec = x190_gunFollowXf.frontVector(); gunFrontVec.z = 0.f; if (gunFrontVec.canBeNormalized()) gunFrontVec.normalize(); zeus::CVector3f rVecNoZ = rVec; rVecNoZ.z = 0.f; if (rVecNoZ.canBeNormalized()) rVecNoZ.normalize(); gunXf = zeus::CQuaternion::lookAt(rVecNoZ, gunFrontVec, zeus::CRelAngle::FromDegrees(360.f)).toTransform() * gunXf.getRotation(); zeus::CVector3f newgunFront = gunXf.frontVector(); if (newgunFront.canBeNormalized()) 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)); } void CFirstPersonCamera::UpdateTransform(CStateManager& mgr, float dt) { CPlayer* player = static_cast(mgr.ObjectById(GetWatchedObject())); if (!player) { x34_transform = zeus::CTransform::Identity(); xe4_27_ = true; xe4_28_ = true; xe4_29_ = true; return; } 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)}); if (player->x3dc_) { float angle = player->x3ec_; if (std::fabs(player->x3ec_) > (g_tweakPlayer->GetX124() - std::fabs(x1c0_))) angle = (player->x3ec_ > -0.f ? -1.f : 1.f); zeus::CVector3f vec; vec.z = std::sin(angle); vec.y = std::cos(-player->x3e4_) * std::cos(angle); vec.x = std::sin(-player->x3e4_) * std::cos(angle); if (g_tweakPlayer->GetX228_24() && !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); } zeus::CVector3f eyePos = player->GetEyePosition(); if (x1d4_ > 0.f) { eyePos += zeus::clamp(0.f, 0.5f * x1d4_, 1.f) * x1c8_; player->GetCameraBob()->ResetCameraBobTime(); player->GetCameraBob()->SetCameraBobTransform(zeus::CTransform::Identity()); } if (player->x304_ == 4 || player->x304_ == 1) { const CActor* act = dynamic_cast(mgr.GetObjectById(player->x310_grapplePointId)); /* TODO: Not sure about this */ if (act && act->GetMaterialList().BitPosition(0x200) != -1) { zeus::CVector3f v = player->x318_ - eyePos; if (v.canBeNormalized()) v.normalize(); rVec = v; } } else if (player->x304_ == 0 && player->x2f8_morphTransState == 0 && player->x3dc_ && x1c4_pitchId == kInvalidUniqueId) { if (player->x294_ > 0.f) { float angle = zeus::clamp(0.f, (player->x294_ - g_tweakPlayer->GetX288()) / g_tweakPlayer->GetX28c(), 1.f) * g_tweakPlayer->GetX290(); angle += x1c0_; rVec.x = 0.f; rVec.y = std::cos(angle); rVec.z = -std::sin(angle); rVec = playerXf.rotate(rVec); } else if (player->x29c_ > 0.f) { float angle = zeus::clamp(0.f, (player->x29c_ - g_tweakPlayer->GetX294()) / g_tweakPlayer->GetX298(), 1.f) * g_tweakPlayer->GetX29C(); rVec.x = 0.f; rVec.y = std::cos(angle); rVec.z = -std::sin(angle); rVec = playerXf.rotate(rVec); } } if (rVec.canBeNormalized()) rVec.normalize(); zeus::CTransform gunXf = x190_gunFollowXf; zeus::CQuaternion qGun = zeus::CQuaternion::skNoRotation; if (player->x3dc_) { if (player->x304_ == 4 || player->x304_ == 1) { zeus::CVector3f gunFrontVec = gunXf.frontVector(); if (gunFrontVec.canBeNormalized()) gunFrontVec.normalize(); float scaledDt = (dt * g_tweakPlayer->GetX184()); float angle = gunFrontVec.dot(rVec); if (std::fabs(angle) > 1.f) angle = (angle > -0.f ? -1.f : 1.f); float clampedAngle = zeus::clamp(0.f, std::acos(angle) / scaledDt, 1.f); if (angle > 0.999f && x18c_ && !player->x374_) qGun = zeus::CQuaternion::lookAt(rVec, gunFrontVec, zeus::CRelAngle::FromDegrees(360.f)); else qGun = zeus::CQuaternion::lookAt(rVec, gunFrontVec, scaledDt * clampedAngle); const CScriptGrapplePoint* gPoint = dynamic_cast(mgr.GetObjectById(player->x310_grapplePointId)); if (gPoint && player->x29c_ > 0.f) { gunFrontVec = x190_gunFollowXf.frontVector(); if (gunFrontVec.canBeNormalized()) gunFrontVec.normalize(); zeus::CVector3f rVecCpy = rVec; if (rVecCpy.canBeNormalized()) rVecCpy.normalize(); gunXf = zeus::CQuaternion::lookAt(rVecCpy, gunFrontVec, zeus::CRelAngle::FromDegrees(360.f)).toTransform() * x190_gunFollowXf.getRotation(); gunFrontVec = gunXf.frontVector(); 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->GetX2B0(); if (std::fabs(angle) > 1.0f) angle = (angle > -0.f ? -1.f : 1.f); angle = zeus::clamp(0.f, std::acos(angle) / sdt, 1.f); qGun = zeus::CQuaternion::lookAt(rVec, gunFrontVec, zeus::CRelAngle::FromDegrees(360.f)); } } else if (player->x304_ == 2 || player->x304_ == 3) { dt *= g_tweakPlayer->GetX184(); CalculateGunFollowOrientationAndTransform(gunXf, qGun, dt, rVec); } else if (player->x304_ == 5) { dt *= g_tweakPlayer->GetX2B0(); CalculateGunFollowOrientationAndTransform(gunXf, qGun, dt, rVec); } else { dt *= g_tweakPlayer->GetX280(); CalculateGunFollowOrientationAndTransform(gunXf, qGun, dt, rVec); } } else { zeus::CVector3f gunFront = x190_gunFollowXf.frontVector(); if (gunFront.canBeNormalized()) gunFront.normalize(); zeus::CVector3f rVecCpy = rVec; if (rVecCpy.canBeNormalized()) rVecCpy.normalize(); gunXf = zeus::CQuaternion::lookAt(rVecCpy, gunFront, zeus::CRelAngle::FromDegrees(360.f)).toTransform() * x190_gunFollowXf.getRotation(); gunFront = gunXf.frontVector(); if (gunFront.canBeNormalized()) gunFront.normalize(); float angle = gunFront.dot(rVec); if (std::fabs(angle) > 1.f) angle = (angle > -0.f ? -1.f : 1.f); float sdt = dt * g_tweakPlayer->GetX138(); qGun = zeus::CQuaternion::lookAt( rVec, gunFront, sdt * zeus::clamp(0.f, g_tweakPlayer->GetX14C() * (std::acos(angle) / sdt), 1.f)); } zeus::CTransform bobXf = player->GetCameraBob()->GetCameraBobTransformation(); if (player->x2f8_morphTransState == 1 || player->x304_ == 5 || player->x3b8_ == 0 || mgr.x904_ == 1 || mgr.GetCameraManager()->IsInCinematicCamera()) { bobXf = zeus::CTransform::Identity(); player->GetCameraBob()->SetCameraBobTransform(bobXf); } x190_gunFollowXf = qGun.toTransform() * gunXf; x34_transform = x190_gunFollowXf * bobXf.getRotation(); xe4_27_ = true; xe4_28_ = true; xe4_28_ = true; xe4_29_ = true; CActor::SetTranslation(x190_gunFollowXf.origin + player->GetTransform().rotate(bobXf.origin)); x190_gunFollowXf.orthonormalize(); } void CFirstPersonCamera::UpdateElevation(CStateManager&) {} }