metaforce/Runtime/Camera/CBallCamera.cpp

672 lines
21 KiB
C++

#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<SFailsafeState>();
x480_ = std::make_unique<u32>();
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<CCameraCollider>& 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<count ; ++i)
{
float z = std::cos(theta) * zMag;
if (theta > 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<CPlayer> 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<CPlayer> 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<TUniqueId, 1024> 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<CCameraCollider>& colliderList, int w1) const
{
return {};
}
zeus::CVector3f CBallCamera::ApplyColliders()
{
return {};
}
void CBallCamera::UpdateColliders(const zeus::CTransform& xf, std::vector<CCameraCollider>& colliderList, int& r6,
int r7, float f1, const rstl::reserved_vector<TUniqueId, 1024>& nearList, float f2,
CStateManager& mgr)
{
}
void CBallCamera::AvoidGeometry(const zeus::CTransform& xf, const rstl::reserved_vector<TUniqueId, 1024>& nearList,
float dt, CStateManager& mgr)
{
}
void CBallCamera::AvoidGeometryFull(const zeus::CTransform& xf, const rstl::reserved_vector<TUniqueId, 1024>& nearList,
float dt, CStateManager& mgr)
{
}
zeus::CAABox CBallCamera::CalculateCollidersBoundingBox(const std::vector<CCameraCollider>& colliderList,
CStateManager& mgr) const
{
return {};
}
int CBallCamera::CountObscuredColliders(const std::vector<CCameraCollider>& colliderList) const
{
int ret = 0;
for (const CCameraCollider& c : colliderList)
if (c.x4c_occlusionCount >= 2)
++ret;
return ret;
}
void CBallCamera::UpdateCollidersDistances(std::vector<CCameraCollider>& 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<CCollisionActor> 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;
}
}