metaforce/Runtime/Camera/CFirstPersonCamera.cpp

265 lines
10 KiB
C++

#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 "TCastTo.hpp"
#include <math.h>
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::Accept(IVisitor& visitor)
{
visitor.Visit(this);
}
void CFirstPersonCamera::PreThink(float, CStateManager&) {}
void CFirstPersonCamera::Think(float, CStateManager&)
{
}
void CFirstPersonCamera::ProcessInput(const CFinalInput&, CStateManager& mgr) {}
void CFirstPersonCamera::Reset(const zeus::CTransform&, CStateManager& mgr) {}
void CFirstPersonCamera::SkipCinematic()
{
x1c8_ = zeus::CVector3f::skZero;
x1d4_ = 0.f;
}
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)
{
TCastToPtr<CPlayer> player(mgr.ObjectById(GetWatchedObject()));
if (!player)
{
SetTransform(zeus::CTransform::Identity());
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_inFreeLook)
{
float angle = player->x3ec_freeLookPitchAngle;
if (std::fabs(player->x3ec_freeLookPitchAngle) > (g_tweakPlayer->GetVerticalFreeLookAngleVel() - std::fabs(x1c0_)))
angle = (player->x3ec_freeLookPitchAngle > -0.f ? -1.f : 1.f);
zeus::CVector3f vec;
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();
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->GetOrbitState() == CPlayer::EPlayerOrbitState::Four ||
player->GetOrbitState() == CPlayer::EPlayerOrbitState::One)
{
const CActor* act = TCastToConstPtr<CActor>(mgr.GetObjectById(player->x310_orbitTargetId));
if (act && act->GetMaterialList().Intersection(CMaterialList(EMaterialTypes::Lava)) != 0)
{
zeus::CVector3f v = player->x314_orbitPoint.y - eyePos;
if (v.canBeNormalized())
v.normalize();
rVec = v;
}
}
else if (player->GetOrbitState() == CPlayer::EPlayerOrbitState::Zero &&
player->GetMorphballTransitionState() == CPlayer::EPlayerMorphBallState::Unmorphed &&
player->x3dc_inFreeLook && x1c4_pitchId == kInvalidUniqueId)
{
if (player->x294_jumpCameraPitchTimer > 0.f)
{
float angle = zeus::clamp(0.f, (player->x294_jumpCameraPitchTimer - 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_spaceJumpCameraPitchTimer > 0.f)
{
float angle = zeus::clamp(0.f, (player->x29c_spaceJumpCameraPitchTimer - 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_inFreeLook)
{
if (player->GetOrbitState() == CPlayer::EPlayerOrbitState::Four ||
player->GetOrbitState() == CPlayer::EPlayerOrbitState::One)
{
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_orbitLockEstablished)
qGun = zeus::CQuaternion::lookAt(rVec, gunFrontVec, zeus::CRelAngle::FromDegrees(360.f));
else
qGun = zeus::CQuaternion::lookAt(rVec, gunFrontVec, scaledDt * clampedAngle);
const CScriptGrapplePoint* gPoint =
TCastToConstPtr<CScriptGrapplePoint>(mgr.GetObjectById(player->x310_orbitTargetId));
if (gPoint && player->x29c_spaceJumpCameraPitchTimer > 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->GetOrbitState() == CPlayer::EPlayerOrbitState::Two ||
player->GetOrbitState() == CPlayer::EPlayerOrbitState::Three)
{
dt *= g_tweakPlayer->GetX184();
CalculateGunFollowOrientationAndTransform(gunXf, qGun, dt, rVec);
}
else if (player->GetOrbitState() == CPlayer::EPlayerOrbitState::Five)
{
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->GetFreeLookSpeed();
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->GetMorphballTransitionState() == CPlayer::EPlayerMorphBallState::Morphed ||
player->GetOrbitState() == CPlayer::EPlayerOrbitState::Five ||
player->GetGrappleState() == CPlayer::EGrappleState::None ||
mgr.GetGameState() == CStateManager::EGameState::SoftPaused ||
mgr.GetCameraManager()->IsInCinematicCamera())
{
bobXf = zeus::CTransform::Identity();
player->GetCameraBob()->SetCameraBobTransform(bobXf);
}
x190_gunFollowXf = qGun.toTransform() * gunXf;
SetTransform(x190_gunFollowXf * bobXf.getRotation());
CActor::SetTranslation(x190_gunFollowXf.origin + player->GetTransform().rotate(bobXf.origin));
x190_gunFollowXf.orthonormalize();
}
void CFirstPersonCamera::UpdateElevation(CStateManager&) {}
}