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https://github.com/GTAmodding/re3.git
synced 2021-02-19 17:49:54 +01:00
ccamera cleanup
This commit is contained in:
parent
5f3eb76cff
commit
4cd4f91e57
@ -234,7 +234,7 @@ CCamera::Process(void)
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float oldBeta, newBeta;
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float deltaBeta = 0.0f;
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bool lookLRBVehicle = false;
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CVector CamFront, CamUp, CamSource, Target;
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CVector CamFront, CamUp, CamRight, CamSource, Target;
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m_bJust_Switched = false;
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m_RealPreviousCameraPosition = GetPosition();
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@ -378,15 +378,17 @@ CCamera::Process(void)
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if(Cams[ActiveCam].Mode == CCam::MODE_TOPDOWN || Cams[ActiveCam].Mode == CCam::MODE_TOP_DOWN_PED){
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CamFront.Normalise();
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CamUp = CrossProduct(CamFront, CVector(-1.0f, 0.0f, 0.0f));
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CamRight = CVector(-1.0f, 0.0f, 0.0f);
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CamUp = CrossProduct(CamFront, CamRight);
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CamUp.Normalise();
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}else{
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CamFront.Normalise();
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CamUp.Normalise();
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CVector right = CrossProduct(CamFront, CamUp);
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right.Normalise();
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CamUp = CrossProduct(right, CamFront);
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CamRight = CrossProduct(CamFront, CamUp);
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CamRight.Normalise();
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CamUp = CrossProduct(CamRight, CamFront);
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CamUp.Normalise();
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}
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CamUp.Normalise();
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FOV = m_fFOVWhenInterPol;
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}else if(fractionInter > m_fFractionInterToStopMoving && fractionInter <= 1.0f){
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float inter;
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@ -433,15 +435,17 @@ CCamera::Process(void)
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if(Cams[ActiveCam].Mode == CCam::MODE_TOPDOWN || Cams[ActiveCam].Mode == CCam::MODE_TOP_DOWN_PED){
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CamFront.Normalise();
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CamUp = CrossProduct(CamFront, CVector(-1.0f, 0.0f, 0.0f));
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CamRight = CVector(-1.0f, 0.0f, 0.0f);
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CamUp = CrossProduct(CamFront, CamRight);
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CamUp.Normalise();
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}else{
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CamFront.Normalise();
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CamUp.Normalise();
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CVector right = CrossProduct(CamFront, CamUp);
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right.Normalise();
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CamUp = CrossProduct(right, CamFront);
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CamRight = CrossProduct(CamFront, CamUp);
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CamRight.Normalise();
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CamUp = CrossProduct(CamRight, CamFront);
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CamUp.Normalise();
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}
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CamUp.Normalise();
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#ifndef FIX_BUGS
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// BUG: FOV was already interpolated but m_fFOVWhenInterPol was not
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FOV = m_fFOVWhenInterPol;
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@ -563,7 +567,7 @@ CCamera::Process(void)
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}
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m_PreviousCameraPosition = GetPosition();
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// PS2: something doing on with forward vector here
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// PS2: something going on with forward vector here
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if(Cams[ActiveCam].DirectionWasLooking != LOOKING_FORWARD && Cams[ActiveCam].Mode != CCam::MODE_TOP_DOWN_PED){
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Cams[ActiveCam].Source = Cams[ActiveCam].SourceBeforeLookBehind;
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@ -994,7 +998,7 @@ CCamera::CamControl(void)
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garageCenter.y = (az->miny + az->maxy)/2.0f;
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garageCenter.z = 0.0f;
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}else
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garageCenter = pTargetEntity->GetPosition();
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garageCenter = CVector(pTargetEntity->GetPosition().x, pTargetEntity->GetPosition().y, 0.0f);
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}
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if(whichDoor == 1)
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garageCenterToDoor = garageDoorPos1 - garageCenter;
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@ -2243,82 +2247,77 @@ CCamera::IsItTimeForNewcam(int32 obbeMode, int32 time)
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switch(obbeMode){
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case OBBE_WHEEL:
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veh = FindPlayerVehicle();
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if(veh == nil){
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if(CTimer::GetTimeInMilliseconds() > t+5000)
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if(veh){
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if(veh->IsBoat() || veh->GetModelIndex() == MI_RHINO)
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return true;
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if(!CWorld::GetIsLineOfSightClear(pTargetEntity->GetPosition(), Cams[ActiveCam].Source, true, false, false, false, false, false, false))
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return true;
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SetNearClipScript(0.6f);
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return false;
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}
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if(veh->IsBoat() || veh->GetModelIndex() == MI_RHINO)
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if(CTimer::GetTimeInMilliseconds() > t+5000)
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return true;
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if(CWorld::GetIsLineOfSightClear(pTargetEntity->GetPosition(), Cams[ActiveCam].Source, true, false, false, false, false, false, false)){
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if(CTimer::GetTimeInMilliseconds() > t+5000)
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return true;
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SetNearClipScript(0.6f);
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return false;
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}
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return true;
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SetNearClipScript(0.6f);
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return false;
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case OBBE_1:
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if(FindPlayerVehicle() && FindPlayerVehicle()->IsBoat())
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return true;
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if(CWorld::GetIsLineOfSightClear(FindPlayerCoors(), m_vecFixedModeSource, true, false, false, false, false, false, false)){
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fwd = FindPlayerCoors() - m_vecFixedModeSource;
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fwd.z = 0.0f;
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if(!CWorld::GetIsLineOfSightClear(FindPlayerCoors(), m_vecFixedModeSource, true, false, false, false, false, false, false))
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return true;
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// too far and driving away from cam
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if(fwd.Magnitude() > 20.0f && DotProduct(FindPlayerSpeed(), fwd) > 0.0f)
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return true;
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// too close
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if(fwd.Magnitude() < 1.6f)
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return true;
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return false;
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}
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return true;
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fwd = FindPlayerCoors() - m_vecFixedModeSource;
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fwd.z = 0.0f;
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// too far and driving away from cam
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if(fwd.Magnitude() > 20.0f && DotProduct(FindPlayerSpeed(), fwd) > 0.0f)
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return true;
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// too close
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if(fwd.Magnitude() < 1.6f)
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return true;
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return false;
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case OBBE_2:
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if(FindPlayerVehicle() && FindPlayerVehicle()->IsBoat())
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return true;
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if(CWorld::GetIsLineOfSightClear(FindPlayerCoors(), m_vecFixedModeSource, true, false, false, false, false, false, false)){
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fwd = FindPlayerCoors() - m_vecFixedModeSource;
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fwd.z = 0.0f;
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if(!CWorld::GetIsLineOfSightClear(FindPlayerCoors(), m_vecFixedModeSource, true, false, false, false, false, false, false))
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return true;
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if(fwd.Magnitude() < 2.0f)
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// very close, fix near clip
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SetNearClipScript(Max(fwd.Magnitude()*0.5f, 0.05f));
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// too far and driving away from cam
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if(fwd.Magnitude() > 19.0f && DotProduct(FindPlayerSpeed(), fwd) > 0.0f)
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return true;
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// too close
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if(fwd.Magnitude() < 1.6f)
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return true;
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return false;
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}
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return true;
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fwd = FindPlayerCoors() - m_vecFixedModeSource;
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fwd.z = 0.0f;
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if(fwd.Magnitude() < 2.0f)
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// very close, fix near clip
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SetNearClipScript(Max(fwd.Magnitude()*0.5f, 0.05f));
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// too far and driving away from cam
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if(fwd.Magnitude() > 19.0f && DotProduct(FindPlayerSpeed(), fwd) > 0.0f)
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return true;
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// too close
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if(fwd.Magnitude() < 1.6f)
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return true;
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return false;
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case OBBE_3:
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if(CWorld::GetIsLineOfSightClear(FindPlayerCoors(), m_vecFixedModeSource, true, false, false, false, false, false, false)){
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fwd = FindPlayerCoors() - m_vecFixedModeSource;
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fwd.z = 0.0f;
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if(!CWorld::GetIsLineOfSightClear(FindPlayerCoors(), m_vecFixedModeSource, true, false, false, false, false, false, false))
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return true;
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// too far and driving away from cam
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if(fwd.Magnitude() > 28.0f && DotProduct(FindPlayerSpeed(), fwd) > 0.0f)
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return true;
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return false;
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}
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return true;
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fwd = FindPlayerCoors() - m_vecFixedModeSource;
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fwd.z = 0.0f;
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// too far and driving away from cam
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if(fwd.Magnitude() > 28.0f && DotProduct(FindPlayerSpeed(), fwd) > 0.0f)
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return true;
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return false;
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case OBBE_1STPERSON:
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return CTimer::GetTimeInMilliseconds() > t+3000;
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case OBBE_5:
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if(FindPlayerVehicle() && FindPlayerVehicle()->IsBoat())
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return true;
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if(CWorld::GetIsLineOfSightClear(FindPlayerCoors(), m_vecFixedModeSource, true, false, false, false, false, false, false)){
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fwd = FindPlayerCoors() - m_vecFixedModeSource;
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fwd.z = 0.0f;
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if(!CWorld::GetIsLineOfSightClear(FindPlayerCoors(), m_vecFixedModeSource, true, false, false, false, false, false, false))
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return true;
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// too far and driving away from cam
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if(fwd.Magnitude() > 28.0f && DotProduct(FindPlayerSpeed(), fwd) > 0.0f)
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return true;
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return false;
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}
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return true;
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fwd = FindPlayerCoors() - m_vecFixedModeSource;
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fwd.z = 0.0f;
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// too far and driving away from cam
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if(fwd.Magnitude() > 28.0f && DotProduct(FindPlayerSpeed(), fwd) > 0.0f)
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return true;
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return false;
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case OBBE_ONSTRING:
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return CTimer::GetTimeInMilliseconds() > t+3000;
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case OBBE_COPCAR:
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@ -2326,59 +2325,58 @@ CCamera::IsItTimeForNewcam(int32 obbeMode, int32 time)
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case OBBE_COPCAR_WHEEL:
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if(FindPlayerVehicle() && FindPlayerVehicle()->IsBoat())
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return true;
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if(CWorld::GetIsLineOfSightClear(pTargetEntity->GetPosition(), Cams[ActiveCam].Source, true, false, false, false, false, false, false)){
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if(CTimer::GetTimeInMilliseconds() > t+1000)
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return true;
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SetNearClipScript(0.6f);
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return false;
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}
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return true;
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if(!CWorld::GetIsLineOfSightClear(pTargetEntity->GetPosition(), Cams[ActiveCam].Source, true, false, false, false, false, false, false))
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return true;
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if(CTimer::GetTimeInMilliseconds() > t+1000)
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return true;
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SetNearClipScript(0.6f);
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return false;
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// Ped modes
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case OBBE_9:
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if(CWorld::GetIsLineOfSightClear(FindPlayerCoors(), m_vecFixedModeSource, true, false, false, false, false, false, false)){
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fwd = FindPlayerCoors() - m_vecFixedModeSource;
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fwd.z = 0.0f;
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if(!CWorld::GetIsLineOfSightClear(FindPlayerCoors(), m_vecFixedModeSource, true, false, false, false, false, false, false))
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return true;
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// too far and driving away from cam
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if(fwd.Magnitude() > 20.0f && DotProduct(FindPlayerSpeed(), fwd) > 0.0f)
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return true;
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return false;
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}
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return true;
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fwd = FindPlayerCoors() - m_vecFixedModeSource;
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fwd.z = 0.0f;
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// too far and driving away from cam
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if(fwd.Magnitude() > 20.0f && DotProduct(FindPlayerSpeed(), fwd) > 0.0f)
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return true;
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return false;
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case OBBE_10:
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if(CWorld::GetIsLineOfSightClear(FindPlayerCoors(), m_vecFixedModeSource, true, false, false, false, false, false, false)){
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fwd = FindPlayerCoors() - m_vecFixedModeSource;
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fwd.z = 0.0f;
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if(!CWorld::GetIsLineOfSightClear(FindPlayerCoors(), m_vecFixedModeSource, true, false, false, false, false, false, false))
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return true;
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// too far and driving away from cam
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if(fwd.Magnitude() > 8.0f && DotProduct(FindPlayerSpeed(), fwd) > 0.0f)
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return true;
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return false;
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}
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return true;
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fwd = FindPlayerCoors() - m_vecFixedModeSource;
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fwd.z = 0.0f;
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// too far and driving away from cam
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if(fwd.Magnitude() > 8.0f && DotProduct(FindPlayerSpeed(), fwd) > 0.0f)
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return true;
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return false;
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case OBBE_11:
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if(CWorld::GetIsLineOfSightClear(FindPlayerCoors(), m_vecFixedModeSource, true, false, false, false, false, false, false)){
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fwd = FindPlayerCoors() - m_vecFixedModeSource;
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fwd.z = 0.0f;
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if(!CWorld::GetIsLineOfSightClear(FindPlayerCoors(), m_vecFixedModeSource, true, false, false, false, false, false, false))
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return true;
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// too far and driving away from cam
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if(fwd.Magnitude() > 25.0f && DotProduct(FindPlayerSpeed(), fwd) > 0.0f)
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return true;
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return false;
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}
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return true;
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fwd = FindPlayerCoors() - m_vecFixedModeSource;
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fwd.z = 0.0f;
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// too far and driving away from cam
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if(fwd.Magnitude() > 25.0f && DotProduct(FindPlayerSpeed(), fwd) > 0.0f)
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return true;
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return false;
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case OBBE_12:
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if(CWorld::GetIsLineOfSightClear(FindPlayerCoors(), m_vecFixedModeSource, true, false, false, false, false, false, false)){
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fwd = FindPlayerCoors() - m_vecFixedModeSource;
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fwd.z = 0.0f;
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if(!CWorld::GetIsLineOfSightClear(FindPlayerCoors(), m_vecFixedModeSource, true, false, false, false, false, false, false))
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return true;
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// too far and driving away from cam
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if(fwd.Magnitude() > 8.0f && DotProduct(FindPlayerSpeed(), fwd) > 0.0f)
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return true;
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return false;
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}
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return true;
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fwd = FindPlayerCoors() - m_vecFixedModeSource;
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fwd.z = 0.0f;
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// too far and driving away from cam
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if(fwd.Magnitude() > 8.0f && DotProduct(FindPlayerSpeed(), fwd) > 0.0f)
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return true;
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return false;
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case OBBE_13:
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return CTimer::GetTimeInMilliseconds() > t+5000;
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default:
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@ -2653,7 +2651,7 @@ CCamera::TryToStartNewCamMode(int obbeMode)
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}
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}
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static int32 SequenceOfCams[16] = {
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int32 SequenceOfCams[16] = {
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OBBE_WHEEL, OBBE_COPCAR, OBBE_3, OBBE_1, OBBE_3, OBBE_COPCAR_WHEEL,
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OBBE_2, OBBE_3, OBBE_COPCAR_WHEEL, OBBE_COPCAR, OBBE_2, OBBE_3,
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OBBE_5, OBBE_3,
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@ -2689,7 +2687,7 @@ CCamera::ProcessObbeCinemaCameraCar(void)
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bDidWeProcessAnyCinemaCam = true;
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}
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static int32 SequenceOfPedCams[5] = { OBBE_9, OBBE_10, OBBE_11, OBBE_12, OBBE_13 };
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int32 SequenceOfPedCams[5] = { OBBE_9, OBBE_10, OBBE_11, OBBE_12, OBBE_13 };
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void
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CCamera::ProcessObbeCinemaCameraPed(void)
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@ -3282,12 +3280,13 @@ CCamera::UpdateAimingCoors(CVector const &coors)
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m_cvecAimingTargetCoors = coors;
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}
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void
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bool
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CCamera::Find3rdPersonCamTargetVector(float dist, CVector pos, CVector &source, CVector &target)
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{
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if(CPad::GetPad(0)->GetLookBehindForPed()){
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source = pos;
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target = dist*Cams[ActiveCam].CamTargetEntity->GetForward() + source;
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return false;
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}else{
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float angleX = DEGTORAD((m_f3rdPersonCHairMultX-0.5f) * 1.8f * 0.5f * Cams[ActiveCam].FOV * CDraw::GetAspectRatio());
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float angleY = DEGTORAD((0.5f-m_f3rdPersonCHairMultY) * 1.8f * 0.5f * Cams[ActiveCam].FOV);
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@ -3296,9 +3295,9 @@ CCamera::Find3rdPersonCamTargetVector(float dist, CVector pos, CVector &source,
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target += Cams[ActiveCam].Up * Tan(angleY);
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target += CrossProduct(Cams[ActiveCam].Front, Cams[ActiveCam].Up) * Tan(angleX);
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target.Normalise();
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float dot = DotProduct(pos - source, target);
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source += dot*target;
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source += DotProduct(pos - source, target)*target;
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target = dist*target + source;
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return true;
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}
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}
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@ -624,7 +624,7 @@ public:
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void SetNewPlayerWeaponMode(int16 mode, int16 minZoom, int16 maxZoom);
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void ClearPlayerWeaponMode(void);
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void UpdateAimingCoors(CVector const &coors);
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void Find3rdPersonCamTargetVector(float dist, CVector pos, CVector &source, CVector &target);
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bool Find3rdPersonCamTargetVector(float dist, CVector pos, CVector &source, CVector &target);
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float Find3rdPersonQuickAimPitch(void);
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// Physical camera
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