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https://github.com/GTAmodding/re3.git
synced 2021-02-19 17:49:54 +01:00
Merge branch 'master' of https://github.com/GTAmodding/re3
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commit
cac7516d39
112
src/core/Cam.cpp
112
src/core/Cam.cpp
@ -3003,8 +3003,7 @@ CCam::Process_Sniper(const CVector &CameraTarget, float TargetOrientation, float
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UseMouse = false;
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int ZoomInButton = ControlsManager.GetMouseButtonAssociatedWithAction(PED_SNIPER_ZOOM_IN);
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int ZoomOutButton = ControlsManager.GetMouseButtonAssociatedWithAction(PED_SNIPER_ZOOM_OUT);
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// TODO: enum? this should be mouse wheel up and down
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if(ZoomInButton == 4 || ZoomInButton == 5 || ZoomOutButton == 4 || ZoomOutButton == 5){
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if(ZoomInButton == rsMOUSEWHEELUPBUTTON || ZoomInButton == rsMOUSEWHEELDOWNBUTTON || ZoomOutButton == rsMOUSEWHEELUPBUTTON || ZoomOutButton == rsMOUSEWHEELDOWNBUTTON){
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if(CPad::GetPad(0)->GetMouseWheelUp() || CPad::GetPad(0)->GetMouseWheelDown()){
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if(CPad::GetPad(0)->SniperZoomIn()){
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TargetFOV = FOV - 10.0f;
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@ -4894,13 +4893,9 @@ CCam::Process_FollowCar_SA(const CVector& CameraTarget, float TargetOrientation,
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if (FOV > DefaultFOV)
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// 0.98f: CAR_FOV_FADE_MULT
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FOV = pow(0.98f, CTimer::GetTimeStep()) * (FOV - DefaultFOV) + DefaultFOV;
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FOV = Pow(0.98f, CTimer::GetTimeStep()) * (FOV - DefaultFOV) + DefaultFOV;
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if (FOV <= DefaultFOV + 30.0f) {
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if (FOV < DefaultFOV)
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FOV = DefaultFOV;
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} else
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FOV = DefaultFOV + 30.0f;
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FOV = clamp(FOV, DefaultFOV, DefaultFOV + 30.0f);
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}
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// WORKAROUND: I still don't know how looking behind works (m_bCamDirectlyInFront is unused in III, they seem to use m_bUseTransitionBeta)
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@ -5030,7 +5025,7 @@ CCam::Process_FollowCar_SA(const CVector& CameraTarget, float TargetOrientation,
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targetAlpha = maxAlphaAllowed;
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}
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float maxAlphaBlendAmount = CTimer::GetTimeStep() * CARCAM_SET[camSetArrPos][6];
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float targetAlphaBlendAmount = (1.0f - pow(CARCAM_SET[camSetArrPos][5], CTimer::GetTimeStep())) * (targetAlpha - Alpha);
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float targetAlphaBlendAmount = (1.0f - Pow(CARCAM_SET[camSetArrPos][5], CTimer::GetTimeStep())) * (targetAlpha - Alpha);
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if (targetAlphaBlendAmount <= maxAlphaBlendAmount) {
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if (targetAlphaBlendAmount < -maxAlphaBlendAmount)
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targetAlphaBlendAmount = -maxAlphaBlendAmount;
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@ -5122,7 +5117,7 @@ CCam::Process_FollowCar_SA(const CVector& CameraTarget, float TargetOrientation,
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float betaSpeedFromStickX = xMovement * CARCAM_SET[camSetArrPos][12];
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float newAngleSpeedMaxBlendAmount = CARCAM_SET[camSetArrPos][9];
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float angleChangeStep = pow(CARCAM_SET[camSetArrPos][8], CTimer::GetTimeStep());
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float angleChangeStep = Pow(CARCAM_SET[camSetArrPos][8], CTimer::GetTimeStep());
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float targetBetaWithStickBlendAmount = betaSpeedFromStickX + (targetBeta - Beta) / Max(CTimer::GetTimeStep(), 1.0f);
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if (targetBetaWithStickBlendAmount < -newAngleSpeedMaxBlendAmount)
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@ -5234,75 +5229,76 @@ CCam::Process_FollowCar_SA(const CVector& CameraTarget, float TargetOrientation,
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// SA calls SetColVarsVehicle in here
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if (nextDirectionIsForward) {
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// This is new in LCS!
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// LCS uses exactly the same collision code as FollowPedWithMouse, so we will do so.
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// This is only in LCS!
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float timestepFactor = Pow(0.99f, CTimer::GetTimeStep());
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dontCollideWithCars = (timestepFactor * dontCollideWithCars) + ((1.0f - timestepFactor) * car->m_vecMoveSpeed.Magnitude());
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// Our addition
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#define IS_TRAFFIC_LIGHT(ent) (ent->IsObject() && (IsStreetLight(ent->GetModelIndex())))
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// Move cam if on collision
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CColPoint foundCol;
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CEntity* foundEnt;
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// Clip Source and fix near clip
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CColPoint colPoint;
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CEntity* entity;
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CWorld::pIgnoreEntity = CamTargetEntity;
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if (CWorld::ProcessLineOfSight(TargetCoors, Source, foundCol, foundEnt, true, dontCollideWithCars < 0.1f, false, true, false, true, false) && !IS_TRAFFIC_LIGHT(foundEnt)) {
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float obstacleTargetDist = (TargetCoors - foundCol.point).Magnitude();
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float obstacleCamDist = newDistance - obstacleTargetDist;
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if (!foundEnt->IsPed() || obstacleCamDist <= 1.0f) {
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Source = foundCol.point;
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if (obstacleTargetDist < 1.2f) {
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RwCameraSetNearClipPlane(Scene.camera, Max(0.05f, obstacleTargetDist - 0.3f));
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}
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} else {
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if (!CWorld::ProcessLineOfSight(foundCol.point, Source, foundCol, foundEnt, true, dontCollideWithCars < 0.1f, false, true, false, true, false) || IS_TRAFFIC_LIGHT(foundEnt)) {
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float lessClip = obstacleCamDist - 0.35f;
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if (lessClip <= DEFAULT_NEAR)
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RwCameraSetNearClipPlane(Scene.camera, lessClip);
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else
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RwCameraSetNearClipPlane(Scene.camera, DEFAULT_NEAR);
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} else {
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obstacleTargetDist = (TargetCoors - foundCol.point).Magnitude();
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Source = foundCol.point;
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if (obstacleTargetDist < 1.2f) {
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float lessClip = obstacleTargetDist - 0.3f;
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if (lessClip >= 0.05f)
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RwCameraSetNearClipPlane(Scene.camera, lessClip);
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else
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RwCameraSetNearClipPlane(Scene.camera, 0.05f);
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}
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if(CWorld::ProcessLineOfSight(TargetCoors, Source, colPoint, entity, true, dontCollideWithCars < 0.1f, false, true, false, true, true) && !IS_TRAFFIC_LIGHT(entity)){
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float PedColDist = (TargetCoors - colPoint.point).Magnitude();
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float ColCamDist = newDistance - PedColDist;
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if(entity->IsPed() && ColCamDist > DEFAULT_NEAR + 0.1f){
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// Ped in the way but not clipping through
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if(CWorld::ProcessLineOfSight(colPoint.point, Source, colPoint, entity, true, dontCollideWithCars < 0.1f, false, true, false, true, true) || IS_TRAFFIC_LIGHT(entity)){
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PedColDist = (TargetCoors - colPoint.point).Magnitude();
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Source = colPoint.point;
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if(PedColDist < DEFAULT_NEAR + 0.3f)
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RwCameraSetNearClipPlane(Scene.camera, Max(PedColDist-0.3f, 0.05f));
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}else{
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RwCameraSetNearClipPlane(Scene.camera, Min(ColCamDist-0.35f, DEFAULT_NEAR));
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}
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}else{
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Source = colPoint.point;
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if(PedColDist < DEFAULT_NEAR + 0.3f)
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RwCameraSetNearClipPlane(Scene.camera, Max(PedColDist-0.3f, 0.05f));
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}
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}
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CWorld::pIgnoreEntity = nil;
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float nearClip = RwCameraGetNearClipPlane(Scene.camera);
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float radius = Tan(DEGTORAD(FOV * 0.5f)) * CDraw::GetAspectRatio() * 1.1f;
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// If we're seeing blue hell due to camera intersects some surface, fix it.
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// SA and LCS have this unrolled.
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for (int i = 0;
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i <= 5 && (foundEnt = CWorld::TestSphereAgainstWorld((nearClip * Front) + Source, radius * nearClip, nil, true, true, false, true, false, false));
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i++) {
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if (IS_TRAFFIC_LIGHT(foundEnt))
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float ViewPlaneHeight = Tan(DEGTORAD(FOV) / 2.0f);
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float ViewPlaneWidth = ViewPlaneHeight * CDraw::FindAspectRatio() * fTweakFOV;
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float Near = RwCameraGetNearClipPlane(Scene.camera);
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float radius = ViewPlaneWidth*Near;
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entity = CWorld::TestSphereAgainstWorld(Source + Front*Near, radius, nil, true, true, false, true, false, true);
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int i = 0;
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while(entity){
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if (IS_TRAFFIC_LIGHT(entity))
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break;
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CVector surfaceCamDist = gaTempSphereColPoints->point - Source;
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CVector frontButInvertedIfTouchesSurface = DotProduct(surfaceCamDist, Front) * Front;
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float newNearClip = (surfaceCamDist - frontButInvertedIfTouchesSurface).Magnitude() / radius;
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CVector CamToCol = gaTempSphereColPoints[0].point - Source;
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float frontDist = DotProduct(CamToCol, Front);
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float dist = (CamToCol - Front*frontDist).Magnitude() / ViewPlaneWidth;
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if (newNearClip > nearClip)
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newNearClip = nearClip;
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if (newNearClip < 0.1f)
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newNearClip = 0.1f;
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if (nearClip > newNearClip)
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RwCameraSetNearClipPlane(Scene.camera, newNearClip);
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// Try to decrease near clip
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dist = Max(Min(Near, dist), 0.1f);
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if(dist < Near)
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RwCameraSetNearClipPlane(Scene.camera, dist);
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if (newNearClip == 0.1f)
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Source += (TargetCoors - Source) * 0.3f;
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// Move forward a bit
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if(dist == 0.1f)
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Source += (TargetCoors - Source)*0.3f;
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nearClip = RwCameraGetNearClipPlane(Scene.camera);
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radius = Tan(DEGTORAD(FOV * 0.5f)) * CDraw::GetAspectRatio() * 1.1f;
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// Keep testing
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Near = RwCameraGetNearClipPlane(Scene.camera);
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radius = ViewPlaneWidth*Near;
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entity = CWorld::TestSphereAgainstWorld(Source + Front*Near, radius, nil, true, true, false, true, false, true);
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i++;
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if(i > 5)
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entity = nil;
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}
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#undef IS_TRAFFIC_LIGHT
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}
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