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https://github.com/GTAmodding/re3.git
synced 2021-02-19 17:49:54 +01:00
PS2 cam transition mostly working
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5ad739f096
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@ -3816,7 +3816,7 @@ CCam::Process_Debug(const CVector&, float, float, float)
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Source.y += 1.0f;
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Source.y += 1.0f;
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GetVectorsReadyForRW();
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GetVectorsReadyForRW();
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CPad::GetPad(0)->DisablePlayerControls = PLAYERCONTROL_DISABLED_1;
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// CPad::GetPad(0)->DisablePlayerControls = PLAYERCONTROL_DISABLED_1;
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if(CPad::GetPad(1)->GetLeftShockJustDown() && gbBigWhiteDebugLightSwitchedOn)
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if(CPad::GetPad(1)->GetLeftShockJustDown() && gbBigWhiteDebugLightSwitchedOn)
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CShadows::StoreShadowToBeRendered(SHADOWTYPE_ADDITIVE, gpShadowExplosionTex, &Source,
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CShadows::StoreShadowToBeRendered(SHADOWTYPE_ADDITIVE, gpShadowExplosionTex, &Source,
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@ -230,7 +230,7 @@ CCamera::Process(void)
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// static bool InterpolatorNotInitialised = true; // unused
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// static bool InterpolatorNotInitialised = true; // unused
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static CVector PreviousFudgedTargetCoors; // only PS2
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static CVector PreviousFudgedTargetCoors; // only PS2
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static float PlayerMinDist = 1.6f; // not on PS2
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static float PlayerMinDist = 1.6f; // not on PS2
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static bool WasPreviouslyInterSyhonFollowPed = false; // only written
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static bool WasPreviouslyInterSyhonFollowPed = false; // only used on PS2
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float FOV = 0.0f;
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float FOV = 0.0f;
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float oldBeta, newBeta;
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float oldBeta, newBeta;
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float deltaBeta = 0.0f;
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float deltaBeta = 0.0f;
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@ -382,13 +382,13 @@ CCamera::Process(void)
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if(Alpha_other > PI) Alpha_other -= TWOPI;
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if(Alpha_other > PI) Alpha_other -= TWOPI;
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float Beta_other = 0.0f;
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float Beta_other = 0.0f;
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if(tmpFront.x != 0.0f || tmpFront.y != 0.0f)
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if(tmpFront.x != 0.0f || tmpFront.y != 0.0f)
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Beta_other = CGeneral::GetATanOfXY(tmpFront.x, tmpFront.y);
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Beta_other = CGeneral::GetATanOfXY(-tmpFront.y, tmpFront.x);
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tmpFront = Cams[ActiveCam].Front;
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tmpFront = Cams[ActiveCam].Front;
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float Alpha_active = CGeneral::GetATanOfXY(tmpFront.Magnitude2D(), tmpFront.z);
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float Alpha_active = CGeneral::GetATanOfXY(tmpFront.Magnitude2D(), tmpFront.z);
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if(Alpha_active > PI) Alpha_other -= TWOPI;
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if(Alpha_active > PI) Alpha_active -= TWOPI;
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float Beta_active = 0.0f;
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float Beta_active = 0.0f;
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if(tmpFront.x != 0.0f || tmpFront.y != 0.0f)
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if(tmpFront.x != 0.0f || tmpFront.y != 0.0f)
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Beta_active = CGeneral::GetATanOfXY(tmpFront.x, tmpFront.y);
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Beta_active = CGeneral::GetATanOfXY(-tmpFront.y, tmpFront.x);
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float DeltaBeta = Beta_active - Beta_other;
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float DeltaBeta = Beta_active - Beta_other;
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float Alpha = inter*Alpha_active + (1.0f-inter)*Alpha_other;
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float Alpha = inter*Alpha_active + (1.0f-inter)*Alpha_other;
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@ -405,7 +405,71 @@ CCamera::Process(void)
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}
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}
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m_fOldBetaDiff = DeltaBeta;
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m_fOldBetaDiff = DeltaBeta;
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float Beta = inter*DeltaBeta + Beta_other;
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float Beta = inter*DeltaBeta + Beta_other;
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assert(0 && "TODO");
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CVector FudgedTargetCoors;
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if(lookingAtPlayerNow && wasLookingAtPlayer){
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// BUG? how is this interpolation ever used when values are overwritten below?
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float PlayerDist = (pTargetEntity->GetPosition() - CamSource).Magnitude2D();
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float MinDist = Min(Cams[(ActiveCam+1)%2].m_fMinDistAwayFromCamWhenInterPolating, Cams[ActiveCam].m_fMinDistAwayFromCamWhenInterPolating);
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if(PlayerDist < MinDist){
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CamSource.x = pTargetEntity->GetPosition().x - MinDist*Cos(Beta - HALFPI);
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CamSource.y = pTargetEntity->GetPosition().y - MinDist*Sin(Beta - HALFPI);
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}else{
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CamSource.x = pTargetEntity->GetPosition().x - PlayerDist*Cos(Beta - HALFPI);
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CamSource.y = pTargetEntity->GetPosition().y - PlayerDist*Sin(Beta - HALFPI);
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}
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CColPoint colpoint;
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CEntity *entity = nil;
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if(CWorld::ProcessLineOfSight(pTargetEntity->GetPosition(), CamSource, colpoint, entity, true, false, false, true, false, true, true)){
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CamSource = colpoint.point;
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RwCameraSetNearClipPlane(Scene.camera, 0.05f);
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}
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CamFront = pTargetEntity->GetPosition() - CamSource;
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FudgedTargetCoors = inter*Cams[ActiveCam].m_cvecTargetCoorsForFudgeInter + (1.0f-inter)*Cams[(ActiveCam+1)%2].m_cvecTargetCoorsForFudgeInter;
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PreviousFudgedTargetCoors = FudgedTargetCoors;
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CamFront.Normalise();
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CamUp = CVector(0.0f, 0.0f, 1.0f);
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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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WasPreviouslyInterSyhonFollowPed = true;
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}else
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WasPreviouslyInterSyhonFollowPed = false;
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if(transitionPedMode){
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FudgedTargetCoors = inter*Cams[ActiveCam].m_cvecTargetCoorsForFudgeInter + (1.0f-inter)*Cams[(ActiveCam+1)%2].m_cvecTargetCoorsForFudgeInter;
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PreviousFudgedTargetCoors = FudgedTargetCoors;
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CVector CamToTarget = pTargetEntity->GetPosition() - CamSource;
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float tmpBeta = CGeneral::GetATanOfXY(CamToTarget.x, CamToTarget.y);
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float PlayerDist = (pTargetEntity->GetPosition() - CamSource).Magnitude2D();
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float MinDist = Min(Cams[(ActiveCam+1)%2].m_fMinDistAwayFromCamWhenInterPolating, Cams[ActiveCam].m_fMinDistAwayFromCamWhenInterPolating);
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if(PlayerDist < MinDist){
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CamSource.x = pTargetEntity->GetPosition().x - MinDist*Cos(tmpBeta - HALFPI);
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CamSource.y = pTargetEntity->GetPosition().y - MinDist*Sin(tmpBeta - HALFPI);
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}
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CamFront = FudgedTargetCoors - CamSource;
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CamFront.Normalise();
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CamUp = CVector(0.0f, 0.0f, 1.0f);
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CamUp.Normalise();
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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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}else{
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CamFront.x = Cos(Alpha) * Sin(Beta);
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CamFront.y = Cos(Alpha) * -Cos(Beta);
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CamFront.z = Sin(Alpha);
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CamFront.Normalise();
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CamUp = inter*Cams[ActiveCam].Up + (1.0f-inter)*Cams[(ActiveCam+1)%2].Up;
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CamUp.Normalise();
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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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#else
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#else
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uint32 currentTime = CTimer::GetTimeInMilliseconds() - m_uiTimeTransitionStart;
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uint32 currentTime = CTimer::GetTimeInMilliseconds() - m_uiTimeTransitionStart;
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if(currentTime >= m_uiTransitionDuration)
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if(currentTime >= m_uiTransitionDuration)
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@ -699,6 +763,16 @@ CCamera::CamControl(void)
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if(Cams[ActiveCam].CamTargetEntity == nil && pTargetEntity == nil)
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if(Cams[ActiveCam].CamTargetEntity == nil && pTargetEntity == nil)
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pTargetEntity = PLAYER;
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pTargetEntity = PLAYER;
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#ifdef PS2_CAM_TRANSITION
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// Stop transition when it's done
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if(m_uiTransitionState != 0)
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if(CTimer::GetTimeInMilliseconds() > m_uiTransitionDuration+m_uiTimeTransitionStart){
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m_uiTransitionState = 0;
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m_vecDoingSpecialInterPolation = false;
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m_bWaitForInterpolToFinish = false;
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}
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#endif
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m_iZoneCullFrameNumWereAt++;
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m_iZoneCullFrameNumWereAt++;
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if(m_iZoneCullFrameNumWereAt > m_iCheckCullZoneThisNumFrames)
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if(m_iZoneCullFrameNumWereAt > m_iCheckCullZoneThisNumFrames)
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m_iZoneCullFrameNumWereAt = 1;
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m_iZoneCullFrameNumWereAt = 1;
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@ -2248,10 +2322,17 @@ CCamera::StartTransition(int16 newMode)
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void
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void
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CCamera::StartTransitionWhenNotFinishedInter(int16 mode)
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CCamera::StartTransitionWhenNotFinishedInter(int16 mode)
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{
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{
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#ifdef PS2_CAM_TRANSITION
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m_vecOldSourceForInter = GetPosition();
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m_vecOldFrontForInter = GetForward();
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m_vecOldUpForInter = GetUp();
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m_vecOldFOVForInter = CDraw::GetFOV();
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#endif
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m_vecDoingSpecialInterPolation = true;
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m_vecDoingSpecialInterPolation = true;
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StartTransition(mode);
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StartTransition(mode);
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}
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}
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#ifndef PS2_CAM_TRANSITION
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void
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void
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CCamera::StoreValuesDuringInterPol(CVector &source, CVector &target, CVector &up, float &FOV)
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CCamera::StoreValuesDuringInterPol(CVector &source, CVector &target, CVector &up, float &FOV)
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{
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{
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@ -2264,7 +2345,7 @@ CCamera::StoreValuesDuringInterPol(CVector &source, CVector &target, CVector &up
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m_fBetaDuringInterPol = CGeneral::GetATanOfXY(Dist.x, Dist.y);
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m_fBetaDuringInterPol = CGeneral::GetATanOfXY(Dist.x, Dist.y);
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m_fAlphaDuringInterPol = CGeneral::GetATanOfXY(DistOnGround, Dist.z);
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m_fAlphaDuringInterPol = CGeneral::GetATanOfXY(DistOnGround, Dist.z);
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}
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}
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#endif
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void
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void
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@ -425,9 +425,12 @@ public:
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float CarZoomValueSmooth;
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float CarZoomValueSmooth;
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float DistanceToWater;
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float DistanceToWater;
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#ifndef PS2_CAM_TRANSITION
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float FOVDuringInter;
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float FOVDuringInter;
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#endif
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float LODDistMultiplier;
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float LODDistMultiplier;
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float GenerationDistMultiplier;
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float GenerationDistMultiplier;
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#ifndef PS2_CAM_TRANSITION
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float m_fAlphaSpeedAtStartInter;
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float m_fAlphaSpeedAtStartInter;
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float m_fAlphaWhenInterPol;
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float m_fAlphaWhenInterPol;
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float m_fAlphaDuringInterPol;
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float m_fAlphaDuringInterPol;
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@ -438,6 +441,7 @@ public:
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float m_fFOVSpeedAtStartInter;
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float m_fFOVSpeedAtStartInter;
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float m_fStartingBetaForInterPol;
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float m_fStartingBetaForInterPol;
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float m_fStartingAlphaForInterPol;
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float m_fStartingAlphaForInterPol;
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#endif
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float m_PedOrientForBehindOrInFront;
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float m_PedOrientForBehindOrInFront;
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float m_CameraAverageSpeed;
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float m_CameraAverageSpeed;
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float m_CameraSpeedSoFar;
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float m_CameraSpeedSoFar;
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@ -487,7 +491,7 @@ public:
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CVector m_vecFixedModeSource;
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CVector m_vecFixedModeSource;
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CVector m_vecFixedModeUpOffSet;
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CVector m_vecFixedModeUpOffSet;
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CVector m_vecCutSceneOffset;
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CVector m_vecCutSceneOffset;
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#ifndef PS2_CAM_TRANSITION
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CVector m_cvecStartingSourceForInterPol;
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CVector m_cvecStartingSourceForInterPol;
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CVector m_cvecStartingTargetForInterPol;
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CVector m_cvecStartingTargetForInterPol;
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CVector m_cvecStartingUpForInterPol;
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CVector m_cvecStartingUpForInterPol;
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@ -497,11 +501,13 @@ public:
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CVector m_vecSourceWhenInterPol;
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CVector m_vecSourceWhenInterPol;
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CVector m_vecTargetWhenInterPol;
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CVector m_vecTargetWhenInterPol;
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CVector m_vecUpWhenInterPol;
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CVector m_vecUpWhenInterPol;
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#endif
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CVector m_vecGameCamPos;
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CVector m_vecGameCamPos;
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#ifndef PS2_CAM_TRANSITION
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CVector SourceDuringInter;
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CVector SourceDuringInter;
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CVector TargetDuringInter;
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CVector TargetDuringInter;
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CVector UpDuringInter;
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CVector UpDuringInter;
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#endif
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RwCamera *m_pRwCamera;
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RwCamera *m_pRwCamera;
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CEntity *pTargetEntity;
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CEntity *pTargetEntity;
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CCamPathSplines m_arrPathArray[MAX_NUM_OF_SPLINETYPES];
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CCamPathSplines m_arrPathArray[MAX_NUM_OF_SPLINETYPES];
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