1
0
Fork 0
mirror of https://git.rip/DMCA_FUCKER/re3.git synced 2024-12-23 18:50:00 +00:00

Merge pull request #368 from aap/master

rotating FollowPed cam (disabled by default for now)
This commit is contained in:
aap 2020-03-29 16:27:31 +02:00 committed by GitHub
commit 0df5415e52
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
4 changed files with 217 additions and 0 deletions

View file

@ -28,6 +28,7 @@ const float DefaultFOV = 70.0f; // beta: 80.0f
bool PrintDebugCode = false; bool PrintDebugCode = false;
int16 &DebugCamMode = *(int16*)0x95CCF2; int16 &DebugCamMode = *(int16*)0x95CCF2;
bool bFreeCam = false;
void void
CCam::Init(void) CCam::Init(void)
@ -138,6 +139,11 @@ CCam::Process(void)
if(CCamera::m_bUseMouse3rdPerson) if(CCamera::m_bUseMouse3rdPerson)
Process_FollowPedWithMouse(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar); Process_FollowPedWithMouse(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar);
else else
#ifdef FREE_CAM
if(bFreeCam)
Process_FollowPed_Rotation(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar);
else
#endif
Process_FollowPed(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar); Process_FollowPed(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar);
break; break;
// case MODE_AIMING: // case MODE_AIMING:
@ -4369,7 +4375,209 @@ CCam::Process_FollowPed_WithBinding(const CVector &CameraTarget, float TargetOri
GetVectorsReadyForRW(); GetVectorsReadyForRW();
} }
#ifdef FREE_CAM
void
CCam::Process_FollowPed_Rotation(const CVector &CameraTarget, float TargetOrientation, float, float)
{
FOV = DefaultFOV;
const float MinDist = 2.0f;
const float MaxDist = 2.0f + TheCamera.m_fPedZoomValueSmooth;
const float BaseOffset = 0.75f; // base height of camera above target
CVector TargetCoors = CameraTarget;
TargetCoors.z += m_fSyphonModeTargetZOffSet;
TargetCoors = DoAverageOnVector(TargetCoors);
TargetCoors.z += BaseOffset; // add offset so alpha evens out to 0
// TargetCoors.z += m_fRoadOffSet;
CVector Dist = Source - TargetCoors;
CVector ToCam;
bool Shooting = false;
if(((CPed*)CamTargetEntity)->GetWeapon()->m_eWeaponType != WEAPONTYPE_UNARMED)
if(CPad::GetPad(0)->GetWeapon())
Shooting = true;
if(((CPed*)CamTargetEntity)->GetWeapon()->m_eWeaponType == WEAPONTYPE_DETONATOR ||
((CPed*)CamTargetEntity)->GetWeapon()->m_eWeaponType == WEAPONTYPE_BASEBALLBAT)
Shooting = false;
if(ResetStatics){
// Coming out of top down here probably
// so keep Beta, reset alpha and calculate vectors
Beta = CGeneral::GetATanOfXY(Dist.x, Dist.y);
Alpha = 0.0f;
Dist = MaxDist*CVector(Cos(Alpha) * Cos(Beta), Cos(Alpha) * Sin(Beta), Sin(Alpha));
Source = TargetCoors + Dist;
ResetStatics = false;
}
// Drag the camera along at the look-down offset
float CamDist = Dist.Magnitude();
if(CamDist == 0.0f)
Dist = CVector(1.0f, 1.0f, 0.0f);
else if(CamDist < MinDist)
Dist *= MinDist/CamDist;
else if(CamDist > MaxDist)
Dist *= MaxDist/CamDist;
CamDist = Dist.Magnitude();
// Beta = 0 is looking east, HALFPI is north, &c.
// Alpha positive is looking up
float GroundDist = Dist.Magnitude2D();
Beta = CGeneral::GetATanOfXY(-Dist.x, -Dist.y);
Alpha = CGeneral::GetATanOfXY(GroundDist, -Dist.z);
while(Beta >= PI) Beta -= 2.0f*PI;
while(Beta < -PI) Beta += 2.0f*PI;
while(Alpha >= PI) Alpha -= 2.0f*PI;
while(Alpha < -PI) Alpha += 2.0f*PI;
// Look around
bool UseMouse = false;
float MouseX = CPad::GetPad(0)->GetMouseX();
float MouseY = CPad::GetPad(0)->GetMouseY();
float LookLeftRight, LookUpDown;
if((MouseX != 0.0f || MouseY != 0.0f) && !CPad::GetPad(0)->ArePlayerControlsDisabled()){
UseMouse = true;
LookLeftRight = -2.5f*MouseX;
LookUpDown = 4.0f*MouseY;
}else{
LookLeftRight = -CPad::GetPad(0)->LookAroundLeftRight();
LookUpDown = CPad::GetPad(0)->LookAroundUpDown();
}
float AlphaOffset, BetaOffset;
if(UseMouse){
BetaOffset = LookLeftRight * TheCamera.m_fMouseAccelHorzntl * FOV/80.0f;
AlphaOffset = LookUpDown * TheCamera.m_fMouseAccelVertical * FOV/80.0f;
}else{
BetaOffset = LookLeftRight * fStickSens * (0.5f/10.0f) * FOV/80.0f * CTimer::GetTimeStep();
AlphaOffset = LookUpDown * fStickSens * (0.3f/10.0f) * FOV/80.0f * CTimer::GetTimeStep();
}
// Stop centering once stick has been touched
if(BetaOffset)
Rotating = false;
Beta += BetaOffset;
Alpha += AlphaOffset;
while(Beta >= PI) Beta -= 2.0f*PI;
while(Beta < -PI) Beta += 2.0f*PI;
if(Alpha > DEGTORAD(45.0f)) Alpha = DEGTORAD(45.0f);
if(Alpha < -DEGTORAD(89.5f)) Alpha = -DEGTORAD(89.5f);
float BetaDiff = TargetOrientation+PI - Beta;
while(BetaDiff >= PI) BetaDiff -= 2.0f*PI;
while(BetaDiff < -PI) BetaDiff += 2.0f*PI;
float TargetAlpha = Alpha;
// 12deg to account for our little height offset. we're not working on the true alpha here
const float AlphaLimitUp = DEGTORAD(15.0f) + DEGTORAD(12.0f);
const float AlphaLimitDown = -DEGTORAD(15.0f) + DEGTORAD(12.0f);
if(Abs(BetaDiff) < DEGTORAD(25.0f) && ((CPed*)CamTargetEntity)->GetMoveSpeed().Magnitude2D() > 0.01f){
// Limit alpha when player is walking towards camera
if(TargetAlpha > AlphaLimitUp) TargetAlpha = AlphaLimitUp;
if(TargetAlpha < AlphaLimitDown) TargetAlpha = AlphaLimitDown;
}
WellBufferMe(TargetAlpha, &Alpha, &AlphaSpeed, 0.2f, 0.1f, true);
if(CPad::GetPad(0)->ForceCameraBehindPlayer() || Shooting){
m_fTargetBeta = TargetOrientation;
Rotating = true;
}
if(Rotating){
WellBufferMe(m_fTargetBeta, &Beta, &BetaSpeed, 0.1f, 0.06f, true);
float DeltaBeta = m_fTargetBeta - Beta;
while(DeltaBeta >= PI) DeltaBeta -= 2*PI;
while(DeltaBeta < -PI) DeltaBeta += 2*PI;
if(Abs(DeltaBeta) < 0.06f)
Rotating = false;
}
Front = CVector(Cos(Alpha) * Cos(Beta), Cos(Alpha) * Sin(Beta), Sin(Alpha));
Source = TargetCoors - Front*CamDist;
TargetCoors.z -= BaseOffset; // now get back to the real target coors again
m_cvecTargetCoorsForFudgeInter = TargetCoors;
Front = TargetCoors - Source;
Front.Normalise();
/*
* Handle collisions - taken from FollowPedWithMouse
*/
CEntity *entity;
CColPoint colPoint;
// Clip Source and fix near clip
CWorld::pIgnoreEntity = CamTargetEntity;
entity = nil;
if(CWorld::ProcessLineOfSight(TargetCoors, Source, colPoint, entity, true, true, true, true, false, false, true)){
float PedColDist = (TargetCoors - colPoint.point).Magnitude();
float ColCamDist = CamDist - PedColDist;
if(entity->IsPed() && ColCamDist > 1.0f){
// Ped in the way but not clipping through
if(CWorld::ProcessLineOfSight(colPoint.point, Source, colPoint, entity, true, true, true, true, false, false, true)){
PedColDist = (TargetCoors - colPoint.point).Magnitude();
Source = colPoint.point;
if(PedColDist < 0.9f + 0.3f)
RwCameraSetNearClipPlane(Scene.camera, max(PedColDist-0.3f, 0.05f));
}else{
RwCameraSetNearClipPlane(Scene.camera, min(ColCamDist-0.35f, 0.9f));
}
}else{
Source = colPoint.point;
if(PedColDist < 0.9f + 0.3f)
RwCameraSetNearClipPlane(Scene.camera, max(PedColDist-0.3f, 0.05f));
}
}
CWorld::pIgnoreEntity = nil;
float ViewPlaneHeight = Tan(DEGTORAD(FOV) / 2.0f);
float ViewPlaneWidth = ViewPlaneHeight * CDraw::FindAspectRatio() * fTweakFOV;
float Near = RwCameraGetNearClipPlane(Scene.camera);
float radius = ViewPlaneWidth*Near;
entity = CWorld::TestSphereAgainstWorld(Source + Front*Near, radius, nil, true, true, false, true, false, false);
int i = 0;
while(entity){
CVector CamToCol = gaTempSphereColPoints[0].point - Source;
float frontDist = DotProduct(CamToCol, Front);
float dist = (CamToCol - Front*frontDist).Magnitude() / ViewPlaneWidth;
// Try to decrease near clip
dist = max(min(Near, dist), 0.1f);
if(dist < Near)
RwCameraSetNearClipPlane(Scene.camera, dist);
// Move forward a bit
if(dist == 0.1f)
Source += (TargetCoors - Source)*0.3f;
// Keep testing
entity = CWorld::TestSphereAgainstWorld(Source + Front*Near, radius, nil, true, true, false, true, false, false);
i++;
if(i > 5)
entity = nil;
}
GetVectorsReadyForRW();
}
#endif
STARTPATCHES STARTPATCHES
#ifdef FREE_CAM
Nop(0x468E7B, 0x468E90-0x468E7B); // disable first person
#endif
InjectHook(0x456F40, WellBufferMe, PATCH_JUMP); InjectHook(0x456F40, WellBufferMe, PATCH_JUMP);
InjectHook(0x458410, &CCam::Init, PATCH_JUMP); InjectHook(0x458410, &CCam::Init, PATCH_JUMP);
InjectHook(0x4582F0, &CCam::GetVectorsReadyForRW, PATCH_JUMP); InjectHook(0x4582F0, &CCam::GetVectorsReadyForRW, PATCH_JUMP);

View file

@ -221,6 +221,9 @@ struct CCam
// CCam::Process_Blood_On_The_Tracks // CCam::Process_Blood_On_The_Tracks
// CCam::Process_Cam_Running_Side_Train // CCam::Process_Cam_Running_Side_Train
// CCam::Process_Cam_On_Train_Roof // CCam::Process_Cam_On_Train_Roof
// custom stuff
void Process_FollowPed_Rotation(const CVector &CameraTarget, float TargetOrientation, float, float);
}; };
static_assert(sizeof(CCam) == 0x1A4, "CCam: wrong size"); static_assert(sizeof(CCam) == 0x1A4, "CCam: wrong size");
static_assert(offsetof(CCam, Alpha) == 0xA8, "CCam: error"); static_assert(offsetof(CCam, Alpha) == 0xA8, "CCam: error");

View file

@ -206,4 +206,6 @@ enum Config {
// #define NEW_WALK_AROUND_ALGORITHM // to make walking around vehicles/objects less awkward // #define NEW_WALK_AROUND_ALGORITHM // to make walking around vehicles/objects less awkward
#define CANCELLABLE_CAR_ENTER #define CANCELLABLE_CAR_ENTER
// Camera
#define IMPROVED_CAMERA // Better Debug cam, and maybe more in the future #define IMPROVED_CAMERA // Better Debug cam, and maybe more in the future
//#define FREE_CAM // Rotating cam

View file

@ -372,6 +372,10 @@ DebugMenuPopulate(void)
extern bool PrintDebugCode; extern bool PrintDebugCode;
extern int16 &DebugCamMode; extern int16 &DebugCamMode;
#ifdef FREE_CAM
extern bool bFreeCam;
DebugMenuAddVarBool8("Cam", "Free Cam", (int8*)&bFreeCam, nil);
#endif
DebugMenuAddVarBool8("Cam", "Print Debug Code", (int8*)&PrintDebugCode, nil); DebugMenuAddVarBool8("Cam", "Print Debug Code", (int8*)&PrintDebugCode, nil);
DebugMenuAddVar("Cam", "Cam Mode", &DebugCamMode, nil, 1, 0, CCam::MODE_EDITOR, nil); DebugMenuAddVar("Cam", "Cam Mode", &DebugCamMode, nil, 1, 0, CCam::MODE_EDITOR, nil);
DebugMenuAddCmd("Cam", "Normal", []() { DebugCamMode = 0; }); DebugMenuAddCmd("Cam", "Normal", []() { DebugCamMode = 0; });