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Vehicle cam fixes
- @ZLau92 's idea to remove 3rd person check on num 2/8. It was meaningless on III, probably not on VC tho. - @Nick007J pointed out that camera wasn't checking objects, which was something done by someone to prevent camera to collide with traffic lights. Instead I enabled object check again, and comparing the result if it's a traffic light after the test.
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@ -5042,9 +5042,9 @@ CCam::Process_FollowCar_SA(const CVector& CameraTarget, float TargetOrientation,
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float stickX = -(pad->GetCarGunLeftRight());
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float stickY = pad->GetCarGunUpDown();
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// In SA this checks for m_bUseMouse3rdPerson so num2/num8 do not move camera when Keyboard & Mouse controls are used.
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if (CCamera::m_bUseMouse3rdPerson)
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stickY = 0.0f;
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// In SA this is for not let num2/num8 move camera when Keyboard & Mouse controls are used.
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// if (CCamera::m_bUseMouse3rdPerson)
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// stickY = 0.0f;
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float xMovement = Abs(stickX) * (FOV / 80.0f * 5.f / 70.f) * stickX * 0.007f * 0.007f;
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float yMovement = Abs(stickY) * (FOV / 80.0f * 3.f / 70.f) * stickY * 0.007f * 0.007f;
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@ -5238,11 +5238,14 @@ CCam::Process_FollowCar_SA(const CVector& CameraTarget, float TargetOrientation,
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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()) || ent->GetModelIndex() == MI_STREETLAMP1 || ent->GetModelIndex() == MI_STREETLAMP2))
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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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CWorld::pIgnoreEntity = CamTargetEntity;
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if (CWorld::ProcessLineOfSight(TargetCoors, Source, foundCol, foundEnt, true, dontCollideWithCars < 0.1f, false, false, false, true, false)) {
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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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@ -5251,7 +5254,7 @@ CCam::Process_FollowCar_SA(const CVector& CameraTarget, float TargetOrientation,
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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, false, false, true, false)) {
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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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@ -5270,6 +5273,7 @@ CCam::Process_FollowCar_SA(const CVector& CameraTarget, float TargetOrientation,
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}
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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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@ -5277,9 +5281,12 @@ CCam::Process_FollowCar_SA(const CVector& CameraTarget, float TargetOrientation,
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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 && CWorld::TestSphereAgainstWorld((nearClip * Front) + Source, radius * nearClip, nil, true, true, false, true, false, false);
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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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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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@ -5297,6 +5304,7 @@ CCam::Process_FollowCar_SA(const CVector& CameraTarget, float TargetOrientation,
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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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}
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#undef IS_TRAFFIC_LIGHT
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}
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TheCamera.m_bCamDirectlyBehind = false;
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TheCamera.m_bCamDirectlyInFront = false;
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