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ps2 cam transitions done (hopefully)

This commit is contained in:
aap 2020-06-21 14:41:39 +02:00
parent 586e8a2ab4
commit 3859efff42
2 changed files with 78 additions and 11 deletions

View file

@ -3834,7 +3834,7 @@ CCam::Process_Debug(const CVector&, float, float, float)
Source.y += 1.0f;
GetVectorsReadyForRW();
// CPad::GetPad(0)->DisablePlayerControls = PLAYERCONTROL_DISABLED_1;
CPad::GetPad(0)->DisablePlayerControls = PLAYERCONTROL_DISABLED_1;
if(CPad::GetPad(1)->GetLeftShockJustDown() && gbBigWhiteDebugLightSwitchedOn)
CShadows::StoreShadowToBeRendered(SHADOWTYPE_ADDITIVE, gpShadowExplosionTex, &Source,

View file

@ -618,7 +618,7 @@ CCamera::Process(void)
CamUp = Cams[ActiveCam].Up;
FOV = Cams[ActiveCam].FOV;
}
WasPreviouslyInterSyhonFollowPed = false; // unused
WasPreviouslyInterSyhonFollowPed = false; // only used on PS2
}
if(m_uiTransitionState != 0)
@ -717,7 +717,7 @@ CCamera::Process(void)
}
m_PreviousCameraPosition = GetPosition();
// PS2: something going on with forward vector here
// PS2 normalizes a CVector2D GetForward() here. is it used anywhere?
if(Cams[ActiveCam].DirectionWasLooking != LOOKING_FORWARD && Cams[ActiveCam].Mode != CCam::MODE_TOP_DOWN_PED){
Cams[ActiveCam].Source = Cams[ActiveCam].SourceBeforeLookBehind;
@ -1366,6 +1366,7 @@ CCamera::CamControl(void)
// Restore with a jump cut
if(m_bRestoreByJumpCut){
// PS2 just sets m_bCamDirectlyBehind here
if(ReqMode != CCam::MODE_FOLLOWPED &&
ReqMode != CCam::MODE_M16_1STPERSON &&
ReqMode != CCam::MODE_SNIPER &&
@ -1381,6 +1382,7 @@ CCamera::CamControl(void)
Cams[ActiveCam].CamTargetEntity = pTargetEntity;
Cams[ActiveCam].m_cvecCamFixedModeSource = m_vecFixedModeSource;
Cams[ActiveCam].m_cvecCamFixedModeUpOffSet = m_vecFixedModeUpOffSet;
// PS2 sets this to m_bLookingAtVector
Cams[ActiveCam].m_bCamLookingAtVector = false;
Cams[ActiveCam].m_vecLastAboveWaterCamPosition = Cams[(ActiveCam+1)%2].m_vecLastAboveWaterCamPosition;
m_bRestoreByJumpCut = false;
@ -1519,7 +1521,7 @@ CCamera::CamControl(void)
switchByJumpCut = true;
if(Cams[ActiveCam].Mode == CCam::MODE_TOP_DOWN_PED){
CVector front = Cams[ActiveCam].Source - FindPlayerPed()->GetPosition();
front.z = 0.0f;
front.z = 0.0f; // missing on PS2
front.Normalise();
#ifdef FIX_BUGS
// this is almost as bad as the bugged code
@ -1556,6 +1558,7 @@ CCamera::CamControl(void)
if((m_uiTransitionState == 0 || switchByJumpCut) && ReqMode != Cams[ActiveCam].Mode){
if(switchByJumpCut){
// PS2 just sets m_bCamDirectlyBehind here
if(!m_bPlayerIsInGarage || m_bJustCameOutOfGarage){
if(ReqMode != CCam::MODE_FOLLOWPED &&
ReqMode != CCam::MODE_M16_1STPERSON &&
@ -1594,6 +1597,8 @@ CCamera::CamControl(void)
if(ReqMode == CCam::MODE_FOLLOWPED && Cams[ActiveCam].Mode == CCam::MODE_FIGHT_CAM)
startTransition = false;
#ifndef PS2_CAM_TRANSITION
// done in Process on PS2
if(!m_bWaitForInterpolToFinish && m_bLookingAtPlayer && m_uiTransitionState != 0){
CVector playerDist;
playerDist.x = FindPlayerPed()->GetPosition().x - GetPosition().x;
@ -1606,6 +1611,7 @@ CCamera::CamControl(void)
m_bWaitForInterpolToFinish = true;
}
}
#endif
if(m_bWaitForInterpolToFinish)
startTransition = false;
@ -1615,10 +1621,14 @@ CCamera::CamControl(void)
Cams[ActiveCam].CamTargetEntity->RegisterReference(&Cams[ActiveCam].CamTargetEntity);
}
}else if(ReqMode == CCam::MODE_FIXED && pTargetEntity != Cams[ActiveCam].CamTargetEntity && m_bPlayerIsInGarage){
#ifdef PS2_CAM_TRANSITION
StartTransitionWhenNotFinishedInter(ReqMode);
#else
if(m_uiTransitionState != 0)
StartTransitionWhenNotFinishedInter(ReqMode);
else
StartTransition(ReqMode);
#endif
pTargetEntity->RegisterReference(&pTargetEntity);
Cams[ActiveCam].CamTargetEntity->RegisterReference(&Cams[ActiveCam].CamTargetEntity);
}
@ -2004,7 +2014,7 @@ CCamera::SetCamPositionForFixedMode(const CVector &Source, const CVector &UpOffS
/*
* On PS2 the transition happens between Cams[1] and Cams[2].
* On PS2 the transition happens between Cams[0] and Cams[1].
* On PC the whole system has been changed.
*/
void
@ -2042,8 +2052,10 @@ CCamera::StartTransition(int16 newMode)
switchSyphonMode = true;
if(Cams[ActiveCam].Mode == CCam::MODE_FIGHT_CAM && newMode == CCam::MODE_FOLLOWPED)
switchFromFight = true;
#ifndef PS2_CAM_TRANSITION
if(Cams[ActiveCam].Mode == CCam::MODE_FIXED)
switchFromFixed = true;
#endif
m_bUseTransitionBeta = false;
@ -2097,12 +2109,27 @@ CCamera::StartTransition(int16 newMode)
switch(newMode){
case CCam::MODE_BEHINDCAR:
#ifdef PS2_CAM_TRANSITION
Cams[ActiveCam].Source = Cams[(ActiveCam+1)%2].Source;
Cams[ActiveCam].Beta = Cams[(ActiveCam+1)%2].Beta;
#endif
Cams[ActiveCam].BetaSpeed = 0.0f;
break;
case CCam::MODE_BEHINDBOAT:
#ifdef PS2_CAM_TRANSITION
Cams[ActiveCam].Source = Cams[(ActiveCam+1)%2].Source;
Cams[ActiveCam].Beta = Cams[(ActiveCam+1)%2].Beta;
#endif
Cams[ActiveCam].BetaSpeed = 0.0f;
break;
case CCam::MODE_FOLLOWPED:
// Getting out of vehicle normally
betaOffset = DEGTORAD(55.0f);
#ifdef PS2_CAM_TRANSITION
Cams[ActiveCam].Source = Cams[(ActiveCam+1)%2].Source;
#endif
if(m_bJustCameOutOfGarage){
m_bUseTransitionBeta = true;
/*
@ -2116,13 +2143,21 @@ CCamera::StartTransition(int16 newMode)
*/
// this is better:
if(Cams[ActiveCam].Front.x != 0.0f || Cams[ActiveCam].Front.y != 0.0f)
#ifdef PS2_CAM_TRANSITION
Cams[ActiveCam].m_fTransitionBeta = CGeneral::GetATanOfXY(Cams[(ActiveCam+1)%2].Front.x, Cams[(ActiveCam+1)%2].Front.y) + PI;
#else
Cams[ActiveCam].m_fTransitionBeta = CGeneral::GetATanOfXY(Cams[ActiveCam].Front.x, Cams[ActiveCam].Front.y) + PI;
#endif
else
Cams[ActiveCam].m_fTransitionBeta = 0.0f;
}
if(m_bTargetJustCameOffTrain)
m_bCamDirectlyInFront = true;
#ifdef PS2_CAM_TRANSITION
if(Cams[(ActiveCam+1)%2].Mode != CCam::MODE_CAM_ON_A_STRING)
#else
if(Cams[ActiveCam].Mode != CCam::MODE_CAM_ON_A_STRING)
#endif
break;
m_bUseTransitionBeta = true;
vehicleVertical = false;
@ -2134,7 +2169,11 @@ CCamera::StartTransition(int16 newMode)
Cams[ActiveCam].m_fTransitionBeta = 0.0f;
break;
}
#ifdef PS2_CAM_TRANSITION
camBeta = CGeneral::GetATanOfXY(Cams[(ActiveCam+1)%2].Front.x, Cams[(ActiveCam+1)%2].Front.y);
#else
camBeta = CGeneral::GetATanOfXY(Cams[ActiveCam].Front.x, Cams[ActiveCam].Front.y);
#endif
if(((CPed*)pTargetEntity)->m_carInObjective)
targetBeta = CGeneral::GetATanOfXY(((CPed*)pTargetEntity)->m_carInObjective->GetForward().x, ((CPed*)pTargetEntity)->m_carInObjective->GetForward().y);
else
@ -2190,6 +2229,10 @@ CCamera::StartTransition(int16 newMode)
break;
case CCam::MODE_SYPHON:
#ifdef PS2_CAM_TRANSITION
Cams[ActiveCam].Beta = Cams[(ActiveCam+1)%2].Beta;
Cams[ActiveCam].Source = Cams[(ActiveCam+1)%2].Source;
#endif
Cams[ActiveCam].Alpha = 0.0f;
Cams[ActiveCam].AlphaSpeed = 0.0f;
break;
@ -2197,20 +2240,29 @@ CCamera::StartTransition(int16 newMode)
case CCam::MODE_CAM_ON_A_STRING:
// Get into vehicle
betaOffset = DEGTORAD(57.0f);
#ifdef PS2_CAM_TRANSITION
Cams[ActiveCam].Source = Cams[(ActiveCam+1)%2].Source;
#endif
if(!m_bLookingAtPlayer || m_bJustCameOutOfGarage)
break;
m_bUseTransitionBeta = true;
targetBeta = CGeneral::GetATanOfXY(pTargetEntity->GetForward().x, pTargetEntity->GetForward().y);
#ifdef PS2_CAM_TRANSITION
camBeta = CGeneral::GetATanOfXY(Cams[(ActiveCam+1)%2].Front.x, Cams[(ActiveCam+1)%2].Front.y);
#else
camBeta = CGeneral::GetATanOfXY(Cams[ActiveCam].Front.x, Cams[ActiveCam].Front.y);
#endif
deltaBeta = targetBeta - camBeta;
while(deltaBeta >= PI) deltaBeta -= 2*PI;
while(deltaBeta < -PI) deltaBeta += 2*PI;
deltaBeta = Abs(deltaBeta);
// switchFromFixed logic again here, skipped
#ifndef PS2_CAM_TRANSITION
switchFromFixed = Cams[ActiveCam].Mode == CCam::MODE_FIXED;
if(switchFromFixed){
Cams[ActiveCam].m_fTransitionBeta = CGeneral::GetATanOfXY(Cams[ActiveCam].Front.x, Cams[ActiveCam].Front.y);
break;
}
#endif
door = FindPlayerPed()->m_vehEnterType;
if(deltaBeta > HALFPI){
@ -2238,15 +2290,23 @@ CCamera::StartTransition(int16 newMode)
}
break;
case CCam::MODE_BEHINDBOAT:
Cams[ActiveCam].BetaSpeed = 0.0f;
break;
case CCam::MODE_PED_DEAD_BABY:
#ifdef PS2_CAM_TRANSITION
Cams[ActiveCam].Source = Cams[(ActiveCam+1)%2].Source;
#endif
Cams[ActiveCam].Alpha = DEGTORAD(15.0f);
break;
#ifdef PS2_CAM_TRANSITION
case CCam::MODE_PLAYER_FALLEN_WATER:
Cams[ActiveCam].m_vecLastAboveWaterCamPosition = Cams[(ActiveCam+1)%2].m_vecLastAboveWaterCamPosition;
break;
#endif
case CCam::MODE_FIGHT_CAM:
#ifdef PS2_CAM_TRANSITION
Cams[ActiveCam].Source = Cams[(ActiveCam+1)%2].Source;
#endif
Cams[ActiveCam].Beta = 0.0f;
Cams[ActiveCam].BetaSpeed = 0.0f;
Cams[ActiveCam].Alpha = 0.0f;
@ -2254,6 +2314,7 @@ CCamera::StartTransition(int16 newMode)
break;
}
#ifndef PS2_CAM_TRANSITION
Cams[ActiveCam].Init();
Cams[ActiveCam].Mode = newMode;
@ -2262,7 +2323,6 @@ CCamera::StartTransition(int16 newMode)
m_uiTransitionDuration = 1800;
else if(switchFromFight)
m_uiTransitionDuration = 750;
#ifndef PS2_CAM_TRANSITION
else if(switchPedToCar){
m_fFractionInterToStopMoving = 0.2f;
m_fFractionInterToStopCatchUp = 0.8f;
@ -2276,6 +2336,13 @@ CCamera::StartTransition(int16 newMode)
m_uiTransitionDuration = 1;
}else
m_uiTransitionDuration = 1350; // already set above
#else
if(switchSyphonMode)
m_uiTransitionDuration = 1800;
else if(switchFromFight)
m_uiTransitionDuration = 750;
else
m_uiTransitionDuration = 1350;
#endif
m_uiTransitionState = 1;
m_uiTimeTransitionStart = CTimer::GetTimeInMilliseconds();