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some PS2 cam code; fix for arrest cam

This commit is contained in:
aap 2020-06-20 14:38:21 +02:00
parent 4cd4f91e57
commit 5ad739f096
3 changed files with 101 additions and 15 deletions

View file

@ -228,6 +228,7 @@ void
CCamera::Process(void)
{
// static bool InterpolatorNotInitialised = true; // unused
static CVector PreviousFudgedTargetCoors; // only PS2
static float PlayerMinDist = 1.6f; // not on PS2
static bool WasPreviouslyInterSyhonFollowPed = false; // only written
float FOV = 0.0f;
@ -287,19 +288,19 @@ CCamera::Process(void)
// Stop transition when it's done
if(m_uiTransitionState != 0){
/*
// PS2:
#ifdef PS2_CAM_TRANSITION
if(!m_bWaitForInterpolToFinish){
Cams[(ActiveCam+1)%2].Process();
Cams[(ActiveCam+1)%2].ProcessSpecialHeightRoutines();
}
*/
// not PS2 (done in CamControl there it seems)
#else
// done in CamControl on PS2 it seems
if(CTimer::GetTimeInMilliseconds() > m_uiTransitionDuration+m_uiTimeTransitionStart){
m_uiTransitionState = 0;
m_vecDoingSpecialInterPolation = false;
m_bWaitForInterpolToFinish = false;
}
#endif
}
if(m_bUseNearClipScript)
@ -322,8 +323,90 @@ CCamera::Process(void)
if(m_uiTransitionState != 0 && !lookLRBVehicle){
// Process transition
// different on PS2
#ifdef PS2_CAM_TRANSITION
bool lookingAtPlayerNow = false;
bool wasLookingAtPlayer = false;
bool transitionPedMode = false;
bool setWait = false;
if(Cams[ActiveCam].CamTargetEntity == Cams[(ActiveCam+1)%2].CamTargetEntity){
if(Cams[ActiveCam].Mode == CCam::MODE_SYPHON ||
Cams[ActiveCam].Mode == CCam::MODE_SYPHON_CRIM_IN_FRONT ||
Cams[ActiveCam].Mode == CCam::MODE_FOLLOWPED ||
Cams[ActiveCam].Mode == CCam::MODE_SPECIAL_FIXED_FOR_SYPHON)
lookingAtPlayerNow = true;
if(Cams[(ActiveCam+1)%2].Mode == CCam::MODE_SYPHON ||
Cams[(ActiveCam+1)%2].Mode == CCam::MODE_SYPHON_CRIM_IN_FRONT ||
Cams[(ActiveCam+1)%2].Mode == CCam::MODE_FOLLOWPED ||
Cams[(ActiveCam+1)%2].Mode == CCam::MODE_SPECIAL_FIXED_FOR_SYPHON) // checked twice for some reason
wasLookingAtPlayer = true;
if(!m_vecDoingSpecialInterPolation &&
(Cams[ActiveCam].Mode == CCam::MODE_FOLLOWPED || Cams[ActiveCam].Mode == CCam::MODE_FIGHT_CAM) &&
(Cams[(ActiveCam+1)%2].Mode == CCam::MODE_FOLLOWPED || Cams[(ActiveCam+1)%2].Mode == CCam::MODE_FIGHT_CAM))
transitionPedMode = true;
}
if(lookingAtPlayerNow && wasLookingAtPlayer){
CVector playerDist;
playerDist.x = FindPlayerPed()->GetPosition().x - GetPosition().x;
playerDist.y = FindPlayerPed()->GetPosition().y - GetPosition().y;
playerDist.z = FindPlayerPed()->GetPosition().z - GetPosition().z;
if(playerDist.Magnitude() > 17.5f &&
(Cams[ActiveCam].Mode == CCam::MODE_SYPHON || Cams[ActiveCam].Mode == CCam::MODE_SYPHON_CRIM_IN_FRONT))
setWait = true;
}
if(setWait)
m_bWaitForInterpolToFinish = true;
uint32 currentTime = CTimer::GetTimeInMilliseconds() - m_uiTimeTransitionStart;
if(currentTime >= m_uiTransitionDuration)
currentTime = m_uiTransitionDuration;
float inter = (float) currentTime / m_uiTransitionDuration;
inter = 0.5f - 0.5*Cos(inter*PI); // smooth it
if(m_vecDoingSpecialInterPolation){
Cams[(ActiveCam+1)%2].Source = m_vecOldSourceForInter;
Cams[(ActiveCam+1)%2].Front = m_vecOldFrontForInter;
Cams[(ActiveCam+1)%2].Up = m_vecOldUpForInter;
Cams[(ActiveCam+1)%2].FOV = m_vecOldFOVForInter;
if(WasPreviouslyInterSyhonFollowPed)
Cams[(ActiveCam+1)%2].m_cvecTargetCoorsForFudgeInter.z = PreviousFudgedTargetCoors.z;
}
CamSource = inter*Cams[ActiveCam].Source + (1.0f-inter)*Cams[(ActiveCam+1)%2].Source;
FOV = inter*Cams[ActiveCam].FOV + (1.0f-inter)*Cams[(ActiveCam+1)%2].FOV;
CVector tmpFront = Cams[(ActiveCam+1)%2].Front;
float Alpha_other = CGeneral::GetATanOfXY(tmpFront.Magnitude2D(), tmpFront.z);
if(Alpha_other > PI) Alpha_other -= TWOPI;
float Beta_other = 0.0f;
if(tmpFront.x != 0.0f || tmpFront.y != 0.0f)
Beta_other = CGeneral::GetATanOfXY(tmpFront.x, tmpFront.y);
tmpFront = Cams[ActiveCam].Front;
float Alpha_active = CGeneral::GetATanOfXY(tmpFront.Magnitude2D(), tmpFront.z);
if(Alpha_active > PI) Alpha_other -= TWOPI;
float Beta_active = 0.0f;
if(tmpFront.x != 0.0f || tmpFront.y != 0.0f)
Beta_active = CGeneral::GetATanOfXY(tmpFront.x, tmpFront.y);
float DeltaBeta = Beta_active - Beta_other;
float Alpha = inter*Alpha_active + (1.0f-inter)*Alpha_other;
if(m_uiTransitionJUSTStarted){
while(DeltaBeta > PI) DeltaBeta -= TWOPI;
while(DeltaBeta <= -PI) DeltaBeta += TWOPI;
m_uiTransitionJUSTStarted = false;
}else{
if(DeltaBeta < m_fOldBetaDiff)
while(Abs(DeltaBeta - m_fOldBetaDiff) > PI) DeltaBeta += TWOPI;
else
while(Abs(DeltaBeta - m_fOldBetaDiff) > PI) DeltaBeta -= TWOPI;
}
m_fOldBetaDiff = DeltaBeta;
float Beta = inter*DeltaBeta + Beta_other;
assert(0 && "TODO");
#else
uint32 currentTime = CTimer::GetTimeInMilliseconds() - m_uiTimeTransitionStart;
if(currentTime >= m_uiTransitionDuration)
currentTime = m_uiTransitionDuration;
@ -457,6 +540,7 @@ CCamera::Process(void)
float Alpha = CGeneral::GetATanOfXY(DistOnGround, Dist.z);
float Beta = CGeneral::GetATanOfXY(Dist.x, Dist.y);
Cams[ActiveCam].KeepTrackOfTheSpeed(CamSource, Target, CamUp, Alpha, Beta, FOV);
#endif
}else{
// No transition, take Cam values directly
if(WorldViewerBeingUsed){
@ -550,8 +634,10 @@ CCamera::Process(void)
LODDistMultiplier = 70.0f/CDraw::GetFOV() * CDraw::GetAspectRatio()/(4.0f/3.0f);
else
LODDistMultiplier = 1.0f;
// missing on PS2
GenerationDistMultiplier = LODDistMultiplier;
LODDistMultiplier *= CRenderer::ms_lodDistScale;
//
// Keep track of speed
if(m_bJustInitalised || m_bJust_Switched){
@ -1582,7 +1668,7 @@ CCamera::UpdateTargetEntity(void)
pTargetEntity = FindPlayerPed();
if(PLAYER->GetPedState() == PED_DRAG_FROM_CAR)
pTargetEntity = FindPlayerPed();
if(pTargetEntity->IsVehicle() && CarZoomIndicator != CAM_ZOOM_1STPRS && FindPlayerPed()->GetPedState() == PED_ARRESTED)
if(pTargetEntity->IsVehicle() && CarZoomIndicator == CAM_ZOOM_1STPRS && FindPlayerPed()->GetPedState() == PED_ARRESTED)
pTargetEntity = FindPlayerPed();
}
}
@ -1859,7 +1945,7 @@ CCamera::StartTransition(int16 newMode)
int door;
bool vehicleVertical;
// missing on PS2
#ifndef PS2_CAM_TRANSITION
m_bItsOkToLookJustAtThePlayer = false;
m_fFractionInterToStopMoving = 0.25f;
m_fFractionInterToStopCatchUp = 0.75f;
@ -1876,7 +1962,7 @@ CCamera::StartTransition(int16 newMode)
if(newMode == CCam::MODE_CAM_ON_A_STRING)
switchPedToCar = true;
}
//
#endif
if(Cams[ActiveCam].Mode == CCam::MODE_SYPHON_CRIM_IN_FRONT && newMode == CCam::MODE_SYPHON)
switchSyphonMode = true;
@ -1902,11 +1988,11 @@ CCamera::StartTransition(int16 newMode)
((CPed*)pTargetEntity)->m_fRotationDest = angle;
}
/* // PS2
#ifdef PS2_CAM_TRANSITION
ActiveCam = (ActiveCam+1)%2;
Cams[ActiveCam].Init();
Cams[ActiveCam].Mode = newMode;
*/
#endif
Cams[ActiveCam].m_cvecCamFixedModeVector = m_vecFixedModeVector;
Cams[ActiveCam].CamTargetEntity = pTargetEntity;
@ -2102,7 +2188,7 @@ CCamera::StartTransition(int16 newMode)
m_uiTransitionDuration = 1800;
else if(switchFromFight)
m_uiTransitionDuration = 750;
// not on PS2
#ifndef PS2_CAM_TRANSITION
else if(switchPedToCar){
m_fFractionInterToStopMoving = 0.2f;
m_fFractionInterToStopCatchUp = 0.8f;
@ -2116,11 +2202,11 @@ CCamera::StartTransition(int16 newMode)
m_uiTransitionDuration = 1;
}else
m_uiTransitionDuration = 1350; // already set above
//
#endif
m_uiTransitionState = 1;
m_uiTimeTransitionStart = CTimer::GetTimeInMilliseconds();
m_uiTransitionJUSTStarted = 1;
// PS2 returns here
#ifndef PS2_CAM_TRANSITION
if(m_vecDoingSpecialInterPolation){
m_cvecStartingSourceForInterPol = SourceDuringInter;
m_cvecStartingTargetForInterPol = TargetDuringInter;
@ -2156,6 +2242,7 @@ CCamera::StartTransition(int16 newMode)
m_fFractionInterToStopCatchUp = m_fScriptPercentageInterToCatchUp;
m_uiTransitionDuration = m_fScriptTimeForInterPolation;
}
#endif
}
void

View file

@ -188,7 +188,6 @@ public:
CPed *m_pLastPedLookedAt;// So interpolation works
bool m_bFirstPersonRunAboutActive;
CCam(void) { Init(); }
void Init(void);
void Process(void);
@ -518,7 +517,6 @@ public:
CVector m_vecOldSourceForInter;
CVector m_vecOldFrontForInter;
CVector m_vecOldUpForInter;
float m_vecOldFOVForInter;
float m_fFLOATingFade;
float m_fFLOATingFadeMusic;

View file

@ -254,5 +254,6 @@ enum Config {
#define CANCELLABLE_CAR_ENTER
// Camera
//#define PS2_CAM_TRANSITION // old way of transitioning between cam modes
#define IMPROVED_CAMERA // Better Debug cam, and maybe more in the future
#define FREE_CAM // Rotating cam