From 5ad739f096b73430a9bde832985ef7e2712f7cf7 Mon Sep 17 00:00:00 2001 From: aap Date: Sat, 20 Jun 2020 14:38:21 +0200 Subject: [PATCH] some PS2 cam code; fix for arrest cam --- src/core/Camera.cpp | 113 +++++++++++++++++++++++++++++++++++++++----- src/core/Camera.h | 2 - src/core/config.h | 1 + 3 files changed, 101 insertions(+), 15 deletions(-) diff --git a/src/core/Camera.cpp b/src/core/Camera.cpp index c9aded85..31e31718 100644 --- a/src/core/Camera.cpp +++ b/src/core/Camera.cpp @@ -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 diff --git a/src/core/Camera.h b/src/core/Camera.h index 0926fd57..395effa8 100644 --- a/src/core/Camera.h +++ b/src/core/Camera.h @@ -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; diff --git a/src/core/config.h b/src/core/config.h index 837d8165..6835267d 100644 --- a/src/core/config.h +++ b/src/core/config.h @@ -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