diff --git a/src/core/Cam.cpp b/src/core/Cam.cpp index 6adfde53..69672272 100644 --- a/src/core/Cam.cpp +++ b/src/core/Cam.cpp @@ -3816,7 +3816,7 @@ 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, diff --git a/src/core/Camera.cpp b/src/core/Camera.cpp index 31e31718..f5497b95 100644 --- a/src/core/Camera.cpp +++ b/src/core/Camera.cpp @@ -230,7 +230,7 @@ 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 + static bool WasPreviouslyInterSyhonFollowPed = false; // only used on PS2 float FOV = 0.0f; float oldBeta, newBeta; float deltaBeta = 0.0f; @@ -382,13 +382,13 @@ CCamera::Process(void) 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); + Beta_other = CGeneral::GetATanOfXY(-tmpFront.y, tmpFront.x); tmpFront = Cams[ActiveCam].Front; float Alpha_active = CGeneral::GetATanOfXY(tmpFront.Magnitude2D(), tmpFront.z); - if(Alpha_active > PI) Alpha_other -= TWOPI; + if(Alpha_active > PI) Alpha_active -= TWOPI; float Beta_active = 0.0f; if(tmpFront.x != 0.0f || tmpFront.y != 0.0f) - Beta_active = CGeneral::GetATanOfXY(tmpFront.x, tmpFront.y); + Beta_active = CGeneral::GetATanOfXY(-tmpFront.y, tmpFront.x); float DeltaBeta = Beta_active - Beta_other; float Alpha = inter*Alpha_active + (1.0f-inter)*Alpha_other; @@ -405,7 +405,71 @@ CCamera::Process(void) } m_fOldBetaDiff = DeltaBeta; float Beta = inter*DeltaBeta + Beta_other; - assert(0 && "TODO"); + + CVector FudgedTargetCoors; + if(lookingAtPlayerNow && wasLookingAtPlayer){ + // BUG? how is this interpolation ever used when values are overwritten below? + float PlayerDist = (pTargetEntity->GetPosition() - CamSource).Magnitude2D(); + float MinDist = Min(Cams[(ActiveCam+1)%2].m_fMinDistAwayFromCamWhenInterPolating, Cams[ActiveCam].m_fMinDistAwayFromCamWhenInterPolating); + if(PlayerDist < MinDist){ + CamSource.x = pTargetEntity->GetPosition().x - MinDist*Cos(Beta - HALFPI); + CamSource.y = pTargetEntity->GetPosition().y - MinDist*Sin(Beta - HALFPI); + }else{ + CamSource.x = pTargetEntity->GetPosition().x - PlayerDist*Cos(Beta - HALFPI); + CamSource.y = pTargetEntity->GetPosition().y - PlayerDist*Sin(Beta - HALFPI); + } + + CColPoint colpoint; + CEntity *entity = nil; + if(CWorld::ProcessLineOfSight(pTargetEntity->GetPosition(), CamSource, colpoint, entity, true, false, false, true, false, true, true)){ + CamSource = colpoint.point; + RwCameraSetNearClipPlane(Scene.camera, 0.05f); + } + + CamFront = pTargetEntity->GetPosition() - CamSource; + FudgedTargetCoors = inter*Cams[ActiveCam].m_cvecTargetCoorsForFudgeInter + (1.0f-inter)*Cams[(ActiveCam+1)%2].m_cvecTargetCoorsForFudgeInter; + PreviousFudgedTargetCoors = FudgedTargetCoors; + CamFront.Normalise(); + CamUp = CVector(0.0f, 0.0f, 1.0f); + CamRight = CrossProduct(CamFront, CamUp); + CamRight.Normalise(); + CamUp = CrossProduct(CamRight, CamFront); + + WasPreviouslyInterSyhonFollowPed = true; + }else + WasPreviouslyInterSyhonFollowPed = false; + + if(transitionPedMode){ + FudgedTargetCoors = inter*Cams[ActiveCam].m_cvecTargetCoorsForFudgeInter + (1.0f-inter)*Cams[(ActiveCam+1)%2].m_cvecTargetCoorsForFudgeInter; + PreviousFudgedTargetCoors = FudgedTargetCoors; + CVector CamToTarget = pTargetEntity->GetPosition() - CamSource; + float tmpBeta = CGeneral::GetATanOfXY(CamToTarget.x, CamToTarget.y); + float PlayerDist = (pTargetEntity->GetPosition() - CamSource).Magnitude2D(); + float MinDist = Min(Cams[(ActiveCam+1)%2].m_fMinDistAwayFromCamWhenInterPolating, Cams[ActiveCam].m_fMinDistAwayFromCamWhenInterPolating); + if(PlayerDist < MinDist){ + CamSource.x = pTargetEntity->GetPosition().x - MinDist*Cos(tmpBeta - HALFPI); + CamSource.y = pTargetEntity->GetPosition().y - MinDist*Sin(tmpBeta - HALFPI); + } + CamFront = FudgedTargetCoors - CamSource; + CamFront.Normalise(); + CamUp = CVector(0.0f, 0.0f, 1.0f); + CamUp.Normalise(); + CamRight = CrossProduct(CamFront, CamUp); + CamRight.Normalise(); + CamUp = CrossProduct(CamRight, CamFront); + CamUp.Normalise(); + }else{ + CamFront.x = Cos(Alpha) * Sin(Beta); + CamFront.y = Cos(Alpha) * -Cos(Beta); + CamFront.z = Sin(Alpha); + CamFront.Normalise(); + CamUp = inter*Cams[ActiveCam].Up + (1.0f-inter)*Cams[(ActiveCam+1)%2].Up; + CamUp.Normalise(); + CamRight = CrossProduct(CamFront, CamUp); + CamRight.Normalise(); + CamUp = CrossProduct(CamRight, CamFront); + CamUp.Normalise(); + } #else uint32 currentTime = CTimer::GetTimeInMilliseconds() - m_uiTimeTransitionStart; if(currentTime >= m_uiTransitionDuration) @@ -699,6 +763,16 @@ CCamera::CamControl(void) if(Cams[ActiveCam].CamTargetEntity == nil && pTargetEntity == nil) pTargetEntity = PLAYER; +#ifdef PS2_CAM_TRANSITION + // Stop transition when it's done + if(m_uiTransitionState != 0) + if(CTimer::GetTimeInMilliseconds() > m_uiTransitionDuration+m_uiTimeTransitionStart){ + m_uiTransitionState = 0; + m_vecDoingSpecialInterPolation = false; + m_bWaitForInterpolToFinish = false; + } +#endif + m_iZoneCullFrameNumWereAt++; if(m_iZoneCullFrameNumWereAt > m_iCheckCullZoneThisNumFrames) m_iZoneCullFrameNumWereAt = 1; @@ -2248,10 +2322,17 @@ CCamera::StartTransition(int16 newMode) void CCamera::StartTransitionWhenNotFinishedInter(int16 mode) { +#ifdef PS2_CAM_TRANSITION + m_vecOldSourceForInter = GetPosition(); + m_vecOldFrontForInter = GetForward(); + m_vecOldUpForInter = GetUp(); + m_vecOldFOVForInter = CDraw::GetFOV(); +#endif m_vecDoingSpecialInterPolation = true; StartTransition(mode); } +#ifndef PS2_CAM_TRANSITION void CCamera::StoreValuesDuringInterPol(CVector &source, CVector &target, CVector &up, float &FOV) { @@ -2264,7 +2345,7 @@ CCamera::StoreValuesDuringInterPol(CVector &source, CVector &target, CVector &up m_fBetaDuringInterPol = CGeneral::GetATanOfXY(Dist.x, Dist.y); m_fAlphaDuringInterPol = CGeneral::GetATanOfXY(DistOnGround, Dist.z); } - +#endif void diff --git a/src/core/Camera.h b/src/core/Camera.h index 395effa8..f370bb98 100644 --- a/src/core/Camera.h +++ b/src/core/Camera.h @@ -425,9 +425,12 @@ public: float CarZoomValueSmooth; float DistanceToWater; +#ifndef PS2_CAM_TRANSITION float FOVDuringInter; +#endif float LODDistMultiplier; float GenerationDistMultiplier; +#ifndef PS2_CAM_TRANSITION float m_fAlphaSpeedAtStartInter; float m_fAlphaWhenInterPol; float m_fAlphaDuringInterPol; @@ -438,6 +441,7 @@ public: float m_fFOVSpeedAtStartInter; float m_fStartingBetaForInterPol; float m_fStartingAlphaForInterPol; +#endif float m_PedOrientForBehindOrInFront; float m_CameraAverageSpeed; float m_CameraSpeedSoFar; @@ -487,7 +491,7 @@ public: CVector m_vecFixedModeSource; CVector m_vecFixedModeUpOffSet; CVector m_vecCutSceneOffset; - +#ifndef PS2_CAM_TRANSITION CVector m_cvecStartingSourceForInterPol; CVector m_cvecStartingTargetForInterPol; CVector m_cvecStartingUpForInterPol; @@ -497,11 +501,13 @@ public: CVector m_vecSourceWhenInterPol; CVector m_vecTargetWhenInterPol; CVector m_vecUpWhenInterPol; - +#endif CVector m_vecGameCamPos; +#ifndef PS2_CAM_TRANSITION CVector SourceDuringInter; CVector TargetDuringInter; CVector UpDuringInter; +#endif RwCamera *m_pRwCamera; CEntity *pTargetEntity; CCamPathSplines m_arrPathArray[MAX_NUM_OF_SPLINETYPES];