#include "common.h" #include "main.h" #include "Draw.h" #include "World.h" #include "Vehicle.h" #include "Automobile.h" #include "Ped.h" #include "PlayerPed.h" #include "CopPed.h" #include "RpAnimBlend.h" #include "ControllerConfig.h" #include "Pad.h" #include "Frontend.h" #include "General.h" #include "Renderer.h" #include "Shadows.h" #include "Hud.h" #include "ZoneCull.h" #include "SurfaceTable.h" #include "WaterLevel.h" #include "MBlur.h" #include "SceneEdit.h" #include "Debug.h" #include "Camera.h" #include "DMAudio.h" bool PrintDebugCode = false; int16 DebugCamMode; #ifdef FREE_CAM bool CCamera::bFreeCam = false; int nPreviousMode = -1; #endif void CCam::Init(void) { Mode = MODE_FOLLOWPED; Front = CVector(0.0f, 0.0f, -1.0f); Up = CVector(0.0f, 0.0f, 1.0f); Rotating = 0; m_iDoCollisionChecksOnFrameNum = 1; m_iDoCollisionCheckEveryNumOfFrames = 9; m_iFrameNumWereAt = 0; m_bCollisionChecksOn = 1; m_fRealGroundDist = 0.0f; BetaSpeed = 0.0f; AlphaSpeed = 0.0f; DistanceSpeed = 0.0f; f_max_role_angle = DEGTORAD(5.0f); Distance = 30.0f; DistanceSpeed = 0.0f; m_pLastCarEntered = 0; m_pLastPedLookedAt = 0; ResetStatics = 1; Beta = 0.0f; m_bFixingBeta = 0; CA_MIN_DISTANCE = 0.0f; CA_MAX_DISTANCE = 0.0f; LookingBehind = 0; LookingLeft = 0; LookingRight = 0; m_fPlayerInFrontSyphonAngleOffSet = DEGTORAD(20.0f); m_fSyphonModeTargetZOffSet = 0.5f; m_fRadiusForDead = 1.5f; DirectionWasLooking = LOOKING_FORWARD; LookBehindCamWasInFront = 0; f_Roll = 0.0f; f_rollSpeed = 0.0f; m_fCloseInPedHeightOffset = 0.0f; m_fCloseInPedHeightOffsetSpeed = 0.0f; m_fCloseInCarHeightOffset = 0.0f; m_fCloseInCarHeightOffsetSpeed = 0.0f; m_fPedBetweenCameraHeightOffset = 0.0f; m_fTargetBeta = 0.0f; m_fBufferedTargetBeta = 0.0f; m_fBufferedTargetOrientation = 0.0f; m_fBufferedTargetOrientationSpeed = 0.0f; m_fDimensionOfHighestNearCar = 0.0f; m_fRoadOffSet = 0.0f; } void CCam::Process(void) { CVector CameraTarget; float TargetSpeedVar = 0.0f; float TargetOrientation = 0.0f; if(CamTargetEntity == nil) CamTargetEntity = TheCamera.pTargetEntity; m_iFrameNumWereAt++; if(m_iFrameNumWereAt > m_iDoCollisionCheckEveryNumOfFrames) m_iFrameNumWereAt = 1; m_bCollisionChecksOn = m_iFrameNumWereAt == m_iDoCollisionChecksOnFrameNum; if(m_bCamLookingAtVector){ CameraTarget = m_cvecCamFixedModeVector; }else if(CamTargetEntity->IsVehicle()){ CameraTarget = CamTargetEntity->GetPosition(); if(CamTargetEntity->GetForward().x == 0.0f && CamTargetEntity->GetForward().y == 0.0f) TargetOrientation = 0.0f; else TargetOrientation = CGeneral::GetATanOfXY(CamTargetEntity->GetForward().x, CamTargetEntity->GetForward().y); CVector Fwd(0.0f, 0.0f, 0.0f); Fwd.x = CamTargetEntity->GetForward().x; Fwd.y = CamTargetEntity->GetForward().y; Fwd.Normalise(); // Game normalizes again here manually. useless, so skipped float FwdSpeedX = ((CVehicle*)CamTargetEntity)->GetMoveSpeed().x * Fwd.x; float FwdSpeedY = ((CVehicle*)CamTargetEntity)->GetMoveSpeed().y * Fwd.y; if(FwdSpeedX + FwdSpeedY > 0.0f) TargetSpeedVar = Min(Sqrt(SQR(FwdSpeedX) + SQR(FwdSpeedY))/0.9f, 1.0f); else TargetSpeedVar = -Min(Sqrt(SQR(FwdSpeedX) + SQR(FwdSpeedY))/1.8f, 0.5f); SpeedVar = 0.895f*SpeedVar + 0.105*TargetSpeedVar; }else{ CameraTarget = CamTargetEntity->GetPosition(); if(CamTargetEntity->GetForward().x == 0.0f && CamTargetEntity->GetForward().y == 0.0f) TargetOrientation = 0.0f; else TargetOrientation = CGeneral::GetATanOfXY(CamTargetEntity->GetForward().x, CamTargetEntity->GetForward().y); TargetSpeedVar = 0.0f; SpeedVar = 0.0f; } switch(Mode){ case MODE_TOPDOWN: case MODE_GTACLASSIC: Process_TopDown(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar); break; case MODE_BEHINDCAR: Process_BehindCar(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar); break; case MODE_FOLLOWPED: if(CCamera::m_bUseMouse3rdPerson) Process_FollowPedWithMouse(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar); else #ifdef FREE_CAM if(CCamera::bFreeCam) Process_FollowPed_Rotation(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar); else #endif Process_FollowPed(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar); break; // case MODE_AIMING: case MODE_DEBUG: Process_Debug(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar); break; case MODE_SNIPER: Process_Sniper(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar); break; case MODE_ROCKETLAUNCHER: Process_Rocket(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar); break; case MODE_MODELVIEW: Process_ModelView(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar); break; // case MODE_BILL: case MODE_SYPHON: Process_Syphon(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar); break; case MODE_CIRCLE: Process_Circle(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar); break; // case MODE_CHEESYZOOM: case MODE_WHEELCAM: Process_WheelCam(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar); break; case MODE_FIXED: Process_Fixed(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar); break; case MODE_1STPERSON: Process_1stPerson(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar); break; case MODE_FLYBY: Process_FlyBy(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar); break; case MODE_CAM_ON_A_STRING: #ifdef FREE_CAM if(CCamera::bFreeCam) Process_FollowCar_SA(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar); else #endif Process_Cam_On_A_String(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar); break; case MODE_REACTION: Process_ReactionCam(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar); break; case MODE_FOLLOW_PED_WITH_BIND: Process_FollowPed_WithBinding(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar); break; case MODE_CHRIS: Process_Chris_With_Binding_PlusRotation(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar); break; case MODE_BEHINDBOAT: #ifdef FREE_CAM if (CCamera::bFreeCam) Process_FollowCar_SA(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar); else #endif Process_BehindBoat(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar); break; case MODE_PLAYER_FALLEN_WATER: Process_Player_Fallen_Water(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar); break; // case MODE_CAM_ON_TRAIN_ROOF: // case MODE_CAM_RUNNING_SIDE_TRAIN: // case MODE_BLOOD_ON_THE_TRACKS: // case MODE_IM_THE_PASSENGER_WOOWOO: case MODE_SYPHON_CRIM_IN_FRONT: Process_Syphon_Crim_In_Front(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar); break; case MODE_PED_DEAD_BABY: ProcessPedsDeadBaby(); break; // case MODE_PILLOWS_PAPS: // case MODE_LOOK_AT_CARS: case MODE_ARRESTCAM_ONE: ProcessArrestCamOne(); break; case MODE_ARRESTCAM_TWO: ProcessArrestCamTwo(); break; case MODE_M16_1STPERSON: case MODE_HELICANNON_1STPERSON: // miami Process_M16_1stPerson(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar); break; case MODE_SPECIAL_FIXED_FOR_SYPHON: Process_SpecialFixedForSyphon(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar); break; case MODE_FIGHT_CAM: Process_Fight_Cam(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar); break; case MODE_TOP_DOWN_PED: Process_TopDownPed(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar); break; case MODE_SNIPER_RUNABOUT: case MODE_ROCKETLAUNCHER_RUNABOUT: case MODE_1STPERSON_RUNABOUT: case MODE_M16_1STPERSON_RUNABOUT: case MODE_FIGHT_CAM_RUNABOUT: Process_1rstPersonPedOnPC(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar); break; case MODE_EDITOR: Process_Editor(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar); break; default: Source = CVector(0.0f, 0.0f, 0.0f); Front = CVector(0.0f, 1.0f, 0.0f); Up = CVector(0.0f, 0.0f, 1.0f); } #ifdef FREE_CAM nPreviousMode = Mode; #endif CVector TargetToCam = Source - m_cvecTargetCoorsForFudgeInter; float DistOnGround = TargetToCam.Magnitude2D(); m_fTrueBeta = CGeneral::GetATanOfXY(TargetToCam.x, TargetToCam.y); m_fTrueAlpha = CGeneral::GetATanOfXY(TargetToCam.z, DistOnGround); if(TheCamera.m_uiTransitionState == 0) KeepTrackOfTheSpeed(Source, m_cvecTargetCoorsForFudgeInter, Up, m_fTrueAlpha, m_fTrueBeta, FOV); // Look Behind, Left, Right LookingBehind = false; LookingLeft = false; LookingRight = false; SourceBeforeLookBehind = Source; if(&TheCamera.Cams[TheCamera.ActiveCam] == this){ if((Mode == MODE_CAM_ON_A_STRING || Mode == MODE_1STPERSON || Mode == MODE_BEHINDBOAT) && CamTargetEntity->IsVehicle()){ if(CPad::GetPad(0)->GetLookBehindForCar()){ LookBehind(); if(DirectionWasLooking != LOOKING_BEHIND) TheCamera.m_bJust_Switched = true; DirectionWasLooking = LOOKING_BEHIND; }else if(!((CVehicle*)CamTargetEntity)->IsRealHeli() && CPad::GetPad(0)->GetLookLeft()){ LookLeft(); if(DirectionWasLooking != LOOKING_LEFT) TheCamera.m_bJust_Switched = true; DirectionWasLooking = LOOKING_LEFT; }else if(!((CVehicle*)CamTargetEntity)->IsRealHeli() && CPad::GetPad(0)->GetLookRight()){ LookRight(); if(DirectionWasLooking != LOOKING_RIGHT) TheCamera.m_bJust_Switched = true; DirectionWasLooking = LOOKING_RIGHT; }else{ if(DirectionWasLooking != LOOKING_FORWARD) TheCamera.m_bJust_Switched = true; DirectionWasLooking = LOOKING_FORWARD; } } if(Mode == MODE_FOLLOWPED && CamTargetEntity->IsPed()){ if(CPad::GetPad(0)->GetLookBehindForPed()){ LookBehind(); if(DirectionWasLooking != LOOKING_BEHIND) TheCamera.m_bJust_Switched = true; DirectionWasLooking = LOOKING_BEHIND; }else DirectionWasLooking = LOOKING_FORWARD; } } if(Mode == MODE_SNIPER || Mode == MODE_ROCKETLAUNCHER || Mode == MODE_M16_1STPERSON || Mode == MODE_1STPERSON || Mode == MODE_HELICANNON_1STPERSON || GetWeaponFirstPersonOn()) ClipIfPedInFrontOfPlayer(); } // MaxSpeed is a limit of how fast the value is allowed to change. 1.0 = to Target in up to 1ms // Acceleration is how fast the speed will change to MaxSpeed. 1.0 = to MaxSpeed in 1ms void WellBufferMe(float Target, float *CurrentValue, float *CurrentSpeed, float MaxSpeed, float Acceleration, bool IsAngle) { float Delta = Target - *CurrentValue; if(IsAngle){ while(Delta >= PI) Delta -= 2*PI; while(Delta < -PI) Delta += 2*PI; } float TargetSpeed = Delta * MaxSpeed; // Add or subtract absolute depending on sign, genius! // if(TargetSpeed - *CurrentSpeed > 0.0f) // *CurrentSpeed += Acceleration * Abs(TargetSpeed - *CurrentSpeed) * CTimer::GetTimeStep(); // else // *CurrentSpeed -= Acceleration * Abs(TargetSpeed - *CurrentSpeed) * CTimer::GetTimeStep(); // this is simpler: *CurrentSpeed += Acceleration * (TargetSpeed - *CurrentSpeed) * CTimer::GetTimeStep(); // Clamp speed if we overshot if(TargetSpeed < 0.0f && *CurrentSpeed < TargetSpeed) *CurrentSpeed = TargetSpeed; else if(TargetSpeed > 0.0f && *CurrentSpeed > TargetSpeed) *CurrentSpeed = TargetSpeed; *CurrentValue += *CurrentSpeed * Min(10.0f, CTimer::GetTimeStep()); } void MakeAngleLessThan180(float &Angle) { while(Angle >= PI) Angle -= 2*PI; while(Angle < -PI) Angle += 2*PI; } void CCam::ProcessSpecialHeightRoutines(void) { int i = 0; bool StandingOnBoat = false; static bool PreviouslyFailedRoadHeightCheck = false; CVector CamToTarget, CamToPed; float DistOnGround, BetaAngle; CPed *Player; int ClosestPed = 0; bool FoundPed = false; float ClosestPedDist, PedZDist; CColPoint colPoint; CamToTarget = TheCamera.pTargetEntity->GetPosition() - TheCamera.GetGameCamPosition(); DistOnGround = CamToTarget.Magnitude2D(); BetaAngle = CGeneral::GetATanOfXY(CamToTarget.x, CamToTarget.y); m_bTheHeightFixerVehicleIsATrain = false; ClosestPedDist = 0.0f; // CGeneral::GetATanOfXY(TheCamera.GetForward().x, TheCamera.GetForward().y); Player = CWorld::Players[CWorld::PlayerInFocus].m_pPed; if(DistOnGround > 10.0f) DistOnGround = 10.0f; if(CamTargetEntity && CamTargetEntity->IsPed()){ if(FindPlayerPed()->m_pCurSurface && FindPlayerPed()->m_pCurSurface->IsVehicle() && ((CVehicle*)FindPlayerPed()->m_pCurSurface)->IsBoat()) StandingOnBoat = true; // Move up the camera if there is a ped close to it if(Mode == MODE_FOLLOWPED || Mode == MODE_FIGHT_CAM){ // Find ped closest to camera while(i < Player->m_numNearPeds){ if(Player->m_nearPeds[i] && Player->m_nearPeds[i]->GetPedState() != PED_DEAD){ CamToPed = Player->m_nearPeds[i]->GetPosition() - TheCamera.GetGameCamPosition(); if(FoundPed){ if(CamToPed.Magnitude2D() < ClosestPedDist){ ClosestPed = i; ClosestPedDist = CamToPed.Magnitude2D(); } }else{ FoundPed = true; ClosestPed = i; ClosestPedDist = CamToPed.Magnitude2D(); } } i++; } if(FoundPed){ float Offset = 0.0f; CPed *Ped = Player->m_nearPeds[ClosestPed]; CamToPed = Ped->GetPosition() - TheCamera.GetGameCamPosition(); PedZDist = 0.0f; float dist = CamToPed.Magnitude2D(); // should be same as ClosestPedDist if(dist < 2.1f){ // Ped is close to camera, move up // Z Distance between player and close ped PedZDist = 0.0f; if(Ped->bIsStanding) PedZDist = Ped->GetPosition().z - Player->GetPosition().z; // Ignore if too distant if(PedZDist > 1.2f || PedZDist < -1.2f) PedZDist = 0.0f; float DistScale = (2.1f - dist)/2.1f; if(Mode == MODE_FOLLOWPED){ if(TheCamera.PedZoomIndicator == CAM_ZOOM_1) Offset = 0.45*DistScale + PedZDist; if(TheCamera.PedZoomIndicator == CAM_ZOOM_2) Offset = 0.35*DistScale + PedZDist; if(TheCamera.PedZoomIndicator == CAM_ZOOM_3) Offset = 0.25*DistScale + PedZDist; if(Abs(CGeneral::GetRadianAngleBetweenPoints(CamToPed.x, CamToPed.y, CamToTarget.x, CamToTarget.y)) > HALFPI) Offset += 0.3f; m_fPedBetweenCameraHeightOffset = Offset + 1.3f; PedZDist = 0.0f; }else if(Mode == MODE_FIGHT_CAM) m_fPedBetweenCameraHeightOffset = PedZDist + 1.3f + 0.5f; }else m_fPedBetweenCameraHeightOffset = 0.0f; }else{ PedZDist = 0.0f; m_fPedBetweenCameraHeightOffset = 0.0f; } }else PedZDist = 0.0f; // Move camera up for vehicles in the way if(m_bCollisionChecksOn && (Mode == MODE_FOLLOWPED || Mode == MODE_FIGHT_CAM)){ bool FoundCar = false; CEntity *vehicle = nil; float TestDist = DistOnGround + 1.25f; float HighestCar = 0.0f; CVector TestBase = CamTargetEntity->GetPosition(); CVector TestPoint; TestBase.z -= 0.15f; TestPoint = TestBase - TestDist * CVector(Cos(BetaAngle), Sin(BetaAngle), 0.0f); if(CWorld::ProcessLineOfSight(CamTargetEntity->GetPosition(), TestPoint, colPoint, vehicle, false, true, false, false, false, false) && vehicle->IsVehicle()){ float height = vehicle->GetColModel()->boundingBox.GetSize().z; FoundCar = true; HighestCar = height; if(((CVehicle*)vehicle)->IsTrain()) m_bTheHeightFixerVehicleIsATrain = true; } TestPoint = TestBase - TestDist * CVector(Cos(BetaAngle+DEGTORAD(28.0f)), Sin(BetaAngle+DEGTORAD(28.0f)), 0.0f); if(CWorld::ProcessLineOfSight(CamTargetEntity->GetPosition(), TestPoint, colPoint, vehicle, false, true, false, false, false, false) && vehicle->IsVehicle()){ float height = vehicle->GetColModel()->boundingBox.GetSize().z; if(FoundCar){ HighestCar = Max(HighestCar, height); }else{ FoundCar = true; HighestCar = height; } if(((CVehicle*)vehicle)->IsTrain()) m_bTheHeightFixerVehicleIsATrain = true; } TestPoint = TestBase - TestDist * CVector(Cos(BetaAngle-DEGTORAD(28.0f)), Sin(BetaAngle-DEGTORAD(28.0f)), 0.0f); if(CWorld::ProcessLineOfSight(CamTargetEntity->GetPosition(), TestPoint, colPoint, vehicle, false, true, false, false, false, false) && vehicle->IsVehicle()){ float height = vehicle->GetColModel()->boundingBox.GetSize().z; if(FoundCar){ HighestCar = Max(HighestCar, height); }else{ FoundCar = true; HighestCar = height; } if(((CVehicle*)vehicle)->IsTrain()) m_bTheHeightFixerVehicleIsATrain = true; } if(FoundCar){ m_fDimensionOfHighestNearCar = HighestCar + 0.1f; if(Mode == MODE_FIGHT_CAM) m_fDimensionOfHighestNearCar += 0.75f; }else m_fDimensionOfHighestNearCar = 0.0f; } // Move up for road if(Mode == MODE_FOLLOWPED || Mode == MODE_FIGHT_CAM || Mode == MODE_SYPHON || Mode == MODE_SYPHON_CRIM_IN_FRONT || Mode == MODE_SPECIAL_FIXED_FOR_SYPHON){ bool Inside = false; bool OnRoad = false; switch(((CPhysical*)CamTargetEntity)->m_nSurfaceTouched) case SURFACE_GRASS: case SURFACE_DIRT: case SURFACE_DIRTTRACK: case SURFACE_STEEL: case SURFACE_TIRE: case SURFACE_STONE: OnRoad = true; if(CCullZones::PlayerNoRain()) Inside = true; if((m_bCollisionChecksOn || PreviouslyFailedRoadHeightCheck || OnRoad) && m_fCloseInPedHeightOffset < 0.0001f && !Inside){ CVector TestPoint; CEntity *road; float GroundZ = 0.0f; bool FoundGround = false; float RoofZ = 0.0f; bool FoundRoof = false; static float MinHeightAboveRoad = 0.9f; TestPoint = CamTargetEntity->GetPosition() - DistOnGround * CVector(Cos(BetaAngle), Sin(BetaAngle), 0.0f); m_fRoadOffSet = 0.0f; if(CWorld::ProcessVerticalLine(TestPoint, -1000.0f, colPoint, road, true, false, false, false, false, false, nil)){ FoundGround = true; GroundZ = colPoint.point.z; } // Move up if too close to ground if(FoundGround){ if(TestPoint.z - GroundZ < MinHeightAboveRoad){ m_fRoadOffSet = GroundZ + MinHeightAboveRoad - TestPoint.z; PreviouslyFailedRoadHeightCheck = true; }else{ if(m_bCollisionChecksOn) PreviouslyFailedRoadHeightCheck = false; else m_fRoadOffSet = 0.0f; } }else{ if(CWorld::ProcessVerticalLine(TestPoint, 1000.0f, colPoint, road, true, false, false, false, false, false, nil)){ FoundRoof = true; RoofZ = colPoint.point.z; } if(FoundRoof){ if(TestPoint.z - RoofZ < MinHeightAboveRoad){ m_fRoadOffSet = RoofZ + MinHeightAboveRoad - TestPoint.z; PreviouslyFailedRoadHeightCheck = true; }else{ if(m_bCollisionChecksOn) PreviouslyFailedRoadHeightCheck = false; else m_fRoadOffSet = 0.0f; } } } } } if(PreviouslyFailedRoadHeightCheck && m_fCloseInPedHeightOffset < 0.0001f){ if(colPoint.surfaceB != SURFACE_TARMAC && colPoint.surfaceB != SURFACE_GRASS && colPoint.surfaceB != SURFACE_DIRT && colPoint.surfaceB != SURFACE_DIRTTRACK && colPoint.surfaceB != SURFACE_STONE){ if(m_fRoadOffSet > 1.4f) m_fRoadOffSet = 1.4f; }else{ if(Mode == MODE_FOLLOWPED){ if(TheCamera.PedZoomIndicator == CAM_ZOOM_1) m_fRoadOffSet += 0.2f; if(TheCamera.PedZoomIndicator == CAM_ZOOM_2) m_fRoadOffSet += 0.5f; if(TheCamera.PedZoomIndicator == CAM_ZOOM_3) m_fRoadOffSet += 0.95f; } } } } if(StandingOnBoat){ m_fRoadOffSet = 0.0f; m_fDimensionOfHighestNearCar = 1.0f; m_fPedBetweenCameraHeightOffset = 0.0f; } } void CCam::GetVectorsReadyForRW(void) { CVector right; Up = CVector(0.0f, 0.0f, 1.0f); Front.Normalise(); if(Front.x == 0.0f && Front.y == 0.0f){ Front.x = 0.0001f; Front.y = 0.0001f; } right = CrossProduct(Front, Up); right.Normalise(); Up = CrossProduct(right, Front); } void CCam::LookBehind(void) { float Dist, DeltaBeta, TargetOrientation, Angle; CVector TargetCoors, TargetFwd, TestCoors; CColPoint colPoint; CEntity *entity; TargetCoors = CamTargetEntity->GetPosition(); Front = CamTargetEntity->GetPosition() - Source; if((Mode == MODE_CAM_ON_A_STRING || Mode == MODE_BEHINDBOAT) && CamTargetEntity->IsVehicle()){ LookingBehind = true; Dist = Mode == MODE_CAM_ON_A_STRING ? CA_MAX_DISTANCE : 15.5f; TargetFwd = CamTargetEntity->GetForward(); TargetFwd.Normalise(); TargetOrientation = CGeneral::GetATanOfXY(TargetFwd.x, TargetFwd.y); DeltaBeta = TargetOrientation - Beta; while(DeltaBeta >= PI) DeltaBeta -= 2*PI; while(DeltaBeta < -PI) DeltaBeta += 2*PI; if(DirectionWasLooking != LOOKING_BEHIND) LookBehindCamWasInFront = DeltaBeta <= -HALFPI || DeltaBeta >= HALFPI; if(LookBehindCamWasInFront) TargetOrientation += PI; Source.x = Dist*Cos(TargetOrientation) + TargetCoors.x; Source.y = Dist*Sin(TargetOrientation) + TargetCoors.y; Source.z -= 1.0f; if(CWorld::ProcessLineOfSight(TargetCoors, Source, colPoint, entity, true, false, false, true, false, true, true)){ RwCameraSetNearClipPlane(Scene.camera, DEFAULT_NEAR); Source = colPoint.point; } Source.z += 1.0f; Front = CamTargetEntity->GetPosition() - Source; GetVectorsReadyForRW(); } if(Mode == MODE_1STPERSON && CamTargetEntity->IsVehicle()){ LookingBehind = true; RwCameraSetNearClipPlane(Scene.camera, 0.25f); Front = CamTargetEntity->GetForward(); Front.Normalise(); if(((CVehicle*)CamTargetEntity)->IsBoat()) Source.z -= 0.5f; Source += 0.25f*Front; Front = -Front; #ifdef FIX_BUGS // not sure if this is a bug... GetVectorsReadyForRW(); #endif } if(CamTargetEntity->IsPed()){ Angle = CGeneral::GetATanOfXY(Source.x - TargetCoors.x, Source.y - TargetCoors.y) + PI; Source.x = 4.5f*Cos(Angle) + TargetCoors.x; Source.y = 4.5f*Sin(Angle) + TargetCoors.y; Source.z = 1.15f + TargetCoors.z; TestCoors = TargetCoors; TestCoors.z = Source.z; if(CWorld::ProcessLineOfSight(TestCoors, Source, colPoint, entity, true, true, false, true, false, true, true)){ Source.x = colPoint.point.x; Source.y = colPoint.point.y; if((TargetCoors - Source).Magnitude2D() < 1.15f) RwCameraSetNearClipPlane(Scene.camera, 0.05f); } Front = TargetCoors - Source; GetVectorsReadyForRW(); } } void CCam::LookLeft(void) { float Dist, TargetOrientation; CVector TargetCoors, TargetFwd; CColPoint colPoint; CEntity *entity; if((Mode == MODE_CAM_ON_A_STRING || Mode == MODE_BEHINDBOAT) && CamTargetEntity->IsVehicle()){ LookingLeft = true; TargetCoors = CamTargetEntity->GetPosition(); Front = CamTargetEntity->GetPosition() - Source; Dist = Mode == MODE_CAM_ON_A_STRING ? CA_MAX_DISTANCE : 9.0f; TargetFwd = CamTargetEntity->GetForward(); TargetFwd.Normalise(); TargetOrientation = CGeneral::GetATanOfXY(TargetFwd.x, TargetFwd.y); Source.x = Dist*Cos(TargetOrientation - HALFPI) + TargetCoors.x; Source.y = Dist*Sin(TargetOrientation - HALFPI) + TargetCoors.y; Source.z -= 1.0f; if(CWorld::ProcessLineOfSight(TargetCoors, Source, colPoint, entity, true, false, false, true, false, true, true)){ RwCameraSetNearClipPlane(Scene.camera, 0.4f); Source = colPoint.point; } Source.z += 1.0f; Front = CamTargetEntity->GetPosition() - Source; Front.z += 1.1f; if(Mode == MODE_BEHINDBOAT) Front.z += 1.2f; GetVectorsReadyForRW(); } if(Mode == MODE_1STPERSON && CamTargetEntity->IsVehicle()){ LookingLeft = true; RwCameraSetNearClipPlane(Scene.camera, 0.25f); if(((CVehicle*)CamTargetEntity)->IsBoat()) Source.z -= 0.5f; Up = CamTargetEntity->GetUp(); Up.Normalise(); Front = CamTargetEntity->GetForward(); Front.Normalise(); Front = -CrossProduct(Front, Up); Front.Normalise(); #ifdef FIX_BUGS // not sure if this is a bug... GetVectorsReadyForRW(); #endif } } void CCam::LookRight(void) { float Dist, TargetOrientation; CVector TargetCoors, TargetFwd; CColPoint colPoint; CEntity *entity; if((Mode == MODE_CAM_ON_A_STRING || Mode == MODE_BEHINDBOAT) && CamTargetEntity->IsVehicle()){ LookingRight = true; TargetCoors = CamTargetEntity->GetPosition(); Front = CamTargetEntity->GetPosition() - Source; Dist = Mode == MODE_CAM_ON_A_STRING ? CA_MAX_DISTANCE : 9.0f; TargetFwd = CamTargetEntity->GetForward(); TargetFwd.Normalise(); TargetOrientation = CGeneral::GetATanOfXY(TargetFwd.x, TargetFwd.y); Source.x = Dist*Cos(TargetOrientation + HALFPI) + TargetCoors.x; Source.y = Dist*Sin(TargetOrientation + HALFPI) + TargetCoors.y; Source.z -= 1.0f; if(CWorld::ProcessLineOfSight(TargetCoors, Source, colPoint, entity, true, false, false, true, false, true, true)){ RwCameraSetNearClipPlane(Scene.camera, 0.4f); Source = colPoint.point; } Source.z += 1.0f; Front = CamTargetEntity->GetPosition() - Source; Front.z += 1.1f; if(Mode == MODE_BEHINDBOAT) Front.z += 1.2f; GetVectorsReadyForRW(); } if(Mode == MODE_1STPERSON && CamTargetEntity->IsVehicle()){ LookingRight = true; RwCameraSetNearClipPlane(Scene.camera, 0.25f); if(((CVehicle*)CamTargetEntity)->IsBoat()) Source.z -= 0.5f; Up = CamTargetEntity->GetUp(); Up.Normalise(); Front = CamTargetEntity->GetForward(); Front.Normalise(); Front = CrossProduct(Front, Up); Front.Normalise(); #ifdef FIX_BUGS // not sure if this is a bug... GetVectorsReadyForRW(); #endif } } void CCam::ClipIfPedInFrontOfPlayer(void) { float FwdAngle, PedAngle, DeltaAngle, fDist, Near; CVector vDist; CPed *Player; bool found = false; int ped = 0; // unused: TheCamera.pTargetEntity->GetPosition() - TheCamera.GetGameCamPosition(); FwdAngle = CGeneral::GetATanOfXY(TheCamera.GetForward().x, TheCamera.GetForward().y); Player = CWorld::Players[CWorld::PlayerInFocus].m_pPed; while(ped < Player->m_numNearPeds && !found) if(Player->m_nearPeds[ped] && Player->m_nearPeds[ped]->GetPedState() != PED_DEAD) found = true; else ped++; if(found){ vDist = Player->m_nearPeds[ped]->GetPosition() - TheCamera.GetGameCamPosition(); PedAngle = CGeneral::GetATanOfXY(vDist.x, vDist.y); DeltaAngle = FwdAngle - PedAngle; while(DeltaAngle >= PI) DeltaAngle -= 2*PI; while(DeltaAngle < -PI) DeltaAngle += 2*PI; if(Abs(DeltaAngle) < HALFPI){ fDist = Sqrt(SQR(vDist.x) + SQR(vDist.y)); if(fDist < 1.25f){ Near = DEFAULT_NEAR - (1.25f - fDist); if(Near < 0.05f) Near = 0.05f; RwCameraSetNearClipPlane(Scene.camera, Near); } } } } void CCam::KeepTrackOfTheSpeed(const CVector &source, const CVector &target, const CVector &up, const float &alpha, const float &beta, const float &fov) { static CVector PreviousSource = source; static CVector PreviousTarget = target; static CVector PreviousUp = up; static float PreviousBeta = beta; static float PreviousAlpha = alpha; static float PreviousFov = fov; if(TheCamera.m_bJust_Switched){ PreviousSource = source; PreviousTarget = target; PreviousUp = up; } m_cvecSourceSpeedOverOneFrame = PreviousSource - source; m_cvecTargetSpeedOverOneFrame = PreviousTarget - target; m_cvecUpOverOneFrame = PreviousUp - up; m_fFovSpeedOverOneFrame = fov - PreviousFov; m_fBetaSpeedOverOneFrame = beta - PreviousBeta; MakeAngleLessThan180(m_fBetaSpeedOverOneFrame); m_fAlphaSpeedOverOneFrame = alpha - PreviousAlpha; MakeAngleLessThan180(m_fAlphaSpeedOverOneFrame); PreviousSource = source; PreviousTarget = target; PreviousUp = up; PreviousBeta = beta; PreviousAlpha = alpha; PreviousFov = fov; } bool CCam::Using3rdPersonMouseCam(void) { return CCamera::m_bUseMouse3rdPerson && (Mode == MODE_FOLLOWPED || TheCamera.m_bPlayerIsInGarage && FindPlayerPed() && FindPlayerPed()->m_nPedState != PED_DRIVING && Mode != MODE_TOPDOWN && this->CamTargetEntity == FindPlayerPed()); } bool CCam::GetWeaponFirstPersonOn(void) { CEntity *target = this->CamTargetEntity; if (target && target->IsPed()) return ((CPed*)target)->GetWeapon()->m_bAddRotOffset; return false; } bool CCam::IsTargetInWater(const CVector &CamCoors) { if(CamTargetEntity == nil) return false; if(CamTargetEntity->IsPed()){ if(!((CPed*)CamTargetEntity)->bIsInWater) return false; if(!((CPed*)CamTargetEntity)->bIsStanding) return true; return false; } return ((CPhysical*)CamTargetEntity)->bIsInWater; } void CCam::PrintMode(void) { // Doesn't do anything char buf[256]; if(PrintDebugCode){ sprintf(buf, " "); sprintf(buf, " "); sprintf(buf, " "); static char *modes[] = { "None", "Top Down", "GTA Classic", "Behind Car", "Follow Ped", "Aiming", "Debug", "Sniper", "Rocket", "Model Viewer", "Bill", "Syphon", "Circle", "Cheesy Zoom", "Wheel", "Fixed", "1st Person", "Fly by", "on a String", "Reaction", "Follow Ped with Bind", "Chris", "Behind Boat", "Player fallen in Water", "Train Roof", "Train Side", "Blood on the tracks", "Passenger", "Syphon Crim in Front", "Dead Baby", "Pillow Paps", "Look at Cars", "Arrest One", "Arrest Two", "M16", "Special fixed for Syphon", "Fight", "Top Down Ped", "Sniper run about", "Rocket run about", "1st Person run about", "M16 run about", "Fight run about", "Editor" }; sprintf(buf, "Cam: %s", modes[TheCamera.Cams[TheCamera.ActiveCam].Mode]); CDebug::PrintAt(buf, 2, 5); } if(DebugCamMode != MODE_NONE){ switch(Mode){ case MODE_FOLLOWPED: sprintf(buf, "Debug:- Cam Choice1. No Locking, used as game default"); break; case MODE_REACTION: sprintf(buf, "Debug:- Cam Choice2. Reaction Cam On A String "); sprintf(buf, " Uses Locking Button LeftShoulder 1. "); // lie break; case MODE_FOLLOW_PED_WITH_BIND: sprintf(buf, "Debug:- Cam Choice3. Game ReactionCam with Locking "); sprintf(buf, " Uses Locking Button LeftShoulder 1. "); break; case MODE_CHRIS: sprintf(buf, "Debug:- Cam Choice4. Chris's idea. "); sprintf(buf, " Uses Locking Button LeftShoulder 1. "); sprintf(buf, " Also control the camera using the right analogue stick."); break; } } } // This code is really bad. wtf R*? CVector CCam::DoAverageOnVector(const CVector &vec) { int i; CVector Average = { 0.0f, 0.0f, 0.0f }; if(ResetStatics){ m_iRunningVectorArrayPos = 0; m_iRunningVectorCounter = 1; } // TODO: make this work with NUMBER_OF_VECTORS_FOR_AVERAGE != 2 if(m_iRunningVectorCounter == 3){ m_arrPreviousVectors[0] = m_arrPreviousVectors[1]; m_arrPreviousVectors[1] = vec; }else m_arrPreviousVectors[m_iRunningVectorArrayPos] = vec; for(i = 0; i <= m_iRunningVectorArrayPos; i++) Average += m_arrPreviousVectors[i]; Average /= i; m_iRunningVectorArrayPos++; m_iRunningVectorCounter++; if(m_iRunningVectorArrayPos >= NUMBER_OF_VECTORS_FOR_AVERAGE) m_iRunningVectorArrayPos = NUMBER_OF_VECTORS_FOR_AVERAGE-1; if(m_iRunningVectorCounter > NUMBER_OF_VECTORS_FOR_AVERAGE+1) m_iRunningVectorCounter = NUMBER_OF_VECTORS_FOR_AVERAGE+1; return Average; } // Rotate Beta in direction opposite of BetaOffset in 5 deg. steps. // Return the first angle for which Beta + BetaOffset + Angle has a clear view. // i.e. BetaOffset is a safe zone so that Beta + Angle is really clear. // If BetaOffset == 0, try both directions. float CCam::GetPedBetaAngleForClearView(const CVector &Target, float Dist, float BetaOffset, bool checkBuildings, bool checkVehicles, bool checkPeds, bool checkObjects, bool checkDummies) { CColPoint point; CEntity *ent = nil; CVector ToSource; float a; // This would be so much nicer if we just got the step variable before the loop...R* for(a = 0.0f; a <= PI; a += DEGTORAD(5.0f)){ if(BetaOffset <= 0.0f){ ToSource = CVector(Cos(Beta + BetaOffset + a), Sin(Beta + BetaOffset + a), 0.0f)*Dist; if(!CWorld::ProcessLineOfSight(Target, Target + ToSource, point, ent, checkBuildings, checkVehicles, checkPeds, checkObjects, checkDummies, true, true)) return a; } if(BetaOffset >= 0.0f){ ToSource = CVector(Cos(Beta + BetaOffset - a), Sin(Beta + BetaOffset - a), 0.0f)*Dist; if(!CWorld::ProcessLineOfSight(Target, Target + ToSource, point, ent, checkBuildings, checkVehicles, checkPeds, checkObjects, checkDummies, true, true)) return -a; } } return 0.0f; } static float DefaultAcceleration = 0.045f; static float DefaultMaxStep = 0.15f; void CCam::Process_FollowPed(const CVector &CameraTarget, float TargetOrientation, float, float) { const float GroundDist = 1.85f; CVector TargetCoors, Dist, IdealSource; float Length = 0.0f; float LateralLeft = 0.0f; float LateralRight = 0.0f; float Center = 0.0f; static bool PreviouslyObscured; static bool PickedASide; static float FixedTargetOrientation = 0.0f; float AngleToGoTo = 0.0f; float BetaOffsetAvoidBuildings = 0.45f; // ~25 deg float BetaOffsetGoingBehind = 0.45f; bool GoingBehind = false; bool Obscured = false; bool BuildingCheckObscured = false; bool HackPlayerOnStoppingTrain = false; static int TimeIndicatedWantedToGoDown = 0; static bool StartedCountingForGoDown = false; float DeltaBeta; m_bFixingBeta = false; bBelowMinDist = false; bBehindPlayerDesired = false; #ifdef FIX_BUGS if(!CamTargetEntity->IsPed()) return; #endif assert(CamTargetEntity->IsPed()); // CenterDist should be > LateralDist because we don't have an angle for safety in this case float CenterDist, LateralDist; float AngleToGoToSpeed; if(m_fCloseInPedHeightOffset > 0.00001f){ LateralDist = 0.55f; CenterDist = 1.25f; BetaOffsetAvoidBuildings = 0.9f; // ~50 deg BetaOffsetGoingBehind = 0.9f; AngleToGoToSpeed = 0.88254666f; }else{ LateralDist = 0.8f; CenterDist = 1.35f; if(TheCamera.PedZoomIndicator == CAM_ZOOM_1 || TheCamera.PedZoomIndicator == CAM_ZOOM_TOPDOWN){ LateralDist = 1.25f; CenterDist = 1.6f; } AngleToGoToSpeed = 0.43254671f; } FOV = DefaultFOV; if(ResetStatics){ Rotating = false; m_bCollisionChecksOn = true; FixedTargetOrientation = 0.0f; PreviouslyObscured = false; PickedASide = false; StartedCountingForGoDown = false; AngleToGoTo = 0.0f; // unused LastAngleWithNoPickedASide } TargetCoors = CameraTarget; IdealSource = Source; TargetCoors.z += m_fSyphonModeTargetZOffSet; TargetCoors = DoAverageOnVector(TargetCoors); TargetCoors.z += m_fRoadOffSet; Dist.x = IdealSource.x - TargetCoors.x; Dist.y = IdealSource.y - TargetCoors.y; Length = Dist.Magnitude2D(); // Cam on a string. With a fixed distance. Zoom in/out is done later. if(Length != 0.0f) IdealSource = TargetCoors + CVector(Dist.x, Dist.y, 0.0f)/Length * GroundDist; else IdealSource = TargetCoors + CVector(1.0f, 1.0f, 0.0f); if(TheCamera.m_bUseTransitionBeta && ResetStatics){ CVector VecDistance; IdealSource.x = TargetCoors.x + GroundDist*Cos(m_fTransitionBeta); IdealSource.y = TargetCoors.y + GroundDist*Sin(m_fTransitionBeta); Beta = CGeneral::GetATanOfXY(IdealSource.x - TargetCoors.x, IdealSource.y - TargetCoors.y); }else Beta = CGeneral::GetATanOfXY(Source.x - TargetCoors.x, Source.y - TargetCoors.y); if(TheCamera.m_bCamDirectlyBehind){ m_bCollisionChecksOn = true; Beta = TargetOrientation + PI; } if(FindPlayerVehicle()) if(FindPlayerVehicle()->m_vehType == VEHICLE_TYPE_TRAIN) HackPlayerOnStoppingTrain = true; if(TheCamera.m_bCamDirectlyInFront){ m_bCollisionChecksOn = true; Beta = TargetOrientation; } while(Beta >= PI) Beta -= 2.0f * PI; while(Beta < -PI) Beta += 2.0f * PI; // BUG? is this ever used? // The values seem to be roughly m_fPedZoomValueSmooth + 1.85 if(ResetStatics){ if(TheCamera.PedZoomIndicator == CAM_ZOOM_1) m_fRealGroundDist = 2.090556f; if(TheCamera.PedZoomIndicator == CAM_ZOOM_2) m_fRealGroundDist = 3.34973f; if(TheCamera.PedZoomIndicator == CAM_ZOOM_3) m_fRealGroundDist = 4.704914f; if(TheCamera.PedZoomIndicator == CAM_ZOOM_TOPDOWN) m_fRealGroundDist = 2.090556f; } // And what is this? It's only used for collision and rotation it seems float RealGroundDist; if(TheCamera.PedZoomIndicator == CAM_ZOOM_1) RealGroundDist = 2.090556f; if(TheCamera.PedZoomIndicator == CAM_ZOOM_2) RealGroundDist = 3.34973f; if(TheCamera.PedZoomIndicator == CAM_ZOOM_3) RealGroundDist = 4.704914f; if(TheCamera.PedZoomIndicator == CAM_ZOOM_TOPDOWN) RealGroundDist = 2.090556f; if(m_fCloseInPedHeightOffset > 0.00001f) RealGroundDist = 1.7016f; bool Shooting = false; CPed *ped = (CPed*)CamTargetEntity; if(ped->GetWeapon()->m_eWeaponType != WEAPONTYPE_UNARMED) if(CPad::GetPad(0)->GetWeapon()) Shooting = true; if(ped->GetWeapon()->m_eWeaponType == WEAPONTYPE_DETONATOR || ped->GetWeapon()->m_eWeaponType == WEAPONTYPE_BASEBALLBAT) Shooting = false; if(m_fCloseInPedHeightOffset > 0.00001f) TargetCoors.z -= m_fRoadOffSet; // Figure out if and where we want to rotate if(CPad::GetPad(0)->ForceCameraBehindPlayer() || Shooting){ // Center cam behind player GoingBehind = true; m_bCollisionChecksOn = true; float OriginalBeta = Beta; // Set Beta behind player Beta = TargetOrientation + PI; TargetCoors.z -= 0.1f; AngleToGoTo = GetPedBetaAngleForClearView(TargetCoors, CenterDist * RealGroundDist, 0.0f, true, false, false, true, false); if(AngleToGoTo != 0.0f){ if(AngleToGoTo < 0.0f) AngleToGoTo -= AngleToGoToSpeed; else AngleToGoTo += AngleToGoToSpeed; }else{ float LateralLeft = GetPedBetaAngleForClearView(TargetCoors, LateralDist * RealGroundDist, BetaOffsetGoingBehind, true, false, false, true, false); float LateralRight = GetPedBetaAngleForClearView(TargetCoors, LateralDist * RealGroundDist, -BetaOffsetGoingBehind, true, false, false, true, false); if(LateralLeft == 0.0f && LateralRight != 0.0f) AngleToGoTo += LateralRight; else if(LateralLeft != 0.0f && LateralRight == 0.0f) AngleToGoTo += LateralLeft; } TargetCoors.z += 0.1f; Beta = OriginalBeta; if(PickedASide){ if(AngleToGoTo == 0.0f) FixedTargetOrientation = TargetOrientation + PI; Rotating = true; }else{ FixedTargetOrientation = TargetOrientation + PI + AngleToGoTo; Rotating = true; PickedASide = true; } }else{ // Rotate cam to avoid clipping into buildings TargetCoors.z -= 0.1f; Center = GetPedBetaAngleForClearView(TargetCoors, CenterDist * RealGroundDist, 0.0f, true, false, false, true, false); if(m_bCollisionChecksOn || PreviouslyObscured || Center != 0.0f || m_fCloseInPedHeightOffset > 0.00001f){ if(Center != 0.0f){ AngleToGoTo = Center; }else{ LateralLeft = GetPedBetaAngleForClearView(TargetCoors, LateralDist * RealGroundDist, BetaOffsetAvoidBuildings, true, false, false, true, false); LateralRight = GetPedBetaAngleForClearView(TargetCoors, LateralDist * RealGroundDist, -BetaOffsetAvoidBuildings, true, false, false, true, false); if(LateralLeft == 0.0f && LateralRight != 0.0f){ AngleToGoTo += LateralRight; if(m_fCloseInPedHeightOffset > 0.0f) RwCameraSetNearClipPlane(Scene.camera, 0.7f); }else if(LateralLeft != 0.0f && LateralRight == 0.0f){ AngleToGoTo += LateralLeft; if(m_fCloseInPedHeightOffset > 0.0f) RwCameraSetNearClipPlane(Scene.camera, 0.7f); } } if(LateralLeft != 0.0f || LateralRight != 0.0f || Center != 0.0f) BuildingCheckObscured = true; } TargetCoors.z += 0.1f; } if(m_fCloseInPedHeightOffset > 0.00001f) TargetCoors.z += m_fRoadOffSet; // Have to fix to avoid collision if(AngleToGoTo != 0.0f){ Obscured = true; Rotating = true; if(CPad::GetPad(0)->ForceCameraBehindPlayer() || Shooting){ if(!PickedASide) FixedTargetOrientation = Beta + AngleToGoTo; // can this even happen? }else FixedTargetOrientation = Beta + AngleToGoTo; // This calculation is only really used to figure out how fast to rotate out of collision m_fAmountFractionObscured = 1.0f; CVector PlayerPos = FindPlayerPed()->GetPosition(); float RotationDist = (AngleToGoTo == Center ? CenterDist : LateralDist) * RealGroundDist; // What's going on here? - AngleToGoTo? CVector RotatedSource = PlayerPos + CVector(Cos(Beta - AngleToGoTo), Sin(Beta - AngleToGoTo), 0.0f) * RotationDist; CColPoint colpoint; CEntity *entity; if(CWorld::ProcessLineOfSight(PlayerPos, RotatedSource, colpoint, entity, true, false, false, true, false, false, false)){ if((PlayerPos - RotatedSource).Magnitude() != 0.0f) m_fAmountFractionObscured = (PlayerPos - colpoint.point).Magnitude() / (PlayerPos - RotatedSource).Magnitude(); else m_fAmountFractionObscured = 1.0f; } } if(m_fAmountFractionObscured < 0.0f) m_fAmountFractionObscured = 0.0f; if(m_fAmountFractionObscured > 1.0f) m_fAmountFractionObscured = 1.0f; // Figure out speed values for Beta rotation float Acceleration, MaxSpeed; static float AccelerationMult = 0.35f; static float MaxSpeedMult = 0.85f; static float AccelerationMultClose = 0.7f; static float MaxSpeedMultClose = 1.6f; float BaseAcceleration = 0.025f; float BaseMaxSpeed = 0.09f; if(m_fCloseInPedHeightOffset > 0.00001f){ if(AngleToGoTo == 0.0f){ BaseAcceleration = 0.022f; BaseMaxSpeed = 0.04f; }else{ BaseAcceleration = DefaultAcceleration; BaseMaxSpeed = DefaultMaxStep; } } if(AngleToGoTo == 0.0f){ Acceleration = BaseAcceleration; MaxSpeed = BaseMaxSpeed; }else if(CPad::GetPad(0)->ForceCameraBehindPlayer() && !Shooting){ Acceleration = 0.051f; MaxSpeed = 0.18f; }else if(m_fCloseInPedHeightOffset > 0.00001f){ Acceleration = BaseAcceleration + AccelerationMultClose*sq(m_fAmountFractionObscured - 1.05f); MaxSpeed = BaseMaxSpeed + MaxSpeedMultClose*sq(m_fAmountFractionObscured - 1.05f); }else{ Acceleration = DefaultAcceleration + AccelerationMult*sq(m_fAmountFractionObscured - 1.05f); MaxSpeed = DefaultMaxStep + MaxSpeedMult*sq(m_fAmountFractionObscured - 1.05f); } static float AccelerationLimit = 0.3f; static float MaxSpeedLimit = 0.65f; if(Acceleration > AccelerationLimit) Acceleration = AccelerationLimit; if(MaxSpeed > MaxSpeedLimit) MaxSpeed = MaxSpeedLimit; int MoveState = ((CPed*)CamTargetEntity)->m_nMoveState; if(MoveState != PEDMOVE_NONE && MoveState != PEDMOVE_STILL && !CPad::GetPad(0)->ForceCameraBehindPlayer() && !Obscured && !Shooting){ Rotating = false; BetaSpeed = 0.0f; } // Now do the Beta rotation float RotDistance = (IdealSource - TargetCoors).Magnitude2D(); m_fDistanceBeforeChanges = RotDistance; if(Rotating){ m_bFixingBeta = true; while(FixedTargetOrientation >= PI) FixedTargetOrientation -= 2*PI; while(FixedTargetOrientation < -PI) FixedTargetOrientation += 2*PI; while(Beta >= PI) Beta -= 2*PI; while(Beta < -PI) Beta += 2*PI; /* // This is inlined WellBufferMe DeltaBeta = FixedTargetOrientation - Beta; while(DeltaBeta >= PI) DeltaBeta -= 2*PI; while(DeltaBeta < -PI) DeltaBeta += 2*PI; float ReqSpeed = DeltaBeta * MaxSpeed; // Add or subtract absolute depending on sign, genius! if(ReqSpeed - BetaSpeed > 0.0f) BetaSpeed += SpeedStep * Abs(ReqSpeed - BetaSpeed) * CTimer::GetTimeStep(); else BetaSpeed -= SpeedStep * Abs(ReqSpeed - BetaSpeed) * CTimer::GetTimeStep(); // this would be simpler: // BetaSpeed += SpeedStep * (ReqSpeed - BetaSpeed) * CTimer::ms_fTimeStep; if(ReqSpeed < 0.0f && BetaSpeed < ReqSpeed) BetaSpeed = ReqSpeed; else if(ReqSpeed > 0.0f && BetaSpeed > ReqSpeed) BetaSpeed = ReqSpeed; Beta += BetaSpeed * Min(10.0f, CTimer::GetTimeStep()); */ WellBufferMe(FixedTargetOrientation, &Beta, &BetaSpeed, MaxSpeed, Acceleration, true); if(ResetStatics){ Beta = FixedTargetOrientation; BetaSpeed = 0.0f; } Source.x = TargetCoors.x + RotDistance * Cos(Beta); Source.y = TargetCoors.y + RotDistance * Sin(Beta); // Check if we can stop rotating DeltaBeta = FixedTargetOrientation - Beta; while(DeltaBeta >= PI) DeltaBeta -= 2*PI; while(DeltaBeta < -PI) DeltaBeta += 2*PI; if(Abs(DeltaBeta) < DEGTORAD(1.0f) && !bBehindPlayerDesired){ // Stop rotation PickedASide = false; Rotating = false; BetaSpeed = 0.0f; } } if(TheCamera.m_bCamDirectlyBehind || TheCamera.m_bCamDirectlyInFront || HackPlayerOnStoppingTrain || Rotating){ if(TheCamera.m_bCamDirectlyBehind){ Beta = TargetOrientation + PI; Source.x = TargetCoors.x + RotDistance * Cos(Beta); Source.y = TargetCoors.y + RotDistance * Sin(Beta); } if(TheCamera.m_bCamDirectlyInFront){ Beta = TargetOrientation; Source.x = TargetCoors.x + RotDistance * Cos(Beta); Source.y = TargetCoors.y + RotDistance * Sin(Beta); } if(HackPlayerOnStoppingTrain){ Beta = TargetOrientation + PI; Source.x = TargetCoors.x + RotDistance * Cos(Beta); Source.y = TargetCoors.y + RotDistance * Sin(Beta); m_fDimensionOfHighestNearCar = 0.0f; m_fCamBufferedHeight = 0.0f; m_fCamBufferedHeightSpeed = 0.0f; } // Beta and Source already set in the rotation code }else{ Source = IdealSource; BetaSpeed = 0.0f; } // Subtract m_fRoadOffSet from both? TargetCoors.z -= m_fRoadOffSet; Source.z = IdealSource.z - m_fRoadOffSet; // Apply zoom now // m_fPedZoomValueSmooth makes the cam go down the further out it is // 0.25 -> 0.20 for nearest dist // 1.50 -> -0.05 for mid dist // 2.90 -> -0.33 for far dist Source.z += (2.5f - TheCamera.m_fPedZoomValueSmooth)*0.2f - 0.25f; // Zoom out camera Front = TargetCoors - Source; Front.Normalise(); Source -= Front * TheCamera.m_fPedZoomValueSmooth; // and then we move up again // -0.375 // 0.25 // 0.95 Source.z += (TheCamera.m_fPedZoomValueSmooth - 1.0f)*0.5f + m_fCloseInPedHeightOffset; // Process height offset to avoid peds and cars float TargetZOffSet = m_fRoadOffSet + m_fDimensionOfHighestNearCar; TargetZOffSet = Max(TargetZOffSet, m_fPedBetweenCameraHeightOffset); float TargetHeight = CameraTarget.z + TargetZOffSet - Source.z; if(TargetHeight > m_fCamBufferedHeight){ // Have to go up if(TargetZOffSet == m_fPedBetweenCameraHeightOffset && TargetZOffSet > m_fCamBufferedHeight) WellBufferMe(TargetHeight, &m_fCamBufferedHeight, &m_fCamBufferedHeightSpeed, 0.2f, 0.04f, false); else if(TargetZOffSet == m_fRoadOffSet && TargetZOffSet > m_fCamBufferedHeight){ // TODO: figure this out bool foo = false; switch(((CPhysical*)CamTargetEntity)->m_nSurfaceTouched) case SURFACE_GRASS: case SURFACE_DIRT: case SURFACE_PAVEMENT: case SURFACE_STEEL: case SURFACE_TIRE: case SURFACE_STONE: foo = true; if(foo) WellBufferMe(TargetHeight, &m_fCamBufferedHeight, &m_fCamBufferedHeightSpeed, 0.4f, 0.05f, false); else WellBufferMe(TargetHeight, &m_fCamBufferedHeight, &m_fCamBufferedHeightSpeed, 0.2f, 0.025f, false); }else WellBufferMe(TargetHeight, &m_fCamBufferedHeight, &m_fCamBufferedHeightSpeed, 0.2f, 0.025f, false); StartedCountingForGoDown = false; }else{ // Have to go down if(StartedCountingForGoDown){ if(CTimer::GetTimeInMilliseconds() != TimeIndicatedWantedToGoDown){ if(TargetHeight > 0.0f) WellBufferMe(TargetHeight, &m_fCamBufferedHeight, &m_fCamBufferedHeightSpeed, 0.2f, 0.01f, false); else WellBufferMe(0.0f, &m_fCamBufferedHeight, &m_fCamBufferedHeightSpeed, 0.2f, 0.01f, false); } }else{ StartedCountingForGoDown = true; TimeIndicatedWantedToGoDown = CTimer::GetTimeInMilliseconds(); } } Source.z += m_fCamBufferedHeight; // Clip Source if necessary bool ClipSource = m_fCloseInPedHeightOffset > 0.00001f && m_fCamBufferedHeight > 0.001f; if(GoingBehind || ResetStatics || ClipSource){ CColPoint colpoint; CEntity *entity; if(CWorld::ProcessLineOfSight(TargetCoors, Source, colpoint, entity, true, false, false, true, false, true, true)){ Source = colpoint.point; if((TargetCoors - Source).Magnitude2D() < 1.0f) RwCameraSetNearClipPlane(Scene.camera, 0.05f); } } TargetCoors.z += Min(1.0f, m_fCamBufferedHeight/2.0f); m_cvecTargetCoorsForFudgeInter = TargetCoors; Front = TargetCoors - Source; m_fRealGroundDist = Front.Magnitude2D(); m_fMinDistAwayFromCamWhenInterPolating = m_fRealGroundDist; Front.Normalise(); GetVectorsReadyForRW(); TheCamera.m_bCamDirectlyBehind = false; TheCamera.m_bCamDirectlyInFront = false; PreviouslyObscured = BuildingCheckObscured; ResetStatics = false; } static float fBaseDist = 1.7f; static float fAngleDist = 2.0f; static float fFalloff = 3.0f; static float fStickSens = 0.01f; static float fTweakFOV = 1.05f; static float fTranslateCamUp = 0.8f; static int16 nFadeControlThreshhold = 45; static float fDefaultAlphaOrient = -0.22f; void CCam::Process_FollowPedWithMouse(const CVector &CameraTarget, float TargetOrientation, float, float) { FOV = DefaultFOV; if(!CamTargetEntity->IsPed()) return; CVector TargetCoors; float CamDist; CColPoint colPoint; CEntity *entity; if(ResetStatics){ Rotating = false; m_bCollisionChecksOn = true; CPad::GetPad(0)->ClearMouseHistory(); ResetStatics = false; } bool OnTrain = FindPlayerVehicle() && FindPlayerVehicle()->IsTrain(); // Look around bool UseMouse = false; float MouseX = CPad::GetPad(0)->GetMouseX(); float MouseY = CPad::GetPad(0)->GetMouseY(); float LookLeftRight, LookUpDown; if((MouseX != 0.0f || MouseY != 0.0f) && !CPad::GetPad(0)->ArePlayerControlsDisabled()){ UseMouse = true; LookLeftRight = -2.5f*MouseX; LookUpDown = 4.0f*MouseY; }else{ LookLeftRight = -CPad::GetPad(0)->LookAroundLeftRight(); LookUpDown = CPad::GetPad(0)->LookAroundUpDown(); } float AlphaOffset, BetaOffset; if(UseMouse){ BetaOffset = LookLeftRight * TheCamera.m_fMouseAccelHorzntl * FOV/80.0f; AlphaOffset = LookUpDown * TheCamera.m_fMouseAccelVertical * FOV/80.0f; }else{ BetaOffset = LookLeftRight * fStickSens * (0.5f/7.0f) * FOV/80.0f * CTimer::GetTimeStep(); AlphaOffset = LookUpDown * fStickSens * (0.3f/7.0f) * FOV/80.0f * CTimer::GetTimeStep(); } if(TheCamera.GetFading() && TheCamera.GetFadingDirection() == FADE_IN && nFadeControlThreshhold < CDraw::FadeValue || CDraw::FadeValue > 200){ if(Alpha < fDefaultAlphaOrient-0.05f) AlphaOffset = 0.05f; else if(Alpha < fDefaultAlphaOrient) AlphaOffset = fDefaultAlphaOrient - Alpha; else if(Alpha > fDefaultAlphaOrient+0.05f) AlphaOffset = -0.05f; else if(Alpha > fDefaultAlphaOrient) AlphaOffset = fDefaultAlphaOrient - Alpha; else AlphaOffset = 0.0f; } Alpha += AlphaOffset; Beta += BetaOffset; while(Beta >= PI) Beta -= 2*PI; while(Beta < -PI) Beta += 2*PI; if(Alpha > DEGTORAD(45.0f)) Alpha = DEGTORAD(45.0f); if(Alpha < -DEGTORAD(89.5f)) Alpha = -DEGTORAD(89.5f); TargetCoors = CameraTarget; TargetCoors.z += fTranslateCamUp; TargetCoors = DoAverageOnVector(TargetCoors); // SA code #ifdef FREE_CAM if((CCamera::bFreeCam && Alpha > 0.0f) || (!CCamera::bFreeCam && Alpha > fBaseDist)) #else if(Alpha > fBaseDist) // comparing an angle against a distance? #endif CamDist = fBaseDist + Cos(Min(Alpha*fFalloff, HALFPI))*fAngleDist; else CamDist = fBaseDist + Cos(Alpha)*fAngleDist; if(TheCamera.m_bUseTransitionBeta) Beta = CGeneral::GetATanOfXY(-Cos(m_fTransitionBeta), -Sin(m_fTransitionBeta)); if(TheCamera.m_bCamDirectlyBehind) Beta = TheCamera.m_PedOrientForBehindOrInFront; if(TheCamera.m_bCamDirectlyInFront) Beta = TheCamera.m_PedOrientForBehindOrInFront + PI; if(OnTrain) Beta = TargetOrientation; Front.x = Cos(Alpha) * Cos(Beta); Front.y = Cos(Alpha) * Sin(Beta); Front.z = Sin(Alpha); Source = TargetCoors - Front*CamDist; m_cvecTargetCoorsForFudgeInter = TargetCoors; // Clip Source and fix near clip CWorld::pIgnoreEntity = CamTargetEntity; entity = nil; if(CWorld::ProcessLineOfSight(TargetCoors, Source, colPoint, entity, true, true, true, true, false, false, true)){ float PedColDist = (TargetCoors - colPoint.point).Magnitude(); float ColCamDist = CamDist - PedColDist; if(entity->IsPed() && ColCamDist > 1.0f){ // Ped in the way but not clipping through if(CWorld::ProcessLineOfSight(colPoint.point, Source, colPoint, entity, true, true, true, true, false, false, true)){ PedColDist = (TargetCoors - colPoint.point).Magnitude(); Source = colPoint.point; if(PedColDist < DEFAULT_NEAR + 0.3f) RwCameraSetNearClipPlane(Scene.camera, Max(PedColDist-0.3f, 0.05f)); }else{ RwCameraSetNearClipPlane(Scene.camera, Min(ColCamDist-0.35f, DEFAULT_NEAR)); } }else{ Source = colPoint.point; if(PedColDist < DEFAULT_NEAR + 0.3f) RwCameraSetNearClipPlane(Scene.camera, Max(PedColDist-0.3f, 0.05f)); } } CWorld::pIgnoreEntity = nil; float ViewPlaneHeight = Tan(DEGTORAD(FOV) / 2.0f); float ViewPlaneWidth = ViewPlaneHeight * CDraw::FindAspectRatio() * fTweakFOV; float Near = RwCameraGetNearClipPlane(Scene.camera); float radius = ViewPlaneWidth*Near; entity = CWorld::TestSphereAgainstWorld(Source + Front*Near, radius, nil, true, true, false, true, false, false); int i = 0; while(entity){ CVector CamToCol = gaTempSphereColPoints[0].point - Source; float frontDist = DotProduct(CamToCol, Front); float dist = (CamToCol - Front*frontDist).Magnitude() / ViewPlaneWidth; // Try to decrease near clip dist = Max(Min(Near, dist), 0.1f); if(dist < Near) RwCameraSetNearClipPlane(Scene.camera, dist); // Move forward a bit if(dist == 0.1f) Source += (TargetCoors - Source)*0.3f; #ifndef FIX_BUGS // this is totally wrong... radius = Tan(FOV / 2.0f) * Near; #endif // Keep testing entity = CWorld::TestSphereAgainstWorld(Source + Front*Near, radius, nil, true, true, false, true, false, false); i++; if(i > 5) entity = nil; } if(CamTargetEntity->m_rwObject){ // what's going on here? if(RpAnimBlendClumpGetAssociation(CamTargetEntity->GetClump(), ANIM_WEAPON_PUMP) || RpAnimBlendClumpGetAssociation(CamTargetEntity->GetClump(), ANIM_WEAPON_THROW) || RpAnimBlendClumpGetAssociation(CamTargetEntity->GetClump(), ANIM_WEAPON_THROWU) || RpAnimBlendClumpGetAssociation(CamTargetEntity->GetClump(), ANIM_WEAPON_START_THROW)){ CPed *player = FindPlayerPed(); float PlayerDist = (Source - player->GetPosition()).Magnitude(); if(PlayerDist < 2.75f) Near = PlayerDist/2.75f * DEFAULT_NEAR - 0.3f; RwCameraSetNearClipPlane(Scene.camera, Max(Near, 0.1f)); } } TheCamera.m_bCamDirectlyInFront = false; TheCamera.m_bCamDirectlyBehind = false; GetVectorsReadyForRW(); if(((CPed*)CamTargetEntity)->CanStrafeOrMouseControl() && CDraw::FadeValue < 250 && (TheCamera.GetFadingDirection() != FADE_OUT || CDraw::FadeValue <= 100)){ float Heading = Front.Heading(); ((CPed*)TheCamera.pTargetEntity)->m_fRotationCur = Heading; ((CPed*)TheCamera.pTargetEntity)->m_fRotationDest = Heading; TheCamera.pTargetEntity->SetHeading(Heading); TheCamera.pTargetEntity->GetMatrix().UpdateRW(); } } void CCam::Process_BehindCar(const CVector &CameraTarget, float TargetOrientation, float, float) { FOV = DefaultFOV; if(!CamTargetEntity->IsVehicle()) return; CVector TargetCoors = CameraTarget; TargetCoors.z -= 0.2f; CA_MAX_DISTANCE = 9.95f; CA_MIN_DISTANCE = 8.5f; CVector Dist = Source - TargetCoors; float Length = Dist.Magnitude2D(); m_fDistanceBeforeChanges = Length; if(Length < 0.002f) Length = 0.002f; Beta = CGeneral::GetATanOfXY(TargetCoors.x - Source.x, TargetCoors.y - Source.y); if(Length > CA_MAX_DISTANCE){ Source.x = TargetCoors.x + Dist.x/Length * CA_MAX_DISTANCE; Source.y = TargetCoors.y + Dist.y/Length * CA_MAX_DISTANCE; }else if(Length < CA_MIN_DISTANCE){ Source.x = TargetCoors.x + Dist.x/Length * CA_MIN_DISTANCE; Source.y = TargetCoors.y + Dist.y/Length * CA_MIN_DISTANCE; } TargetCoors.z += 0.8f; WorkOutCamHeightWeeCar(TargetCoors, TargetOrientation); RotCamIfInFrontCar(TargetCoors, TargetOrientation); FixCamIfObscured(TargetCoors, 1.2f, TargetOrientation); Front = TargetCoors - Source; m_cvecTargetCoorsForFudgeInter = TargetCoors; ResetStatics = false; GetVectorsReadyForRW(); } void CCam::WorkOutCamHeightWeeCar(CVector &TargetCoors, float TargetOrientation) { CColPoint colpoint; CEntity *ent; float TargetZOffSet = 0.0f; static bool PreviouslyFailedRoadHeightCheck = false; static float RoadHeightFix = 0.0f; static float RoadHeightFixSpeed = 0.0f; if(ResetStatics){ RoadHeightFix = 0.0f; RoadHeightFixSpeed = 0.0f; Alpha = DEGTORAD(25.0f); AlphaSpeed = 0.0f; } float AlphaTarget = DEGTORAD(25.0f); if(CCullZones::CamNoRain() || CCullZones::PlayerNoRain()) AlphaTarget = DEGTORAD(14.0f); WellBufferMe(AlphaTarget, &Alpha, &AlphaSpeed, 0.1f, 0.05f, true); Source.z = TargetCoors.z + CA_MAX_DISTANCE*Sin(Alpha); if(FindPlayerVehicle()){ m_fRoadOffSet = 0.0f; bool FoundRoad = false; bool FoundRoof = false; float RoadZ = 0.0f; float RoofZ = 0.0f; if(CWorld::ProcessVerticalLine(Source, -1000.0f, colpoint, ent, true, false, false, false, false, false, nil) && ent->IsBuilding()){ FoundRoad = true; RoadZ = colpoint.point.z; } if(FoundRoad){ if(Source.z - RoadZ < 0.9f){ PreviouslyFailedRoadHeightCheck = true; TargetZOffSet = RoadZ + 0.9f - Source.z; }else{ if(m_bCollisionChecksOn) PreviouslyFailedRoadHeightCheck = false; else TargetZOffSet = 0.0f; } }else{ if(CWorld::ProcessVerticalLine(Source, 1000.0f, colpoint, ent, true, false, false, false, false, false, nil) && ent->IsBuilding()){ FoundRoof = true; RoofZ = colpoint.point.z; } if(FoundRoof){ if(Source.z - RoofZ < 0.9f){ PreviouslyFailedRoadHeightCheck = true; TargetZOffSet = RoofZ + 0.9f - Source.z; }else{ if(m_bCollisionChecksOn) PreviouslyFailedRoadHeightCheck = false; else TargetZOffSet = 0.0f; } } } } if(TargetZOffSet > RoadHeightFix) RoadHeightFix = TargetZOffSet; else WellBufferMe(TargetZOffSet, &RoadHeightFix, &RoadHeightFixSpeed, 0.27f, 0.1f, false); if((colpoint.surfaceB == SURFACE_DEFAULT || colpoint.surfaceB >= SURFACE_METAL6) && colpoint.surfaceB != SURFACE_STEEL && colpoint.surfaceB != SURFACE_STONE && RoadHeightFix > 1.4f) RoadHeightFix = 1.4f; Source.z += RoadHeightFix; } void CCam::WorkOutCamHeight(const CVector &TargetCoors, float TargetOrientation, float TargetHeight) { static float LastTargetAlphaWithCollisionOn = 0.0f; static float LastTopAlphaSpeed = 0.0f; static float LastAlphaSpeedStep = 0.0f; static bool PreviousNearCheckNearClipSmall = false; bool CamClear = true; float ModeAlpha = 0.0f; if(ResetStatics){ LastTargetAlphaWithCollisionOn = 0.0f; LastTopAlphaSpeed = 0.0f; LastAlphaSpeedStep = 0.0f; PreviousNearCheckNearClipSmall = false; } float TopAlphaSpeed = 0.15f; float AlphaSpeedStep = 0.015f; float zoomvalue = TheCamera.CarZoomValueSmooth; if(zoomvalue < 0.1f) zoomvalue = 0.1f; if(TheCamera.CarZoomIndicator == CAM_ZOOM_1) ModeAlpha = CGeneral::GetATanOfXY(23.0f, zoomvalue); // near else if(TheCamera.CarZoomIndicator == CAM_ZOOM_2) ModeAlpha = CGeneral::GetATanOfXY(10.8f, zoomvalue); // mid else if(TheCamera.CarZoomIndicator == CAM_ZOOM_3) ModeAlpha = CGeneral::GetATanOfXY(7.0f, zoomvalue); // far float Length = (Source - TargetCoors).Magnitude2D(); if(m_bCollisionChecksOn){ // there's another variable (on PC) but it's uninitialised CVector Forward = CamTargetEntity->GetForward(); float CarAlpha = CGeneral::GetATanOfXY(Forward.Magnitude2D(), Forward.z); // this shouldn't be necessary.... while(CarAlpha >= PI) CarAlpha -= 2*PI; while(CarAlpha < -PI) CarAlpha += 2*PI; while(Beta >= PI) Beta -= 2*PI; while(Beta < -PI) Beta += 2*PI; float deltaBeta = Beta - TargetOrientation; while(deltaBeta >= PI) deltaBeta -= 2*PI; while(deltaBeta < -PI) deltaBeta += 2*PI; float BehindCarNess = Cos(deltaBeta); // 1 if behind car, 0 if side, -1 if in front CarAlpha = -CarAlpha * BehindCarNess; if(CarAlpha < -0.01f) CarAlpha = -0.01f; float DeltaAlpha = CarAlpha - Alpha; while(DeltaAlpha >= PI) DeltaAlpha -= 2*PI; while(DeltaAlpha < -PI) DeltaAlpha += 2*PI; // What's this?? wouldn't it make more sense to clamp? float AngleLimit = DEGTORAD(1.8f); if(DeltaAlpha < -AngleLimit) DeltaAlpha += AngleLimit; else if(DeltaAlpha > AngleLimit) DeltaAlpha -= AngleLimit; else DeltaAlpha = 0.0f; // Now the collision float TargetAlpha = 0.0f; bool FoundRoofCenter = false; bool FoundRoofSide1 = false; bool FoundRoofSide2 = false; bool FoundCamRoof = false; bool FoundCamGround = false; float CamRoof = 0.0f; float CarBottom = TargetCoors.z - TargetHeight/2.0f; // Check car center float CarRoof = CWorld::FindRoofZFor3DCoord(TargetCoors.x, TargetCoors.y, CarBottom, &FoundRoofCenter); // Check sides of the car Forward = CamTargetEntity->GetForward(); // we actually still have that... Forward.Normalise(); // shouldn't be necessary float CarSideAngle = CGeneral::GetATanOfXY(Forward.x, Forward.y) + PI/2.0f; float SideX = 2.5f * Cos(CarSideAngle); float SideY = 2.5f * Sin(CarSideAngle); CWorld::FindRoofZFor3DCoord(TargetCoors.x + SideX, TargetCoors.y + SideY, CarBottom, &FoundRoofSide1); CWorld::FindRoofZFor3DCoord(TargetCoors.x - SideX, TargetCoors.y - SideY, CarBottom, &FoundRoofSide2); // Now find out at what height we'd like to place the camera float CamGround = CWorld::FindGroundZFor3DCoord(Source.x, Source.y, TargetCoors.z + Length*Sin(Alpha + ModeAlpha) + m_fCloseInCarHeightOffset, &FoundCamGround); float CamTargetZ = 0.0f; if(FoundCamGround){ // This is the normal case CamRoof = CWorld::FindRoofZFor3DCoord(Source.x, Source.y, CamGround + TargetHeight, &FoundCamRoof); CamTargetZ = CamGround + TargetHeight*1.5f + 0.1f; }else{ FoundCamRoof = false; CamTargetZ = TargetCoors.z; } if(FoundRoofCenter && !FoundCamRoof && (FoundRoofSide1 || FoundRoofSide2)){ // Car is under something but camera isn't // This seems weird... TargetAlpha = CGeneral::GetATanOfXY(CA_MAX_DISTANCE, CarRoof - CamTargetZ - 1.5f); CamClear = false; } if(FoundCamRoof){ // Camera is under something float roof = FoundRoofCenter ? Min(CamRoof, CarRoof) : CamRoof; // Same weirdness again? TargetAlpha = CGeneral::GetATanOfXY(CA_MAX_DISTANCE, roof - CamTargetZ - 1.5f); CamClear = false; } while(TargetAlpha >= PI) TargetAlpha -= 2*PI; while(TargetAlpha < -PI) TargetAlpha += 2*PI; if(TargetAlpha < DEGTORAD(-7.0f)) TargetAlpha = DEGTORAD(-7.0f); // huh? if(TargetAlpha > ModeAlpha) CamClear = true; // Camera is contrained by collision in some way PreviousNearCheckNearClipSmall = false; if(!CamClear){ PreviousNearCheckNearClipSmall = true; RwCameraSetNearClipPlane(Scene.camera, DEFAULT_NEAR); DeltaAlpha = TargetAlpha - (Alpha + ModeAlpha); while(DeltaAlpha >= PI) DeltaAlpha -= 2*PI; while(DeltaAlpha < -PI) DeltaAlpha += 2*PI; TopAlphaSpeed = 0.3f; AlphaSpeedStep = 0.03f; } // Now do things if CamClear...but what is that anyway? float CamZ = TargetCoors.z + Length*Sin(Alpha + DeltaAlpha + ModeAlpha) + m_fCloseInCarHeightOffset; bool FoundGround, FoundRoof; float CamGround2 = CWorld::FindGroundZFor3DCoord(Source.x, Source.y, CamZ, &FoundGround); if(FoundGround){ if(CamClear) if(CamZ - CamGround2 < 1.5f){ PreviousNearCheckNearClipSmall = true; RwCameraSetNearClipPlane(Scene.camera, DEFAULT_NEAR); float a; if(Length == 0.0f || CamGround2 + 1.5f - TargetCoors.z == 0.0f) a = Alpha; else a = CGeneral::GetATanOfXY(Length, CamGround2 + 1.5f - TargetCoors.z); while(a > PI) a -= 2*PI; while(a < -PI) a += 2*PI; DeltaAlpha = a - Alpha; } }else{ if(CamClear){ float CamRoof2 = CWorld::FindRoofZFor3DCoord(Source.x, Source.y, CamZ, &FoundRoof); if(FoundRoof && CamZ - CamRoof2 < 1.5f){ PreviousNearCheckNearClipSmall = true; RwCameraSetNearClipPlane(Scene.camera, DEFAULT_NEAR); if(CamRoof2 > TargetCoors.z + 3.5f) CamRoof2 = TargetCoors.z + 3.5f; float a; if(Length == 0.0f || CamRoof2 + 1.5f - TargetCoors.z == 0.0f) a = Alpha; else a = CGeneral::GetATanOfXY(Length, CamRoof2 + 1.5f - TargetCoors.z); while(a > PI) a -= 2*PI; while(a < -PI) a += 2*PI; DeltaAlpha = a - Alpha; } } } LastTargetAlphaWithCollisionOn = DeltaAlpha + Alpha; LastTopAlphaSpeed = TopAlphaSpeed; LastAlphaSpeedStep = AlphaSpeedStep; }else{ if(PreviousNearCheckNearClipSmall) RwCameraSetNearClipPlane(Scene.camera, DEFAULT_NEAR); } WellBufferMe(LastTargetAlphaWithCollisionOn, &Alpha, &AlphaSpeed, LastTopAlphaSpeed, LastAlphaSpeedStep, true); Source.z = TargetCoors.z + Sin(Alpha + ModeAlpha)*Length + m_fCloseInCarHeightOffset; } // Rotate cam behind the car when the car is moving forward bool CCam::RotCamIfInFrontCar(CVector &TargetCoors, float TargetOrientation) { bool MovingForward = false; CPhysical *phys = (CPhysical*)CamTargetEntity; float ForwardSpeed = DotProduct(phys->GetForward(), phys->GetSpeed(CVector(0.0f, 0.0f, 0.0f))); if(ForwardSpeed > 0.02f) MovingForward = true; float Dist = (Source - TargetCoors).Magnitude2D(); float DeltaBeta = TargetOrientation - Beta; while(DeltaBeta >= PI) DeltaBeta -= 2*PI; while(DeltaBeta < -PI) DeltaBeta += 2*PI; if(Abs(DeltaBeta) > DEGTORAD(20.0f) && MovingForward && TheCamera.m_uiTransitionState == 0) m_bFixingBeta = true; CPad *pad = CPad::GetPad(0); if(!(pad->GetLookBehindForCar() || pad->GetLookBehindForPed() || pad->GetLookLeft() || pad->GetLookRight())) if(DirectionWasLooking != LOOKING_FORWARD) TheCamera.m_bCamDirectlyBehind = true; if(!m_bFixingBeta && !TheCamera.m_bUseTransitionBeta && !TheCamera.m_bCamDirectlyBehind && !TheCamera.m_bCamDirectlyInFront) return false; bool SetBeta = false; if(TheCamera.m_bCamDirectlyBehind || TheCamera.m_bCamDirectlyInFront || TheCamera.m_bUseTransitionBeta) if(&TheCamera.Cams[TheCamera.ActiveCam] == this) SetBeta = true; if(m_bFixingBeta || SetBeta){ WellBufferMe(TargetOrientation, &Beta, &BetaSpeed, 0.15f, 0.007f, true); if(TheCamera.m_bCamDirectlyBehind && &TheCamera.Cams[TheCamera.ActiveCam] == this) Beta = TargetOrientation; if(TheCamera.m_bCamDirectlyInFront && &TheCamera.Cams[TheCamera.ActiveCam] == this) Beta = TargetOrientation + PI; if(TheCamera.m_bUseTransitionBeta && &TheCamera.Cams[TheCamera.ActiveCam] == this) Beta = m_fTransitionBeta; Source.x = TargetCoors.x - Cos(Beta)*Dist; Source.y = TargetCoors.y - Sin(Beta)*Dist; // Check if we're done DeltaBeta = TargetOrientation - Beta; while(DeltaBeta >= PI) DeltaBeta -= 2*PI; while(DeltaBeta < -PI) DeltaBeta += 2*PI; if(Abs(DeltaBeta) < DEGTORAD(2.0f)) m_bFixingBeta = false; } TheCamera.m_bCamDirectlyBehind = false; TheCamera.m_bCamDirectlyInFront = false; return true; } // Move the cam to avoid clipping through buildings bool CCam::FixCamIfObscured(CVector &TargetCoors, float TargetHeight, float TargetOrientation) { CVector Target = TargetCoors; bool UseEntityPos = false; CVector EntityPos; static CColPoint colPoint; static bool LastObscured = false; if(Mode == MODE_BEHINDCAR) Target.z += TargetHeight/2.0f; if(Mode == MODE_CAM_ON_A_STRING){ UseEntityPos = true; Target.z += TargetHeight/2.0f; EntityPos = CamTargetEntity->GetPosition(); } CVector TempSource = Source; bool Obscured1 = false; bool Obscured2 = false; bool Fix1 = false; float Dist1 = 0.0f; float Dist2 = 0.0f; CEntity *ent; if(m_bCollisionChecksOn || LastObscured){ Obscured1 = CWorld::ProcessLineOfSight(Target, TempSource, colPoint, ent, true, false, false, true, false, true, true); if(Obscured1){ Dist1 = (Target - colPoint.point).Magnitude2D(); Fix1 = true; if(UseEntityPos) Obscured1 = CWorld::ProcessLineOfSight(EntityPos, TempSource, colPoint, ent, true, false, false, true, false, true, true); }else if(m_bFixingBeta){ float d = (TempSource - Target).Magnitude(); TempSource.x = Target.x - d*Cos(TargetOrientation); TempSource.y = Target.y - d*Sin(TargetOrientation); // same check again Obscured2 = CWorld::ProcessLineOfSight(Target, TempSource, colPoint, ent, true, false, false, true, false, true, true); if(Obscured2){ Dist2 = (Target - colPoint.point).Magnitude2D(); if(UseEntityPos) Obscured2 = CWorld::ProcessLineOfSight(EntityPos, TempSource, colPoint, ent, true, false, false, true, false, true, true); } } LastObscured = Obscured1 || Obscured2; } // nothing to do if(!LastObscured) return false; if(Fix1){ Source.x = Target.x - Cos(Beta)*Dist1; Source.y = Target.y - Sin(Beta)*Dist1; if(Mode == MODE_BEHINDCAR) Source = colPoint.point; }else{ WellBufferMe(Dist2, &m_fDistanceBeforeChanges, &DistanceSpeed, 0.2f, 0.025f, false); Source.x = Target.x - Cos(Beta)*m_fDistanceBeforeChanges; Source.y = Target.y - Sin(Beta)*m_fDistanceBeforeChanges; } if(ResetStatics){ m_fDistanceBeforeChanges = (Source - Target).Magnitude2D(); DistanceSpeed = 0.0f; Source.x = colPoint.point.x; Source.y = colPoint.point.y; } return true; } void CCam::Process_Cam_On_A_String(const CVector &CameraTarget, float TargetOrientation, float, float) { if(!CamTargetEntity->IsVehicle()) return; FOV = DefaultFOV; if(ResetStatics){ AlphaSpeed = 0.0f; if(TheCamera.m_bIdleOn) TheCamera.m_uiTimeWeEnteredIdle = CTimer::GetTimeInMilliseconds(); } CBaseModelInfo *mi = CModelInfo::GetModelInfo(CamTargetEntity->GetModelIndex()); CVector Dimensions = mi->GetColModel()->boundingBox.max - mi->GetColModel()->boundingBox.min; float BaseDist = Dimensions.Magnitude2D(); CVector TargetCoors = CameraTarget; TargetCoors.z += Dimensions.z - 0.1f; // final Beta = CGeneral::GetATanOfXY(TargetCoors.x - Source.x, TargetCoors.y - Source.y); while(Alpha >= PI) Alpha -= 2*PI; while(Alpha < -PI) Alpha += 2*PI; while(Beta >= PI) Beta -= 2*PI; while(Beta < -PI) Beta += 2*PI; m_fDistanceBeforeChanges = (Source - TargetCoors).Magnitude2D(); Cam_On_A_String_Unobscured(TargetCoors, BaseDist); WorkOutCamHeight(TargetCoors, TargetOrientation, Dimensions.z); RotCamIfInFrontCar(TargetCoors, TargetOrientation); FixCamIfObscured(TargetCoors, Dimensions.z, TargetOrientation); FixCamWhenObscuredByVehicle(TargetCoors); m_cvecTargetCoorsForFudgeInter = TargetCoors; Front = TargetCoors - Source; Front.Normalise(); GetVectorsReadyForRW(); ResetStatics = false; } // Basic Cam on a string algorithm void CCam::Cam_On_A_String_Unobscured(const CVector &TargetCoors, float BaseDist) { CA_MAX_DISTANCE = BaseDist + 0.1f + TheCamera.CarZoomValueSmooth; CA_MIN_DISTANCE = Min(BaseDist*0.6f, 3.5f); CVector Dist = Source - TargetCoors; if(ResetStatics) Source = TargetCoors + Dist*(CA_MAX_DISTANCE + 1.0f); float Length = Dist.Magnitude2D(); if(Length < 0.001f){ // This probably shouldn't happen. reset view CVector Forward = CamTargetEntity->GetForward(); Forward.z = 0.0f; Forward.Normalise(); Source = TargetCoors - Forward*CA_MAX_DISTANCE; Dist = Source - TargetCoors; Length = Dist.Magnitude2D(); } if(Length > CA_MAX_DISTANCE){ Source.x = TargetCoors.x + Dist.x/Length * CA_MAX_DISTANCE; Source.y = TargetCoors.y + Dist.y/Length * CA_MAX_DISTANCE; }else if(Length < CA_MIN_DISTANCE){ Source.x = TargetCoors.x + Dist.x/Length * CA_MIN_DISTANCE; Source.y = TargetCoors.y + Dist.y/Length * CA_MIN_DISTANCE; } } void CCam::FixCamWhenObscuredByVehicle(const CVector &TargetCoors) { // BUG? is this never reset static float HeightFixerCarsObscuring = 0.0f; static float HeightFixerCarsObscuringSpeed = 0.0f; CColPoint colPoint; CEntity *entity; float HeightTarget = 0.0f; if(CWorld::ProcessLineOfSight(TargetCoors, Source, colPoint, entity, false, true, false, false, false, false, false)){ CBaseModelInfo *mi = CModelInfo::GetModelInfo(entity->GetModelIndex()); HeightTarget = mi->GetColModel()->boundingBox.max.z + 1.0f + TargetCoors.z - Source.z; if(HeightTarget < 0.0f) HeightTarget = 0.0f; } WellBufferMe(HeightTarget, &HeightFixerCarsObscuring, &HeightFixerCarsObscuringSpeed, 0.2f, 0.025f, false); Source.z += HeightFixerCarsObscuring; } void CCam::Process_TopDown(const CVector &CameraTarget, float TargetOrientation, float SpeedVar, float TargetSpeedVar) { FOV = DefaultFOV; if(!CamTargetEntity->IsVehicle()) return; float Dist; float HeightTarget = 0.0f; static float AdjustHeightTargetMoveBuffer = 0.0f; static float AdjustHeightTargetMoveSpeed = 0.0f; static float NearClipDistance = 1.5f; const float FarClipDistance = 200.0f; CVector TargetFront, Target; CVector TestSource, TestTarget; CColPoint colPoint; CEntity *entity; TargetFront = CameraTarget; TargetFront.x += 18.0f*CamTargetEntity->GetForward().x*SpeedVar; TargetFront.y += 18.0f*CamTargetEntity->GetForward().y*SpeedVar; if(ResetStatics){ AdjustHeightTargetMoveBuffer = 0.0f; AdjustHeightTargetMoveSpeed = 0.0f; } float f = Pow(0.8f, 4.0f); Target = f*CameraTarget + (1.0f-f)*TargetFront; if(Mode == MODE_GTACLASSIC) SpeedVar = TargetSpeedVar; Source = Target + CVector(0.0f, 0.0f, (40.0f*SpeedVar + 30.0f)*0.8f); // What is this? looks horrible if(Mode == MODE_GTACLASSIC) Source.x += (uint8)(100.0f*CameraTarget.x)/500.0f; TestSource = Source; TestTarget = TestSource; TestTarget.z = Target.z; if(CWorld::ProcessLineOfSight(TestTarget, TestSource, colPoint, entity, true, false, false, false, false, false, false)){ if(Source.z < colPoint.point.z+3.0f) HeightTarget = colPoint.point.z+3.0f - Source.z; }else{ TestSource = Source; TestTarget = TestSource; TestTarget.z += 10.0f; if(CWorld::ProcessLineOfSight(TestTarget, TestSource, colPoint, entity, true, false, false, false, false, false, false)) if(Source.z < colPoint.point.z+3.0f) HeightTarget = colPoint.point.z+3.0f - Source.z; } WellBufferMe(HeightTarget, &AdjustHeightTargetMoveBuffer, &AdjustHeightTargetMoveSpeed, 0.2f, 0.02f, false); Source.z += AdjustHeightTargetMoveBuffer; if(RwCameraGetFarClipPlane(Scene.camera) > FarClipDistance) RwCameraSetFarClipPlane(Scene.camera, FarClipDistance); RwCameraSetNearClipPlane(Scene.camera, NearClipDistance); Front = CVector(-0.01f, -0.01f, -1.0f); // look down Front.Normalise(); Dist = (Source - CameraTarget).Magnitude(); m_cvecTargetCoorsForFudgeInter = Dist*Front + Source; Up = CVector(0.0f, 1.0f, 0.0f); ResetStatics = false; } void CCam::AvoidWallsTopDownPed(const CVector &TargetCoors, const CVector &Offset, float *Adjuster, float *AdjusterSpeed, float yDistLimit) { float Target = 0.0f; float MaxSpeed = 0.13f; float Acceleration = 0.015f; float SpeedMult; float dy; CVector TestPoint2; CVector TestPoint1; CColPoint colPoint; CEntity *entity; TestPoint2 = TargetCoors + Offset; TestPoint1 = TargetCoors; TestPoint1.z = TestPoint2.z; if(CWorld::ProcessLineOfSight(TestPoint1, TestPoint2, colPoint, entity, true, false, false, false, false, false, false)){ // What is this even? dy = TestPoint1.y - colPoint.point.y; if(dy > yDistLimit) dy = yDistLimit; SpeedMult = yDistLimit - Abs(dy/yDistLimit); Target = 2.5f; MaxSpeed += SpeedMult*0.3f; Acceleration += SpeedMult*0.03f; } WellBufferMe(Target, Adjuster, AdjusterSpeed, MaxSpeed, Acceleration, false); } void CCam::Process_TopDownPed(const CVector &CameraTarget, float TargetOrientation, float, float) { if(!CamTargetEntity->IsPed()) return; float Dist; float HeightTarget; static int NumPedPosCountsSoFar = 0; static float PedAverageSpeed = 0.0f; static float AdjustHeightTargetMoveBuffer = 0.0f; static float AdjustHeightTargetMoveSpeed = 0.0f; static float PedSpeedSoFar = 0.0f; static float FarClipDistance = 200.0f; static float NearClipDistance = 1.5f; static float TargetAdjusterForSouth = 0.0f; static float TargetAdjusterSpeedForSouth = 0.0f; static float TargetAdjusterForNorth = 0.0f; static float TargetAdjusterSpeedForNorth = 0.0f; static float TargetAdjusterForEast = 0.0f; static float TargetAdjusterSpeedForEast = 0.0f; static float TargetAdjusterForWest = 0.0f; static float TargetAdjusterSpeedForWest = 0.0f; static CVector PreviousPlayerMoveSpeedVec; CVector TargetCoors, PlayerMoveSpeed; CVector TestSource, TestTarget; CColPoint colPoint; CEntity *entity; FOV = DefaultFOV; TargetCoors = CameraTarget; PlayerMoveSpeed = ((CPed*)CamTargetEntity)->GetMoveSpeed(); if(ResetStatics){ PreviousPlayerMoveSpeedVec = PlayerMoveSpeed; AdjustHeightTargetMoveBuffer = 0.0f; AdjustHeightTargetMoveSpeed = 0.0f; NumPedPosCountsSoFar = 0; PedSpeedSoFar = 0.0f; PedAverageSpeed = 0.0f; TargetAdjusterForWest = 0.0f; TargetAdjusterSpeedForWest = 0.0f; TargetAdjusterForEast = 0.0f; TargetAdjusterSpeedForEast = 0.0f; TargetAdjusterForNorth = 0.0f; TargetAdjusterSpeedForNorth = 0.0f; TargetAdjusterForSouth = 0.0f; TargetAdjusterSpeedForSouth = 0.0f; } if(RwCameraGetFarClipPlane(Scene.camera) > FarClipDistance) RwCameraSetFarClipPlane(Scene.camera, FarClipDistance); RwCameraSetNearClipPlane(Scene.camera, NearClipDistance); // Average ped speed NumPedPosCountsSoFar++; PedSpeedSoFar += PlayerMoveSpeed.Magnitude(); if(NumPedPosCountsSoFar == 5){ PedAverageSpeed = 0.4f*PedAverageSpeed + 0.6*(PedSpeedSoFar/5.0f); NumPedPosCountsSoFar = 0; PedSpeedSoFar = 0.0f; } PreviousPlayerMoveSpeedVec = PlayerMoveSpeed; // Zoom out depending on speed if(PedAverageSpeed > 0.01f && PedAverageSpeed <= 0.04f) HeightTarget = 2.5f; else if(PedAverageSpeed > 0.04f && PedAverageSpeed <= 0.145f) HeightTarget = 4.5f; else if(PedAverageSpeed > 0.145f) HeightTarget = 7.0f; else HeightTarget = 0.0f; // Zoom out if locked on target is far away if(FindPlayerPed()->m_pPointGunAt){ Dist = (FindPlayerPed()->m_pPointGunAt->GetPosition() - CameraTarget).Magnitude2D(); if(Dist > 6.0f) HeightTarget = Max(HeightTarget, Dist/22.0f*37.0f); } Source = TargetCoors + CVector(0.0f, -1.0f, 9.0f); // Collision checks entity = nil; TestSource = TargetCoors + CVector(0.0f, -1.0f, 9.0f); TestTarget = TestSource; TestTarget.z = TargetCoors.z; if(CWorld::ProcessLineOfSight(TestTarget, TestSource, colPoint, entity, true, false, false, false, false, false, false)){ if(TargetCoors.z+9.0f+HeightTarget < colPoint.point.z+3.0f) HeightTarget = colPoint.point.z+3.0f - (TargetCoors.z+9.0f); }else{ TestSource = TargetCoors + CVector(0.0f, -1.0f, 9.0f); TestTarget = TestSource; TestSource.z += HeightTarget; TestTarget.z = TestSource.z + 10.0f; if(CWorld::ProcessLineOfSight(TestTarget, TestSource, colPoint, entity, true, false, false, false, false, false, false)){ if(TargetCoors.z+9.0f+HeightTarget < colPoint.point.z+3.0f) HeightTarget = colPoint.point.z+3.0f - (TargetCoors.z+9.0f); } } WellBufferMe(HeightTarget, &AdjustHeightTargetMoveBuffer, &AdjustHeightTargetMoveSpeed, 0.3f, 0.03f, false); Source.z += AdjustHeightTargetMoveBuffer; // Wall checks AvoidWallsTopDownPed(TargetCoors, CVector(0.0f, -3.0f, 3.0f), &TargetAdjusterForSouth, &TargetAdjusterSpeedForSouth, 1.0f); Source.y += TargetAdjusterForSouth; AvoidWallsTopDownPed(TargetCoors, CVector(0.0f, 3.0f, 3.0f), &TargetAdjusterForNorth, &TargetAdjusterSpeedForNorth, 1.0f); Source.y -= TargetAdjusterForNorth; // BUG: east and west flipped AvoidWallsTopDownPed(TargetCoors, CVector(3.0f, 0.0f, 3.0f), &TargetAdjusterForWest, &TargetAdjusterSpeedForWest, 1.0f); Source.x -= TargetAdjusterForWest; AvoidWallsTopDownPed(TargetCoors, CVector(-3.0f, 0.0f, 3.0f), &TargetAdjusterForEast, &TargetAdjusterSpeedForEast, 1.0f); Source.x += TargetAdjusterForEast; TargetCoors.y = Source.y + 1.0f; TargetCoors.y += TargetAdjusterForSouth; TargetCoors.x += TargetAdjusterForEast; TargetCoors.x -= TargetAdjusterForWest; Front = TargetCoors - Source; Front.Normalise(); #ifdef FIX_BUGS if(Front.x == 0.0f && Front.y == 0.0f) Front.y = 0.0001f; #else // someone used = instead of == in the above check by accident Front.x = 0.0f; #endif m_cvecTargetCoorsForFudgeInter = TargetCoors; Up = CrossProduct(Front, CVector(-1.0f, 0.0f, 0.0f)); Up.Normalise(); ResetStatics = false; } // Identical to M16 void CCam::Process_Rocket(const CVector &CameraTarget, float, float, float) { if(!CamTargetEntity->IsPed()) return; static bool FailedTestTwelveFramesAgo = false; RwV3d HeadPos; CVector TargetCoors; FOV = DefaultFOV; TargetCoors = CameraTarget; if(ResetStatics){ Beta = ((CPed*)CamTargetEntity)->m_fRotationCur + HALFPI; Alpha = 0.0f; m_fInitialPlayerOrientation = ((CPed*)CamTargetEntity)->m_fRotationCur + HALFPI; FailedTestTwelveFramesAgo = false; // static DPadVertical unused // static DPadHorizontal unused m_bCollisionChecksOn = true; ResetStatics = false; } ((CPed*)CamTargetEntity)->m_pedIK.GetComponentPosition(&HeadPos, PED_HEAD); Source = HeadPos; Source.z += 0.1f; Source.x -= 0.19f*Cos(m_fInitialPlayerOrientation); Source.y -= 0.19f*Sin(m_fInitialPlayerOrientation); // Look around bool UseMouse = false; float MouseX = CPad::GetPad(0)->GetMouseX(); float MouseY = CPad::GetPad(0)->GetMouseY(); float LookLeftRight, LookUpDown; if(MouseX != 0.0f || MouseY != 0.0f){ UseMouse = true; LookLeftRight = -3.0f*MouseX; LookUpDown = 4.0f*MouseY; }else{ LookLeftRight = -CPad::GetPad(0)->SniperModeLookLeftRight(); LookUpDown = CPad::GetPad(0)->SniperModeLookUpDown(); } if(UseMouse){ Beta += TheCamera.m_fMouseAccelHorzntl * LookLeftRight * FOV/80.0f; Alpha += TheCamera.m_fMouseAccelVertical * LookUpDown * FOV/80.0f; }else{ float xdir = LookLeftRight < 0.0f ? -1.0f : 1.0f; float ydir = LookUpDown < 0.0f ? -1.0f : 1.0f; Beta += SQR(LookLeftRight/100.0f)*xdir/17.5 * FOV/80.0f * CTimer::GetTimeStep(); Alpha += SQR(LookUpDown/150.0f)*ydir/14.0f * FOV/80.0f * CTimer::GetTimeStep(); } while(Beta >= PI) Beta -= 2*PI; while(Beta < -PI) Beta += 2*PI; if(Alpha > DEGTORAD(60.0f)) Alpha = DEGTORAD(60.0f); if(Alpha < -DEGTORAD(89.5f)) Alpha = -DEGTORAD(89.5f); TargetCoors.x = 3.0f * Cos(Alpha) * Cos(Beta) + Source.x; TargetCoors.y = 3.0f * Cos(Alpha) * Sin(Beta) + Source.y; TargetCoors.z = 3.0f * Sin(Alpha) + Source.z; Front = TargetCoors - Source; Front.Normalise(); Source += Front*0.4f; if(m_bCollisionChecksOn){ if(!CWorld::GetIsLineOfSightClear(TargetCoors, Source, true, true, false, true, false, true, true)){ RwCameraSetNearClipPlane(Scene.camera, 0.4f); FailedTestTwelveFramesAgo = true; }else{ CVector TestPoint; TestPoint.x = 3.0f * Cos(Alpha - DEGTORAD(20.0f)) * Cos(Beta + DEGTORAD(35.0f)) + Source.x; TestPoint.y = 3.0f * Cos(Alpha - DEGTORAD(20.0f)) * Sin(Beta + DEGTORAD(35.0f)) + Source.y; TestPoint.z = 3.0f * Sin(Alpha - DEGTORAD(20.0f)) + Source.z; if(!CWorld::GetIsLineOfSightClear(TestPoint, Source, true, true, false, true, false, true, true)){ RwCameraSetNearClipPlane(Scene.camera, 0.4f); FailedTestTwelveFramesAgo = true; }else{ TestPoint.x = 3.0f * Cos(Alpha - DEGTORAD(20.0f)) * Cos(Beta - DEGTORAD(35.0f)) + Source.x; TestPoint.y = 3.0f * Cos(Alpha - DEGTORAD(20.0f)) * Sin(Beta - DEGTORAD(35.0f)) + Source.y; TestPoint.z = 3.0f * Sin(Alpha - DEGTORAD(20.0f)) + Source.z; if(!CWorld::GetIsLineOfSightClear(TestPoint, Source, true, true, false, true, false, true, true)){ RwCameraSetNearClipPlane(Scene.camera, 0.4f); FailedTestTwelveFramesAgo = true; }else FailedTestTwelveFramesAgo = false; } } } if(FailedTestTwelveFramesAgo) RwCameraSetNearClipPlane(Scene.camera, 0.4f); Source -= Front*0.4f; GetVectorsReadyForRW(); float Rotation = CGeneral::GetATanOfXY(Front.x, Front.y) - HALFPI; ((CPed*)TheCamera.pTargetEntity)->m_fRotationCur = Rotation; ((CPed*)TheCamera.pTargetEntity)->m_fRotationDest = Rotation; } // Identical to Rocket void CCam::Process_M16_1stPerson(const CVector &CameraTarget, float, float, float) { if(!CamTargetEntity->IsPed()) return; static bool FailedTestTwelveFramesAgo = false; RwV3d HeadPos; CVector TargetCoors; FOV = DefaultFOV; TargetCoors = CameraTarget; if(ResetStatics){ Beta = ((CPed*)CamTargetEntity)->m_fRotationCur + HALFPI; Alpha = 0.0f; m_fInitialPlayerOrientation = ((CPed*)CamTargetEntity)->m_fRotationCur + HALFPI; FailedTestTwelveFramesAgo = false; // static DPadVertical unused // static DPadHorizontal unused m_bCollisionChecksOn = true; ResetStatics = false; } #ifndef GTA3_1_1_PATCH ((CPed*)CamTargetEntity)->m_pedIK.GetComponentPosition(&HeadPos, PED_HEAD); Source = HeadPos; Source.z += 0.1f; Source.x -= 0.19f*Cos(m_fInitialPlayerOrientation); Source.y -= 0.19f*Sin(m_fInitialPlayerOrientation); #endif // Look around bool UseMouse = false; float MouseX = CPad::GetPad(0)->GetMouseX(); float MouseY = CPad::GetPad(0)->GetMouseY(); float LookLeftRight, LookUpDown; if(MouseX != 0.0f || MouseY != 0.0f){ UseMouse = true; LookLeftRight = -3.0f*MouseX; LookUpDown = 4.0f*MouseY; }else{ LookLeftRight = -CPad::GetPad(0)->SniperModeLookLeftRight(); LookUpDown = CPad::GetPad(0)->SniperModeLookUpDown(); } if(UseMouse){ Beta += TheCamera.m_fMouseAccelHorzntl * LookLeftRight * FOV/80.0f; Alpha += TheCamera.m_fMouseAccelVertical * LookUpDown * FOV/80.0f; }else{ float xdir = LookLeftRight < 0.0f ? -1.0f : 1.0f; float ydir = LookUpDown < 0.0f ? -1.0f : 1.0f; Beta += SQR(LookLeftRight/100.0f)*xdir/17.5 * FOV/80.0f * CTimer::GetTimeStep(); Alpha += SQR(LookUpDown/150.0f)*ydir/14.0f * FOV/80.0f * CTimer::GetTimeStep(); } while(Beta >= PI) Beta -= 2*PI; while(Beta < -PI) Beta += 2*PI; if(Alpha > DEGTORAD(60.0f)) Alpha = DEGTORAD(60.0f); if(Alpha < -DEGTORAD(89.5f)) Alpha = -DEGTORAD(89.5f); #ifdef GTA3_1_1_PATCH HeadPos.x = 0.0f; HeadPos.y = 0.0f; HeadPos.z = 0.0f; ((CPed*)CamTargetEntity)->m_pedIK.GetComponentPosition(&HeadPos, PED_HEAD); Source = HeadPos; Source.z += 0.1f; Source.x -= 0.19f * Cos(m_fInitialPlayerOrientation); Source.y -= 0.19f * Sin(m_fInitialPlayerOrientation); #endif TargetCoors.x = 3.0f * Cos(Alpha) * Cos(Beta) + Source.x; TargetCoors.y = 3.0f * Cos(Alpha) * Sin(Beta) + Source.y; TargetCoors.z = 3.0f * Sin(Alpha) + Source.z; Front = TargetCoors - Source; Front.Normalise(); Source += Front*0.4f; if(m_bCollisionChecksOn){ if(!CWorld::GetIsLineOfSightClear(TargetCoors, Source, true, true, false, true, false, true, true)){ RwCameraSetNearClipPlane(Scene.camera, 0.4f); FailedTestTwelveFramesAgo = true; }else{ CVector TestPoint; TestPoint.x = 3.0f * Cos(Alpha - DEGTORAD(20.0f)) * Cos(Beta + DEGTORAD(35.0f)) + Source.x; TestPoint.y = 3.0f * Cos(Alpha - DEGTORAD(20.0f)) * Sin(Beta + DEGTORAD(35.0f)) + Source.y; TestPoint.z = 3.0f * Sin(Alpha - DEGTORAD(20.0f)) + Source.z; if(!CWorld::GetIsLineOfSightClear(TestPoint, Source, true, true, false, true, false, true, true)){ RwCameraSetNearClipPlane(Scene.camera, 0.4f); FailedTestTwelveFramesAgo = true; }else{ TestPoint.x = 3.0f * Cos(Alpha - DEGTORAD(20.0f)) * Cos(Beta - DEGTORAD(35.0f)) + Source.x; TestPoint.y = 3.0f * Cos(Alpha - DEGTORAD(20.0f)) * Sin(Beta - DEGTORAD(35.0f)) + Source.y; TestPoint.z = 3.0f * Sin(Alpha - DEGTORAD(20.0f)) + Source.z; if(!CWorld::GetIsLineOfSightClear(TestPoint, Source, true, true, false, true, false, true, true)){ RwCameraSetNearClipPlane(Scene.camera, 0.4f); FailedTestTwelveFramesAgo = true; }else FailedTestTwelveFramesAgo = false; } } } if(FailedTestTwelveFramesAgo) RwCameraSetNearClipPlane(Scene.camera, 0.4f); Source -= Front*0.4f; GetVectorsReadyForRW(); float Rotation = CGeneral::GetATanOfXY(Front.x, Front.y) - HALFPI; ((CPed*)TheCamera.pTargetEntity)->m_fRotationCur = Rotation; ((CPed*)TheCamera.pTargetEntity)->m_fRotationDest = Rotation; } void CCam::Process_1stPerson(const CVector &CameraTarget, float TargetOrientation, float, float) { static float DontLookThroughWorldFixer = 0.0f; CVector TargetCoors; FOV = DefaultFOV; TargetCoors = CameraTarget; if(CamTargetEntity->m_rwObject == nil) return; if(ResetStatics){ Beta = TargetOrientation; Alpha = 0.0f; m_fInitialPlayerOrientation = TargetOrientation; if(CamTargetEntity->IsPed()){ Beta = ((CPed*)CamTargetEntity)->m_fRotationCur + HALFPI; Alpha = 0.0f; m_fInitialPlayerOrientation = ((CPed*)CamTargetEntity)->m_fRotationCur + HALFPI; } DontLookThroughWorldFixer = 0.0f; } if(CamTargetEntity->IsPed()){ static bool FailedTestTwelveFramesAgo = false; RwV3d HeadPos; TargetCoors = CameraTarget; if(ResetStatics){ Beta = ((CPed*)CamTargetEntity)->m_fRotationCur + HALFPI; Alpha = 0.0f; m_fInitialPlayerOrientation = ((CPed*)CamTargetEntity)->m_fRotationCur + HALFPI; FailedTestTwelveFramesAgo = false; // static DPadVertical unused // static DPadHorizontal unused m_bCollisionChecksOn = true; ResetStatics = false; } ((CPed*)CamTargetEntity)->m_pedIK.GetComponentPosition(&HeadPos, PED_HEAD); Source = HeadPos; Source.z += 0.1f; Source.x -= 0.19f*Cos(m_fInitialPlayerOrientation); Source.y -= 0.19f*Sin(m_fInitialPlayerOrientation); float LookLeftRight, LookUpDown; LookLeftRight = -CPad::GetPad(0)->LookAroundLeftRight(); LookUpDown = CPad::GetPad(0)->LookAroundUpDown(); float xdir = LookLeftRight < 0.0f ? -1.0f : 1.0f; float ydir = LookUpDown < 0.0f ? -1.0f : 1.0f; Beta += SQR(LookLeftRight/100.0f)*xdir/17.5 * FOV/80.0f * CTimer::GetTimeStep(); Alpha += SQR(LookUpDown/150.0f)*ydir/14.0f * FOV/80.0f * CTimer::GetTimeStep(); while(Beta >= PI) Beta -= 2*PI; while(Beta < -PI) Beta += 2*PI; if(Alpha > DEGTORAD(60.0f)) Alpha = DEGTORAD(60.0f); if(Alpha < -DEGTORAD(89.5f)) Alpha = -DEGTORAD(89.5f); TargetCoors.x = 3.0f * Cos(Alpha) * Cos(Beta) + Source.x; TargetCoors.y = 3.0f * Cos(Alpha) * Sin(Beta) + Source.y; TargetCoors.z = 3.0f * Sin(Alpha) + Source.z; Front = TargetCoors - Source; Front.Normalise(); Source += Front*0.4f; if(m_bCollisionChecksOn){ if(!CWorld::GetIsLineOfSightClear(TargetCoors, Source, true, true, false, true, false, true, true)){ RwCameraSetNearClipPlane(Scene.camera, 0.4f); FailedTestTwelveFramesAgo = true; }else{ CVector TestPoint; TestPoint.x = 3.0f * Cos(Alpha - DEGTORAD(20.0f)) * Cos(Beta + DEGTORAD(35.0f)) + Source.x; TestPoint.y = 3.0f * Cos(Alpha - DEGTORAD(20.0f)) * Sin(Beta + DEGTORAD(35.0f)) + Source.y; TestPoint.z = 3.0f * Sin(Alpha - DEGTORAD(20.0f)) + Source.z; if(!CWorld::GetIsLineOfSightClear(TestPoint, Source, true, true, false, true, false, true, true)){ RwCameraSetNearClipPlane(Scene.camera, 0.4f); FailedTestTwelveFramesAgo = true; }else{ TestPoint.x = 3.0f * Cos(Alpha - DEGTORAD(20.0f)) * Cos(Beta - DEGTORAD(35.0f)) + Source.x; TestPoint.y = 3.0f * Cos(Alpha - DEGTORAD(20.0f)) * Sin(Beta - DEGTORAD(35.0f)) + Source.y; TestPoint.z = 3.0f * Sin(Alpha - DEGTORAD(20.0f)) + Source.z; if(!CWorld::GetIsLineOfSightClear(TestPoint, Source, true, true, false, true, false, true, true)){ RwCameraSetNearClipPlane(Scene.camera, 0.4f); FailedTestTwelveFramesAgo = true; }else FailedTestTwelveFramesAgo = false; } } } if(FailedTestTwelveFramesAgo) RwCameraSetNearClipPlane(Scene.camera, 0.4f); Source -= Front*0.4f; GetVectorsReadyForRW(); float Rotation = CGeneral::GetATanOfXY(Front.x, Front.y) - HALFPI; ((CPed*)TheCamera.pTargetEntity)->m_fRotationCur = Rotation; ((CPed*)TheCamera.pTargetEntity)->m_fRotationDest = Rotation; }else{ assert(CamTargetEntity->IsVehicle()); CVehicleModelInfo *mi = (CVehicleModelInfo*)CModelInfo::GetModelInfo(CamTargetEntity->GetModelIndex()); CVector CamPos = mi->m_vehicleType == VEHICLE_TYPE_BOAT ? mi->m_positions[BOAT_POS_FRONTSEAT] : mi->m_positions[CAR_POS_FRONTSEAT]; CamPos.x = 0.0f; CamPos.y += -0.08f; CamPos.z += 0.62f; FOV = 60.0f; Source = Multiply3x3(CamTargetEntity->GetMatrix(), CamPos); Source += CamTargetEntity->GetPosition(); if(((CVehicle*)CamTargetEntity)->IsBoat()) Source.z += 0.5f; if(((CVehicle*)CamTargetEntity)->IsUpsideDown()){ if(DontLookThroughWorldFixer < 0.5f) DontLookThroughWorldFixer += 0.03f; else DontLookThroughWorldFixer = 0.5f; }else{ if(DontLookThroughWorldFixer < 0.0f) #ifdef FIX_BUGS DontLookThroughWorldFixer += 0.03f; #else DontLookThroughWorldFixer -= 0.03f; #endif else DontLookThroughWorldFixer = 0.0f; } Source.z += DontLookThroughWorldFixer; Front = CamTargetEntity->GetForward(); Front.Normalise(); Up = CamTargetEntity->GetUp(); Up.Normalise(); CVector Right = CrossProduct(Front, Up); Right.Normalise(); Up = CrossProduct(Right, Front); Up.Normalise(); } ResetStatics = false; } static CVector vecHeadCamOffset(0.06f, 0.05f, 0.0f); void CCam::Process_1rstPersonPedOnPC(const CVector&, float TargetOrientation, float, float) { // static int DontLookThroughWorldFixer = 0; // unused static CVector InitialHeadPos; if(Mode != MODE_SNIPER_RUNABOUT) FOV = DefaultFOV; TheCamera.m_1rstPersonRunCloseToAWall = false; if(CamTargetEntity->m_rwObject == nil) return; if(CamTargetEntity->IsPed()){ // static bool FailedTestTwelveFramesAgo = false; // unused CVector HeadPos = vecHeadCamOffset; CVector TargetCoors; ((CPed*)CamTargetEntity)->TransformToNode(HeadPos, PED_HEAD); // This is done on PC, but checking for the clump frame is not necessary apparently /* RwFrame *frm = ((CPed*)CamTargetEntity)->m_pFrames[PED_HEAD]->frame; while(frm){ RwV3dTransformPoints(&HeadPos, &HeadPos, 1, RwFrameGetMatrix(frm)); frm = RwFrameGetParent(frm); if(frm == RpClumpGetFrame(CamTargetEntity->GetClump())) frm = nil; } */ if(ResetStatics){ Beta = TargetOrientation; Alpha = 0.0f; m_fInitialPlayerOrientation = TargetOrientation; if(CamTargetEntity->IsPed()){ // useless check Beta = ((CPed*)CamTargetEntity)->m_fRotationCur + HALFPI; Alpha = 0.0f; m_fInitialPlayerOrientation = ((CPed*)CamTargetEntity)->m_fRotationCur + HALFPI; // FailedTestTwelveFramesAgo = false; m_bCollisionChecksOn = true; } // DontLookThroughWorldFixer = false; m_vecBufferedPlayerBodyOffset = HeadPos; InitialHeadPos = HeadPos; } m_vecBufferedPlayerBodyOffset.y = HeadPos.y; if(TheCamera.m_bHeadBob){ m_vecBufferedPlayerBodyOffset.x = TheCamera.m_fGaitSwayBuffer * m_vecBufferedPlayerBodyOffset.x + (1.0f-TheCamera.m_fGaitSwayBuffer) * HeadPos.x; m_vecBufferedPlayerBodyOffset.z = TheCamera.m_fGaitSwayBuffer * m_vecBufferedPlayerBodyOffset.z + (1.0f-TheCamera.m_fGaitSwayBuffer) * HeadPos.z; HeadPos = (CamTargetEntity->GetMatrix() * m_vecBufferedPlayerBodyOffset); }else{ float HeadDelta = (HeadPos - InitialHeadPos).Magnitude2D(); CVector Fwd = CamTargetEntity->GetForward(); Fwd.z = 0.0f; Fwd.Normalise(); HeadPos = (HeadDelta*1.23f*Fwd + CamTargetEntity->GetPosition()); HeadPos.z += 0.59f; } Source = HeadPos; // unused: // ((CPed*)CamTargetEntity)->m_pedIK.GetComponentPosition(&MidPos, PED_MID); // Source - MidPos; // Look around bool UseMouse = false; float MouseX = CPad::GetPad(0)->GetMouseX(); float MouseY = CPad::GetPad(0)->GetMouseY(); float LookLeftRight, LookUpDown; if(MouseX != 0.0f || MouseY != 0.0f){ UseMouse = true; LookLeftRight = -3.0f*MouseX; LookUpDown = 4.0f*MouseY; }else{ LookLeftRight = -CPad::GetPad(0)->LookAroundLeftRight(); LookUpDown = CPad::GetPad(0)->LookAroundUpDown(); } if(UseMouse){ Beta += TheCamera.m_fMouseAccelHorzntl * LookLeftRight * FOV/80.0f; Alpha += TheCamera.m_fMouseAccelVertical * LookUpDown * FOV/80.0f; }else{ float xdir = LookLeftRight < 0.0f ? -1.0f : 1.0f; float ydir = LookUpDown < 0.0f ? -1.0f : 1.0f; Beta += SQR(LookLeftRight/100.0f)*xdir/17.5 * FOV/80.0f * CTimer::GetTimeStep(); Alpha += SQR(LookUpDown/150.0f)*ydir/14.0f * FOV/80.0f * CTimer::GetTimeStep(); } while(Beta >= PI) Beta -= 2*PI; while(Beta < -PI) Beta += 2*PI; if(Alpha > DEGTORAD(60.0f)) Alpha = DEGTORAD(60.0f); if(Alpha < -DEGTORAD(89.5f)) Alpha = -DEGTORAD(89.5f); TargetCoors.x = 3.0f * Cos(Alpha) * Cos(Beta) + Source.x; TargetCoors.y = 3.0f * Cos(Alpha) * Sin(Beta) + Source.y; TargetCoors.z = 3.0f * Sin(Alpha) + Source.z; Front = TargetCoors - Source; Front.Normalise(); Source += Front*0.4f; TheCamera.m_AlphaForPlayerAnim1rstPerson = Alpha; GetVectorsReadyForRW(); float Heading = Front.Heading(); ((CPed*)TheCamera.pTargetEntity)->m_fRotationCur = Heading; ((CPed*)TheCamera.pTargetEntity)->m_fRotationDest = Heading; TheCamera.pTargetEntity->SetHeading(Heading); TheCamera.pTargetEntity->GetMatrix().UpdateRW(); if(Mode == MODE_SNIPER_RUNABOUT){ // no mouse wheel FOV buffering here like in normal sniper mode if(CPad::GetPad(0)->SniperZoomIn() || CPad::GetPad(0)->SniperZoomOut()){ if(CPad::GetPad(0)->SniperZoomOut()) FOV *= (255.0f*CTimer::GetTimeStep() + 10000.0f) / 10000.0f; else FOV /= (255.0f*CTimer::GetTimeStep() + 10000.0f) / 10000.0f; } TheCamera.SetMotionBlur(180, 255, 180, 120, MBLUR_SNIPER); if(FOV > DefaultFOV) FOV = DefaultFOV; if(FOV < 15.0f) FOV = 15.0f; } } ResetStatics = false; RwCameraSetNearClipPlane(Scene.camera, 0.05f); } void CCam::Process_Sniper(const CVector &CameraTarget, float TargetOrientation, float, float) { if(CamTargetEntity->m_rwObject == nil) return; #ifdef FIX_BUGS if(!CamTargetEntity->IsPed()) return; #endif static bool FailedTestTwelveFramesAgo = false; RwV3d HeadPos; CVector TargetCoors; TargetCoors = CameraTarget; static float TargetFOV = 0.0f; if(ResetStatics){ Beta = TargetOrientation; Alpha = 0.0f; m_fInitialPlayerOrientation = TargetOrientation; FailedTestTwelveFramesAgo = false; // static DPadVertical unused // static DPadHorizontal unused m_bCollisionChecksOn = true; FOVSpeed = 0.0f; TargetFOV = FOV; ResetStatics = false; } ((CPed*)CamTargetEntity)->m_pedIK.GetComponentPosition(&HeadPos, PED_HEAD); Source = HeadPos; Source.z += 0.1f; Source.x -= 0.19f*Cos(m_fInitialPlayerOrientation); Source.y -= 0.19f*Sin(m_fInitialPlayerOrientation); // Look around bool UseMouse = false; float MouseX = CPad::GetPad(0)->GetMouseX(); float MouseY = CPad::GetPad(0)->GetMouseY(); float LookLeftRight, LookUpDown; if(MouseX != 0.0f || MouseY != 0.0f){ UseMouse = true; LookLeftRight = -3.0f*MouseX; LookUpDown = 4.0f*MouseY; }else{ LookLeftRight = -CPad::GetPad(0)->SniperModeLookLeftRight(); LookUpDown = CPad::GetPad(0)->SniperModeLookUpDown(); } if(UseMouse){ Beta += TheCamera.m_fMouseAccelHorzntl * LookLeftRight * FOV/80.0f; Alpha += TheCamera.m_fMouseAccelVertical * LookUpDown * FOV/80.0f; }else{ float xdir = LookLeftRight < 0.0f ? -1.0f : 1.0f; float ydir = LookUpDown < 0.0f ? -1.0f : 1.0f; Beta += SQR(LookLeftRight/100.0f)*xdir/17.5 * FOV/80.0f * CTimer::GetTimeStep(); Alpha += SQR(LookUpDown/150.0f)*ydir/14.0f * FOV/80.0f * CTimer::GetTimeStep(); } while(Beta >= PI) Beta -= 2*PI; while(Beta < -PI) Beta += 2*PI; if(Alpha > DEGTORAD(60.0f)) Alpha = DEGTORAD(60.0f); if(Alpha < -DEGTORAD(89.5f)) Alpha = -DEGTORAD(89.5f); TargetCoors.x = 3.0f * Cos(Alpha) * Cos(Beta) + Source.x; TargetCoors.y = 3.0f * Cos(Alpha) * Sin(Beta) + Source.y; TargetCoors.z = 3.0f * Sin(Alpha) + Source.z; UseMouse = false; int ZoomInButton = ControlsManager.GetMouseButtonAssociatedWithAction(PED_SNIPER_ZOOM_IN); int ZoomOutButton = ControlsManager.GetMouseButtonAssociatedWithAction(PED_SNIPER_ZOOM_OUT); // TODO: enum? this should be mouse wheel up and down if(ZoomInButton == 4 || ZoomInButton == 5 || ZoomOutButton == 4 || ZoomOutButton == 5){ if(CPad::GetPad(0)->GetMouseWheelUp() || CPad::GetPad(0)->GetMouseWheelDown()){ if(CPad::GetPad(0)->SniperZoomIn()){ TargetFOV = FOV - 10.0f; UseMouse = true; } if(CPad::GetPad(0)->SniperZoomOut()){ TargetFOV = FOV + 10.0f; UseMouse = true; } } } if((CPad::GetPad(0)->SniperZoomIn() || CPad::GetPad(0)->SniperZoomOut()) && !UseMouse){ if(CPad::GetPad(0)->SniperZoomOut()){ FOV *= (255.0f*CTimer::GetTimeStep() + 10000.0f) / 10000.0f; TargetFOV = FOV; FOVSpeed = 0.0f; }else{ FOV /= (255.0f*CTimer::GetTimeStep() + 10000.0f) / 10000.0f; TargetFOV = FOV; FOVSpeed = 0.0f; } }else{ if(Abs(TargetFOV - FOV) > 0.5f) WellBufferMe(TargetFOV, &FOV, &FOVSpeed, 0.5f, 0.25f, false); else FOVSpeed = 0.0f; } TheCamera.SetMotionBlur(180, 255, 180, 120, MBLUR_SNIPER); if(FOV > DefaultFOV) FOV = DefaultFOV; if(FOV < 15.0f) FOV = 15.0f; Front = TargetCoors - Source; Front.Normalise(); Source += Front*0.4f; if(m_bCollisionChecksOn){ if(!CWorld::GetIsLineOfSightClear(TargetCoors, Source, true, true, false, true, false, true, true)){ RwCameraSetNearClipPlane(Scene.camera, 0.4f); FailedTestTwelveFramesAgo = true; }else{ CVector TestPoint; TestPoint.x = 3.0f * Cos(Alpha - DEGTORAD(20.0f)) * Cos(Beta + DEGTORAD(35.0f)) + Source.x; TestPoint.y = 3.0f * Cos(Alpha - DEGTORAD(20.0f)) * Sin(Beta + DEGTORAD(35.0f)) + Source.y; TestPoint.z = 3.0f * Sin(Alpha - DEGTORAD(20.0f)) + Source.z; if(!CWorld::GetIsLineOfSightClear(TestPoint, Source, true, true, false, true, false, true, true)){ RwCameraSetNearClipPlane(Scene.camera, 0.4f); FailedTestTwelveFramesAgo = true; }else{ TestPoint.x = 3.0f * Cos(Alpha - DEGTORAD(20.0f)) * Cos(Beta - DEGTORAD(35.0f)) + Source.x; TestPoint.y = 3.0f * Cos(Alpha - DEGTORAD(20.0f)) * Sin(Beta - DEGTORAD(35.0f)) + Source.y; TestPoint.z = 3.0f * Sin(Alpha - DEGTORAD(20.0f)) + Source.z; if(!CWorld::GetIsLineOfSightClear(TestPoint, Source, true, true, false, true, false, true, true)){ RwCameraSetNearClipPlane(Scene.camera, 0.4f); FailedTestTwelveFramesAgo = true; }else FailedTestTwelveFramesAgo = false; } } } if(FailedTestTwelveFramesAgo) RwCameraSetNearClipPlane(Scene.camera, 0.4f); Source -= Front*0.4f; GetVectorsReadyForRW(); float Rotation = CGeneral::GetATanOfXY(Front.x, Front.y) - HALFPI; ((CPed*)TheCamera.pTargetEntity)->m_fRotationCur = Rotation; ((CPed*)TheCamera.pTargetEntity)->m_fRotationDest = Rotation; } void CCam::Process_Syphon(const CVector &CameraTarget, float, float, float) { FOV = DefaultFOV; if(!CamTargetEntity->IsPed()) return; static bool CameraObscured = false; // unused FailedClippingTestPrevously static float BetaOffset = DEGTORAD(18.0f); // unused AngleToGoTo // unused AngleToGoToSpeed // unused DistBetweenPedAndPlayerPreviouslyOn static float HeightDown = -0.5f; static float PreviousDistForInter; CVector TargetCoors; CVector2D vDist; float fDist, fAimingDist; float TargetAlpha; CColPoint colPoint; CEntity *entity; TargetCoors = CameraTarget; if(TheCamera.Cams[TheCamera.ActiveCam].Mode != MODE_SYPHON) return; vDist = Source - TargetCoors; fDist = vDist.Magnitude(); if(fDist == 0.0f) Source = TargetCoors + CVector(1.0f, 1.0f, 0.0f); else Source = TargetCoors + CVector(vDist.x/fDist * 1.7f, vDist.y/fDist * 1.7f, 0.0f); if(fDist > 1.7f) fDist = 1.7f; Beta = CGeneral::GetATanOfXY(Source.x - TargetCoors.x, Source.y - TargetCoors.y); while(Beta >= PI) Beta -= 2*PI; while(Beta < -PI) Beta += 2*PI; float NewBeta = CGeneral::GetATanOfXY(TheCamera.m_cvecAimingTargetCoors.x - TargetCoors.x, TheCamera.m_cvecAimingTargetCoors.y - TargetCoors.y) + PI; if(ResetStatics){ CameraObscured = false; float TestBeta1 = NewBeta - BetaOffset - Beta; float TestBeta2 = NewBeta + BetaOffset - Beta; MakeAngleLessThan180(TestBeta1); MakeAngleLessThan180(TestBeta2); if(Abs(TestBeta1) < Abs(TestBeta2)) BetaOffset = -BetaOffset; // some unuseds ResetStatics = false; } Beta = NewBeta + BetaOffset; Source = TargetCoors; Source.x += 1.7f*Cos(Beta); Source.y += 1.7f*Sin(Beta); TargetCoors.z += m_fSyphonModeTargetZOffSet; fAimingDist = (TheCamera.m_cvecAimingTargetCoors - TargetCoors).Magnitude2D(); if(fAimingDist < 6.5f) fAimingDist = 6.5f; TargetAlpha = CGeneral::GetATanOfXY(fAimingDist, TheCamera.m_cvecAimingTargetCoors.z - TargetCoors.z); while(TargetAlpha >= PI) TargetAlpha -= 2*PI; while(TargetAlpha < -PI) TargetAlpha += 2*PI; // inlined WellBufferMe(-TargetAlpha, &Alpha, &AlphaSpeed, 0.07f, 0.015f, true); Source.z += fDist*Sin(Alpha) + fDist*0.2f; if(Source.z < TargetCoors.z + HeightDown) Source.z = TargetCoors.z + HeightDown; CameraObscured = CWorld::ProcessLineOfSight(TargetCoors, Source, colPoint, entity, true, false, false, true, false, true, true); // PreviousDistForInter unused if(CameraObscured){ PreviousDistForInter = (TargetCoors - colPoint.point).Magnitude2D(); Source = colPoint.point; }else PreviousDistForInter = 1.7f; m_cvecTargetCoorsForFudgeInter = TargetCoors; Front = TargetCoors - Source; m_fMinDistAwayFromCamWhenInterPolating = Front.Magnitude2D(); if(m_fMinDistAwayFromCamWhenInterPolating < 1.1f) RwCameraSetNearClipPlane(Scene.camera, Max(m_fMinDistAwayFromCamWhenInterPolating - 0.35f, 0.05f)); Front.Normalise(); GetVectorsReadyForRW(); } void CCam::Process_Syphon_Crim_In_Front(const CVector &CameraTarget, float, float, float) { FOV = DefaultFOV; if(!CamTargetEntity->IsPed()) return; CVector TargetCoors = CameraTarget; CVector vDist; float fDist, TargetDist; float zOffset; float AimingAngle; CColPoint colPoint; CEntity *entity; TargetDist = TheCamera.m_fPedZoomValueSmooth * 0.5f + 4.0f; vDist = Source - TargetCoors; fDist = vDist.Magnitude2D(); zOffset = TargetDist - 2.65f; if(zOffset < 0.0f) zOffset = 0.0f; if(zOffset == 0.0f) Source = TargetCoors + CVector(1.0f, 1.0f, zOffset); else Source = TargetCoors + CVector(vDist.x/fDist*TargetDist, vDist.y/fDist*TargetDist, zOffset); AimingAngle = CGeneral::GetATanOfXY(TheCamera.m_cvecAimingTargetCoors.x - TargetCoors.x, TheCamera.m_cvecAimingTargetCoors.y - TargetCoors.y); while(AimingAngle >= PI) AimingAngle -= 2*PI; while(AimingAngle < -PI) AimingAngle += 2*PI; if(TheCamera.PlayerWeaponMode.Mode == MODE_SYPHON) Beta = AimingAngle + m_fPlayerInFrontSyphonAngleOffSet; Source.x = TargetCoors.x; Source.y = TargetCoors.y; Source.x += Cos(Beta) * TargetDist; Source.y += Sin(Beta) * TargetDist; if(CWorld::ProcessLineOfSight(TargetCoors, Source, colPoint, entity, true, false, false, true, false, true, true)){ Beta = CGeneral::GetATanOfXY(Source.x - TargetCoors.x, Source.y - TargetCoors.y); fDist = (TargetCoors - colPoint.point).Magnitude2D(); Source.x = TargetCoors.x; Source.y = TargetCoors.y; Source.x += Cos(Beta) * fDist; Source.y += Sin(Beta) * fDist; } TargetCoors = CameraTarget; TargetCoors.z += m_fSyphonModeTargetZOffSet; m_cvecTargetCoorsForFudgeInter = TargetCoors; Front = TargetCoors - Source; GetVectorsReadyForRW(); } void CCam::Process_BehindBoat(const CVector &CameraTarget, float TargetOrientation, float, float) { if(!CamTargetEntity->IsVehicle()){ ResetStatics = false; return; } CVector TargetCoors = CameraTarget; float DeltaBeta = 0.0f; static CColPoint colPoint; CEntity *entity; static float TargetWhenChecksWereOn = 0.0f; static float CenterObscuredWhenChecksWereOn = 0.0f; static float WaterZAddition = 2.75f; float WaterLevel = 0.0f; float s, c; Beta = CGeneral::GetATanOfXY(TargetCoors.x - Source.x, TargetCoors.y - Source.y); FOV = DefaultFOV; if(ResetStatics){ CenterObscuredWhenChecksWereOn = 0.0f; TargetWhenChecksWereOn = 0.0f; Beta = TargetOrientation + PI; } CWaterLevel::GetWaterLevelNoWaves(TargetCoors.x, TargetCoors.y, TargetCoors.z, &WaterLevel); WaterLevel += WaterZAddition; static float FixerForGoingBelowGround = 0.4f; if(-FixerForGoingBelowGround < TargetCoors.z-WaterLevel) WaterLevel += TargetCoors.z-WaterLevel - FixerForGoingBelowGround; bool Obscured; if(m_bCollisionChecksOn || ResetStatics){ CVector TestPoint; // Weird calculations here, also casting bool to float... c = Cos(TargetOrientation); s = Sin(TargetOrientation); TestPoint = TheCamera.CarZoomValueSmooth * CVector(-c, -s, 0.0f) + (TheCamera.CarZoomValueSmooth+7.0f) * CVector(-c, -s, 0.0f) + TargetCoors; TestPoint.z = WaterLevel + TheCamera.CarZoomValueSmooth; float Test1 = CWorld::GetIsLineOfSightClear(TestPoint, TargetCoors, true, false, false, true, false, true, true); c = Cos(TargetOrientation + 0.8f); s = Sin(TargetOrientation + DEGTORAD(40.0f)); TestPoint = TheCamera.CarZoomValueSmooth * CVector(-c, -s, 0.0f) + (TheCamera.CarZoomValueSmooth+7.0f) * CVector(-c, -s, 0.0f) + TargetCoors; TestPoint.z = WaterLevel + TheCamera.CarZoomValueSmooth; float Test2 = CWorld::GetIsLineOfSightClear(TestPoint, TargetCoors, true, false, false, true, false, true, true); c = Cos(TargetOrientation - 0.8); s = Sin(TargetOrientation - DEGTORAD(40.0f)); TestPoint = TheCamera.CarZoomValueSmooth * CVector(-c, -s, 0.0f) + (TheCamera.CarZoomValueSmooth+7.0f) * CVector(-c, -s, 0.0f) + TargetCoors; TestPoint.z = WaterLevel + TheCamera.CarZoomValueSmooth; float Test3 = CWorld::GetIsLineOfSightClear(TestPoint, TargetCoors, true, false, false, true, false, true, true); if(Test2 == 0.0f){ DeltaBeta = TargetOrientation - Beta - DEGTORAD(40.0f); if(ResetStatics) Beta = TargetOrientation - DEGTORAD(40.0f); }else if(Test3 == 0.0f){ DeltaBeta = TargetOrientation - Beta + DEGTORAD(40.0f); if(ResetStatics) Beta = TargetOrientation + DEGTORAD(40.0f); }else if(Test1 == 0.0f){ DeltaBeta = 0.0f; }else if(Test2 != 0.0f && Test3 != 0.0f && Test1 != 0.0f){ if(ResetStatics) Beta = TargetOrientation; DeltaBeta = TargetOrientation - Beta; } c = Cos(Beta); s = Sin(Beta); TestPoint.x = TheCamera.CarZoomValueSmooth * -c + (TheCamera.CarZoomValueSmooth + 7.0f) * -c + TargetCoors.x; TestPoint.y = TheCamera.CarZoomValueSmooth * -s + (TheCamera.CarZoomValueSmooth + 7.0f) * -s + TargetCoors.y; TestPoint.z = WaterLevel + TheCamera.CarZoomValueSmooth; Obscured = CWorld::ProcessLineOfSight(TestPoint, TargetCoors, colPoint, entity, true, false, false, true, false, true, true); CenterObscuredWhenChecksWereOn = Obscured; // now DeltaBeta == TargetWhenChecksWereOn - Beta, which we need for WellBufferMe below TargetWhenChecksWereOn = DeltaBeta + Beta; }else{ // DeltaBeta = TargetWhenChecksWereOn - Beta; // unneeded since we don't inline WellBufferMe Obscured = CenterObscuredWhenChecksWereOn != 0.0f; } if(Obscured){ CWorld::ProcessLineOfSight(Source, TargetCoors, colPoint, entity, true, false, false, true, false, true, true); Source = colPoint.point; }else{ // inlined WellBufferMe(TargetWhenChecksWereOn, &Beta, &BetaSpeed, 0.07f, 0.015f, true); s = Sin(Beta); c = Cos(Beta); Source = TheCamera.CarZoomValueSmooth * CVector(-c, -s, 0.0f) + (TheCamera.CarZoomValueSmooth+7.0f) * CVector(-c, -s, 0.0f) + TargetCoors; Source.z = WaterLevel + TheCamera.CarZoomValueSmooth; } if(TheCamera.CarZoomValueSmooth < 0.05f){ static float AmountUp = 2.2f; TargetCoors.z += AmountUp * (0.0f - TheCamera.CarZoomValueSmooth); } TargetCoors.z += TheCamera.CarZoomValueSmooth + 0.5f; m_cvecTargetCoorsForFudgeInter = TargetCoors; Front = TargetCoors - Source; GetVectorsReadyForRW(); ResetStatics = false; } void CCam::Process_Fight_Cam(const CVector &CameraTarget, float TargetOrientation, float, float) { if(!CamTargetEntity->IsPed()) return; FOV = DefaultFOV; float BetaLeft, BetaRight, DeltaBetaLeft, DeltaBetaRight; float BetaFix; float Dist; float BetaMaxSpeed = 0.015f; float BetaAcceleration = 0.007f; static bool PreviouslyFailedBuildingChecks = false; float TargetCamHeight; CVector TargetCoors; m_fMinDistAwayFromCamWhenInterPolating = 4.0f; Front = Source - CameraTarget; Beta = CGeneral::GetATanOfXY(Front.x, Front.y); while(TargetOrientation >= PI) TargetOrientation -= 2*PI; while(TargetOrientation < -PI) TargetOrientation += 2*PI; while(Beta >= PI) Beta -= 2*PI; while(Beta < -PI) Beta += 2*PI; // Figure out Beta BetaLeft = TargetOrientation - HALFPI; BetaRight = TargetOrientation + HALFPI; DeltaBetaLeft = Beta - BetaLeft; DeltaBetaRight = Beta - BetaRight; while(DeltaBetaLeft >= PI) DeltaBetaLeft -= 2*PI; while(DeltaBetaLeft < -PI) DeltaBetaLeft += 2*PI; while(DeltaBetaRight >= PI) DeltaBetaRight -= 2*PI; while(DeltaBetaRight < -PI) DeltaBetaRight += 2*PI; if(ResetStatics){ if(Abs(DeltaBetaLeft) < Abs(DeltaBetaRight)) m_fTargetBeta = DeltaBetaLeft; else m_fTargetBeta = DeltaBetaRight; m_fBufferedTargetOrientation = TargetOrientation; m_fBufferedTargetOrientationSpeed = 0.0f; m_bCollisionChecksOn = true; BetaSpeed = 0.0f; }else if(CPad::GetPad(0)->WeaponJustDown()){ if(Abs(DeltaBetaLeft) < Abs(DeltaBetaRight)) m_fTargetBeta = DeltaBetaLeft; else m_fTargetBeta = DeltaBetaRight; } // Check collisions BetaFix = 0.0f; Dist = Front.Magnitude2D(); if(m_bCollisionChecksOn || PreviouslyFailedBuildingChecks){ BetaFix = GetPedBetaAngleForClearView(CameraTarget, Dist+0.25f, 0.0f, true, false, false, true, false); if(BetaFix == 0.0f){ BetaFix = GetPedBetaAngleForClearView(CameraTarget, Dist+0.5f, DEGTORAD(24.0f), true, false, false, true, false); if(BetaFix == 0.0f) BetaFix = GetPedBetaAngleForClearView(CameraTarget, Dist+0.5f, -DEGTORAD(24.0f), true, false, false, true, false); } } if(BetaFix != 0.0f){ BetaMaxSpeed = 0.1f; PreviouslyFailedBuildingChecks = true; BetaAcceleration = 0.025f; m_fTargetBeta = Beta + BetaFix; } WellBufferMe(m_fTargetBeta, &Beta, &BetaSpeed, BetaMaxSpeed, BetaAcceleration, true); Source = CameraTarget + 4.0f*CVector(Cos(Beta), Sin(Beta), 0.0f); Source.z -= 0.5f; WellBufferMe(TargetOrientation, &m_fBufferedTargetOrientation, &m_fBufferedTargetOrientationSpeed, 0.07f, 0.004f, true); TargetCoors = CameraTarget + 0.5f*CVector(Cos(m_fBufferedTargetOrientation), Sin(m_fBufferedTargetOrientation), 0.0f); TargetCamHeight = CameraTarget.z - Source.z + Max(m_fPedBetweenCameraHeightOffset, m_fRoadOffSet + m_fDimensionOfHighestNearCar) - 0.5f; if(TargetCamHeight > m_fCamBufferedHeight) WellBufferMe(TargetCamHeight, &m_fCamBufferedHeight, &m_fCamBufferedHeightSpeed, 0.15f, 0.04f, false); else WellBufferMe(0.0f, &m_fCamBufferedHeight, &m_fCamBufferedHeightSpeed, 0.08f, 0.0175f, false); Source.z += m_fCamBufferedHeight; m_cvecTargetCoorsForFudgeInter = TargetCoors; Front = TargetCoors - Source; Front.Normalise(); GetVectorsReadyForRW(); ResetStatics = false; } /* // Spline format is this, but game doesn't seem to use any kind of struct: struct Spline { float numFrames; struct { float time; float f[3]; // CVector for Vector spline } frames[1]; // numFrames }; */ // These two functions are pretty ugly #define MS(t) (uint32)((t)*1000.0f) void FindSplinePathPositionFloat(float *out, float *spline, uint32 time, uint32 &marker) { // marker is at time uint32 numFrames = spline[0]; uint32 timeDelta = MS(spline[marker] - spline[marker-4]); uint32 endTime = MS(spline[4*(numFrames-1) + 1]); if(time < endTime){ bool canAdvance = true; if((marker-1)/4 > numFrames){ canAdvance = false; marker = 4*(numFrames-1) + 1; } // skipping over small time deltas apparently? while(timeDelta <= 75 && canAdvance){ marker += 4; if((marker-1)/4 > numFrames){ canAdvance = false; marker = 4*(numFrames-1) + 1; } timeDelta = (spline[marker] - spline[marker-4]) * 1000.0f; } } float a = ((float)time - (float)MS(spline[marker-4])) / (float)MS(spline[marker] - spline[marker-4]); a = clamp(a, 0.0f, 1.0f); float b = 1.0f - a; *out = b*b*b * spline[marker-3] + 3.0f*a*b*b * spline[marker-1] + 3.0f*a*a*b * spline[marker+2] + a*a*a * spline[marker+1]; } void FindSplinePathPositionVector(CVector *out, float *spline, uint32 time, uint32 &marker) { // marker is at time uint32 numFrames = spline[0]; uint32 timeDelta = MS(spline[marker] - spline[marker-10]); uint32 endTime = MS(spline[10*(numFrames-1) + 1]); if(time < endTime){ bool canAdvance = true; if((marker-1)/10 > numFrames){ canAdvance = false; marker = 10*(numFrames-1) + 1; } // skipping over small time deltas apparently? while(timeDelta <= 75 && canAdvance){ marker += 10; if((marker-1)/10 > numFrames){ canAdvance = false; marker = 10*(numFrames-1) + 1; } timeDelta = (spline[marker] - spline[marker-10]) * 1000.0f; } } if((marker-1)/10 > numFrames){ printf("Arraymarker %i \n", marker); printf("Path zero %i \n", numFrames); } float a = ((float)time - (float)MS(spline[marker-10])) / (float)MS(spline[marker] - spline[marker-10]); a = clamp(a, 0.0f, 1.0f); float b = 1.0f - a; out->x = b*b*b * spline[marker-9] + 3.0f*a*b*b * spline[marker-3] + 3.0f*a*a*b * spline[marker+4] + a*a*a * spline[marker+1]; out->y = b*b*b * spline[marker-8] + 3.0f*a*b*b * spline[marker-2] + 3.0f*a*a*b * spline[marker+5] + a*a*a * spline[marker+2]; out->z = b*b*b * spline[marker-7] + 3.0f*a*b*b * spline[marker-1] + 3.0f*a*a*b * spline[marker+6] + a*a*a * spline[marker+3]; *out += TheCamera.m_vecCutSceneOffset; } void CCam::Process_FlyBy(const CVector&, float, float, float) { float UpAngle = 0.0f; static float FirstFOVValue = 0.0f; static float PsuedoFOV; static uint32 ArrayMarkerFOV; static uint32 ArrayMarkerUp; static uint32 ArrayMarkerSource; static uint32 ArrayMarkerFront; if(TheCamera.m_bcutsceneFinished) return; Up = CVector(0.0f, 0.0f, 1.0f); if(TheCamera.m_bStartingSpline) m_fTimeElapsedFloat += CTimer::GetTimeStepNonClippedInMilliseconds(); else{ m_fTimeElapsedFloat = 0.0f; m_uiFinishTime = MS(TheCamera.m_arrPathArray[2].m_arr_PathData[10*((int)TheCamera.m_arrPathArray[2].m_arr_PathData[0]-1) + 1]); TheCamera.m_bStartingSpline = true; FirstFOVValue = TheCamera.m_arrPathArray[0].m_arr_PathData[2]; PsuedoFOV = TheCamera.m_arrPathArray[0].m_arr_PathData[2]; ArrayMarkerFOV = 5; ArrayMarkerUp = 5; ArrayMarkerSource = 11; ArrayMarkerFront = 11; } float fTime = m_fTimeElapsedFloat; uint32 uiFinishTime = m_uiFinishTime; uint32 uiTime = fTime; if(uiTime < uiFinishTime){ TheCamera.m_fPositionAlongSpline = (float) uiTime / uiFinishTime; while(uiTime >= (TheCamera.m_arrPathArray[2].m_arr_PathData[ArrayMarkerSource] - TheCamera.m_arrPathArray[2].m_arr_PathData[1])*1000.0f) ArrayMarkerSource += 10; FindSplinePathPositionVector(&Source, TheCamera.m_arrPathArray[2].m_arr_PathData, uiTime, ArrayMarkerSource); while(uiTime >= (TheCamera.m_arrPathArray[3].m_arr_PathData[ArrayMarkerFront] - TheCamera.m_arrPathArray[3].m_arr_PathData[1])*1000.0f) ArrayMarkerFront += 10; FindSplinePathPositionVector(&Front, TheCamera.m_arrPathArray[3].m_arr_PathData, uiTime, ArrayMarkerFront); while(uiTime >= (TheCamera.m_arrPathArray[1].m_arr_PathData[ArrayMarkerUp] - TheCamera.m_arrPathArray[1].m_arr_PathData[1])*1000.0f) ArrayMarkerUp += 4; FindSplinePathPositionFloat(&UpAngle, TheCamera.m_arrPathArray[1].m_arr_PathData, uiTime, ArrayMarkerUp); UpAngle = DEGTORAD(UpAngle) + HALFPI; Up.x = Cos(UpAngle); Up.z = Sin(UpAngle); while(uiTime >= (TheCamera.m_arrPathArray[0].m_arr_PathData[ArrayMarkerFOV] - TheCamera.m_arrPathArray[0].m_arr_PathData[1])*1000.0f) ArrayMarkerFOV += 4; FindSplinePathPositionFloat(&PsuedoFOV, TheCamera.m_arrPathArray[0].m_arr_PathData, uiTime, ArrayMarkerFOV); m_cvecTargetCoorsForFudgeInter = Front; Front = Front - Source; Front.Normalise(); CVector Left = CrossProduct(Up, Front); Up = CrossProduct(Front, Left); Up.Normalise(); FOV = PsuedoFOV; }else{ // end ArrayMarkerSource = (TheCamera.m_arrPathArray[2].m_arr_PathData[0] - 1)*10 + 1; ArrayMarkerFront = (TheCamera.m_arrPathArray[3].m_arr_PathData[0] - 1)*10 + 1; ArrayMarkerUp = (TheCamera.m_arrPathArray[1].m_arr_PathData[0] - 1)*4 + 1; ArrayMarkerFOV = (TheCamera.m_arrPathArray[0].m_arr_PathData[0] - 1)*4 + 1; FindSplinePathPositionVector(&Source, TheCamera.m_arrPathArray[2].m_arr_PathData, uiTime, ArrayMarkerSource); FindSplinePathPositionVector(&Front, TheCamera.m_arrPathArray[3].m_arr_PathData, uiTime, ArrayMarkerFront); FindSplinePathPositionFloat(&UpAngle, TheCamera.m_arrPathArray[1].m_arr_PathData, uiTime, ArrayMarkerUp); UpAngle = DEGTORAD(UpAngle) + HALFPI; Up.x = Cos(UpAngle); Up.z = Sin(UpAngle); FindSplinePathPositionFloat(&PsuedoFOV, TheCamera.m_arrPathArray[0].m_arr_PathData, uiTime, ArrayMarkerFOV); TheCamera.m_fPositionAlongSpline = 1.0f; ArrayMarkerFOV = 0; ArrayMarkerUp = 0; ArrayMarkerSource = 0; ArrayMarkerFront = 0; m_cvecTargetCoorsForFudgeInter = Front; Front = Front - Source; Front.Normalise(); CVector Left = CrossProduct(Up, Front); Up = CrossProduct(Front, Left); Up.Normalise(); FOV = PsuedoFOV; } } void CCam::Process_WheelCam(const CVector&, float, float, float) { FOV = DefaultFOV; if(CamTargetEntity->IsPed()){ // what? ped with wheels or what? Source = Multiply3x3(CamTargetEntity->GetMatrix(), CVector(-0.3f, -0.5f, 0.1f)); Source += CamTargetEntity->GetPosition(); Front = CVector(1.0f, 0.0f, 0.0f); }else{ Source = Multiply3x3(CamTargetEntity->GetMatrix(), CVector(-1.4f, -2.3f, 0.3f)); Source += CamTargetEntity->GetPosition(); Front = CamTargetEntity->GetForward(); } CVector NewUp(0.0f, 0.0f, 1.0f); CVector Left = CrossProduct(Front, NewUp); Left.Normalise(); NewUp = CrossProduct(Left, Front); float Roll = Cos((CTimer::GetTimeInMilliseconds()&0x1FFFF)/(float)0x1FFFF * TWOPI); Up = Cos(Roll*0.4f)*NewUp + Sin(Roll*0.4f)*Left; } void CCam::Process_Fixed(const CVector &CameraTarget, float, float, float) { Source = m_cvecCamFixedModeSource; Front = CameraTarget - Source; m_cvecTargetCoorsForFudgeInter = CameraTarget; GetVectorsReadyForRW(); Up = CVector(0.0f, 0.0f, 1.0f) + m_cvecCamFixedModeUpOffSet; Up.Normalise(); CVector Right = CrossProduct(Front, Up); Right.Normalise(); Up = CrossProduct(Right, Front); FOV = DefaultFOV; if(TheCamera.m_bUseSpecialFovTrain) FOV = TheCamera.m_fFovForTrain; if(CMenuManager::m_ControlMethod == 0 && Using3rdPersonMouseCam()){ CPed *player = FindPlayerPed(); if(player && player->CanStrafeOrMouseControl()){ float Heading = Front.Heading(); ((CPed*)TheCamera.pTargetEntity)->m_fRotationCur = Heading; ((CPed*)TheCamera.pTargetEntity)->m_fRotationDest = Heading; TheCamera.pTargetEntity->SetHeading(Heading); TheCamera.pTargetEntity->GetMatrix().UpdateRW(); } } } void CCam::Process_Player_Fallen_Water(const CVector &CameraTarget, float TargetOrientation, float, float) { CColPoint colPoint; CEntity *entity = nil; FOV = DefaultFOV; Source = CameraTarget; Source.x += -4.5f*Cos(TargetOrientation); Source.y += -4.5f*Sin(TargetOrientation); Source.z = m_vecLastAboveWaterCamPosition.z + 4.0f; m_cvecTargetCoorsForFudgeInter = CameraTarget; Front = CameraTarget - Source; Front.Normalise(); if(CWorld::ProcessLineOfSight(CameraTarget, Source, colPoint, entity, true, false, false, true, false, true, true)) Source = colPoint.point; GetVectorsReadyForRW(); Front = CameraTarget - Source; Front.Normalise(); } // unused void CCam::Process_Circle(const CVector &CameraTarget, float, float, float) { FOV = DefaultFOV; Front.x = Cos(0.7f) * Cos((CTimer::GetTimeInMilliseconds()&0xFFF)/(float)0xFFF * TWOPI); Front.y = Cos(0.7f) * Sin((CTimer::GetTimeInMilliseconds()&0xFFF)/(float)0xFFF * TWOPI); Front.z = -Sin(0.7f); Source = CameraTarget - 4.0f*Front; Source.z += 1.0f; GetVectorsReadyForRW(); } void CCam::Process_SpecialFixedForSyphon(const CVector &CameraTarget, float, float, float) { Source = m_cvecCamFixedModeSource; m_cvecTargetCoorsForFudgeInter = CameraTarget; m_cvecTargetCoorsForFudgeInter.z += m_fSyphonModeTargetZOffSet; Front = CameraTarget - Source; Front.z += m_fSyphonModeTargetZOffSet; GetVectorsReadyForRW(); Up += m_cvecCamFixedModeUpOffSet; Up.Normalise(); CVector Left = CrossProduct(Up, Front); Left.Normalise(); Front = CrossProduct(Left, Up); Front.Normalise(); FOV = DefaultFOV; } #ifdef IMPROVED_CAMERA #define KEYJUSTDOWN(k) ControlsManager.GetIsKeyboardKeyJustDown((RsKeyCodes)k) #define KEYDOWN(k) ControlsManager.GetIsKeyboardKeyDown((RsKeyCodes)k) #define CTRLJUSTDOWN(key) \ ((KEYDOWN(rsLCTRL) || KEYDOWN(rsRCTRL)) && KEYJUSTDOWN((RsKeyCodes)key) || \ (KEYJUSTDOWN(rsLCTRL) || KEYJUSTDOWN(rsRCTRL)) && KEYDOWN((RsKeyCodes)key)) #define CTRLDOWN(key) ((KEYDOWN(rsLCTRL) || KEYDOWN(rsRCTRL)) && KEYDOWN((RsKeyCodes)key)) void CCam::Process_Debug(const CVector&, float, float, float) { static float Speed = 0.0f; static float PanSpeedX = 0.0f; static float PanSpeedY = 0.0f; CVector TargetCoors; RwCameraSetNearClipPlane(Scene.camera, DEFAULT_NEAR); FOV = DefaultFOV; Alpha += DEGTORAD(CPad::GetPad(1)->GetLeftStickY()) / 50.0f; Beta += DEGTORAD(CPad::GetPad(1)->GetLeftStickX())*1.5f / 19.0f; if(CPad::GetPad(0)->GetLeftMouse()){ Alpha += DEGTORAD(CPad::GetPad(0)->GetMouseY()/2.0f); Beta -= DEGTORAD(CPad::GetPad(0)->GetMouseX()/2.0f); } TargetCoors.x = Source.x + Cos(Alpha) * Cos(Beta) * 3.0f; TargetCoors.y = Source.y + Cos(Alpha) * Sin(Beta) * 3.0f; TargetCoors.z = Source.z + Sin(Alpha) * 3.0f; if(Alpha > DEGTORAD(89.5f)) Alpha = DEGTORAD(89.5f); if(Alpha < DEGTORAD(-89.5f)) Alpha = DEGTORAD(-89.5f); if(CPad::GetPad(1)->GetSquare() || KEYDOWN('W')) Speed += 0.1f; else if(CPad::GetPad(1)->GetCross() || KEYDOWN('S')) Speed -= 0.1f; else Speed = 0.0f; if(Speed > 70.0f) Speed = 70.0f; if(Speed < -70.0f) Speed = -70.0f; if(KEYDOWN(rsRIGHT) || KEYDOWN('D')) PanSpeedX += 0.1f; else if(KEYDOWN(rsLEFT) || KEYDOWN('A')) PanSpeedX -= 0.1f; else PanSpeedX = 0.0f; if(PanSpeedX > 70.0f) PanSpeedX = 70.0f; if(PanSpeedX < -70.0f) PanSpeedX = -70.0f; if(KEYDOWN(rsUP)) PanSpeedY += 0.1f; else if(KEYDOWN(rsDOWN)) PanSpeedY -= 0.1f; else PanSpeedY = 0.0f; if(PanSpeedY > 70.0f) PanSpeedY = 70.0f; if(PanSpeedY < -70.0f) PanSpeedY = -70.0f; Front = TargetCoors - Source; Front.Normalise(); Source = Source + Front*Speed; Up = CVector{ 0.0f, 0.0f, 1.0f }; CVector Right = CrossProduct(Front, Up); Up = CrossProduct(Right, Front); Source = Source + Up*PanSpeedY + Right*PanSpeedX; if(Source.z < -450.0f) Source.z = -450.0f; if(CPad::GetPad(1)->GetRightShoulder2JustDown() || KEYJUSTDOWN(rsENTER)){ if(FindPlayerVehicle()) FindPlayerVehicle()->Teleport(Source); else CWorld::Players[CWorld::PlayerInFocus].m_pPed->SetPosition(Source); } // stay inside sectors while(CWorld::GetSectorX(Source.x) > 95.0f) Source.x -= 1.0f; while(CWorld::GetSectorX(Source.x) < 5.0f) Source.x += 1.0f; while(CWorld::GetSectorY(Source.y) > 95.0f) Source.y -= 1.0f; while(CWorld::GetSectorY(Source.y) < 5.0f) Source.y += 1.0f; GetVectorsReadyForRW(); CPad::GetPad(0)->DisablePlayerControls = PLAYERCONTROL_DISABLED_1; if(CPad::GetPad(1)->GetLeftShockJustDown() && gbBigWhiteDebugLightSwitchedOn) CShadows::StoreShadowToBeRendered(SHADOWTYPE_ADDITIVE, gpShadowExplosionTex, &Source, 12.0f, 0.0f, 0.0f, -12.0f, 128, 128, 128, 128, 1000.0f, false, 1.0f); if(CHud::m_Wants_To_Draw_Hud){ char str[256]; sprintf(str, "CamX: %f CamY: %f CamZ: %f", Source.x, Source.y, Source.z); sprintf(str, "Frontx: %f, Fronty: %f, Frontz: %f ", Front.x, Front.y, Front.z); sprintf(str, "Look@: %f, Look@: %f, Look@: %f ", Front.x + Source.x, Front.y + Source.y, Front.z + Source.z); } } #else void CCam::Process_Debug(const CVector&, float, float, float) { static float Speed = 0.0f; CVector TargetCoors; RwCameraSetNearClipPlane(Scene.camera, DEFAULT_NEAR); FOV = DefaultFOV; Alpha += DEGTORAD(CPad::GetPad(1)->GetLeftStickY()) / 50.0f; Beta += DEGTORAD(CPad::GetPad(1)->GetLeftStickX())*1.5f / 19.0f; TargetCoors.x = Source.x + Cos(Alpha) * Cos(Beta) * 3.0f; TargetCoors.y = Source.y + Cos(Alpha) * Sin(Beta) * 3.0f; TargetCoors.z = Source.z + Sin(Alpha) * 3.0f; if(Alpha > DEGTORAD(89.5f)) Alpha = DEGTORAD(89.5f); if(Alpha < DEGTORAD(-89.5f)) Alpha = DEGTORAD(-89.5f); if(CPad::GetPad(1)->GetSquare() || CPad::GetPad(1)->GetLeftMouse()) Speed += 0.1f; else if(CPad::GetPad(1)->GetCross() || CPad::GetPad(1)->GetRightMouse()) Speed -= 0.1f; else Speed = 0.0f; if(Speed > 70.0f) Speed = 70.0f; if(Speed < -70.0f) Speed = -70.0f; Front = TargetCoors - Source; Front.Normalise(); Source = Source + Front*Speed; if(Source.z < -450.0f) Source.z = -450.0f; if(CPad::GetPad(1)->GetRightShoulder2JustDown()){ if(FindPlayerVehicle()) FindPlayerVehicle()->Teleport(Source); else CWorld::Players[CWorld::PlayerInFocus].m_pPed->GetPosition() = Source; } // stay inside sectors while(CWorld::GetSectorX(Source.x) > 95.0f) Source.x -= 1.0f; while(CWorld::GetSectorX(Source.x) < 5.0f) Source.x += 1.0f; while(CWorld::GetSectorY(Source.y) > 95.0f) Source.y -= 1.0f; while(CWorld::GetSectorY(Source.y) < 5.0f) Source.y += 1.0f; GetVectorsReadyForRW(); if(CPad::GetPad(1)->GetLeftShockJustDown() && gbBigWhiteDebugLightSwitchedOn) CShadows::StoreShadowToBeRendered(SHADOWTYPE_ADDITIVE, gpShadowExplosionTex, &Source, 12.0f, 0.0f, 0.0f, -12.0f, 128, 128, 128, 128, 1000.0f, false, 1.0f); if(CHud::m_Wants_To_Draw_Hud){ char str[256]; sprintf(str, "CamX: %f CamY: %f CamZ: %f", Source.x, Source.y, Source.z); sprintf(str, "Frontx: %f, Fronty: %f, Frontz: %f ", Front.x, Front.y, Front.z); sprintf(str, "Look@: %f, Look@: %f, Look@: %f ", Front.x + Source.x, Front.y + Source.y, Front.z + Source.z); } } #endif void CCam::Process_Editor(const CVector&, float, float, float) { static float Speed = 0.0f; CVector TargetCoors; if(ResetStatics){ Source = CVector(796.0f, -937.0, 40.0f); CamTargetEntity = nil; } ResetStatics = false; RwCameraSetNearClipPlane(Scene.camera, DEFAULT_NEAR); FOV = DefaultFOV; Alpha += DEGTORAD(CPad::GetPad(1)->GetLeftStickY()) / 50.0f; Beta += DEGTORAD(CPad::GetPad(1)->GetLeftStickX())*1.5f / 19.0f; if(CamTargetEntity && CSceneEdit::m_bCameraFollowActor){ TargetCoors = CamTargetEntity->GetPosition(); }else if(CSceneEdit::m_bRecording){ TargetCoors.x = Source.x + Cos(Alpha) * Cos(Beta) * 7.0f; TargetCoors.y = Source.y + Cos(Alpha) * Sin(Beta) * 7.0f; TargetCoors.z = Source.z + Sin(Alpha) * 7.0f; }else TargetCoors = CSceneEdit::m_vecCamHeading + Source; CSceneEdit::m_vecCurrentPosition = TargetCoors; CSceneEdit::m_vecCamHeading = TargetCoors - Source; if(Alpha > DEGTORAD(89.5f)) Alpha = DEGTORAD(89.5f); if(Alpha < DEGTORAD(-89.5f)) Alpha = DEGTORAD(-89.5f); if(CPad::GetPad(1)->GetSquare() || CPad::GetPad(1)->GetLeftMouse()) Speed += 0.1f; else if(CPad::GetPad(1)->GetCross() || CPad::GetPad(1)->GetRightMouse()) Speed -= 0.1f; else Speed = 0.0f; if(Speed > 70.0f) Speed = 70.0f; if(Speed < -70.0f) Speed = -70.0f; Front = TargetCoors - Source; Front.Normalise(); Source = Source + Front*Speed; if(Source.z < -450.0f) Source.z = -450.0f; if(CPad::GetPad(1)->GetRightShoulder2JustDown()){ if(FindPlayerVehicle()) FindPlayerVehicle()->Teleport(Source); else CWorld::Players[CWorld::PlayerInFocus].m_pPed->SetPosition(Source); } // stay inside sectors while(CWorld::GetSectorX(Source.x) > 95.0f) Source.x -= 1.0f; while(CWorld::GetSectorX(Source.x) < 5.0f) Source.x += 1.0f; while(CWorld::GetSectorY(Source.y) > 95.0f) Source.y -= 1.0f; while(CWorld::GetSectorY(Source.y) < 5.0f) Source.y += 1.0f; GetVectorsReadyForRW(); if(CPad::GetPad(1)->GetLeftShockJustDown() && gbBigWhiteDebugLightSwitchedOn) CShadows::StoreShadowToBeRendered(SHADOWTYPE_ADDITIVE, gpShadowExplosionTex, &Source, 12.0f, 0.0f, 0.0f, -12.0f, 128, 128, 128, 128, 1000.0f, false, 1.0f); if(CHud::m_Wants_To_Draw_Hud){ char str[256]; sprintf(str, "CamX: %f CamY: %f CamZ: %f", Source.x, Source.y, Source.z); sprintf(str, "Frontx: %f, Fronty: %f, Frontz: %f ", Front.x, Front.y, Front.z); sprintf(str, "Look@: %f, Look@: %f, Look@: %f ", Front.x + Source.x, Front.y + Source.y, Front.z + Source.z); } } void CCam::Process_ModelView(const CVector &CameraTarget, float, float, float) { CVector TargetCoors = CameraTarget; float Angle = Atan2(Front.x, Front.y); FOV = DefaultFOV; Angle += CPad::GetPad(0)->GetLeftStickX()/1280.0f; if(Distance < 10.0f) Distance += CPad::GetPad(0)->GetLeftStickY()/1000.0f; else Distance += CPad::GetPad(0)->GetLeftStickY() * ((Distance - 10.0f)/20.0f + 1.0f) / 1000.0f; if(Distance < 1.5f) Distance = 1.5f; Front.x = Cos(0.3f) * Sin(Angle); Front.y = Cos(0.3f) * Cos(Angle); Front.z = -Sin(0.3f); Source = CameraTarget - Distance*Front; GetVectorsReadyForRW(); } void CCam::ProcessPedsDeadBaby(void) { float Distance = 0.0f; static bool SafeToRotate = false; CVector TargetDist, TestPoint; FOV = DefaultFOV; TargetDist = Source - CamTargetEntity->GetPosition(); Distance = TargetDist.Magnitude(); Beta = CGeneral::GetATanOfXY(TargetDist.x, TargetDist.y); while(Beta >= PI) Beta -= 2*PI; while(Beta < -PI) Beta += 2*PI; if(ResetStatics){ TestPoint = CamTargetEntity->GetPosition() + CVector(4.0f * Cos(Alpha) * Cos(Beta), 4.0f * Cos(Alpha) * Sin(Beta), 4.0f * Sin(Alpha)); bool Safe1 = CWorld::GetIsLineOfSightClear(TestPoint, CamTargetEntity->GetPosition(), true, false, false, true, false, true, true); TestPoint = CamTargetEntity->GetPosition() + CVector(4.0f * Cos(Alpha) * Cos(Beta + DEGTORAD(120.0f)), 4.0f * Cos(Alpha) * Sin(Beta + DEGTORAD(120.0f)), 4.0f * Sin(Alpha)); bool Safe2 = CWorld::GetIsLineOfSightClear(TestPoint, CamTargetEntity->GetPosition(), true, false, false, true, false, true, true); TestPoint = CamTargetEntity->GetPosition() + CVector(4.0f * Cos(Alpha) * Cos(Beta - DEGTORAD(120.0f)), 4.0f * Cos(Alpha) * Sin(Beta - DEGTORAD(120.0f)), 4.0f * Sin(Alpha)); bool Safe3 = CWorld::GetIsLineOfSightClear(TestPoint, CamTargetEntity->GetPosition(), true, false, false, true, false, true, true); SafeToRotate = Safe1 && Safe2 && Safe3; ResetStatics = false; } if(SafeToRotate) WellBufferMe(Beta + DEGTORAD(175.0f), &Beta, &BetaSpeed, 0.015f, 0.007f, true); WellBufferMe(DEGTORAD(89.5f), &Alpha, &AlphaSpeed, 0.015f, 0.07f, true); WellBufferMe(35.0f, &Distance, &DistanceSpeed, 0.006f, 0.007f, false); Source = CamTargetEntity->GetPosition() + CVector(Distance * Cos(Alpha) * Cos(Beta), Distance * Cos(Alpha) * Sin(Beta), Distance * Sin(Alpha)); m_cvecTargetCoorsForFudgeInter = CamTargetEntity->GetPosition(); Front = CamTargetEntity->GetPosition() - Source; Front.Normalise(); GetVectorsReadyForRW(); } bool CCam::ProcessArrestCamOne(void) { FOV = 45.0f; if(ResetStatics) return true; #ifdef FIX_BUGS if(!CamTargetEntity->IsPed()) return true; #endif bool found; float Ground; CVector PlayerCoors = TheCamera.pTargetEntity->GetPosition(); CVector CopCoors = ((CPlayerPed*)TheCamera.pTargetEntity)->m_pArrestingCop->GetPosition(); Beta = CGeneral::GetATanOfXY(PlayerCoors.x - CopCoors.x, PlayerCoors.y - CopCoors.y); Source = PlayerCoors + 9.5f*CVector(Cos(Beta), Sin(Beta), 0.0f); Source.z += 6.0f; Ground = CWorld::FindGroundZFor3DCoord(Source.x, Source.y, Source.z, &found); if(!found){ Ground = CWorld::FindRoofZFor3DCoord(Source.x, Source.y, Source.z, &found); if(!found) return false; } Source.z = Ground + 0.25f; if(!CWorld::GetIsLineOfSightClear(Source, CopCoors, true, true, false, true, false, true, true)){ Beta += DEGTORAD(115.0f); Source = PlayerCoors + 9.5f*CVector(Cos(Beta), Sin(Beta), 0.0f); Source.z += 6.0f; Ground = CWorld::FindGroundZFor3DCoord(Source.x, Source.y, Source.z, &found); if(!found){ Ground = CWorld::FindRoofZFor3DCoord(Source.x, Source.y, Source.z, &found); if(!found) return false; } Source.z = Ground + 0.25f; CopCoors.z += 0.35f; Front = CopCoors - Source; if(!CWorld::GetIsLineOfSightClear(Source, CopCoors, true, true, false, true, false, true, true)) return false; } CopCoors.z += 0.35f; m_cvecTargetCoorsForFudgeInter = CopCoors; Front = CopCoors - Source; ResetStatics = false; GetVectorsReadyForRW(); return true; } bool CCam::ProcessArrestCamTwo(void) { CPed *player = CWorld::Players[CWorld::PlayerInFocus].m_pPed; if(!ResetStatics) return true; ResetStatics = false; CVector TargetCoors, ToCamera; float BetaOffset; float SourceX, SourceY; CCam *ActiveCam = &TheCamera.Cams[TheCamera.ActiveCam]; if(&ActiveCam[1] == this){ SourceX = TheCamera.Cams[(TheCamera.ActiveCam + 1) % 2].Source.x; SourceY = TheCamera.Cams[(TheCamera.ActiveCam + 1) % 2].Source.y; }else{ SourceX = ActiveCam[1].Source.x; SourceY = ActiveCam[1].Source.y; } for(int i = 0; i <= 1; i++){ int Dir = i == 0 ? 1 : -1; TargetCoors = player->GetPosition(); Beta = CGeneral::GetATanOfXY(TargetCoors.x-SourceX, TargetCoors.y-SourceY); BetaOffset = DEGTORAD(Dir*80); Source = TargetCoors + 11.5f*CVector(Cos(Beta+BetaOffset), Sin(Beta+BetaOffset), 0.0f); ToCamera = Source - TargetCoors; ToCamera.Normalise(); TargetCoors.x += 0.4f*ToCamera.x; TargetCoors.y += 0.4f*ToCamera.y; if(CWorld::GetIsLineOfSightClear(Source, TargetCoors, true, true, false, true, false, true, true)){ Source.z += 5.5f; TargetCoors += CVector(-0.8f*ToCamera.x, -0.8f*ToCamera.y, 2.2f); m_cvecTargetCoorsForFudgeInter = TargetCoors; Front = TargetCoors - Source; ResetStatics = false; GetVectorsReadyForRW(); return true; } } return false; } /* * Unused PS2 cams */ void CCam::Process_Chris_With_Binding_PlusRotation(const CVector &CameraTarget, float TargetOrientation, float, float) { static float AngleToBinned = 0.0f; static float StartingAngleLastChange = 0.0f; static float FixedTargetOrientation = 0.0f; static float DeadZoneReachedOnePrevious; FOV = DefaultFOV; // missing in game bool FixOrientation = true; if(ResetStatics){ Rotating = false; DeadZoneReachedOnePrevious = 0.0f; FixedTargetOrientation = 0.0f; ResetStatics = false; } CVector TargetCoors = CameraTarget; float StickX = CPad::GetPad(0)->GetRightStickX(); float StickY = CPad::GetPad(0)->GetRightStickY(); float StickAngle; if(StickX != 0.0 || StickY != 0.0f) // BUG: game checks StickX twice StickAngle = CGeneral::GetATanOfXY(StickX, StickY); // result unused? else FixOrientation = false; CVector Dist = Source - TargetCoors; Source.z = TargetCoors.z + 0.75f; float Length = Dist.Magnitude2D(); if(Length > 2.5f){ Source.x = TargetCoors.x + Dist.x/Length * 2.5f; Source.y = TargetCoors.y + Dist.y/Length * 2.5f; }else if(Length < 2.4f){ Source.x = TargetCoors.x + Dist.x/Length * 2.4f; Source.y = TargetCoors.y + Dist.y/Length * 2.4f; } Beta = CGeneral::GetATanOfXY(Dist.x, Dist.y); if(CPad::GetPad(0)->GetLeftShoulder1()){ FixedTargetOrientation = TargetOrientation; Rotating = true; } if(FixOrientation){ Rotating = true; FixedTargetOrientation = StickX/128.0f + Beta - PI; } if(Rotating){ Dist = Source - TargetCoors; Length = Dist.Magnitude2D(); // inlined WellBufferMe(FixedTargetOrientation+PI, &Beta, &BetaSpeed, 0.1f, 0.06f, true); Source.x = TargetCoors.x + Length*Cos(Beta); Source.y = TargetCoors.y + Length*Sin(Beta); float DeltaBeta = FixedTargetOrientation+PI - Beta; while(DeltaBeta >= PI) DeltaBeta -= 2*PI; while(DeltaBeta < -PI) DeltaBeta += 2*PI; if(Abs(DeltaBeta) < 0.06f) Rotating = false; } Front = TargetCoors - Source; Front.Normalise(); CVector Front2 = Front; Front2.Normalise(); // What? // FIX: the meaning of this value must have changed somehow Source -= Front2 * TheCamera.m_fPedZoomValueSmooth*1.5f; // Source += Front2 * TheCamera.m_fPedZoomValueSmooth; GetVectorsReadyForRW(); } void CCam::Process_ReactionCam(const CVector &CameraTarget, float TargetOrientation, float, float) { static float AngleToBinned = 0.0f; static float StartingAngleLastChange = 0.0f; static float FixedTargetOrientation; static float DeadZoneReachedOnePrevious; static uint32 TimeOfLastChange; uint32 Time; bool DontBind = false; // BUG: left uninitialized FOV = DefaultFOV; // missing in game if(ResetStatics){ Rotating = false; DeadZoneReachedOnePrevious = 0.0f; FixedTargetOrientation = 0.0f; ResetStatics = false; DontBind = false; } CVector TargetCoors = CameraTarget; CVector Dist = Source - TargetCoors; Source.z = TargetCoors.z + 0.75f; float Length = Dist.Magnitude2D(); if(Length > 2.5f){ Source.x = TargetCoors.x + Dist.x/Length * 2.5f; Source.y = TargetCoors.y + Dist.y/Length * 2.5f; }else if(Length < 2.4f){ Source.x = TargetCoors.x + Dist.x/Length * 2.4f; Source.y = TargetCoors.y + Dist.y/Length * 2.4f; } Beta = CGeneral::GetATanOfXY(Dist.x, Dist.y); float StickX = CPad::GetPad(0)->GetLeftStickX(); float StickY = CPad::GetPad(0)->GetLeftStickY(); float StickAngle; if(StickX != 0.0 || StickY != 0.0f){ StickAngle = CGeneral::GetATanOfXY(StickX, StickY); while(StickAngle >= PI) StickAngle -= 2*PI; while(StickAngle < -PI) StickAngle += 2*PI; }else StickAngle = 1000.0f; if(Abs(StickAngle-AngleToBinned) > DEGTORAD(15.0f)){ DontBind = true; Time = CTimer::GetTimeInMilliseconds(); } if(CTimer::GetTimeInMilliseconds()-TimeOfLastChange > 200){ if(Abs(HALFPI-StickAngle) > DEGTORAD(50.0f)){ FixedTargetOrientation = TargetOrientation; Rotating = true; TimeOfLastChange = CTimer::GetTimeInMilliseconds(); } } // These two together don't make much sense. // Only prevents rotation for one frame AngleToBinned = StickAngle; if(DontBind) TimeOfLastChange = Time; if(Rotating){ Dist = Source - TargetCoors; Length = Dist.Magnitude2D(); // inlined WellBufferMe(FixedTargetOrientation+PI, &Beta, &BetaSpeed, 0.1f, 0.06f, true); Source.x = TargetCoors.x + Length*Cos(Beta); Source.y = TargetCoors.y + Length*Sin(Beta); float DeltaBeta = FixedTargetOrientation+PI - Beta; while(DeltaBeta >= PI) DeltaBeta -= 2*PI; while(DeltaBeta < -PI) DeltaBeta += 2*PI; if(Abs(DeltaBeta) < 0.06f) Rotating = false; } Front = TargetCoors - Source; Front.Normalise(); CVector Front2 = Front; Front2.Normalise(); // What? // FIX: the meaning of this value must have changed somehow Source -= Front2 * TheCamera.m_fPedZoomValueSmooth*1.5f; // Source += Front2 * TheCamera.m_fPedZoomValueSmooth; GetVectorsReadyForRW(); } void CCam::Process_FollowPed_WithBinding(const CVector &CameraTarget, float TargetOrientation, float, float) { static float AngleToBinned = 0.0f; static float StartingAngleLastChange = 0.0f; static float FixedTargetOrientation; static float DeadZoneReachedOnePrevious; static uint32 TimeOfLastChange; uint32 Time; bool DontBind = false; FOV = DefaultFOV; // missing in game if(ResetStatics){ Rotating = false; DeadZoneReachedOnePrevious = 0.0f; FixedTargetOrientation = 0.0f; ResetStatics = false; } CVector TargetCoors = CameraTarget; CVector Dist = Source - TargetCoors; Source.z = TargetCoors.z + 0.75f; float Length = Dist.Magnitude2D(); if(Length > 2.5f){ Source.x = TargetCoors.x + Dist.x/Length * 2.5f; Source.y = TargetCoors.y + Dist.y/Length * 2.5f; }else if(Length < 2.4f){ Source.x = TargetCoors.x + Dist.x/Length * 2.4f; Source.y = TargetCoors.y + Dist.y/Length * 2.4f; } Beta = CGeneral::GetATanOfXY(Dist.x, Dist.y); float StickX = CPad::GetPad(0)->GetLeftStickX(); float StickY = CPad::GetPad(0)->GetLeftStickY(); float StickAngle; if(StickX != 0.0 || StickY != 0.0f){ StickAngle = CGeneral::GetATanOfXY(StickX, StickY); while(StickAngle >= PI) StickAngle -= 2*PI; while(StickAngle < -PI) StickAngle += 2*PI; }else StickAngle = 1000.0f; if(Abs(StickAngle-AngleToBinned) > DEGTORAD(15.0f)){ DontBind = true; Time = CTimer::GetTimeInMilliseconds(); } if(CTimer::GetTimeInMilliseconds()-TimeOfLastChange > 200){ if(Abs(HALFPI-StickAngle) > DEGTORAD(50.0f)){ FixedTargetOrientation = TargetOrientation; Rotating = true; TimeOfLastChange = CTimer::GetTimeInMilliseconds(); } } if(CPad::GetPad(0)->GetLeftShoulder1JustDown()){ FixedTargetOrientation = TargetOrientation; Rotating = true; TimeOfLastChange = CTimer::GetTimeInMilliseconds(); } // These two together don't make much sense. // Only prevents rotation for one frame AngleToBinned = StickAngle; if(DontBind) TimeOfLastChange = Time; if(Rotating){ Dist = Source - TargetCoors; Length = Dist.Magnitude2D(); // inlined WellBufferMe(FixedTargetOrientation+PI, &Beta, &BetaSpeed, 0.1f, 0.06f, true); Source.x = TargetCoors.x + Length*Cos(Beta); Source.y = TargetCoors.y + Length*Sin(Beta); float DeltaBeta = FixedTargetOrientation+PI - Beta; while(DeltaBeta >= PI) DeltaBeta -= 2*PI; while(DeltaBeta < -PI) DeltaBeta += 2*PI; if(Abs(DeltaBeta) < 0.06f) Rotating = false; } Front = TargetCoors - Source; Front.Normalise(); CVector Front2 = Front; Front2.Normalise(); // What? // FIX: the meaning of this value must have changed somehow Source -= Front2 * TheCamera.m_fPedZoomValueSmooth*1.5f; // Source += Front2 * TheCamera.m_fPedZoomValueSmooth; GetVectorsReadyForRW(); } #ifdef FREE_CAM void CCam::Process_FollowPed_Rotation(const CVector &CameraTarget, float TargetOrientation, float, float) { FOV = DefaultFOV; const float MinDist = 2.0f; const float MaxDist = 2.0f + TheCamera.m_fPedZoomValueSmooth; const float BaseOffset = 0.75f; // base height of camera above target CVector TargetCoors = CameraTarget; TargetCoors.z += m_fSyphonModeTargetZOffSet; TargetCoors = DoAverageOnVector(TargetCoors); TargetCoors.z += BaseOffset; // add offset so alpha evens out to 0 // TargetCoors.z += m_fRoadOffSet; CVector Dist = Source - TargetCoors; CVector ToCam; bool Shooting = false; if(((CPed*)CamTargetEntity)->GetWeapon()->m_eWeaponType != WEAPONTYPE_UNARMED) if(CPad::GetPad(0)->GetWeapon()) Shooting = true; if(((CPed*)CamTargetEntity)->GetWeapon()->m_eWeaponType == WEAPONTYPE_DETONATOR || ((CPed*)CamTargetEntity)->GetWeapon()->m_eWeaponType == WEAPONTYPE_BASEBALLBAT) Shooting = false; if(ResetStatics){ // Coming out of top down here probably // so keep Beta, reset alpha and calculate vectors Beta = CGeneral::GetATanOfXY(Dist.x, Dist.y); Alpha = 0.0f; Dist = MaxDist*CVector(Cos(Alpha) * Cos(Beta), Cos(Alpha) * Sin(Beta), Sin(Alpha)); Source = TargetCoors + Dist; ResetStatics = false; } // Drag the camera along at the look-down offset float CamDist = Dist.Magnitude(); if(CamDist == 0.0f) Dist = CVector(1.0f, 1.0f, 0.0f); else if(CamDist < MinDist) Dist *= MinDist/CamDist; else if(CamDist > MaxDist) Dist *= MaxDist/CamDist; CamDist = Dist.Magnitude(); // Beta = 0 is looking east, HALFPI is north, &c. // Alpha positive is looking up float GroundDist = Dist.Magnitude2D(); Beta = CGeneral::GetATanOfXY(-Dist.x, -Dist.y); Alpha = CGeneral::GetATanOfXY(GroundDist, -Dist.z); while(Beta >= PI) Beta -= 2.0f*PI; while(Beta < -PI) Beta += 2.0f*PI; while(Alpha >= PI) Alpha -= 2.0f*PI; while(Alpha < -PI) Alpha += 2.0f*PI; // Look around bool UseMouse = false; float MouseX = CPad::GetPad(0)->GetMouseX(); float MouseY = CPad::GetPad(0)->GetMouseY(); float LookLeftRight, LookUpDown; /* if((MouseX != 0.0f || MouseY != 0.0f) && !CPad::GetPad(0)->ArePlayerControlsDisabled()){ UseMouse = true; LookLeftRight = -2.5f*MouseX; LookUpDown = 4.0f*MouseY; }else */ { LookLeftRight = -CPad::GetPad(0)->LookAroundLeftRight(); LookUpDown = -CPad::GetPad(0)->LookAroundUpDown(); } float AlphaOffset, BetaOffset; if(UseMouse){ BetaOffset = LookLeftRight * TheCamera.m_fMouseAccelHorzntl * FOV/80.0f; AlphaOffset = LookUpDown * TheCamera.m_fMouseAccelVertical * FOV/80.0f; }else{ BetaOffset = LookLeftRight * fStickSens * (0.5f/10.0f) * FOV/80.0f * CTimer::GetTimeStep(); AlphaOffset = LookUpDown * fStickSens * (0.3f/10.0f) * FOV/80.0f * CTimer::GetTimeStep(); } // Stop centering once stick has been touched if(BetaOffset) Rotating = false; Beta += BetaOffset; Alpha += AlphaOffset; while(Beta >= PI) Beta -= 2.0f*PI; while(Beta < -PI) Beta += 2.0f*PI; if(Alpha > DEGTORAD(45.0f)) Alpha = DEGTORAD(45.0f); if(Alpha < -DEGTORAD(89.5f)) Alpha = -DEGTORAD(89.5f); float BetaDiff = TargetOrientation+PI - Beta; while(BetaDiff >= PI) BetaDiff -= 2.0f*PI; while(BetaDiff < -PI) BetaDiff += 2.0f*PI; float TargetAlpha = Alpha; // 12deg to account for our little height offset. we're not working on the true alpha here const float AlphaLimitUp = DEGTORAD(15.0f) + DEGTORAD(12.0f); const float AlphaLimitDown = -DEGTORAD(15.0f) + DEGTORAD(12.0f); if(Abs(BetaDiff) < DEGTORAD(25.0f) && ((CPed*)CamTargetEntity)->GetMoveSpeed().Magnitude2D() > 0.01f){ // Limit alpha when player is walking towards camera if(TargetAlpha > AlphaLimitUp) TargetAlpha = AlphaLimitUp; if(TargetAlpha < AlphaLimitDown) TargetAlpha = AlphaLimitDown; } WellBufferMe(TargetAlpha, &Alpha, &AlphaSpeed, 0.2f, 0.1f, true); if(CPad::GetPad(0)->ForceCameraBehindPlayer() || Shooting){ m_fTargetBeta = TargetOrientation; Rotating = true; } if(Rotating){ WellBufferMe(m_fTargetBeta, &Beta, &BetaSpeed, 0.1f, 0.06f, true); float DeltaBeta = m_fTargetBeta - Beta; while(DeltaBeta >= PI) DeltaBeta -= 2*PI; while(DeltaBeta < -PI) DeltaBeta += 2*PI; if(Abs(DeltaBeta) < 0.06f) Rotating = false; } Front = CVector(Cos(Alpha) * Cos(Beta), Cos(Alpha) * Sin(Beta), Sin(Alpha)); Source = TargetCoors - Front*CamDist; TargetCoors.z -= BaseOffset; // now get back to the real target coors again m_cvecTargetCoorsForFudgeInter = TargetCoors; Front = TargetCoors - Source; Front.Normalise(); /* * Handle collisions - taken from FollowPedWithMouse */ CEntity *entity; CColPoint colPoint; // Clip Source and fix near clip CWorld::pIgnoreEntity = CamTargetEntity; entity = nil; if(CWorld::ProcessLineOfSight(TargetCoors, Source, colPoint, entity, true, true, true, true, false, false, true)){ float PedColDist = (TargetCoors - colPoint.point).Magnitude(); float ColCamDist = CamDist - PedColDist; if(entity->IsPed() && ColCamDist > 1.0f){ // Ped in the way but not clipping through if(CWorld::ProcessLineOfSight(colPoint.point, Source, colPoint, entity, true, true, true, true, false, false, true)){ PedColDist = (TargetCoors - colPoint.point).Magnitude(); Source = colPoint.point; if(PedColDist < DEFAULT_NEAR + 0.3f) RwCameraSetNearClipPlane(Scene.camera, Max(PedColDist-0.3f, 0.05f)); }else{ RwCameraSetNearClipPlane(Scene.camera, Min(ColCamDist-0.35f, DEFAULT_NEAR)); } }else{ Source = colPoint.point; if(PedColDist < DEFAULT_NEAR + 0.3f) RwCameraSetNearClipPlane(Scene.camera, Max(PedColDist-0.3f, 0.05f)); } } CWorld::pIgnoreEntity = nil; float ViewPlaneHeight = Tan(DEGTORAD(FOV) / 2.0f); float ViewPlaneWidth = ViewPlaneHeight * CDraw::FindAspectRatio() * fTweakFOV; float Near = RwCameraGetNearClipPlane(Scene.camera); float radius = ViewPlaneWidth*Near; entity = CWorld::TestSphereAgainstWorld(Source + Front*Near, radius, nil, true, true, false, true, false, false); int i = 0; while(entity){ CVector CamToCol = gaTempSphereColPoints[0].point - Source; float frontDist = DotProduct(CamToCol, Front); float dist = (CamToCol - Front*frontDist).Magnitude() / ViewPlaneWidth; // Try to decrease near clip dist = Max(Min(Near, dist), 0.1f); if(dist < Near) RwCameraSetNearClipPlane(Scene.camera, dist); // Move forward a bit if(dist == 0.1f) Source += (TargetCoors - Source)*0.3f; // Keep testing entity = CWorld::TestSphereAgainstWorld(Source + Front*Near, radius, nil, true, true, false, true, false, false); i++; if(i > 5) entity = nil; } GetVectorsReadyForRW(); } // LCS cam hehe void CCam::Process_FollowCar_SA(const CVector& CameraTarget, float TargetOrientation, float, float) { // Missing things on III CCam static CVector m_aTargetHistoryPosOne; static CVector m_aTargetHistoryPosTwo; static CVector m_aTargetHistoryPosThree; static int m_nCurrentHistoryPoints = 0; static float lastBeta = -9999.0f; static float lastAlpha = -9999.0f; static float stepsLeftToChangeBetaByMouse; static float dontCollideWithCars; static bool alphaCorrected; static float heightIncreaseMult; if (!CamTargetEntity->IsVehicle()) return; CVehicle* car = (CVehicle*)CamTargetEntity; CVector TargetCoors = CameraTarget; uint8 camSetArrPos = 0; // We may need those later bool isPlane = car->GetModelIndex() == MI_DODO; bool isHeli = false; bool isBike = false; bool isCar = car->IsCar() && !isPlane && !isHeli && !isBike; CPad* pad = CPad::GetPad(0); // Next direction is non-existent in III uint8 nextDirectionIsForward = !(pad->GetLookBehindForCar() || pad->GetLookBehindForPed() || pad->GetLookLeft() || pad->GetLookRight()) && DirectionWasLooking == LOOKING_FORWARD; if (car->GetModelIndex() == MI_FIRETRUCK) { camSetArrPos = 7; } else if (car->GetModelIndex() == MI_RCBANDIT) { camSetArrPos = 5; } else if (car->IsBoat()) { camSetArrPos = 4; } else if (isBike) { camSetArrPos = 1; } else if (isPlane) { camSetArrPos = 3; } else if (isHeli) { camSetArrPos = 2; } // LCS one but index 1(firetruck) moved to last float CARCAM_SET[][15] = { {1.3f, 1.0f, 0.4f, 10.0f, 15.0f, 0.5f, 1.0f, 1.0f, 0.85f, 0.2f, 0.075f, 0.05f, 0.8f, DEGTORAD(45.0f), DEGTORAD(89.0f)}, // cars {1.1f, 1.0f, 0.1f, 10.0f, 11.0f, 0.5f, 1.0f, 1.0f, 0.85f, 0.2f, 0.075f, 0.05f, 0.75f, DEGTORAD(45.0f), DEGTORAD(89.0f)}, // bike {1.1f, 1.0f, 0.2f, 10.0f, 15.0f, 0.05f, 0.05f, 0.0f, 0.9f, 0.05f, 0.01f, 0.05f, 1.0f, DEGTORAD(10.0f), DEGTORAD(70.0f)}, // heli (SA values) {1.1f, 3.5f, 0.2f, 10.0f, 25.0f, 0.5f, 1.0f, 1.0f, 0.75f, 0.1f, 0.005f, 0.2f, 1.0f, DEGTORAD(89.0f), DEGTORAD(89.0f)}, // plane (SA values) {0.9f, 1.0f, 0.1f, 10.0f, 15.0f, 0.5f, 1.0f, 0.0f, 0.9f, 0.05f, 0.005f, 0.05f, 1.0f, -0.2f, DEGTORAD(70.0f)}, // boat {1.1f, 1.0f, 0.2f, 10.0f, 5.0f, 0.5f, 1.0f, 1.0f, 0.75f, 0.1f, 0.005f, 0.2f, 1.0f, DEGTORAD(45.0f), DEGTORAD(89.0f)}, // rc cars {1.1f, 1.0f, 0.2f, 10.0f, 5.0f, 0.5f, 1.0f, 1.0f, 0.75f, 0.1f, 0.005f, 0.2f, 1.0f, DEGTORAD(20.0f), DEGTORAD(70.0f)}, // rc heli/planes {1.3f, 1.0f, 0.4f, 10.0f, 15.0f, 0.5f, 1.0f, 1.0f, 0.85f, 0.2f, 0.075f, 0.05f, 0.8f, -0.18f, DEGTORAD(40.0f)}, // firetruck... }; // RC Heli/planes use same alpha values with heli/planes (LCS firetruck will fallback to 0) uint8 alphaArrPos = (camSetArrPos > 4 ? (isPlane ? 3 : (isHeli ? 2 : 0)) : camSetArrPos); float zoomModeAlphaOffset = 0.0f; static float ZmOneAlphaOffsetLCS[] = { 0.12f, 0.08f, 0.15f, 0.08f, 0.08f }; static float ZmTwoAlphaOffsetLCS[] = { 0.1f, 0.08f, 0.3f, 0.08f, 0.08f }; static float ZmThreeAlphaOffsetLCS[] = { 0.065f, 0.05f, 0.15f, 0.06f, 0.08f }; if (isHeli && car->GetStatus() == STATUS_PLAYER_REMOTE) zoomModeAlphaOffset = ZmTwoAlphaOffsetLCS[alphaArrPos]; else { switch ((int)TheCamera.CarZoomIndicator) { // near case CAM_ZOOM_1: zoomModeAlphaOffset = ZmOneAlphaOffsetLCS[alphaArrPos]; break; // mid case CAM_ZOOM_2: zoomModeAlphaOffset = ZmTwoAlphaOffsetLCS[alphaArrPos]; break; // far case CAM_ZOOM_3: zoomModeAlphaOffset = ZmThreeAlphaOffsetLCS[alphaArrPos]; break; default: break; } } CColModel* carCol = (CColModel*)car->GetColModel(); float colMaxZ = carCol->boundingBox.max.z; // As opposed to LCS and SA, VC does this: carCol->boundingBox.max.z - carCol->boundingBox.min.z; float approxCarLength = 2.0f * Abs(carCol->boundingBox.min.y); // SA taxi min.y = -2.95, max.z = 0.883502f float newDistance = TheCamera.CarZoomValueSmooth + CARCAM_SET[camSetArrPos][1] + approxCarLength; float minDistForThisCar = approxCarLength * CARCAM_SET[camSetArrPos][3]; if (!isHeli || car->GetStatus() == STATUS_PLAYER_REMOTE) { float radiusToStayOutside = colMaxZ * CARCAM_SET[camSetArrPos][0] - CARCAM_SET[camSetArrPos][2]; if (radiusToStayOutside > 0.0f) { TargetCoors.z += radiusToStayOutside; newDistance += radiusToStayOutside; zoomModeAlphaOffset += 0.3f / newDistance * radiusToStayOutside; } } else { // 0.6f = fTestShiftHeliCamTarget TargetCoors += 0.6f * car->GetUp() * colMaxZ; } float minDistForVehType = CARCAM_SET[camSetArrPos][4]; if (TheCamera.CarZoomIndicator == CAM_ZOOM_1 && (camSetArrPos < 2 || camSetArrPos == 7)) { minDistForVehType = minDistForVehType * 0.65f; } float nextDistance = Max(newDistance, minDistForVehType); CA_MAX_DISTANCE = newDistance; CA_MIN_DISTANCE = 3.5f; if (ResetStatics) { FOV = DefaultFOV; // GTA 3 has this in veh. camera if (TheCamera.m_bIdleOn) TheCamera.m_uiTimeWeEnteredIdle = CTimer::GetTimeInMilliseconds(); } else { if (isCar || isBike) { // 0.4f: CAR_FOV_START_SPEED if (DotProduct(car->GetForward(), car->m_vecMoveSpeed) > 0.4f) FOV += (DotProduct(car->GetForward(), car->m_vecMoveSpeed) - 0.4f) * CTimer::GetTimeStep(); } if (FOV > DefaultFOV) // 0.98f: CAR_FOV_FADE_MULT FOV = pow(0.98f, CTimer::GetTimeStep()) * (FOV - DefaultFOV) + DefaultFOV; if (FOV <= DefaultFOV + 30.0f) { if (FOV < DefaultFOV) FOV = DefaultFOV; } else FOV = DefaultFOV + 30.0f; } // WORKAROUND: I still don't know how looking behind works (m_bCamDirectlyInFront is unused in III, they seem to use m_bUseTransitionBeta) if (pad->GetLookBehindForCar()) if (DirectionWasLooking == LOOKING_FORWARD || !LookingBehind) TheCamera.m_bCamDirectlyInFront = true; // Taken from RotCamIfInFrontCar, because we don't call it anymore if (!(pad->GetLookBehindForCar() || pad->GetLookBehindForPed() || pad->GetLookLeft() || pad->GetLookRight())) if (DirectionWasLooking != LOOKING_FORWARD) TheCamera.m_bCamDirectlyBehind = true; // Called when we just entered the car, just started to look behind or returned back from looking left, right or behind if (ResetStatics || TheCamera.m_bCamDirectlyBehind || TheCamera.m_bCamDirectlyInFront) { ResetStatics = false; Rotating = false; m_bCollisionChecksOn = true; // TheCamera.m_bResetOldMatrix = 1; // Garage exit cam is not working well in III... // if (!TheCamera.m_bJustCameOutOfGarage) // && !sthForScript) // { Alpha = 0.0f; Beta = car->GetForward().Heading() - HALFPI; if (TheCamera.m_bCamDirectlyInFront) { Beta += PI; } // } BetaSpeed = 0.0; AlphaSpeed = 0.0; Distance = 1000.0; Front.x = -(cos(Beta) * cos(Alpha)); Front.y = -(sin(Beta) * cos(Alpha)); Front.z = sin(Alpha); m_aTargetHistoryPosOne = TargetCoors - nextDistance * Front; m_aTargetHistoryPosTwo = TargetCoors - newDistance * Front; m_nCurrentHistoryPoints = 0; if (!TheCamera.m_bJustCameOutOfGarage) // && !sthForScript) Alpha = -zoomModeAlphaOffset; } Front = TargetCoors - m_aTargetHistoryPosOne; Front.Normalise(); // Code that makes cam rotate around the car float camRightHeading = Front.Heading() - HALFPI; if (camRightHeading < -PI) camRightHeading = camRightHeading + TWOPI; float velocityRightHeading; if (car->m_vecMoveSpeed.Magnitude2D() <= 0.02f) velocityRightHeading = camRightHeading; else velocityRightHeading = car->m_vecMoveSpeed.Heading() - HALFPI; if (velocityRightHeading < camRightHeading - PI) velocityRightHeading = velocityRightHeading + TWOPI; else if (velocityRightHeading > camRightHeading + PI) velocityRightHeading = velocityRightHeading - TWOPI; float betaChangeMult1 = CTimer::GetTimeStep() * CARCAM_SET[camSetArrPos][10]; float betaChangeLimit = CTimer::GetTimeStep() * CARCAM_SET[camSetArrPos][11]; float betaChangeMult2 = (car->m_vecMoveSpeed - DotProduct(car->m_vecMoveSpeed, Front) * Front).Magnitude(); float betaChange = Min(1.0f, betaChangeMult1 * betaChangeMult2) * (velocityRightHeading - camRightHeading); if (betaChange <= betaChangeLimit) { if (betaChange < -betaChangeLimit) betaChange = -betaChangeLimit; } else { betaChange = betaChangeLimit; } float targetBeta = camRightHeading + betaChange; if (targetBeta < Beta - HALFPI) targetBeta += TWOPI; else if (targetBeta > Beta + PI) targetBeta -= TWOPI; float carPosChange = (TargetCoors - m_aTargetHistoryPosTwo).Magnitude(); if (carPosChange < newDistance && newDistance > minDistForThisCar) { newDistance = Max(minDistForThisCar, carPosChange); } float maxAlphaAllowed = CARCAM_SET[camSetArrPos][13]; // Originally this is to prevent camera enter into car while we're stopping, but what about moving??? // This is also original LCS and SA bug, or some attempt to fix lag. We'll never know // if (car->m_vecMoveSpeed.MagnitudeSqr() < sq(0.2f)) if (car->GetModelIndex() != MI_FIRETRUCK) { // if (!isBike || GetMysteriousWheelRelatedThingBike(car) > 3) // if (!isHeli && (!isPlane || car->GetWheelsOnGround())) { CVector left = CrossProduct(car->GetForward(), CVector(0.0f, 0.0f, 1.0f)); left.Normalise(); CVector up = CrossProduct(left, car->GetForward()); up.Normalise(); float lookingUp = DotProduct(up, Front); if (lookingUp > 0.0f) { float v88 = Asin(Abs(Sin(Beta - (car->GetForward().Heading() - HALFPI)))); float v200; if (v88 <= Atan2(carCol->boundingBox.max.x, -carCol->boundingBox.min.y)) { v200 = (1.5f - carCol->boundingBox.min.y) / Cos(v88); } else { float a6g = 1.2f + carCol->boundingBox.max.x; v200 = a6g / Cos(Max(0.0f, HALFPI - v88)); } maxAlphaAllowed = Cos(Beta - (car->GetForward().Heading() - HALFPI)) * Atan2(car->GetForward().z, car->GetForward().Magnitude2D()) + Atan2(TargetCoors.z - car->GetPosition().z + car->GetHeightAboveRoad(), v200 * 1.2f); if (isCar && ((CAutomobile*)car)->m_nWheelsOnGround > 1 && Abs(DotProduct(car->m_vecTurnSpeed, car->GetForward())) < 0.05f) { maxAlphaAllowed += Cos(Beta - (car->GetForward().Heading() - HALFPI) + HALFPI) * Atan2(car->GetRight().z, car->GetRight().Magnitude2D()); } } } float targetAlpha = Asin(clamp(Front.z, -1.0f, 1.0f)) - zoomModeAlphaOffset; if (targetAlpha <= maxAlphaAllowed) { if (targetAlpha < -CARCAM_SET[camSetArrPos][14]) targetAlpha = -CARCAM_SET[camSetArrPos][14]; } else { targetAlpha = maxAlphaAllowed; } float maxAlphaBlendAmount = CTimer::GetTimeStep() * CARCAM_SET[camSetArrPos][6]; float targetAlphaBlendAmount = (1.0f - pow(CARCAM_SET[camSetArrPos][5], CTimer::GetTimeStep())) * (targetAlpha - Alpha); if (targetAlphaBlendAmount <= maxAlphaBlendAmount) { if (targetAlphaBlendAmount < -maxAlphaBlendAmount) targetAlphaBlendAmount = -maxAlphaBlendAmount; } else { targetAlphaBlendAmount = maxAlphaBlendAmount; } // Using GetCarGun(LR/UD) will give us same unprocessed RightStick value as SA float stickX = -(pad->GetCarGunLeftRight()); float stickY = pad->GetCarGunUpDown(); // In SA this checks for m_bUseMouse3rdPerson so num2/num8 do not move camera when Keyboard & Mouse controls are used. if (CCamera::m_bUseMouse3rdPerson) stickY = 0.0f; float xMovement = Abs(stickX) * (FOV / 80.0f * 5.f / 70.f) * stickX * 0.007f * 0.007f; float yMovement = Abs(stickY) * (FOV / 80.0f * 3.f / 70.f) * stickY * 0.007f * 0.007f; bool correctAlpha = true; // if (SA checks if we aren't in work car, why?) { if (!isCar || car->GetModelIndex() != MI_VOODOO) { correctAlpha = false; } else { xMovement = 0.0f; yMovement = 0.0f; } // } else // yMovement = 0.0; if (!nextDirectionIsForward) { yMovement = 0.0f; xMovement = 0.0f; } if (camSetArrPos == 0 || camSetArrPos == 7) { // This is not working on cars as SA // Because III/VC doesn't have any buttons tied to LeftStick if you're not in Classic Configuration, using Dodo or using GInput/Pad, so :shrug: if (Abs(pad->GetSteeringUpDown()) > 120.0f) { if (car->pDriver && car->pDriver->m_objective != OBJECTIVE_LEAVE_VEHICLE) { yMovement += Abs(pad->GetSteeringUpDown()) * (FOV / 80.0f * 3.f / 70.f) * pad->GetSteeringUpDown() * 0.007f * 0.007f * 0.5; } } } if (yMovement > 0.0) yMovement = yMovement * 0.5; bool mouseChangesBeta = false; // FIX: Disable mouse movement in drive-by, it's buggy. Original SA bug. if (/*bFreeMouseCam &&*/ CCamera::m_bUseMouse3rdPerson && !pad->ArePlayerControlsDisabled() && nextDirectionIsForward) { float mouseY = pad->GetMouseY() * 2.0f; float mouseX = pad->GetMouseX() * -2.0f; // If you want an ability to toggle free cam while steering with mouse, you can add an OR after DisableMouseSteering. // There was a pad->NewState.m_bVehicleMouseLook in SA, which doesn't exists in III. if ((mouseX != 0.0 || mouseY != 0.0) && (CVehicle::m_bDisableMouseSteering)) { yMovement = mouseY * FOV / 80.0f * TheCamera.m_fMouseAccelHorzntl; // Same as SA, horizontal sensitivity. BetaSpeed = 0.0; AlphaSpeed = 0.0; xMovement = mouseX * FOV / 80.0f * TheCamera.m_fMouseAccelHorzntl; targetAlpha = Alpha; stepsLeftToChangeBetaByMouse = 1.0f * 50.0f; mouseChangesBeta = true; } else if (stepsLeftToChangeBetaByMouse > 0.0f) { // Finish rotation by decreasing speed when we stopped moving mouse BetaSpeed = 0.0; AlphaSpeed = 0.0; yMovement = 0.0; xMovement = 0.0; targetAlpha = Alpha; stepsLeftToChangeBetaByMouse = Max(0.0f, stepsLeftToChangeBetaByMouse - CTimer::GetTimeStep()); mouseChangesBeta = true; } } if (correctAlpha) { if (nPreviousMode != MODE_CAM_ON_A_STRING) alphaCorrected = false; if (!alphaCorrected && Abs(zoomModeAlphaOffset + Alpha) > 0.05f) { yMovement = (-zoomModeAlphaOffset - Alpha) * 0.05f; } else alphaCorrected = true; } float alphaSpeedFromStickY = yMovement * CARCAM_SET[camSetArrPos][12]; float betaSpeedFromStickX = xMovement * CARCAM_SET[camSetArrPos][12]; float newAngleSpeedMaxBlendAmount = CARCAM_SET[camSetArrPos][9]; float angleChangeStep = pow(CARCAM_SET[camSetArrPos][8], CTimer::GetTimeStep()); float targetBetaWithStickBlendAmount = betaSpeedFromStickX + (targetBeta - Beta) / Max(CTimer::GetTimeStep(), 1.0f); if (targetBetaWithStickBlendAmount < -newAngleSpeedMaxBlendAmount) targetBetaWithStickBlendAmount = -newAngleSpeedMaxBlendAmount; else if (targetBetaWithStickBlendAmount > newAngleSpeedMaxBlendAmount) targetBetaWithStickBlendAmount = newAngleSpeedMaxBlendAmount; float angleChangeStepLeft = 1.0f - angleChangeStep; BetaSpeed = targetBetaWithStickBlendAmount * angleChangeStepLeft + angleChangeStep * BetaSpeed; if (Abs(BetaSpeed) < 0.0001f) BetaSpeed = 0.0f; float betaChangePerFrame; if (mouseChangesBeta) betaChangePerFrame = betaSpeedFromStickX; else betaChangePerFrame = CTimer::GetTimeStep() * BetaSpeed; Beta = betaChangePerFrame + Beta; if (TheCamera.m_bJustCameOutOfGarage) { float invHeading = Atan2(Front.y, Front.x); if (invHeading < 0.0f) invHeading += TWOPI; Beta = invHeading + PI; } Beta = CGeneral::LimitRadianAngle(Beta); if (Beta < 0.0f) Beta += TWOPI; if ((camSetArrPos <= 1 || camSetArrPos == 7) && targetAlpha < Alpha && carPosChange >= newDistance) { if (isCar && ((CAutomobile*)car)->m_nWheelsOnGround > 1) // || isBike && GetMysteriousWheelRelatedThingBike(car) > 1) alphaSpeedFromStickY += (targetAlpha - Alpha) * 0.075f; } AlphaSpeed = angleChangeStepLeft * alphaSpeedFromStickY + angleChangeStep * AlphaSpeed; float maxAlphaSpeed = newAngleSpeedMaxBlendAmount; if (alphaSpeedFromStickY > 0.0f) maxAlphaSpeed = maxAlphaSpeed * 0.5; if (AlphaSpeed <= maxAlphaSpeed) { float minAlphaSpeed = -maxAlphaSpeed; if (AlphaSpeed < minAlphaSpeed) AlphaSpeed = minAlphaSpeed; } else { AlphaSpeed = maxAlphaSpeed; } if (Abs(AlphaSpeed) < 0.0001f) AlphaSpeed = 0.0f; float alphaWithSpeedAccounted; if (mouseChangesBeta) { alphaWithSpeedAccounted = alphaSpeedFromStickY + targetAlpha; Alpha += alphaSpeedFromStickY; } else { alphaWithSpeedAccounted = CTimer::GetTimeStep() * AlphaSpeed + targetAlpha; Alpha += targetAlphaBlendAmount; } if (Alpha <= maxAlphaAllowed) { float minAlphaAllowed = -CARCAM_SET[camSetArrPos][14]; if (minAlphaAllowed > Alpha) { Alpha = minAlphaAllowed; AlphaSpeed = 0.0f; } } else { Alpha = maxAlphaAllowed; AlphaSpeed = 0.0f; } // Prevent unsignificant angle changes if (Abs(lastAlpha - Alpha) < 0.0001f) Alpha = lastAlpha; lastAlpha = Alpha; if (Abs(lastBeta - Beta) < 0.0001f) Beta = lastBeta; lastBeta = Beta; Front.x = -(cos(Beta) * cos(Alpha)); Front.y = -(sin(Beta) * cos(Alpha)); Front.z = sin(Alpha); GetVectorsReadyForRW(); TheCamera.m_bCamDirectlyBehind = false; TheCamera.m_bCamDirectlyInFront = false; Source = TargetCoors - newDistance * Front; m_cvecTargetCoorsForFudgeInter = TargetCoors; m_aTargetHistoryPosThree = m_aTargetHistoryPosOne; float nextAlpha = alphaWithSpeedAccounted + zoomModeAlphaOffset; float nextFrontX = -(cos(Beta) * cos(nextAlpha)); float nextFrontY = -(sin(Beta) * cos(nextAlpha)); float nextFrontZ = sin(nextAlpha); m_aTargetHistoryPosOne.x = TargetCoors.x - nextFrontX * nextDistance; m_aTargetHistoryPosOne.y = TargetCoors.y - nextFrontY * nextDistance; m_aTargetHistoryPosOne.z = TargetCoors.z - nextFrontZ * nextDistance; m_aTargetHistoryPosTwo.x = TargetCoors.x - nextFrontX * newDistance; m_aTargetHistoryPosTwo.y = TargetCoors.y - nextFrontY * newDistance; m_aTargetHistoryPosTwo.z = TargetCoors.z - nextFrontZ * newDistance; // SA calls SetColVarsVehicle in here if (nextDirectionIsForward) { // This is new in LCS! float timestepFactor = Pow(0.99f, CTimer::GetTimeStep()); dontCollideWithCars = (timestepFactor * dontCollideWithCars) + ((1.0f - timestepFactor) * car->m_vecMoveSpeed.Magnitude()); // Move cam if on collision CColPoint foundCol; CEntity* foundEnt; CWorld::pIgnoreEntity = CamTargetEntity; if (CWorld::ProcessLineOfSight(TargetCoors, Source, foundCol, foundEnt, true, dontCollideWithCars < 0.1f, false, true, false, true, false)) { float obstacleTargetDist = (TargetCoors - foundCol.point).Magnitude(); float obstacleCamDist = newDistance - obstacleTargetDist; if (!foundEnt->IsPed() || obstacleCamDist <= 1.0f) { Source = foundCol.point; if (obstacleTargetDist < 1.2f) { RwCameraSetNearClipPlane(Scene.camera, Max(0.05f, obstacleTargetDist - 0.3f)); } } else { if (!CWorld::ProcessLineOfSight(foundCol.point, Source, foundCol, foundEnt, true, dontCollideWithCars < 0.1f, false, true, false, true, false)) { float lessClip = obstacleCamDist - 0.35f; if (lessClip <= DEFAULT_NEAR) RwCameraSetNearClipPlane(Scene.camera, lessClip); else RwCameraSetNearClipPlane(Scene.camera, DEFAULT_NEAR); } else { obstacleTargetDist = (TargetCoors - foundCol.point).Magnitude(); Source = foundCol.point; if (obstacleTargetDist < 1.2f) { float lessClip = obstacleTargetDist - 0.3f; if (lessClip >= 0.05f) RwCameraSetNearClipPlane(Scene.camera, lessClip); else RwCameraSetNearClipPlane(Scene.camera, 0.05f); } } } } CWorld::pIgnoreEntity = nil; float nearClip = RwCameraGetNearClipPlane(Scene.camera); float radius = Tan(DEGTORAD(FOV * 0.5f)) * CDraw::GetAspectRatio() * 1.1f; // If we're seeing blue hell due to camera intersects some surface, fix it. // SA and LCS have this unrolled. for (int i = 0; i <= 5 && CWorld::TestSphereAgainstWorld((nearClip * Front) + Source, radius * nearClip, nil, true, true, false, true, false, false); i++) { CVector surfaceCamDist = gaTempSphereColPoints->point - Source; CVector frontButInvertedIfTouchesSurface = DotProduct(surfaceCamDist, Front) * Front; float newNearClip = (surfaceCamDist - frontButInvertedIfTouchesSurface).Magnitude() / radius; if (newNearClip > nearClip) newNearClip = nearClip; if (newNearClip < 0.1f) newNearClip = 0.1f; if (nearClip > newNearClip) RwCameraSetNearClipPlane(Scene.camera, newNearClip); if (newNearClip == 0.1f) Source += (TargetCoors - Source) * 0.3f; nearClip = RwCameraGetNearClipPlane(Scene.camera); radius = Tan(DEGTORAD(FOV * 0.5f)) * CDraw::GetAspectRatio() * 1.1f; } } TheCamera.m_bCamDirectlyBehind = false; TheCamera.m_bCamDirectlyInFront = false; // ------- LCS specific part starts if (camSetArrPos == 5 && Source.z < 1.0f) // RC Bandit and Baron Source.z = 1.0f; // Obviously some specific place in LC if (Source.x > 11.0f && Source.x < 91.0f) { if (Source.y > -680.0f && Source.y < -600.0f && Source.z < 24.4f) Source.z = 24.4f; } // CCam::FixSourceAboveWaterLevel if (CameraTarget.z >= -2.0f) { float level = -6000.0; // +0.5f is needed for III if (CWaterLevel::GetWaterLevelNoWaves(Source.x, Source.y, Source.z, &level)) { if (Source.z < level + 0.5f) Source.z = level + 0.5f; } } Front = TargetCoors - Source; // -------- LCS specific part ends GetVectorsReadyForRW(); // SA // gTargetCoordsForLookingBehind = TargetCoors; // SA code from CAutomobile::TankControl/FireTruckControl. if (car->GetModelIndex() == MI_RHINO || car->GetModelIndex() == MI_FIRETRUCK) { float &carGunLR = ((CAutomobile*)car)->m_fCarGunLR; CVector hi = Multiply3x3(Front, car->GetMatrix()); // III/VC's firetruck turret angle is reversed float angleToFace = (car->GetModelIndex() == MI_FIRETRUCK ? -hi.Heading() : hi.Heading()); if (angleToFace <= carGunLR + PI) { if (angleToFace < carGunLR - PI) angleToFace = angleToFace + TWOPI; } else { angleToFace = angleToFace - TWOPI; } float neededTurn = angleToFace - carGunLR; float turnPerFrame = CTimer::GetTimeStep() * (car->GetModelIndex() == MI_FIRETRUCK ? 0.05f : 0.015f); if (neededTurn <= turnPerFrame) { if (neededTurn < -turnPerFrame) angleToFace = carGunLR - turnPerFrame; } else { angleToFace = turnPerFrame + carGunLR; } if (car->GetModelIndex() == MI_RHINO && carGunLR != angleToFace) { DMAudio.PlayOneShot(car->m_audioEntityId, SOUND_CAR_TANK_TURRET_ROTATE, Abs(angleToFace - carGunLR)); } carGunLR = angleToFace; if (carGunLR < -PI) { carGunLR += TWOPI; } else if (carGunLR > PI) { carGunLR -= TWOPI; } // Because firetruk turret also has Y movement if (car->GetModelIndex() == MI_FIRETRUCK) { float &carGunUD = ((CAutomobile*)car)->m_fCarGunUD; float alphaToFace = Atan2(hi.z, hi.Magnitude2D()) + DEGTORAD(15.0f); float neededAlphaTurn = alphaToFace - carGunUD; float alphaTurnPerFrame = CTimer::GetTimeStep() * 0.02f; if (neededAlphaTurn > alphaTurnPerFrame) { neededTurn = alphaTurnPerFrame; carGunUD = neededTurn + carGunUD; } else { if (neededAlphaTurn >= -alphaTurnPerFrame) { carGunUD = alphaToFace; } else { carGunUD = carGunUD - alphaTurnPerFrame; } } float turretMinY = -DEGTORAD(20.0f); float turretMaxY = DEGTORAD(20.0f); if (turretMinY <= carGunUD) { if (carGunUD > turretMaxY) carGunUD = turretMaxY; } else { carGunUD = turretMinY; } } } } #endif