re3/src/core/Camera.h

567 lines
18 KiB
C++

#pragma once
#include "Placeable.h"
class CEntity;
class CPed;
class CAutomobile;
extern int16 &DebugCamMode;
#define NUMBER_OF_VECTORS_FOR_AVERAGE 2
struct CCam
{
enum
{
MODE_NONE = 0,
MODE_TOPDOWN,
MODE_GTACLASSIC,
MODE_BEHINDCAR,
MODE_FOLLOWPED,
MODE_AIMING,
MODE_DEBUG,
MODE_SNIPER,
MODE_ROCKETLAUNCHER,
MODE_MODELVIEW,
MODE_BILL,
MODE_SYPHON,
MODE_CIRCLE,
MODE_CHEESYZOOM,
MODE_WHEELCAM,
MODE_FIXED,
MODE_1STPERSON,
MODE_FLYBY,
MODE_CAM_ON_A_STRING,
MODE_REACTION,
MODE_FOLLOW_PED_WITH_BIND,
MODE_CHRIS,
MODE_BEHINDBOAT,
MODE_PLAYER_FALLEN_WATER,
MODE_CAM_ON_TRAIN_ROOF,
MODE_CAM_RUNNING_SIDE_TRAIN,
MODE_BLOOD_ON_THE_TRACKS,
MODE_IM_THE_PASSENGER_WOOWOO,
MODE_SYPHON_CRIM_IN_FRONT,
MODE_PED_DEAD_BABY,
MODE_PILLOWS_PAPS,
MODE_LOOK_AT_CARS,
MODE_ARRESTCAM_ONE,
MODE_ARRESTCAM_TWO,
MODE_M16_1STPERSON,
MODE_SPECIAL_FIXED_FOR_SYPHON,
MODE_FIGHT_CAM,
MODE_TOP_DOWN_PED,
MODE_SNIPER_RUNABOUT,
MODE_ROCKETLAUNCHER_RUNABOUT,
MODE_1STPERSON_RUNABOUT,
MODE_M16_1STPERSON_RUNABOUT,
MODE_FIGHT_CAM_RUNABOUT,
MODE_EDITOR,
MODE_HELICANNON_1STPERSON, // vice city leftover
};
bool bBelowMinDist; //used for follow ped mode
bool bBehindPlayerDesired; //used for follow ped mode
bool m_bCamLookingAtVector;
bool m_bCollisionChecksOn;
bool m_bFixingBeta; //used for camera on a string
bool m_bTheHeightFixerVehicleIsATrain;
bool LookBehindCamWasInFront;
bool LookingBehind;
bool LookingLeft;
bool LookingRight;
bool ResetStatics; //for interpolation type stuff to work
bool Rotating;
int16 Mode; // CameraMode
uint32 m_uiFinishTime;
int m_iDoCollisionChecksOnFrameNum;
int m_iDoCollisionCheckEveryNumOfFrames;
int m_iFrameNumWereAt;
int m_iRunningVectorArrayPos;
int m_iRunningVectorCounter;
int DirectionWasLooking;
float f_max_role_angle; //=DEGTORAD(5.0f);
float f_Roll; //used for adding a slight roll to the camera in the
float f_rollSpeed;
float m_fSyphonModeTargetZOffSet;
float m_fRoadOffSet;
float m_fAmountFractionObscured;
float m_fAlphaSpeedOverOneFrame;
float m_fBetaSpeedOverOneFrame;
float m_fBufferedTargetBeta;
float m_fBufferedTargetOrientation;
float m_fBufferedTargetOrientationSpeed;
float m_fCamBufferedHeight;
float m_fCamBufferedHeightSpeed;
float m_fCloseInPedHeightOffset;
float m_fCloseInPedHeightOffsetSpeed;
float m_fCloseInCarHeightOffset;
float m_fCloseInCarHeightOffsetSpeed;
float m_fDimensionOfHighestNearCar;
float m_fDistanceBeforeChanges;
float m_fFovSpeedOverOneFrame;
float m_fMinDistAwayFromCamWhenInterPolating;
float m_fPedBetweenCameraHeightOffset;
float m_fPlayerInFrontSyphonAngleOffSet;
float m_fRadiusForDead;
float m_fRealGroundDist; //used for follow ped mode
float m_fTargetBeta;
float m_fTimeElapsedFloat;
float m_fTransitionBeta;
float m_fTrueBeta;
float m_fTrueAlpha;
float m_fInitialPlayerOrientation; //used for first person
float Alpha;
float AlphaSpeed;
float FOV;
float FOVSpeed;
float Beta;
float BetaSpeed;
float Distance;
float DistanceSpeed;
float CA_MIN_DISTANCE;
float CA_MAX_DISTANCE;
float SpeedVar;
CVector m_cvecSourceSpeedOverOneFrame;
CVector m_cvecTargetSpeedOverOneFrame;
CVector m_cvecUpOverOneFrame;
CVector m_cvecTargetCoorsForFudgeInter;
CVector m_cvecCamFixedModeVector;
CVector m_cvecCamFixedModeSource;
CVector m_cvecCamFixedModeUpOffSet;
CVector m_vecLastAboveWaterCamPosition; //helper for when the player has gone under the water
CVector m_vecBufferedPlayerBodyOffset;
// The three vectors that determine this camera for this frame
CVector Front; // Direction of looking in
CVector Source; // Coors in world space
CVector SourceBeforeLookBehind;
CVector Up; // Just that
CVector m_arrPreviousVectors[NUMBER_OF_VECTORS_FOR_AVERAGE]; // used to average stuff
CEntity *CamTargetEntity;
float m_fCameraDistance;
float m_fIdealAlpha;
float m_fPlayerVelocity;
CAutomobile *m_pLastCarEntered; // So interpolation works
CPed *m_pLastPedLookedAt;// So interpolation works
bool m_bFirstPersonRunAboutActive;
CCam(void) { Init(); }
void Init(void);
void Process(void);
void ProcessSpecialHeightRoutines(void);
void GetVectorsReadyForRW(void);
CVector DoAverageOnVector(const CVector &vec);
float GetPedBetaAngleForClearView(const CVector &Target, float Dist, float BetaOffset, bool checkBuildings, bool checkVehicles, bool checkPeds, bool checkObjects, bool checkDummies);
void WorkOutCamHeightWeeCar(CVector &TargetCoors, float TargetOrientation);
void WorkOutCamHeight(const CVector &TargetCoors, float TargetOrientation, float TargetHeight);
bool RotCamIfInFrontCar(CVector &TargetCoors, float TargetOrientation);
bool FixCamIfObscured(CVector &TargetCoors, float TargetHeight, float TargetOrientation);
void Cam_On_A_String_Unobscured(const CVector &TargetCoors, float BaseDist);
void FixCamWhenObscuredByVehicle(const CVector &TargetCoors);
void LookBehind(void);
void LookLeft(void);
void LookRight(void);
void ClipIfPedInFrontOfPlayer(void);
void KeepTrackOfTheSpeed(const CVector &source, const CVector &target, const CVector &up, const float &alpha, const float &beta, const float &fov);
bool Using3rdPersonMouseCam(void);
bool GetWeaponFirstPersonOn(void);
bool IsTargetInWater(const CVector &CamCoors);
void AvoidWallsTopDownPed(const CVector &TargetCoors, const CVector &Offset, float *Adjuster, float *AdjusterSpeed, float yDistLimit);
void PrintMode(void);
void Process_Debug(const CVector&, float, float, float);
void Process_Editor(const CVector&, float, float, float);
void Process_ModelView(const CVector &CameraTarget, float, float, float);
void Process_FollowPed(const CVector &CameraTarget, float TargetOrientation, float, float);
void Process_FollowPedWithMouse(const CVector &CameraTarget, float TargetOrientation, float, float);
void Process_BehindCar(const CVector &CameraTarget, float TargetOrientation, float, float);
void Process_Cam_On_A_String(const CVector &CameraTarget, float TargetOrientation, float, float);
void Process_TopDown(const CVector &CameraTarget, float TargetOrientation, float SpeedVar, float TargetSpeedVar);
void Process_TopDownPed(const CVector &CameraTarget, float TargetOrientation, float, float);
void Process_Rocket(const CVector &CameraTarget, float, float, float);
void Process_M16_1stPerson(const CVector &CameraTarget, float, float, float);
void Process_1stPerson(const CVector &CameraTarget, float, float, float);
void Process_1rstPersonPedOnPC(const CVector &CameraTarget, float TargetOrientation, float, float);
void Process_Sniper(const CVector &CameraTarget, float, float, float);
void Process_Syphon(const CVector &CameraTarget, float, float, float);
void Process_Syphon_Crim_In_Front(const CVector &CameraTarget, float, float, float);
void Process_BehindBoat(const CVector &CameraTarget, float TargetOrientation, float, float);
void Process_Fight_Cam(const CVector &CameraTarget, float TargetOrientation, float, float);
void Process_FlyBy(const CVector&, float, float, float);
void Process_WheelCam(const CVector&, float, float, float);
void Process_Fixed(const CVector &CameraTarget, float, float, float);
void Process_Player_Fallen_Water(const CVector &CameraTarget, float TargetOrientation, float, float);
void Process_Circle(const CVector &CameraTarget, float, float, float);
void Process_SpecialFixedForSyphon(const CVector &CameraTarget, float, float, float);
void ProcessPedsDeadBaby(void);
bool ProcessArrestCamOne(void);
bool ProcessArrestCamTwo(void);
};
static_assert(sizeof(CCam) == 0x1A4, "CCam: wrong size");
static_assert(offsetof(CCam, Alpha) == 0xA8, "CCam: error");
static_assert(offsetof(CCam, Front) == 0x140, "CCam: error");
struct CCamPathSplines
{
float m_arr_PathData[800];
};
struct CTrainCamNode
{
CVector m_cvecCamPosition;
CVector m_cvecPointToLookAt;
CVector m_cvecMinPointInRange;
CVector m_cvecMaxPointInRange;
float m_fDesiredFOV;
float m_fNearClip;
};
struct CQueuedMode
{
int16 Mode;
float Duration;
int16 MinZoom;
int16 MaxZoom;
};
enum
{
LOOKING_BEHIND,
LOOKING_LEFT,
LOOKING_RIGHT,
LOOKING_FORWARD,
};
enum
{
// TODO: figure out
FADE_0,
FADE_1, // mid fade
FADE_2,
FADE_OUT = 0,
FADE_IN,
FADE_NONE
};
enum
{
MBLUR_NONE,
MBLUR_SNIPER,
MBLUR_NORMAL,
MBLUR_INTRO1, // green camera
MBLUR_INTRO2, // unused
MBLUR_INTRO3, // bank scene
MBLUR_INTRO4, // jail break scene
MBLUR_INTRO5, // explosion
MBLUR_INTRO6, // player shot
MBLUR_UNUSED, // pinkish
};
enum
{
NONE = 0,
INTERPOLATION,
JUMP_CUT
};
enum
{
CAM_CONTROLLER_0,
CAM_CONTROLLER_1,
CAM_CONTROLLER_2
};
struct CCamera : public CPlaceable
{
bool m_bAboveGroundTrainNodesLoaded;
bool m_bBelowGroundTrainNodesLoaded;
bool m_bCamDirectlyBehind;
bool m_bCamDirectlyInFront;
bool m_bCameraJustRestored;
bool m_bcutsceneFinished;
bool m_bCullZoneChecksOn;
bool m_bFirstPersonBeingUsed;
bool m_bJustJumpedOutOf1stPersonBecauseOfTarget;
bool m_bIdleOn;
bool m_bInATunnelAndABigVehicle;
bool m_bInitialNodeFound;
bool m_bInitialNoNodeStaticsSet;
bool m_bIgnoreFadingStuffForMusic;
bool m_bPlayerIsInGarage;
bool m_bJustCameOutOfGarage;
bool m_bJustInitalised;
bool m_bJust_Switched;
bool m_bLookingAtPlayer;
bool m_bLookingAtVector;
bool m_bMoveCamToAvoidGeom;
bool m_bObbeCinematicPedCamOn;
bool m_bObbeCinematicCarCamOn;
bool m_bRestoreByJumpCut;
bool m_bUseNearClipScript;
bool m_bStartInterScript;
bool m_bStartingSpline;
bool m_bTargetJustBeenOnTrain;
bool m_bTargetJustCameOffTrain;
bool m_bUseSpecialFovTrain;
bool m_bUseTransitionBeta;
bool m_bUseScriptZoomValuePed;
bool m_bUseScriptZoomValueCar;
bool m_bWaitForInterpolToFinish;
bool m_bItsOkToLookJustAtThePlayer;
bool m_bWantsToSwitchWidescreenOff;
bool m_WideScreenOn;
bool m_1rstPersonRunCloseToAWall;
bool m_bHeadBob;
bool m_bFailedCullZoneTestPreviously;
bool m_FadeTargetIsSplashScreen;
bool WorldViewerBeingUsed;
uint8 ActiveCam;
uint32 m_uiCamShakeStart;
uint32 m_uiFirstPersonCamLastInputTime;
// where are those?
//bool m_bVehicleSuspenHigh;
//bool m_bEnable1rstPersonCamCntrlsScript;
//bool m_bAllow1rstPersonWeaponsCamera;
uint32 m_uiLongestTimeInMill;
uint32 m_uiNumberOfTrainCamNodes;
uint8 m_uiTransitionJUSTStarted;
uint8 m_uiTransitionState; // 0:one mode 1:transition
uint32 m_uiTimeLastChange;
uint32 m_uiTimeWeEnteredIdle;
uint32 m_uiTimeTransitionStart;
uint32 m_uiTransitionDuration;
int m_BlurBlue;
int m_BlurGreen;
int m_BlurRed;
int m_BlurType;
uint32 unknown;
int m_iWorkOutSpeedThisNumFrames;
int m_iNumFramesSoFar;
int m_iCurrentTrainCamNode;
int m_motionBlur;
int m_imotionBlurAddAlpha;
int m_iCheckCullZoneThisNumFrames;
int m_iZoneCullFrameNumWereAt;
int WhoIsInControlOfTheCamera;
float CamFrontXNorm;
float CamFrontYNorm;
float CarZoomIndicator;
float CarZoomValue;
float CarZoomValueSmooth;
float DistanceToWater;
float FOVDuringInter;
float LODDistMultiplier;
float GenerationDistMultiplier;
float m_fAlphaSpeedAtStartInter;
float m_fAlphaWhenInterPol;
float m_fAlphaDuringInterPol;
float m_fBetaDuringInterPol;
float m_fBetaSpeedAtStartInter;
float m_fBetaWhenInterPol;
float m_fFOVWhenInterPol;
float m_fFOVSpeedAtStartInter;
float m_fStartingBetaForInterPol;
float m_fStartingAlphaForInterPol;
float m_PedOrientForBehindOrInFront;
float m_CameraAverageSpeed;
float m_CameraSpeedSoFar;
float m_fCamShakeForce;
float m_fCarZoomValueScript;
float m_fFovForTrain;
float m_fFOV_Wide_Screen;
float m_fNearClipScript;
float m_fOldBetaDiff;
float m_fPedZoomValue;
float m_fPedZoomValueScript;
float m_fPedZoomValueSmooth;
float m_fPositionAlongSpline;
float m_ScreenReductionPercentage;
float m_ScreenReductionSpeed;
float m_AlphaForPlayerAnim1rstPerson;
float Orientation;
float PedZoomIndicator;
float PlayerExhaustion;
float SoundDistUp, SoundDistLeft, SoundDistRight;
float SoundDistUpAsRead, SoundDistLeftAsRead, SoundDistRightAsRead;
float SoundDistUpAsReadOld, SoundDistLeftAsReadOld, SoundDistRightAsReadOld;
float m_fWideScreenReductionAmount;
float m_fStartingFOVForInterPol;
// not static yet
float m_fMouseAccelHorzntl;// acceleration multiplier for 1st person controls
float m_fMouseAccelVertical;// acceleration multiplier for 1st person controls
float m_f3rdPersonCHairMultX;
float m_f3rdPersonCHairMultY;
CCam Cams[3];
void *pToGarageWeAreIn;
void *pToGarageWeAreInForHackAvoidFirstPerson;
CQueuedMode m_PlayerMode;
CQueuedMode PlayerWeaponMode;
CVector m_PreviousCameraPosition;
CVector m_RealPreviousCameraPosition;
CVector m_cvecAimingTargetCoors;
CVector m_vecFixedModeVector;
CVector m_vecFixedModeSource;
CVector m_vecFixedModeUpOffSet;
CVector m_vecCutSceneOffset;
// one of those has to go
CVector m_cvecStartingSourceForInterPol;
CVector m_cvecStartingTargetForInterPol;
CVector m_cvecStartingUpForInterPol;
CVector m_cvecSourceSpeedAtStartInter;
CVector m_cvecTargetSpeedAtStartInter;
CVector m_cvecUpSpeedAtStartInter;
CVector m_vecSourceWhenInterPol;
CVector m_vecTargetWhenInterPol;
CVector m_vecUpWhenInterPol;
//CVector m_vecClearGeometryVec;
CVector m_vecGameCamPos;
CVector SourceDuringInter;
CVector TargetDuringInter;
CVector UpDuringInter;
RwCamera *m_pRwCamera;
CEntity *pTargetEntity;
CCamPathSplines m_arrPathArray[4];
CTrainCamNode m_arrTrainCamNode[800];
CMatrix m_cameraMatrix;
bool m_bGarageFixedCamPositionSet;
bool m_vecDoingSpecialInterPolation;
bool m_bScriptParametersSetForInterPol;
bool m_bFading;
bool m_bMusicFading;
CMatrix m_viewMatrix;
CVector m_vecFrustumNormals[4];
CVector m_vecOldSourceForInter;
CVector m_vecOldFrontForInter;
CVector m_vecOldUpForInter;
float m_vecOldFOVForInter;
float m_fFLOATingFade;
float m_fFLOATingFadeMusic;
float m_fTimeToFadeOut;
float m_fTimeToFadeMusic;
float m_fFractionInterToStopMovingTarget;
float m_fFractionInterToStopCatchUpTarget;
float m_fGaitSwayBuffer;
float m_fScriptPercentageInterToStopMoving;
float m_fScriptPercentageInterToCatchUp;
uint32 m_fScriptTimeForInterPolation;
int16 m_iFadingDirection;
int m_iModeObbeCamIsInForCar;
int16 m_iModeToGoTo;
int16 m_iMusicFadingDirection;
int16 m_iTypeOfSwitch;
uint32 m_uiFadeTimeStarted;
uint32 m_uiFadeTimeStartedMusic;
static bool &m_bUseMouse3rdPerson;
bool Get_Just_Switched_Status() { return m_bJust_Switched; }
inline const CMatrix& GetCameraMatrix(void) { return m_cameraMatrix; }
CVector &GetGameCamPosition(void) { return m_vecGameCamPos; }
float GetPositionAlongSpline(void) { return m_fPositionAlongSpline; }
bool IsPointVisible(const CVector &center, const CMatrix *mat);
bool IsSphereVisible(const CVector &center, float radius, const CMatrix *mat);
bool IsSphereVisible(const CVector &center, float radius);
bool IsBoxVisible(RwV3d *box, const CMatrix *mat);
int GetLookDirection(void);
bool GetLookingForwardFirstPerson(void);
void Fade(float timeout, int16 direction);
int GetScreenFadeStatus(void);
void ProcessFade(void);
void ProcessMusicFade(void);
void SetFadeColour(uint8 r, uint8 g, uint8 b);
void CamShake(float strength, float x, float y, float z);
void SetMotionBlur(int r, int g, int b, int a, int type);
void SetMotionBlurAlpha(int a);
void RenderMotionBlur(void);
void ClearPlayerWeaponMode();
void CalculateDerivedValues(void);
void DrawBordersForWideScreen(void);
void Restore(void);
void SetWideScreenOn(void);
void SetWideScreenOff(void);
void SetNearClipScript(float);
float Find3rdPersonQuickAimPitch(void);
void TakeControl(CEntity*, int16, int16, int32);
void TakeControlNoEntity(const CVector&, int16, int32);
void SetCamPositionForFixedMode(const CVector&, const CVector&);
bool GetFading();
int GetFadingDirection();
void Init();
void SetRwCamera(RwCamera*);
void Process();
void LoadPathSplines(int file);
uint32 GetCutSceneFinishTime(void);
void FinishCutscene(void);
void SetCamCutSceneOffSet(const CVector&);
void TakeControlWithSpline(short);
void RestoreWithJumpCut(void);
void SetCameraDirectlyInFrontForFollowPed_CamOnAString(void);
void SetCameraDirectlyBehindForFollowPed_CamOnAString(void);
void SetZoomValueFollowPedScript(int16);
void SetZoomValueCamStringScript(int16);
void SetNewPlayerWeaponMode(int16, int16, int16);
void UpdateAimingCoors(CVector const &);
void SetPercentAlongCutScene(float);
void SetParametersForScriptInterpolation(float, float, int32);
void dtor(void) { this->CCamera::~CCamera(); }
};
static_assert(offsetof(CCamera, DistanceToWater) == 0xe4, "CCamera: error");
static_assert(offsetof(CCamera, m_WideScreenOn) == 0x70, "CCamera: error");
static_assert(offsetof(CCamera, WorldViewerBeingUsed) == 0x75, "CCamera: error");
static_assert(offsetof(CCamera, m_uiNumberOfTrainCamNodes) == 0x84, "CCamera: error");
static_assert(offsetof(CCamera, m_uiTransitionState) == 0x89, "CCamera: error");
static_assert(offsetof(CCamera, m_uiTimeTransitionStart) == 0x94, "CCamera: error");
static_assert(offsetof(CCamera, m_BlurBlue) == 0x9C, "CCamera: error");
static_assert(offsetof(CCamera, Cams) == 0x1A4, "CCamera: error");
static_assert(offsetof(CCamera, pToGarageWeAreIn) == 0x690, "CCamera: error");
static_assert(offsetof(CCamera, m_PreviousCameraPosition) == 0x6B0, "CCamera: error");
static_assert(offsetof(CCamera, m_vecCutSceneOffset) == 0x6F8, "CCamera: error");
static_assert(offsetof(CCamera, m_arrPathArray) == 0x7a8, "CCamera: error");
static_assert(sizeof(CCamera) == 0xE9D8, "CCamera: wrong size");
extern CCamera &TheCamera;
void CamShakeNoPos(CCamera*, float);