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authoraap <aap@papnet.eu>2020-06-21 00:40:07 +0200
committeraap <aap@papnet.eu>2020-06-21 00:40:07 +0200
commite1c58131c4637e70dbe533c82a1edab134650b14 (patch)
treeb0467bbd6bdf78b49a6ebdac6834dc9ef2c4e40f /src/core
parentsome PS2 cam code; fix for arrest cam (diff)
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Diffstat (limited to 'src/core')
-rw-r--r--src/core/Cam.cpp2
-rw-r--r--src/core/Camera.cpp93
-rw-r--r--src/core/Camera.h10
3 files changed, 96 insertions, 9 deletions
diff --git a/src/core/Cam.cpp b/src/core/Cam.cpp
index 6adfde53..69672272 100644
--- a/src/core/Cam.cpp
+++ b/src/core/Cam.cpp
@@ -3816,7 +3816,7 @@ CCam::Process_Debug(const CVector&, float, float, float)
Source.y += 1.0f;
GetVectorsReadyForRW();
- CPad::GetPad(0)->DisablePlayerControls = PLAYERCONTROL_DISABLED_1;
+// CPad::GetPad(0)->DisablePlayerControls = PLAYERCONTROL_DISABLED_1;
if(CPad::GetPad(1)->GetLeftShockJustDown() && gbBigWhiteDebugLightSwitchedOn)
CShadows::StoreShadowToBeRendered(SHADOWTYPE_ADDITIVE, gpShadowExplosionTex, &Source,
diff --git a/src/core/Camera.cpp b/src/core/Camera.cpp
index 31e31718..f5497b95 100644
--- a/src/core/Camera.cpp
+++ b/src/core/Camera.cpp
@@ -230,7 +230,7 @@ CCamera::Process(void)
// static bool InterpolatorNotInitialised = true; // unused
static CVector PreviousFudgedTargetCoors; // only PS2
static float PlayerMinDist = 1.6f; // not on PS2
- static bool WasPreviouslyInterSyhonFollowPed = false; // only written
+ static bool WasPreviouslyInterSyhonFollowPed = false; // only used on PS2
float FOV = 0.0f;
float oldBeta, newBeta;
float deltaBeta = 0.0f;
@@ -382,13 +382,13 @@ CCamera::Process(void)
if(Alpha_other > PI) Alpha_other -= TWOPI;
float Beta_other = 0.0f;
if(tmpFront.x != 0.0f || tmpFront.y != 0.0f)
- Beta_other = CGeneral::GetATanOfXY(tmpFront.x, tmpFront.y);
+ Beta_other = CGeneral::GetATanOfXY(-tmpFront.y, tmpFront.x);
tmpFront = Cams[ActiveCam].Front;
float Alpha_active = CGeneral::GetATanOfXY(tmpFront.Magnitude2D(), tmpFront.z);
- if(Alpha_active > PI) Alpha_other -= TWOPI;
+ if(Alpha_active > PI) Alpha_active -= TWOPI;
float Beta_active = 0.0f;
if(tmpFront.x != 0.0f || tmpFront.y != 0.0f)
- Beta_active = CGeneral::GetATanOfXY(tmpFront.x, tmpFront.y);
+ Beta_active = CGeneral::GetATanOfXY(-tmpFront.y, tmpFront.x);
float DeltaBeta = Beta_active - Beta_other;
float Alpha = inter*Alpha_active + (1.0f-inter)*Alpha_other;
@@ -405,7 +405,71 @@ CCamera::Process(void)
}
m_fOldBetaDiff = DeltaBeta;
float Beta = inter*DeltaBeta + Beta_other;
- assert(0 && "TODO");
+
+ CVector FudgedTargetCoors;
+ if(lookingAtPlayerNow && wasLookingAtPlayer){
+ // BUG? how is this interpolation ever used when values are overwritten below?
+ float PlayerDist = (pTargetEntity->GetPosition() - CamSource).Magnitude2D();
+ float MinDist = Min(Cams[(ActiveCam+1)%2].m_fMinDistAwayFromCamWhenInterPolating, Cams[ActiveCam].m_fMinDistAwayFromCamWhenInterPolating);
+ if(PlayerDist < MinDist){
+ CamSource.x = pTargetEntity->GetPosition().x - MinDist*Cos(Beta - HALFPI);
+ CamSource.y = pTargetEntity->GetPosition().y - MinDist*Sin(Beta - HALFPI);
+ }else{
+ CamSource.x = pTargetEntity->GetPosition().x - PlayerDist*Cos(Beta - HALFPI);
+ CamSource.y = pTargetEntity->GetPosition().y - PlayerDist*Sin(Beta - HALFPI);
+ }
+
+ CColPoint colpoint;
+ CEntity *entity = nil;
+ if(CWorld::ProcessLineOfSight(pTargetEntity->GetPosition(), CamSource, colpoint, entity, true, false, false, true, false, true, true)){
+ CamSource = colpoint.point;
+ RwCameraSetNearClipPlane(Scene.camera, 0.05f);
+ }
+
+ CamFront = pTargetEntity->GetPosition() - CamSource;
+ FudgedTargetCoors = inter*Cams[ActiveCam].m_cvecTargetCoorsForFudgeInter + (1.0f-inter)*Cams[(ActiveCam+1)%2].m_cvecTargetCoorsForFudgeInter;
+ PreviousFudgedTargetCoors = FudgedTargetCoors;
+ CamFront.Normalise();
+ CamUp = CVector(0.0f, 0.0f, 1.0f);
+ CamRight = CrossProduct(CamFront, CamUp);
+ CamRight.Normalise();
+ CamUp = CrossProduct(CamRight, CamFront);
+
+ WasPreviouslyInterSyhonFollowPed = true;
+ }else
+ WasPreviouslyInterSyhonFollowPed = false;
+
+ if(transitionPedMode){
+ FudgedTargetCoors = inter*Cams[ActiveCam].m_cvecTargetCoorsForFudgeInter + (1.0f-inter)*Cams[(ActiveCam+1)%2].m_cvecTargetCoorsForFudgeInter;
+ PreviousFudgedTargetCoors = FudgedTargetCoors;
+ CVector CamToTarget = pTargetEntity->GetPosition() - CamSource;
+ float tmpBeta = CGeneral::GetATanOfXY(CamToTarget.x, CamToTarget.y);
+ float PlayerDist = (pTargetEntity->GetPosition() - CamSource).Magnitude2D();
+ float MinDist = Min(Cams[(ActiveCam+1)%2].m_fMinDistAwayFromCamWhenInterPolating, Cams[ActiveCam].m_fMinDistAwayFromCamWhenInterPolating);
+ if(PlayerDist < MinDist){
+ CamSource.x = pTargetEntity->GetPosition().x - MinDist*Cos(tmpBeta - HALFPI);
+ CamSource.y = pTargetEntity->GetPosition().y - MinDist*Sin(tmpBeta - HALFPI);
+ }
+ CamFront = FudgedTargetCoors - CamSource;
+ CamFront.Normalise();
+ CamUp = CVector(0.0f, 0.0f, 1.0f);
+ CamUp.Normalise();
+ CamRight = CrossProduct(CamFront, CamUp);
+ CamRight.Normalise();
+ CamUp = CrossProduct(CamRight, CamFront);
+ CamUp.Normalise();
+ }else{
+ CamFront.x = Cos(Alpha) * Sin(Beta);
+ CamFront.y = Cos(Alpha) * -Cos(Beta);
+ CamFront.z = Sin(Alpha);
+ CamFront.Normalise();
+ CamUp = inter*Cams[ActiveCam].Up + (1.0f-inter)*Cams[(ActiveCam+1)%2].Up;
+ CamUp.Normalise();
+ CamRight = CrossProduct(CamFront, CamUp);
+ CamRight.Normalise();
+ CamUp = CrossProduct(CamRight, CamFront);
+ CamUp.Normalise();
+ }
#else
uint32 currentTime = CTimer::GetTimeInMilliseconds() - m_uiTimeTransitionStart;
if(currentTime >= m_uiTransitionDuration)
@@ -699,6 +763,16 @@ CCamera::CamControl(void)
if(Cams[ActiveCam].CamTargetEntity == nil && pTargetEntity == nil)
pTargetEntity = PLAYER;
+#ifdef PS2_CAM_TRANSITION
+ // Stop transition when it's done
+ if(m_uiTransitionState != 0)
+ if(CTimer::GetTimeInMilliseconds() > m_uiTransitionDuration+m_uiTimeTransitionStart){
+ m_uiTransitionState = 0;
+ m_vecDoingSpecialInterPolation = false;
+ m_bWaitForInterpolToFinish = false;
+ }
+#endif
+
m_iZoneCullFrameNumWereAt++;
if(m_iZoneCullFrameNumWereAt > m_iCheckCullZoneThisNumFrames)
m_iZoneCullFrameNumWereAt = 1;
@@ -2248,10 +2322,17 @@ CCamera::StartTransition(int16 newMode)
void
CCamera::StartTransitionWhenNotFinishedInter(int16 mode)
{
+#ifdef PS2_CAM_TRANSITION
+ m_vecOldSourceForInter = GetPosition();
+ m_vecOldFrontForInter = GetForward();
+ m_vecOldUpForInter = GetUp();
+ m_vecOldFOVForInter = CDraw::GetFOV();
+#endif
m_vecDoingSpecialInterPolation = true;
StartTransition(mode);
}
+#ifndef PS2_CAM_TRANSITION
void
CCamera::StoreValuesDuringInterPol(CVector &source, CVector &target, CVector &up, float &FOV)
{
@@ -2264,7 +2345,7 @@ CCamera::StoreValuesDuringInterPol(CVector &source, CVector &target, CVector &up
m_fBetaDuringInterPol = CGeneral::GetATanOfXY(Dist.x, Dist.y);
m_fAlphaDuringInterPol = CGeneral::GetATanOfXY(DistOnGround, Dist.z);
}
-
+#endif
void
diff --git a/src/core/Camera.h b/src/core/Camera.h
index 395effa8..f370bb98 100644
--- a/src/core/Camera.h
+++ b/src/core/Camera.h
@@ -425,9 +425,12 @@ public:
float CarZoomValueSmooth;
float DistanceToWater;
+#ifndef PS2_CAM_TRANSITION
float FOVDuringInter;
+#endif
float LODDistMultiplier;
float GenerationDistMultiplier;
+#ifndef PS2_CAM_TRANSITION
float m_fAlphaSpeedAtStartInter;
float m_fAlphaWhenInterPol;
float m_fAlphaDuringInterPol;
@@ -438,6 +441,7 @@ public:
float m_fFOVSpeedAtStartInter;
float m_fStartingBetaForInterPol;
float m_fStartingAlphaForInterPol;
+#endif
float m_PedOrientForBehindOrInFront;
float m_CameraAverageSpeed;
float m_CameraSpeedSoFar;
@@ -487,7 +491,7 @@ public:
CVector m_vecFixedModeSource;
CVector m_vecFixedModeUpOffSet;
CVector m_vecCutSceneOffset;
-
+#ifndef PS2_CAM_TRANSITION
CVector m_cvecStartingSourceForInterPol;
CVector m_cvecStartingTargetForInterPol;
CVector m_cvecStartingUpForInterPol;
@@ -497,11 +501,13 @@ public:
CVector m_vecSourceWhenInterPol;
CVector m_vecTargetWhenInterPol;
CVector m_vecUpWhenInterPol;
-
+#endif
CVector m_vecGameCamPos;
+#ifndef PS2_CAM_TRANSITION
CVector SourceDuringInter;
CVector TargetDuringInter;
CVector UpDuringInter;
+#endif
RwCamera *m_pRwCamera;
CEntity *pTargetEntity;
CCamPathSplines m_arrPathArray[MAX_NUM_OF_SPLINETYPES];