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-rw-r--r--src/core/Cam.cpp208
1 files changed, 208 insertions, 0 deletions
diff --git a/src/core/Cam.cpp b/src/core/Cam.cpp
index 546dfde0..5844b61a 100644
--- a/src/core/Cam.cpp
+++ b/src/core/Cam.cpp
@@ -28,6 +28,7 @@ const float DefaultFOV = 70.0f; // beta: 80.0f
bool PrintDebugCode = false;
int16 &DebugCamMode = *(int16*)0x95CCF2;
+bool bFreeCam = false;
void
CCam::Init(void)
@@ -138,6 +139,11 @@ CCam::Process(void)
if(CCamera::m_bUseMouse3rdPerson)
Process_FollowPedWithMouse(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar);
else
+#ifdef FREE_CAM
+ if(bFreeCam)
+ Process_FollowPed_Rotation(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar);
+ else
+#endif
Process_FollowPed(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar);
break;
// case MODE_AIMING:
@@ -4369,7 +4375,209 @@ CCam::Process_FollowPed_WithBinding(const CVector &CameraTarget, float TargetOri
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 < 0.9f + 0.3f)
+ RwCameraSetNearClipPlane(Scene.camera, max(PedColDist-0.3f, 0.05f));
+ }else{
+ RwCameraSetNearClipPlane(Scene.camera, min(ColCamDist-0.35f, 0.9f));
+ }
+ }else{
+ Source = colPoint.point;
+ if(PedColDist < 0.9f + 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();
+}
+#endif
+
STARTPATCHES
+#ifdef FREE_CAM
+ Nop(0x468E7B, 0x468E90-0x468E7B); // disable first person
+#endif
InjectHook(0x456F40, WellBufferMe, PATCH_JUMP);
InjectHook(0x458410, &CCam::Init, PATCH_JUMP);
InjectHook(0x4582F0, &CCam::GetVectorsReadyForRW, PATCH_JUMP);