Make free cam collision code readable by aap, fixes

This commit is contained in:
erorcun 2020-12-15 17:33:29 +03:00
parent 81aaddb0e7
commit 59caa98c43

View file

@ -2920,8 +2920,7 @@ CCam::Process_Sniper(const CVector &CameraTarget, float TargetOrientation, float
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(ZoomInButton == rsMOUSEWHEELUPBUTTON || ZoomInButton == rsMOUSEWHEELDOWNBUTTON || ZoomOutButton == rsMOUSEWHEELUPBUTTON || ZoomOutButton == rsMOUSEWHEELDOWNBUTTON){
if(CPad::GetPad(0)->GetMouseWheelUp() || CPad::GetPad(0)->GetMouseWheelDown()){
if(CPad::GetPad(0)->SniperZoomIn()){
TargetFOV = FOV - 10.0f;
@ -4909,13 +4908,9 @@ CCam::Process_FollowCar_SA(const CVector& CameraTarget, float TargetOrientation,
if (FOV > DefaultFOV)
// 0.98f: CAR_FOV_FADE_MULT
FOV = pow(0.98f, CTimer::GetTimeStep()) * (FOV - DefaultFOV) + DefaultFOV;
FOV = Pow(0.98f, CTimer::GetTimeStep()) * (FOV - DefaultFOV) + DefaultFOV;
if (FOV <= DefaultFOV + 30.0f) {
if (FOV < DefaultFOV)
FOV = DefaultFOV;
} else
FOV = DefaultFOV + 30.0f;
FOV = clamp(FOV, DefaultFOV, 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)
@ -5042,7 +5037,7 @@ CCam::Process_FollowCar_SA(const CVector& CameraTarget, float TargetOrientation,
targetAlpha = maxAlphaAllowed;
}
float maxAlphaBlendAmount = CTimer::GetTimeStep() * CARCAM_SET[camSetArrPos][6];
float targetAlphaBlendAmount = (1.0f - pow(CARCAM_SET[camSetArrPos][5], CTimer::GetTimeStep())) * (targetAlpha - Alpha);
float targetAlphaBlendAmount = (1.0f - Pow(CARCAM_SET[camSetArrPos][5], CTimer::GetTimeStep())) * (targetAlpha - Alpha);
if (targetAlphaBlendAmount <= maxAlphaBlendAmount) {
if (targetAlphaBlendAmount < -maxAlphaBlendAmount)
targetAlphaBlendAmount = -maxAlphaBlendAmount;
@ -5134,7 +5129,7 @@ CCam::Process_FollowCar_SA(const CVector& CameraTarget, float TargetOrientation,
float betaSpeedFromStickX = xMovement * CARCAM_SET[camSetArrPos][12];
float newAngleSpeedMaxBlendAmount = CARCAM_SET[camSetArrPos][9];
float angleChangeStep = pow(CARCAM_SET[camSetArrPos][8], CTimer::GetTimeStep());
float angleChangeStep = Pow(CARCAM_SET[camSetArrPos][8], CTimer::GetTimeStep());
float targetBetaWithStickBlendAmount = betaSpeedFromStickX + (targetBeta - Beta) / Max(CTimer::GetTimeStep(), 1.0f);
if (targetBetaWithStickBlendAmount < -newAngleSpeedMaxBlendAmount)
@ -5246,75 +5241,76 @@ CCam::Process_FollowCar_SA(const CVector& CameraTarget, float TargetOrientation,
// SA calls SetColVarsVehicle in here
if (nextDirectionIsForward) {
// This is new in LCS!
// LCS uses exactly the same collision code as FollowPedWithMouse, so we will do so.
// This is only in LCS!
float timestepFactor = Pow(0.99f, CTimer::GetTimeStep());
dontCollideWithCars = (timestepFactor * dontCollideWithCars) + ((1.0f - timestepFactor) * car->m_vecMoveSpeed.Magnitude());
// Our addition
#define IS_TRAFFIC_LIGHT(ent) (ent->IsObject() && IsLightObject(ent->GetModelIndex()))
// Move cam if on collision
CColPoint foundCol;
CEntity* foundEnt;
// Clip Source and fix near clip
CColPoint colPoint;
CEntity* entity;
CWorld::pIgnoreEntity = CamTargetEntity;
if (CWorld::ProcessLineOfSight(TargetCoors, Source, foundCol, foundEnt, true, dontCollideWithCars < 0.1f, false, true, false, true, false) && !IS_TRAFFIC_LIGHT(foundEnt)) {
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));
if(CWorld::ProcessLineOfSight(TargetCoors, Source, colPoint, entity, true, dontCollideWithCars < 0.1f, false, true, false, true, true) && !IS_TRAFFIC_LIGHT(entity)){
float PedColDist = (TargetCoors - colPoint.point).Magnitude();
float ColCamDist = newDistance - PedColDist;
if(entity->IsPed() && ColCamDist > DEFAULT_NEAR + 0.1f){
// Ped in the way but not clipping through
if(CWorld::ProcessLineOfSight(colPoint.point, Source, colPoint, entity, true, dontCollideWithCars < 0.1f, false, true, false, true, true) || IS_TRAFFIC_LIGHT(entity)){
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{
if (!CWorld::ProcessLineOfSight(foundCol.point, Source, foundCol, foundEnt, true, dontCollideWithCars < 0.1f, false, true, false, true, false) || IS_TRAFFIC_LIGHT(foundEnt)) {
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);
}
}
Source = colPoint.point;
if(PedColDist < DEFAULT_NEAR + 0.3f)
RwCameraSetNearClipPlane(Scene.camera, Max(PedColDist-0.3f, 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 && (foundEnt = CWorld::TestSphereAgainstWorld((nearClip * Front) + Source, radius * nearClip, nil, true, true, false, true, false, false));
i++) {
if (IS_TRAFFIC_LIGHT(foundEnt))
float ViewPlaneHeight = Tan(DEGTORAD(FOV) / 2.0f);
float ViewPlaneWidth = ViewPlaneHeight * CDraw::CalculateAspectRatio() * fTweakFOV;
float Near = RwCameraGetNearClipPlane(Scene.camera);
float radius = ViewPlaneWidth*Near;
entity = CWorld::TestSphereAgainstWorld(Source + Front*Near, radius, nil, true, true, false, true, false, true);
int i = 0;
while(entity){
if (IS_TRAFFIC_LIGHT(entity))
break;
CVector surfaceCamDist = gaTempSphereColPoints->point - Source;
CVector frontButInvertedIfTouchesSurface = DotProduct(surfaceCamDist, Front) * Front;
float newNearClip = (surfaceCamDist - frontButInvertedIfTouchesSurface).Magnitude() / radius;
CVector CamToCol = gaTempSphereColPoints[0].point - Source;
float frontDist = DotProduct(CamToCol, Front);
float dist = (CamToCol - Front*frontDist).Magnitude() / ViewPlaneWidth;
if (newNearClip > nearClip)
newNearClip = nearClip;
if (newNearClip < 0.1f)
newNearClip = 0.1f;
if (nearClip > newNearClip)
RwCameraSetNearClipPlane(Scene.camera, newNearClip);
// Try to decrease near clip
dist = Max(Min(Near, dist), 0.1f);
if(dist < Near)
RwCameraSetNearClipPlane(Scene.camera, dist);
if (newNearClip == 0.1f)
// Move forward a bit
if(dist == 0.1f)
Source += (TargetCoors - Source)*0.3f;
nearClip = RwCameraGetNearClipPlane(Scene.camera);
radius = Tan(DEGTORAD(FOV * 0.5f)) * CDraw::GetAspectRatio() * 1.1f;
// Keep testing
Near = RwCameraGetNearClipPlane(Scene.camera);
radius = ViewPlaneWidth*Near;
entity = CWorld::TestSphereAgainstWorld(Source + Front*Near, radius, nil, true, true, false, true, false, true);
i++;
if(i > 5)
entity = nil;
}
#undef IS_TRAFFIC_LIGHT
}