#include "common.h"
#include "patcher.h"
#include "main.h"
#include "Draw.h"
#include "World.h"
#include "Vehicle.h"
#include "Ped.h"
#include "PlayerPed.h"
#include "Pad.h"
#include "General.h"
#include "CullZones.h"
#include "SurfaceTable.h"
#include "MBlur.h"
#include "Camera.h"
const float DefaultFOV = 70.0f; // beta: 80.0f
CCamera &TheCamera = *(CCamera*)0x6FACF8;
bool &CCamera::m_bUseMouse3rdPerson = *(bool *)0x5F03D8;
WRAPPER void CCamera::DrawBordersForWideScreen(void) { EAXJMP(0x46B430); }
bool
CCamera::IsSphereVisible(const CVector ¢er, float radius, const CMatrix *mat)
{
RwV3d c;
c = *(RwV3d*)¢er;
RwV3dTransformPoints(&c, &c, 1, &mat->m_matrix);
if(c.y + radius < CDraw::GetNearClipZ()) return false;
if(c.y - radius > CDraw::GetFarClipZ()) return false;
if(c.x*m_vecFrustumNormals[0].x + c.y*m_vecFrustumNormals[0].y > radius) return false;
if(c.x*m_vecFrustumNormals[1].x + c.y*m_vecFrustumNormals[1].y > radius) return false;
if(c.y*m_vecFrustumNormals[2].y + c.z*m_vecFrustumNormals[2].z > radius) return false;
if(c.y*m_vecFrustumNormals[3].y + c.z*m_vecFrustumNormals[3].z > radius) return false;
return true;
}
bool
CCamera::IsPointVisible(const CVector ¢er, const CMatrix *mat)
{
RwV3d c;
c = *(RwV3d*)¢er;
RwV3dTransformPoints(&c, &c, 1, &mat->m_matrix);
if(c.y < CDraw::GetNearClipZ()) return false;
if(c.y > CDraw::GetFarClipZ()) return false;
if(c.x*m_vecFrustumNormals[0].x + c.y*m_vecFrustumNormals[0].y > 0.0f) return false;
if(c.x*m_vecFrustumNormals[1].x + c.y*m_vecFrustumNormals[1].y > 0.0f) return false;
if(c.y*m_vecFrustumNormals[2].y + c.z*m_vecFrustumNormals[2].z > 0.0f) return false;
if(c.y*m_vecFrustumNormals[3].y + c.z*m_vecFrustumNormals[3].z > 0.0f) return false;
return true;
}
bool
CCamera::IsBoxVisible(RwV3d *box, const CMatrix *mat)
{
int i;
int frustumTests[6] = { 0 };
RwV3dTransformPoints(box, box, 8, &mat->m_matrix);
for(i = 0; i < 8; i++){
if(box[i].y < CDraw::GetNearClipZ()) frustumTests[0]++;
if(box[i].y > CDraw::GetFarClipZ()) frustumTests[1]++;
if(box[i].x*m_vecFrustumNormals[0].x + box[i].y*m_vecFrustumNormals[0].y > 0.0f) frustumTests[2]++;
if(box[i].x*m_vecFrustumNormals[1].x + box[i].y*m_vecFrustumNormals[1].y > 0.0f) frustumTests[3]++;
// Why not test z?
// if(box[i].y*m_vecFrustumNormals[2].y + box[i].z*m_vecFrustumNormals[2].z > 0.0f) frustumTests[4]++;
// if(box[i].y*m_vecFrustumNormals[3].y + box[i].z*m_vecFrustumNormals[3].z > 0.0f) frustumTests[5]++;
}
for(i = 0; i < 6; i++)
if(frustumTests[i] == 8)
return false; // Box is completely outside of one plane
return true;
}
int
CCamera::GetLookDirection(void)
{
if(Cams[ActiveCam].Mode == CCam::MODE_CAMONASTRING ||
Cams[ActiveCam].Mode == CCam::MODE_FIRSTPERSON ||
Cams[ActiveCam].Mode == CCam::MODE_BEHINDBOAT ||
Cams[ActiveCam].Mode == CCam::MODE_FOLLOWPED)
return Cams[ActiveCam].DirectionWasLooking;
return LOOKING_FORWARD;;
}
WRAPPER void CCamera::Fade(float timeout, int16 direction) { EAXJMP(0x46B3A0); }
WRAPPER void CCamera::ProcessFade(void) { EAXJMP(0x46F080); }
WRAPPER void CCamera::ProcessMusicFade(void) { EAXJMP(0x46F1E0); }
int
CCamera::GetScreenFadeStatus(void)
{
if(m_fFLOATingFade == 0.0f)
return FADE_0;
if(m_fFLOATingFade == 255.0f)
return FADE_2;
return FADE_1;
}
void
CCamera::SetFadeColour(uint8 r, uint8 g, uint8 b)
{
m_FadeTargetIsSplashScreen = r == 0 && g == 0 && b == 0;
CDraw::FadeRed = r;
CDraw::FadeGreen = g;
CDraw::FadeBlue = b;
}
void
CCamera::SetMotionBlur(int r, int g, int b, int a, int type)
{
m_BlurRed = r;
m_BlurGreen = g;
m_BlurBlue = b;
m_motionBlur = a;
m_BlurType = type;
}
void
CCamera::SetMotionBlurAlpha(int a)
{
m_imotionBlurAddAlpha = a;
}
void
CCamera::RenderMotionBlur(void)
{
if(m_BlurType == 0)
return;
CMBlur::MotionBlurRender(m_pRwCamera,
m_BlurRed, m_BlurGreen, m_BlurBlue,
m_motionBlur, m_BlurType, m_imotionBlurAddAlpha);
}
/*
*
* CCam
*
*/
// 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 * fabs(TargetSpeed - *CurrentSpeed) * CTimer::GetTimeStep();
// else
// *CurrentSpeed -= Acceleration * fabs(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
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);
}
// 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;
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_fCloseInPedHeightOffsetSpeed > 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 == 1.0f || TheCamera.PedZoomIndicator == 4.0f){
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;
CVector TempTargetCoors;
TempTargetCoors = DoAverageOnVector(TargetCoors);
TargetCoors = TempTargetCoors;
// Add this unknown offset, but later it's removed again
TargetCoors.z += m_fUnknownZOffSet;
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);
// TODO: what's transition beta?
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 == 1.0) m_fRealGroundDist = 2.090556f;
if(TheCamera.PedZoomIndicator == 2.0) m_fRealGroundDist = 3.34973f;
if(TheCamera.PedZoomIndicator == 3.0) m_fRealGroundDist = 4.704914f;
if(TheCamera.PedZoomIndicator == 4.0) m_fRealGroundDist = 2.090556f;
}
// And what is this? It's only used for collision and rotation it seems
float RealGroundDist;
if(TheCamera.PedZoomIndicator == 1.0) RealGroundDist = 2.090556f;
if(TheCamera.PedZoomIndicator == 2.0) RealGroundDist = 3.34973f;
if(TheCamera.PedZoomIndicator == 3.0) RealGroundDist = 4.704914f;
if(TheCamera.PedZoomIndicator == 4.0) RealGroundDist = 2.090556f;
if(m_fCloseInPedHeightOffset > 0.00001f)
RealGroundDist = 1.7016;
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_fUnknownZOffSet;
// 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_fUnknownZOffSet;
// 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 Distance = (IdealSource - TargetCoors).Magnitude2D();
m_fDistanceBeforeChanges = Distance;
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 * fabs(ReqSpeed - BetaSpeed) * CTimer::GetTimeStep();
else
BetaSpeed -= SpeedStep * fabs(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 + Distance * cos(Beta);
Source.y = TargetCoors.y + Distance * sin(Beta);
// Check if we can stop rotating
DeltaBeta = FixedTargetOrientation - Beta;
while(DeltaBeta >= PI) DeltaBeta -= 2*PI;
while(DeltaBeta < -PI) DeltaBeta += 2*PI;
if(fabs(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 + Distance * cos(Beta);
Source.y = TargetCoors.y + Distance * sin(Beta);
}
if(TheCamera.m_bCamDirectlyInFront){
Beta = TargetOrientation;
Source.x = TargetCoors.x + Distance * cos(Beta);
Source.y = TargetCoors.y + Distance * sin(Beta);
}
if(HackPlayerOnStoppingTrain){
Beta = TargetOrientation + PI;
Source.x = TargetCoors.x + Distance * cos(Beta);
Source.y = TargetCoors.y + Distance * 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_fUnknownZOffSet from both?
TargetCoors.z -= m_fUnknownZOffSet;
Source.z = IdealSource.z - m_fUnknownZOffSet;
// 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_fUnknownZOffSet + 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_fUnknownZOffSet && TargetZOffSet > m_fCamBufferedHeight){
// TODO: figure this out
bool foo = false;
switch(((CPhysical*)CamTargetEntity)->m_nLastCollType)
case 2: case 3: case 5:
case 11: case 23: case 26:
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;
}
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_fUnknownZOffSet = 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 == 1.0f)
ModeAlpha = CGeneral::GetATanOfXY(23.0f, zoomvalue); // near
else if(TheCamera.CarZoomIndicator == 2.0f)
ModeAlpha = CGeneral::GetATanOfXY(10.8f, zoomvalue); // mid
else if(TheCamera.CarZoomIndicator == 3.0f)
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, 0.9f);
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, 0.9f);
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, 0.9f);
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, 0.9f);
}
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(fabs(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(fabs(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_CAMONASTRING){
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;
}
bool CCam::Using3rdPersonMouseCam()
{
return CCamera::m_bUseMouse3rdPerson &&
(Mode == MODE_FOLLOWPED ||
TheCamera.m_bPlayerIsInGarage &&
FindPlayerPed() && FindPlayerPed()->m_nPedState != PED_DRIVING &&
Mode != MODE_TOPDOWN1 && this->CamTargetEntity == FindPlayerPed());
}
STARTPATCHES
InjectHook(0x42C760, &CCamera::IsSphereVisible, PATCH_JUMP);
InjectHook(0x46FD00, &CCamera::SetFadeColour, PATCH_JUMP);
InjectHook(0x46FD40, &CCamera::SetMotionBlur, PATCH_JUMP);
InjectHook(0x46FD80, &CCamera::SetMotionBlurAlpha, PATCH_JUMP);
InjectHook(0x46F940, &CCamera::RenderMotionBlur, PATCH_JUMP);
InjectHook(0x456F40, WellBufferMe, PATCH_JUMP);
InjectHook(0x4582F0, &CCam::GetVectorsReadyForRW, PATCH_JUMP);
InjectHook(0x457710, &CCam::DoAverageOnVector, PATCH_JUMP);
InjectHook(0x458060, &CCam::GetPedBetaAngleForClearView, PATCH_JUMP);
InjectHook(0x457210, &CCam::Cam_On_A_String_Unobscured, PATCH_JUMP);
InjectHook(0x457A80, &CCam::FixCamWhenObscuredByVehicle, PATCH_JUMP);
InjectHook(0x457B90, &CCam::FixCamIfObscured, PATCH_JUMP);
InjectHook(0x465DA0, &CCam::RotCamIfInFrontCar, PATCH_JUMP);
InjectHook(0x4662D0, &CCam::WorkOutCamHeightWeeCar, PATCH_JUMP);
InjectHook(0x466650, &CCam::WorkOutCamHeight, PATCH_JUMP);
InjectHook(0x45E3A0, &CCam::Process_FollowPed, PATCH_JUMP);
InjectHook(0x45BE60, &CCam::Process_BehindCar, PATCH_JUMP);
InjectHook(0x45C090, &CCam::Process_Cam_On_A_String, PATCH_JUMP);
ENDPATCHES