void CPlayerRotation::ProcessParachute() { //thats necessary when passing from groundG to normalG //m_baseQuat = m_viewQuat; Ang3 desiredAngVel(m_deltaAngles.x, m_deltaAngles.y * 0.5f - m_deltaAngles.z * 1.0f, m_deltaAngles.z); float rotInertia(7.7f); //align to gravity vector Vec3 vRef(m_viewQuat.GetInverted() * Vec3(0, 0, 1)); float alignAngleY = cry_atan2f(vRef.x, vRef.z); desiredAngVel.y += alignAngleY * 0.05f; Interpolate(m_angularVel, desiredAngVel, rotInertia, m_frameTime); Ang3 finalAngle(m_angularVel + m_angularImpulseDelta); //limit Z angle float viewPitch(GetLocalPitch()); float zLimit(-1.3f); if (viewPitch + finalAngle.x < zLimit) { finalAngle.x = zLimit - viewPitch; } m_viewQuat *= Quat::CreateRotationZ(finalAngle.z) * Quat::CreateRotationX(finalAngle.x) * Quat::CreateRotationY(finalAngle.y); m_viewQuat.Normalize(); Vec3 up(Vec3(0, 0, 1)); Vec3 right(m_viewQuat.GetColumn0()); Vec3 forward((up % right).GetNormalized()); m_baseQuat = Quat(Matrix33::CreateFromVectors(forward % up, forward, up)); //m_viewQuat = m_baseQuat; m_viewRoll = 0; m_upVector = m_baseQuat.GetColumn2(); }
void CPlayerRotation::ProcessFlyingZeroG() { bool bEnableGyroVerticalFade = (g_pGameCVars->pl_zeroGEnableGyroFade > 0); bool bEnableGyroSpeedFade = (g_pGameCVars->pl_zeroGEnableGyroFade < 2); //thats necessary when passing from groundG to normalG m_baseQuat = m_viewQuat; assert(m_baseQuat.IsValid()); //m_baseQuat = Quat::CreateSlerp(m_viewQuat,m_player.GetEntity()->GetRotation() * Quat::CreateRotationZ(gf_PI),0.5f); Ang3 desiredAngVel(m_deltaAngles.x,m_deltaAngles.y * 0.3f,m_deltaAngles.z); //view recoil in zeroG cause the player to rotate desiredAngVel.x += m_viewAnglesOffset.x * 0.1f; desiredAngVel.z += m_viewAnglesOffset.z * 0.1f; //so once used reset it. m_viewAnglesOffset.Set(0,0,0); //gyroscope: the gyroscope just apply the right roll speed to compensate the rotation, that way effects like //propulsion particles and such can be done easily just by using the angularVel float rotInertia(g_pGameCVars->pl_zeroGAimResponsiveness); if(m_player.GravityBootsOn() && m_stats.gBootsSpotNormal.len2()>0.01f) { Vec3 vRef(m_baseQuat.GetInverted() * m_stats.gBootsSpotNormal); Ang3 alignAngle(0,0,0); alignAngle.y = cry_atan2f(vRef.x, vRef.z); alignAngle.x = cry_atan2f(vRef.y, vRef.z); desiredAngVel.y += alignAngle.y * 0.05f; desiredAngVel.x -= alignAngle.x * 0.05f; } if(m_actions & ACTION_GYROSCOPE && desiredAngVel.y==0) { // we want to fade out the gyroscopic effect Vec3 vRef(m_baseQuat.GetInverted() * m_stats.zeroGUp); Ang3 alignAngle(0,0,0); alignAngle.y = cry_atan2f(vRef.x,vRef.z); float gyroFade = 1.0f; if(bEnableGyroVerticalFade) { float gyroFadeAngleInner = g_pGameCVars->pl_zeroGGyroFadeAngleInner; float gyroFadeAngleOuter = g_pGameCVars->pl_zeroGGyroFadeAngleOuter; float gyroFadeAngleSpan = gyroFadeAngleOuter - gyroFadeAngleInner; float gyroFadeAngleSpanInv = 1.0f / gyroFadeAngleSpan; float viewVerticalAlignment = abs(m_viewQuat.GetFwdZ()); float viewVerticalAngle = RAD2DEG(cry_asinf(viewVerticalAlignment)); gyroFade = 1.0f - CLAMP((viewVerticalAngle - gyroFadeAngleInner) * gyroFadeAngleSpanInv, 0.0f, 1.0f); gyroFade = cry_powf(gyroFade, g_pGameCVars->pl_zeroGGyroFadeExp); } float speedFade = 1.0f; if(bEnableGyroSpeedFade) { float speed = m_player.GetLastRequestedVelocity().GetLength(); speedFade = 1.0f - std::min(1.0f, speed / 5.0f); } desiredAngVel.y += alignAngle.y * speedFade * gyroFade * m_frameTime * g_pGameCVars->pl_zeroGGyroStrength; //rotInertia = 3.0f; } m_absRoll = fabs(desiredAngVel.y); Interpolate(m_angularVel,desiredAngVel,rotInertia,m_frameTime); Ang3 finalAngle(m_angularVel + m_angularImpulseDelta); m_baseQuat *= Quat::CreateRotationZ(finalAngle.z) * Quat::CreateRotationX(finalAngle.x) * Quat::CreateRotationY(finalAngle.y); m_baseQuat.NormalizeSafe(); /*IEntity *pEnt = m_player.GetEntity(); Vec3 offsetToCenter(Vec3(0,0,m_player.GetStanceInfo(m_player.GetStance())->heightCollider)); Vec3 finalPos(pEnt->GetWorldTM() * offsetToCenter); Quat newBaseQuat(m_baseQuat * Quat::CreateRotationZ(finalAngle.z) * Quat::CreateRotationX(finalAngle.x) * Quat::CreateRotationY(finalAngle.y)); Vec3 newPos(pEnt->GetWorldPos() + m_baseQuat * offsetToCenter); pEnt->SetPos(pEnt->GetWorldPos() + (finalPos - newPos),ENTITY_XFORM_USER);*/ //CHECKQNAN_MAT33(m_baseMtx); m_viewQuat = m_baseQuat; m_viewRoll = 0; m_upVector = m_baseQuat.GetColumn2(); }