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();
}
Esempio n. 2
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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();
}