Esempio n. 1
0
//------------------------------------------------------------------------
void CVehicleViewSteer::Update(float dt)
{
	IEntity* pEntity = m_pVehicle->GetEntity();
	assert(pEntity);

	IVehicleMovement* pVehicleMovement = m_pVehicle->GetMovement();
	if (pVehicleMovement == NULL)
		return;

	IPhysicalEntity* pPhysEntity = pEntity->GetPhysics();
	if (!pPhysEntity)
		return;

	pe_status_dynamics dynStatus;
	pPhysEntity->GetStatus(&dynStatus);

	SMovementState movementState;
	pVehicleMovement->GetMovementState(movementState);
	const float     pedal        = pVehicleMovement->GetEnginePedal();
	const float     maxSpeed     = movementState.maxSpeed;
	const Matrix34 &pose         = m_pAimPart ? m_pAimPart->GetWorldTM() : pEntity->GetWorldTM();
	const Vec3      entityPos    = pose.GetColumn3();
	const Vec3      xAxis        = pose.GetColumn0();
	const Vec3      yAxis        = pose.GetColumn1();
	const Vec3      zAxis        = pose.GetColumn2();
	const float     forwardSpeed = dynStatus.v.dot(yAxis);
	const float     speedNorm    = clamp_tpl(forwardSpeed / maxSpeed, 0.0f, 1.0f);
	const Vec3      maxRotation  = m_maxRotation + speedNorm * (m_maxRotation2 - m_maxRotation);

	CalcLookAt(pose);
	if (m_lookAt.IsValid())
	{
		if (!m_lastOffset.IsValid())
		{
			m_position             = pose * m_localSpaceCameraOffset;
			m_lastOffset           = m_position - m_lookAt;
			m_lastOffsetBeforeElev = m_lastOffset;
		}

		Vec3 offset = m_lastOffsetBeforeElev;

		if (pedal < 0.1f && forwardSpeed < 1.0f)
		{
			// Going Backwards
			m_flags &= ~(eVCam_goingForwards | m_forwardFlags);
			m_flags |= m_backwardsFlags;
		}

		if (offset.dot(yAxis) < 0.8f && forwardSpeed > 1.f)
		{
			// Going Forwards
			m_flags &= ~m_backwardsFlags;
			m_flags |= eVCam_goingForwards | m_forwardFlags;
		}

		float sensitivity = (1.f - speedNorm) * m_stickSensitivity.z + speedNorm * m_stickSensitivity2.z;
		float rotate      = -m_rotatingAction.z * sensitivity;
		rotate = rotate * dt;

		if (zAxis.z > 0.1f)
		{
			// Safe to update curYaw
			Vec3 projectedX = xAxis;
			projectedX.z = 0.f;
			Vec3 projectedY = yAxis;
			projectedY.z = 0.f;
			const float newYaw    = atan2_tpl(offset.dot(projectedX), -(offset.dot(projectedY)));
			const float maxChange = DEG2RAD(270.f) * dt;
			const float delta     = clamp_tpl(newYaw - m_curYaw, -maxChange, +maxChange);
			m_curYaw += delta;
		}

		// Rotation Action
		{
			if (m_flags & eVCam_rotationClamp)
			{
				float newYaw = clamp_tpl(m_curYaw + rotate, -maxRotation.z, +maxRotation.z);
				rotate        = newYaw - m_curYaw;
				rotate        = clamp_tpl(newYaw - m_curYaw, -fabsf(rotate), +fabsf(rotate));
				m_rotation.z += rotate;
			}
			else
			{
				m_rotation.z = 0.f;
			}

			if (speedNorm > 0.1f)
			{
				float reduce = dt * 1.f;
				m_rotation.z = m_rotation.z - reduce * m_rotation.z / (fabsf(m_rotation.z) + reduce);
			}
		}

		// Ang Spring
		{
			float angSpeedCorrection = dt * dt * m_angSpeedCorrection / (dt * m_angSpeedCorrection + 1.f) * dynStatus.w.z;
			if ((m_flags & eVCam_rotationSpring) == 0)
			{
				m_angReturnSpeed   = 0.f;
				angSpeedCorrection = 0.f;
			}

			float difference = m_rotation.z - m_curYaw;
			float relax      = difference * (m_angReturnSpeed * dt) / ((m_angReturnSpeed * dt) + 1.f);

			const float delta = +relax + angSpeedCorrection + rotate;
			m_curYaw += delta;

			Matrix33 rot = Matrix33::CreateRotationZ(delta);
			offset = rot * offset;

			// Lerp the spring speed
			float angSpeedTarget = m_angReturnSpeed1 + speedNorm * (m_angReturnSpeed2 - m_angReturnSpeed1);
			m_angReturnSpeed     += (angSpeedTarget - m_angReturnSpeed) * (dt / (dt + 0.3f));
			m_angSpeedCorrection += (m_angSpeedCorrection0 - m_angSpeedCorrection) * (dt / (dt + 0.3f));
		}

		if (!offset.IsValid()) offset = m_lastOffset;

		// Velocity influence
		Vec3 displacement = -((2.f - speedNorm) * dt) * dynStatus.v;// - yAxis*(0.0f*speedNorm*(yAxis.dot(dynStatus.v))));

		float dot = offset.dot(displacement);
		if (dot < 0.f)
		{
			displacement = displacement + offset * -0.1f * (offset.dot(displacement) / offset.GetLengthSquared());
		}
		offset = offset + displacement;

		const float radius0   = fabsf(m_localSpaceCameraOffset.y);
		const float minRadius = radius0 * m_radiusMin;
		const float maxRadius = radius0 * m_radiusMax;
		float       radiusXY  = sqrtf(sqr(offset.x) + sqr(offset.y));

		Vec3 offsetXY = offset;
		offsetXY.z = 0.f;
		Vec3  accelerationV = (dynStatus.v - m_lastVehVel);
		float acceleration  = offsetXY.dot(accelerationV) / radiusXY;

		m_lastVehVel = dynStatus.v;
		m_radiusVel -= acceleration;
		m_radius    += m_radiusVel * dt - dt * m_radiusVelInfluence * offsetXY.dot(dynStatus.v) / radiusXY;
		m_radiusVel *= expf(-dt * m_radiusDampRate);
		m_radius    += (radius0 - m_radius) * (dt * m_radiusRelaxRate) / (dt * m_radiusRelaxRate + 1.f);
		m_radius     = clamp_tpl(m_radius, minRadius, maxRadius);
		offset       = offset * (m_radius / radiusXY);

		// Vertical motion
		float targetOffsetHeight = m_localSpaceCameraOffset.z * (m_radius / radius0);
		float oldOffsetHeight    = offset.z;
		offset.z += (targetOffsetHeight - offset.z) * (dt / (dt + 0.3f));
		Limit(offset.z, targetOffsetHeight - 2.f, targetOffsetHeight + 2.f);
		float verticalChange = offset.z - oldOffsetHeight;

		m_lastOffsetBeforeElev = offset;

		// Add up and down camera tilt
		{
			offset.z     -= verticalChange;
			m_rotation.x += dt * m_stickSensitivity.x * m_rotatingAction.x;
			m_rotation.x  = clamp_tpl(m_rotation.x, -maxRotation.x, +maxRotation.x);

			float elevAngleVehicle = m_inheritedElev * yAxis.z;     // yAxis.z == approx elevation angle

			float elevationAngle = m_rotation.x - elevAngleVehicle;

			float sinElev, cosElev;
			sincos_tpl(elevationAngle, &sinElev, &cosElev);
			float horizLen    = sqrtf(offset.GetLengthSquared2D());
			float horizLenNew = horizLen * cosElev - sinElev * offset.z;
			if (horizLen > 1e-4f)
			{
				horizLenNew /= horizLen;
				offset.x    *= horizLenNew;
				offset.y    *= horizLenNew;
				offset.z     = offset.z * cosElev + sinElev * horizLen;
			}
			offset.z += verticalChange;
		}

		if (!offset.IsValid()) offset = m_lastOffset;

		m_position = m_lookAt + offset;

		// Perform world intersection test.
		{
			// Initialise sphere and direction.
			primitives::sphere sphere;

			sphere.center = m_lookAt;
			sphere.r      = g_SteerCameraRadius;

			Vec3 direction = m_position - m_lookAt;

			// Calculate camera bounds.
			AABB localBounds;

			m_pVehicle->GetEntity()->GetLocalBounds(localBounds);

			const float cameraBoundsScale = 0.75f;

			localBounds.min *= cameraBoundsScale;
			localBounds.max *= cameraBoundsScale;

			OBB cameraBounds;

			Matrix34 worldTM = m_pVehicle->GetEntity()->GetWorldTM();

			cameraBounds.SetOBBfromAABB(Matrix33(worldTM), localBounds);

			// Try to find point on edge of camera bounds to begin swept sphere intersection test.
			Vec3 rayBoxIntersect;

			if (Intersect::Ray_OBB(Ray(m_position, -direction), worldTM.GetTranslation(), cameraBounds, rayBoxIntersect) > 0)
			{
				Vec3 temp = m_position - rayBoxIntersect;

				if (direction.Dot(temp) > 0.0f)
				{
					sphere.center = rayBoxIntersect;
					direction     = temp;
				}
			}

			// Perform swept sphere intersection test against world.
			geom_contact* pContact = NULL;

			IPhysicalEntity* pSkipEntities[10];

			float distance = gEnv->pPhysicalWorld->PrimitiveWorldIntersection(sphere.type, &sphere, direction, ent_static | ent_terrain | ent_rigid | ent_sleeping_rigid,
			                                                                  &pContact, 0, (geom_colltype_player << rwi_colltype_bit) | rwi_stop_at_pierceable, 0, 0, 0,
			                                                                  pSkipEntities, m_pVehicle->GetSkipEntities(pSkipEntities, 10));

			if (distance > 0.0f)
			{
				// Sweep intersects world so calculate new offset.
				offset = (sphere.center + (direction.GetNormalizedSafe() * distance)) - m_lookAt;
			}
		}

		Interpolate(m_lastOffset, offset, 10.f, dt);

		m_position = m_lookAt + m_lastOffset;
	}
	else
	{
		CRY_ASSERT_MESSAGE(0, "camera will fail because lookat position is invalid");
	}

	m_rotatingAction.zero();
}