void CPlayerRotation::ClampAngles() { { //cap up/down looking float minAngle,maxAngle; GetStanceAngleLimits(minAngle,maxAngle); float currentViewPitch=GetLocalPitch(); float newPitch = currentViewPitch + m_deltaAngles.x; if(newPitch < minAngle) newPitch = minAngle; else if(newPitch > maxAngle) newPitch = maxAngle; m_deltaAngles.x = newPitch - currentViewPitch; } { //further limit the view if necessary float limitV = m_params.vLimitRangeV; float limitH = m_params.vLimitRangeH; Vec3 limitDir = m_params.vLimitDir; float limitVUp = m_params.vLimitRangeVUp; float limitVDown = m_params.vLimitRangeVDown; if(m_player.m_stats.isFrozen.Value()) { float clampMin = g_pGameCVars->cl_frozenAngleMin; float clampMax = g_pGameCVars->cl_frozenAngleMax; float frozenLimit = DEG2RAD(clampMin + (clampMax-clampMin)*(1.f-m_player.GetFrozenAmount(true))); if(limitV == 0 || limitV>frozenLimit) limitV = frozenLimit; if(limitH == 0 || limitH>frozenLimit) limitH = frozenLimit; if(g_pGameCVars->cl_debugFreezeShake) { static float color[] = {1,1,1,1}; gEnv->pRenderer->Draw2dLabel(100,200,1.5,color,false,"limit: %f", RAD2DEG(frozenLimit)); } } if(m_player.m_stats.isOnLadder) { limitDir = -m_player.m_stats.ladderOrientation; limitH = DEG2RAD(40.0f); } if((limitH+limitV+limitVUp+limitVDown) && limitDir.len2()>0.1f) { //A matrix is built around the view limit, and then the player view angles are checked with it. //Later, if necessary the upVector could be made customizable. Vec3 forward(limitDir); Vec3 up(m_baseQuat.GetColumn2()); Vec3 right(-(up % forward)); right.Normalize(); Matrix33 limitMtx; limitMtx.SetFromVectors(right,forward,right%forward); //gEnv->pRenderer->GetIRenderAuxGeom()->DrawLine(m_player.GetEntity()->GetWorldPos(), ColorB(0,0,255,255), m_player.GetEntity()->GetWorldPos() + limitMtx.GetColumn(0), ColorB(0,0,255,255)); //gEnv->pRenderer->GetIRenderAuxGeom()->DrawLine(m_player.GetEntity()->GetWorldPos(), ColorB(0,255,0,255), m_player.GetEntity()->GetWorldPos() + limitMtx.GetColumn(1), ColorB(0,255,0,255)); //gEnv->pRenderer->GetIRenderAuxGeom()->DrawLine(m_player.GetEntity()->GetWorldPos(), ColorB(255,0,0,255), m_player.GetEntity()->GetWorldPos() + limitMtx.GetColumn(2), ColorB(255,0,0,255)); limitMtx.Invert(); Vec3 localDir(limitMtx * m_viewQuat.GetColumn1()); // Vec3 localDir(limitMtx * m_player.GetEntity()->GetWorldRotation().GetColumn1()); Ang3 limit; if(limitV) { limit.x = asinf(localDir.z) + m_deltaAngles.x; float deltaX(limitV - fabs(limit.x)); if(deltaX < 0.0f) m_deltaAngles.x += deltaX*(limit.x>0.0f?1.0f:-1.0f); } if(limitVUp || limitVDown) { limit.x = asinf(localDir.z) + m_deltaAngles.x; if(limit.x>=limitVUp && limitVUp!=0) { float deltaXUp(limitVUp - limit.x); m_deltaAngles.x += deltaXUp; } if(limit.x<=limitVDown && limitVDown!=0) { float deltaXDown(limitVDown - limit.x); m_deltaAngles.x += deltaXDown; } } if(limitH) { limit.z = cry_atan2f(-localDir.x,localDir.y) + m_deltaAngles.z; float deltaZ(limitH - fabs(limit.z)); if(deltaZ < 0.0f) m_deltaAngles.z += deltaZ*(limit.z>0.0f?1.0f:-1.0f); } } } }
void CPlayerRotation::Process(IItem* pCurrentItem, const SActorFrameMovementParams& movement, const SAimAccelerationParams& verticalAcceleration, float frameTime) { FUNCTION_PROFILER(GetISystem(), PROFILE_GAME); // reset to the new impulse. m_angularImpulseDelta = m_angularImpulse; m_deltaAngles = movement.deltaAngles; PR_CHECKQNAN_FLT(m_deltaAngles); // Store the previous rotation to get the correct rotation for linked actors. const Quat previousBaseQuat = m_baseQuat; const Quat previousViewQuat = m_viewQuat; ProcessForcedLookDirection(m_viewQuatFinal, frameTime); ProcessAngularImpulses( frameTime ); ProcessLeanAndPeek( movement ); ProcessNormalRoll( frameTime ); bool shouldProcessTargetAssistance = ShouldProcessTargetAssistance(); if (shouldProcessTargetAssistance) { ProcessTargetAssistance( pCurrentItem ); } #if TALOS if(stricmp(g_pGameCVars->pl_talos->GetString(), m_player.GetEntity()->GetName()) == 0) { IMovementController* pMovementController = m_player.GetMovementController(); CRY_ASSERT(pMovementController); SMovementState moveState; pMovementController->GetMovementState(moveState); Vec3 playerView[4] = { m_viewQuat.GetColumn0(), // Right m_viewQuat.GetColumn1(), // Forward m_viewQuat.GetColumn2(), // Up moveState.eyePosition // Pos }; GetTalosInput(this, m_player, m_deltaAngles.x, m_deltaAngles.z, playerView, frameTime); } #endif float minAngle,maxAngle; GetStanceAngleLimits(verticalAcceleration, pCurrentItem, minAngle, maxAngle); ClampAngles( minAngle, maxAngle ); ProcessNormal( frameTime ); if(shouldProcessTargetAssistance) { IVehicle* pVehicle = m_player.GetLinkedVehicle(); if (pVehicle && GetCurrentItem(true)) { if (m_deltaAngles.x!=0.f) pVehicle->OnAction(eVAI_RotatePitchAimAssist, eAAM_Always, m_deltaAngles.x, m_player.GetEntity()->GetId()); if (m_deltaAngles.z!=0.f) pVehicle->OnAction(eVAI_RotateYawAimAssist, eAAM_Always, m_deltaAngles.z, m_player.GetEntity()->GetId()); } } //update freelook when linked to an entity ProcessLinkedState(m_player.m_linkStats, previousBaseQuat, previousViewQuat); //Recoil/Zoom sway offset for local player ProcessFinalViewEffects( minAngle, maxAngle ); m_frameViewAnglesOffset.Set(0.0f, 0.0f, 0.0f); m_forceLookVector.zero(); m_externalAngles.Set(0.f, 0.f, 0.f); NormalizeQuats(); }