void CActor::cam_Update(float dt, float fFOV) { if(m_holder) return; if( (mstate_real & mcClimb) && (cam_active!=eacFreeLook) ) camUpdateLadder(dt); on_weapon_shot_update(); float y_shift =0; if( GamePersistent().GameType() != eGameIDSingle && ik_cam_shift && character_physics_support() && character_physics_support()->ik_controller() ) { y_shift = character_physics_support()->ik_controller()->Shift(); float cam_smooth_k = 1.f; if(_abs(y_shift-current_ik_cam_shift)>ik_cam_shift_tolerance) { cam_smooth_k = 1.f - ik_cam_shift_speed * dt/0.01f; } if(_abs(y_shift)<ik_cam_shift_tolerance/2.f) cam_smooth_k = 1.f - ik_cam_shift_speed * 1.f/0.01f * dt; clamp( cam_smooth_k, 0.f, 1.f ); current_ik_cam_shift = cam_smooth_k * current_ik_cam_shift + y_shift * ( 1.f - cam_smooth_k ); } else current_ik_cam_shift = 0; Fvector point = {0,CameraHeight() + current_ik_cam_shift,0}; Fvector dangle = {0,0,0}; Fmatrix xform; xform.setXYZ (0,r_torso.yaw,0); xform.translate_over(XFORM().c); // lookout if (this == Level().CurrentControlEntity()) cam_Lookout( xform, point.y ); if (!fis_zero(r_torso.roll)) { float radius = point.y*0.5f; float valid_angle = r_torso.roll/2.f; calc_point (point,radius,0,valid_angle); dangle.z = (PI_DIV_2-((PI+valid_angle)/2)); } float flCurrentPlayerY = xform.c.y; // Smooth out stair step ups if ((character_physics_support()->movement()->Environment()==CPHMovementControl::peOnGround) && (flCurrentPlayerY-fPrevCamPos>0)){ fPrevCamPos += dt*1.5f; if (fPrevCamPos > flCurrentPlayerY) fPrevCamPos = flCurrentPlayerY; if (flCurrentPlayerY-fPrevCamPos>0.2f) fPrevCamPos = flCurrentPlayerY-0.2f; point.y += fPrevCamPos-flCurrentPlayerY; }else{ fPrevCamPos = flCurrentPlayerY; } float _viewport_near = VIEWPORT_NEAR; // calc point xform.transform_tiny (point); CCameraBase* C = cam_Active(); C->Update (point,dangle); C->f_fov = fFOV; if(eacFirstEye != cam_active) { cameras[eacFirstEye]->Update (point,dangle); cameras[eacFirstEye]->f_fov = fFOV; } if (Level().CurrentEntity() == this) { collide_camera( *cameras[eacFirstEye], _viewport_near, this ); } if( psActorFlags.test(AF_PSP) ) { Cameras().UpdateFromCamera (C); }else { Cameras().UpdateFromCamera (cameras[eacFirstEye]); } fCurAVelocity = vPrevCamDir.sub(cameras[eacFirstEye]->vDirection).magnitude()/Device.fTimeDelta; vPrevCamDir = cameras[eacFirstEye]->vDirection; #ifdef DEBUG if( dbg_draw_camera_collision ) { dbg_draw_viewport( *cameras[eacFirstEye], _viewport_near ); dbg_draw_viewport( Cameras(), _viewport_near ); } #endif if (Level().CurrentEntity() == this) { Level().Cameras().UpdateFromCamera (C); if(eacFirstEye == cam_active && !Level().Cameras().GetCamEffector(cefDemo)){ Cameras().ApplyDevice (_viewport_near); } } }
void CActor::cam_Update(float dt, float fFOV) { if(m_holder) return; if( (mstate_real & mcClimb) && (cam_active!=eacFreeLook) ) camUpdateLadder(dt); on_weapon_shot_update(); // Alex ADD: smooth crouch fix if (!CurrentHeight)CurrentHeight = CameraHeight(); float HeightInterpolationSpeed = 9.f; if (CurrentHeight != CameraHeight() && !Device.dwPrecacheFrame) { CurrentHeight = (CurrentHeight * (1.0f - HeightInterpolationSpeed*dt)) + (CameraHeight() * HeightInterpolationSpeed*dt); } Fvector point = { 0, CurrentHeight, 0 }; //Fvector point = {0,CameraHeight(),0}; Fvector dangle = {0,0,0}; Fmatrix xform; xform.setXYZ (0,r_torso.yaw,0); xform.translate_over(XFORM().c); // lookout if (this == Level().CurrentControlEntity()) cam_Lookout( xform, point.y ); if (!fis_zero(r_torso.roll)) { float radius = point.y*0.5f; float valid_angle = r_torso.roll/2.f; calc_point (point,radius,0,valid_angle); dangle.z = (PI_DIV_2-((PI+valid_angle)/2)); } float flCurrentPlayerY = xform.c.y; // Smooth out stair step ups if ((character_physics_support()->movement()->Environment()==peOnGround) && (flCurrentPlayerY-fPrevCamPos>0)){ fPrevCamPos += dt*1.5f; if (fPrevCamPos > flCurrentPlayerY) fPrevCamPos = flCurrentPlayerY; if (flCurrentPlayerY-fPrevCamPos>0.2f) fPrevCamPos = flCurrentPlayerY-0.2f; point.y += fPrevCamPos-flCurrentPlayerY; }else{ fPrevCamPos = flCurrentPlayerY; } float _viewport_near = VIEWPORT_NEAR; // calc point xform.transform_tiny (point); CCameraBase* C = cam_Active(); C->Update (point,dangle); C->f_fov = fFOV; if(eacFirstEye != cam_active) { cameras[eacFirstEye]->Update (point,dangle); cameras[eacFirstEye]->f_fov = fFOV; } if (Level().CurrentEntity() == this) collide_camera( *cameras[eacFirstEye], _viewport_near ); if( psActorFlags.test(AF_PSP) ) { Cameras().UpdateFromCamera (C); }else { Cameras().UpdateFromCamera (cameras[eacFirstEye]); } fCurAVelocity = vPrevCamDir.sub(cameras[eacFirstEye]->vDirection).magnitude()/Device.fTimeDelta; vPrevCamDir = cameras[eacFirstEye]->vDirection; #ifdef DEBUG if( dbg_draw_camera_collision ) { dbg_draw_viewport( *cameras[eacFirstEye], _viewport_near ); dbg_draw_viewport( Cameras(), _viewport_near ); } #endif if (Level().CurrentEntity() == this) { Level().Cameras().UpdateFromCamera (C); if(eacFirstEye == cam_active && !Level().Cameras().GetCamEffector(cefDemo)){ Cameras().ApplyDevice (_viewport_near); } } }