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590 lines
19 KiB
C++
590 lines
19 KiB
C++
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//****************************************************************************
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//* MODULE: Gel/Components
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//* FILENAME: WalkCameraComponent.cpp
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//* OWNER: Dan
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//* CREATION DATE: 4/9/3
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//****************************************************************************
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#ifdef TESTING_GUNSLINGER
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// Replace the entire contents of this file with the new file.
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#include <gel/components/gunslingerwalkcameracomponent.cpp>
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#else
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#include <gel/components/walkcameracomponent.h>
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#include <core/math/slerp.h>
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#include <gel/object/compositeobject.h>
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#include <gel/object/compositeobjectmanager.h>
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#include <gel/components/walkcomponent.h>
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#include <gel/components/camerautil.h>
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#include <gel/components/cameralookaroundcomponent.h>
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#include <gel/components/cameracomponent.h>
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#include <sk/components/skaterphysicscontrolcomponent.h>
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#include <gel/components/skatercameracomponent.h>
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#include <gel/scripting/checksum.h>
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#include <gel/scripting/script.h>
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#include <gel/scripting/struct.h>
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#include <gfx/debuggfx.h>
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namespace Obj
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{
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/******************************************************************/
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/* */
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/* */
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/******************************************************************/
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CBaseComponent* CWalkCameraComponent::s_create()
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{
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return static_cast< CBaseComponent* >( new CWalkCameraComponent );
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}
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/******************************************************************/
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/* */
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/* */
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/******************************************************************/
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CWalkCameraComponent::CWalkCameraComponent() : CBaseComponent()
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{
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SetType( CRC_WALKCAMERA );
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m_last_tripod_pos.Set();
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}
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/******************************************************************/
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/* */
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/* */
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/******************************************************************/
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CWalkCameraComponent::~CWalkCameraComponent()
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{
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}
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/******************************************************************/
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/* */
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/* */
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/******************************************************************/
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void CWalkCameraComponent::InitFromStructure( Script::CStruct* pParams )
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{
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uint32 target_id = 0 ;
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pParams->GetChecksum("CameraTarget", &target_id, Script::ASSERT);
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CCompositeObject* p_target = static_cast< CCompositeObject* >(CCompositeObjectManager::Instance()->GetObjectByID(target_id));
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Dbg_MsgAssert(p_target, ("Bad CameraTarget given to WalkCameraComponent"));
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set_target(p_target);
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m_last_dot = 1.0f;
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m_current_zoom = 1.0f;
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m_last_actual_matrix = GetObject()->GetMatrix();
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}
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/******************************************************************/
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/* */
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/* */
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/******************************************************************/
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void CWalkCameraComponent::RefreshFromStructure( Script::CStruct* pParams )
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{
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InitFromStructure(pParams);
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}
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/******************************************************************/
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/* */
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/* */
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/******************************************************************/
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void CWalkCameraComponent::Finalize()
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{
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mp_lookaround_component = GetCameraLookAroundComponentFromObject(GetObject());
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mp_camera_component = GetCameraComponentFromObject(GetObject());
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mp_skater_camera_component = GetSkaterCameraComponentFromObject(GetObject());
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Dbg_Assert(mp_lookaround_component);
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Dbg_Assert(mp_camera_component);
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Dbg_Assert(mp_skater_camera_component);
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}
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/******************************************************************/
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/* */
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/* */
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/******************************************************************/
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void CWalkCameraComponent::Update()
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{
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if (!mp_target) return;
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// optimization KLUDGE
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if (mp_target_physics_control_component && mp_target_physics_control_component->IsDriving())
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{
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GetObject()->Pause(true);
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return;
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}
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if (mp_target->HasTeleported())
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{
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m_instant_count = 3;
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}
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bool instantly;
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if (m_instant_count > 0)
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{
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--m_instant_count;
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instantly = true;
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}
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else if (m_reset)
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{
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instantly = true;
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}
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else
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{
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instantly = false;
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}
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mp_camera_component->StoreOldPosition();
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float frame_length = Tmr::FrameLength();
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// get input
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float horiz_control = GetInputComponentFromObject(GetObject())->GetControlPad().m_scaled_rightX;
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// restore camera position from last frame, previous to refocusing and collision detection
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GetObject()->GetMatrix() = m_last_actual_matrix;
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Mth::Vector target_facing = -GetObject()->GetMatrix()[Z];
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target_facing[Y] = 0.0f;
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target_facing.Normalize();
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Mth::Vector subject_facing = mp_target->GetMatrix()[Z];
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subject_facing[Y] = 0.0f;
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subject_facing.Normalize();
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// two options; we either use our old facing as the target facing or use the subject's facing as the target facing
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bool use_subject_facing = true;
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// if in a flush request
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if (m_flush_request_active)
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{
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// always use the subject's matrix
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}
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// if controlling camera
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else if (horiz_control != 0.0f)
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{
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use_subject_facing = false;
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}
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// if the subject's facing is towards the camera
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else if (Mth::DotProduct(target_facing, subject_facing) < cosf(Mth::DegToRad(s_get_param(CRCD(0xb8da8a73, "lock_angle")))))
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{
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use_subject_facing = false;
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}
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// if the subject is moving very slowly
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else // if (!mp_target_walk_component->UseDPadCamera())
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{
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float full_slerp_speed;
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float min_slerp_speed;
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if (!mp_target_walk_component->UseDPadCamera())
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{
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full_slerp_speed = s_get_param(CRCD(0xbcef6dda, "full_slerp_speed"));
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min_slerp_speed = s_get_param(CRCD(0x824349e5, "min_slerp_speed"));
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}
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else
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{
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full_slerp_speed = s_get_param(CRCD(0x73da1ec0, "dpad_full_slerp_speed"));
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min_slerp_speed = s_get_param(CRCD(0xda5cad3, "dpad_min_slerp_speed"));
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}
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float target_vel = sqrtf(mp_target->GetVel()[X] * mp_target->GetVel()[X] + mp_target->GetVel()[Z] * mp_target->GetVel()[Z]);
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if (target_vel < full_slerp_speed)
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{
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use_subject_facing = false;
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// for a middle range of velocities, lerp to use of the subject's matrix
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if (target_vel > min_slerp_speed)
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{
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target_facing = Mth::LinearMap(
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target_facing,
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subject_facing,
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target_vel,
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min_slerp_speed,
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full_slerp_speed
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);
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target_facing.Normalize();
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}
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}
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}
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if (use_subject_facing || m_reset)
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{
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target_facing = subject_facing;
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}
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// control over target facing
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if (horiz_control != 0.0f && !m_flush_request_active)
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{
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target_facing.RotateY(s_get_param(CRCD(0xf6f69dc8, "facing_control")) * horiz_control);
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}
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if (m_override_active)
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{
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target_facing = m_override_facing;
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target_facing.RotateY(mp_lookaround_component->mLookaroundHeading);
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}
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// build target matrix
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Mth::Matrix target_matrix;
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target_matrix[Z] = target_facing;
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target_matrix[Y].Set(0.0f, 1.0f, 0.0f);
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target_matrix[X].Set(target_facing[Z], 0.0f, -target_facing[X]);
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target_matrix[W].Set();
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// apply lookaround adjustments to the matrix
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target_matrix.RotateXLocal(mp_skater_camera_component->mTilt + mp_lookaround_component->mLookaroundTilt);
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target_matrix[X] = -target_matrix[X];
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target_matrix[Z] = -target_matrix[Z];
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// use later for camera position
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Mth::Vector up = mp_target->GetMatrix()[Y];
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if (!instantly)
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{
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if (Mth::DotProduct(target_matrix[X], GetObject()->GetMatrix()[X]) > CAMERA_SLERP_STOP
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&& Mth::DotProduct(target_matrix[Y], GetObject()->GetMatrix()[Y]) > CAMERA_SLERP_STOP
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&& Mth::DotProduct(target_matrix[Z], GetObject()->GetMatrix()[Z]) > CAMERA_SLERP_STOP)
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{
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// we're already at our target, so don't do anything
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// turn off any flush request
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if (m_flush_request_active)
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{
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m_flush_request_active = false;
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mp_target_walk_component->SetForwardControlLock(false);
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}
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}
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else
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{
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// slerp to the target matrix
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Mth::SlerpInterpolator slerper(&GetObject()->GetMatrix(), &target_matrix);
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// standard slerp rate
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float slerp = s_get_param(CRCD(0xc39b639, "matrix_slerp_rate"));
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// running slerp rate adjustment
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if (mp_target_walk_component->IsRunning())
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{
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slerp *= s_get_param(CRCD(0xd25348eb, "run_slerp_factor"));
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}
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// animation wait and ladder slerp rate adjustment
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// NOTE: replace with target facing override?
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if (mp_target_walk_component->GetState() == CWalkComponent::WALKING_ANIMWAIT || mp_target_walk_component->GetState() == CWalkComponent::WALKING_LADDER)
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{
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slerp *= 2.0f;
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}
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// if controlling the facing
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if (horiz_control != 0.0f && !m_flush_request_active)
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{
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slerp *= s_get_param(CRCD(0xb2da3c87, "control_slerp_factor")) * Mth::Abs(horiz_control);
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}
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// flush request slerp adjustment
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if (m_flush_request_active)
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{
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slerp *= s_get_param(CRCD(0x7178e048, "flush_slerp_factor"));
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}
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if (m_override_active)
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{
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// can't override flush speed
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if (m_flush_request_active)
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{
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slerp = s_get_param(CRCD(0xc39b639, "matrix_slerp_rate")) * s_get_param(CRCD(0x7178e048, "flush_slerp_factor"));
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}
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else
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{
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slerp = m_override_slerp_rate;
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}
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}
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// apply the slerping
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slerper.getMatrix(&GetObject()->GetMatrix(), GetTimeAdjustedSlerp(slerp, frame_length));
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// calculate for the skater camera
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m_last_dot = Mth::DotProduct(m_last_actual_matrix[Z], GetObject()->GetMatrix()[Z]);
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}
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}
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else
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{
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GetObject()->GetMatrix() = target_matrix;
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}
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// At this point, GetObject()->GetMatrix() is valid to store.
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m_last_actual_matrix = GetObject()->GetMatrix();
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// Set camera position to be the same as the skater.
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Mth::Vector camera_pos = get_tripod_pos(instantly);
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// Calculate zoom
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float above, behind;
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calculate_zoom(above, behind);
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camera_pos += GetObject()->GetMatrix()[Z] * behind + up * above;
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Mth::Vector focus_pos = mp_target->GetPos() + up * above;
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// Focus the camera directly on the target object
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target_matrix[Z] = focus_pos - camera_pos;
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target_matrix[Z].Normalize();
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// Read back the Y from the current matrix.
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target_matrix[Y] = GetObject()->GetMatrix()[Y];
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// Generate new orthonormal X and Y axes.
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target_matrix[X] = Mth::CrossProduct(target_matrix[Y], target_matrix[Z]);
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target_matrix[X].Normalize();
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target_matrix[Y] = Mth::CrossProduct(target_matrix[Z], target_matrix[X]);
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target_matrix[Y].Normalize();
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// Write back into camera matrix.
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// Since camera points in -Z, but player in +Z, we must negate the X and Z axes
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GetObject()->GetMatrix()[X] = -target_matrix[X];
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GetObject()->GetMatrix()[Y] = target_matrix[Y];
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GetObject()->GetMatrix()[Z] = -target_matrix[Z];
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// clean up matrix
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GetObject()->GetMatrix()[X][W] = 0.0f;
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GetObject()->GetMatrix()[Y][W] = 0.0f;
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GetObject()->GetMatrix()[Z][W] = 0.0f;
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GetObject()->GetMatrix()[W].Set(0.0f, 0.0f, 0.0f, 1.0f);
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// Now do collision detection.
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ApplyCameraCollisionDetection(
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camera_pos,
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GetObject()->GetMatrix(),
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camera_pos - GetObject()->GetMatrix()[Z] * behind + mp_target_walk_component->GetCameraCollisionTargetOffset(),
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focus_pos
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);
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#ifdef __USER_DAN__
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if (Script::GetInteger(CRCD(0xaf90c5fd, "walking_debug_lines")))
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{
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Gfx::AddDebugStar(focus_pos, 24.0f, MAKE_RGB(255, 200, 0), 1);
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}
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#endif
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camera_pos[W] = 1.0f;
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GetObject()->SetPos(camera_pos);
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// reset old position if in instant update
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if (instantly)
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{
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mp_camera_component->StoreOldPosition();
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}
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}
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/******************************************************************/
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/* */
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/* */
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/******************************************************************/
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CBaseComponent::EMemberFunctionResult CWalkCameraComponent::CallMemberFunction( uint32 Checksum, Script::CStruct* pParams, Script::CScript* pScript )
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{
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switch ( Checksum )
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{
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// @script | WalkCamera_FlushRequest | Force the camera to lerp quickly to behind the walker
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case CRCC(0x73febd0f, "WalkCamera_FlushRequest"):
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FlushRequest();
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break;
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// @script | WalkCamera_Reset | Teleports the camera to behind the target
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case CRCC(0xd1a485d1, "WalkCamera_Reset"):
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Reset();
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break;
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default:
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return CBaseComponent::MF_NOT_EXECUTED;
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}
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return CBaseComponent::MF_TRUE;
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}
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/******************************************************************/
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/* */
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/* */
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/******************************************************************/
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void CWalkCameraComponent::GetDebugInfo(Script::CStruct *p_info)
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{
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#ifdef __DEBUG_CODE__
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Dbg_MsgAssert(p_info,("NULL p_info sent to CWalkCameraComponent::GetDebugInfo"));
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CBaseComponent::GetDebugInfo(p_info);
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#endif
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}
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/******************************************************************/
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/* */
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/* */
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/******************************************************************/
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void CWalkCameraComponent::ReadyForActivation ( const SCameraState& state )
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{
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Dbg_MsgAssert(mp_target, ("Walk camera (%s) has NULL target", Script::FindChecksumName(GetObject()->GetID())));
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m_last_tripod_pos = state.lastTripodPos;
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m_last_actual_matrix = state.lastActualMatrix;
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m_last_dot = state.lastDot;
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m_current_zoom = state.lastZoom;
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||
|
m_flush_request_active = false;
|
||
|
mp_target_walk_component->SetForwardControlLock(false);
|
||
|
m_instant_count = 0;
|
||
|
|
||
|
mp_lookaround_component->mLookaroundHeading = 0.0f;
|
||
|
mp_lookaround_component->mLookaroundLock = false;
|
||
|
|
||
|
m_override_active = false;
|
||
|
}
|
||
|
|
||
|
/******************************************************************/
|
||
|
/* */
|
||
|
/* */
|
||
|
/******************************************************************/
|
||
|
|
||
|
void CWalkCameraComponent::GetCameraState ( SCameraState& state )
|
||
|
{
|
||
|
state.lastActualMatrix = m_last_actual_matrix;
|
||
|
state.lastTripodPos = m_last_tripod_pos;
|
||
|
state.lastDot = m_last_dot;
|
||
|
state.lastZoom = m_current_zoom;
|
||
|
}
|
||
|
|
||
|
/******************************************************************/
|
||
|
/* */
|
||
|
/* */
|
||
|
/******************************************************************/
|
||
|
|
||
|
void CWalkCameraComponent::FlushRequest ( )
|
||
|
{
|
||
|
m_flush_request_active = true;
|
||
|
mp_target_walk_component->SetForwardControlLock(true);
|
||
|
|
||
|
// flush requests zero skater cam lookaround
|
||
|
mp_lookaround_component->mLookaroundHeading = 0.0f;
|
||
|
mp_lookaround_component->mLookaroundTilt = 0.0f;
|
||
|
mp_lookaround_component->mLookaroundZoom = 1.0f;
|
||
|
mp_lookaround_component->mLookaroundLock = false;
|
||
|
}
|
||
|
|
||
|
/******************************************************************/
|
||
|
/* */
|
||
|
/* */
|
||
|
/******************************************************************/
|
||
|
|
||
|
void CWalkCameraComponent::Reset ( )
|
||
|
{
|
||
|
m_reset = true;
|
||
|
Update();
|
||
|
m_reset = false;
|
||
|
}
|
||
|
|
||
|
/******************************************************************/
|
||
|
/* */
|
||
|
/* */
|
||
|
/******************************************************************/
|
||
|
|
||
|
void CWalkCameraComponent::set_target ( CCompositeObject* p_target )
|
||
|
{
|
||
|
if (p_target)
|
||
|
{
|
||
|
mp_target = p_target;
|
||
|
|
||
|
mp_target_walk_component = GetWalkComponentFromObject(mp_target);
|
||
|
Dbg_Assert(mp_target_walk_component);
|
||
|
|
||
|
mp_target_physics_control_component = GetSkaterPhysicsControlComponentFromObject(mp_target);
|
||
|
Dbg_Assert(mp_target_physics_control_component);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
mp_target = NULL;
|
||
|
mp_target_walk_component = NULL;
|
||
|
mp_target_physics_control_component = NULL;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/******************************************************************/
|
||
|
/* */
|
||
|
/* */
|
||
|
/******************************************************************/
|
||
|
|
||
|
Mth::Vector CWalkCameraComponent::get_tripod_pos( bool instantly )
|
||
|
{
|
||
|
if (instantly)
|
||
|
{
|
||
|
m_last_tripod_pos = mp_target->GetPos();
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
float lerp_xz = GetTimeAdjustedSlerp(mp_skater_camera_component->mLerpXZ, Tmr::FrameLength());
|
||
|
float lerp_y = GetTimeAdjustedSlerp(mp_skater_camera_component->mLerpY, Tmr::FrameLength());
|
||
|
|
||
|
const Mth::Vector& target_pos = mp_target->GetPos();
|
||
|
|
||
|
m_last_tripod_pos.Set(
|
||
|
Mth::Lerp(m_last_tripod_pos[X], target_pos[X], lerp_xz),
|
||
|
Mth::Lerp(m_last_tripod_pos[Y], target_pos[Y], lerp_y),
|
||
|
Mth::Lerp(m_last_tripod_pos[Z], target_pos[Z], lerp_xz)
|
||
|
);
|
||
|
}
|
||
|
|
||
|
return m_last_tripod_pos;
|
||
|
}
|
||
|
|
||
|
/******************************************************************/
|
||
|
/* */
|
||
|
/* */
|
||
|
/******************************************************************/
|
||
|
|
||
|
void CWalkCameraComponent::calculate_zoom ( float& above, float& behind )
|
||
|
{
|
||
|
float target_zoom = 1.0f;
|
||
|
|
||
|
// If lookaround override is set, factor in the lookaround override zoom.
|
||
|
if (mp_lookaround_component->mLookaroundOverride && mp_lookaround_component->mLookaroundZoom != 1.0f)
|
||
|
{
|
||
|
target_zoom *= mp_lookaround_component->mLookaroundZoom;
|
||
|
}
|
||
|
|
||
|
m_current_zoom += ((target_zoom - m_current_zoom) * mp_skater_camera_component->mZoomLerp);
|
||
|
|
||
|
behind = mp_skater_camera_component->mBehind * m_current_zoom;
|
||
|
|
||
|
// Behind is also shortened when the lookaround camera is tilting upwards.
|
||
|
if (mp_lookaround_component->mLookaroundTilt < 0.0f)
|
||
|
{
|
||
|
float max_tilt = 3.14f * 0.2f;
|
||
|
behind = behind * (0.4f + (0.6f * ((max_tilt + mp_lookaround_component->mLookaroundTilt) / max_tilt)));
|
||
|
}
|
||
|
|
||
|
// Use lip_trick_above when doing a lip trick.
|
||
|
float above_val = mp_skater_camera_component->mAbove;
|
||
|
|
||
|
// Figure above tending towards the perfect above, if zoom is < 1.0.
|
||
|
if (m_current_zoom < 1.0f)
|
||
|
{
|
||
|
above = SKATERCAMERACOMPONENT_PERFECT_ABOVE + ((above_val - SKATERCAMERACOMPONENT_PERFECT_ABOVE) * m_current_zoom);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
above = above_val;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
#endif // TESTING_GUNSLINGER
|