thug/Code/Gel/Components/WalkCameraComponent.cpp

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2016-02-13 21:39:12 +00:00
//****************************************************************************
//* MODULE: Gel/Components
//* FILENAME: WalkCameraComponent.cpp
//* OWNER: Dan
//* CREATION DATE: 4/9/3
//****************************************************************************
#ifdef TESTING_GUNSLINGER
// Replace the entire contents of this file with the new file.
#include <gel/components/gunslingerwalkcameracomponent.cpp>
#else
#include <gel/components/walkcameracomponent.h>
#include <core/math/slerp.h>
#include <gel/object/compositeobject.h>
#include <gel/object/compositeobjectmanager.h>
#include <gel/components/walkcomponent.h>
#include <gel/components/camerautil.h>
#include <gel/components/cameralookaroundcomponent.h>
#include <gel/components/cameracomponent.h>
#include <sk/components/skaterphysicscontrolcomponent.h>
#include <gel/components/skatercameracomponent.h>
#include <gel/scripting/checksum.h>
#include <gel/scripting/script.h>
#include <gel/scripting/struct.h>
#include <gfx/debuggfx.h>
namespace Obj
{
/******************************************************************/
/* */
/* */
/******************************************************************/
CBaseComponent* CWalkCameraComponent::s_create()
{
return static_cast< CBaseComponent* >( new CWalkCameraComponent );
}
/******************************************************************/
/* */
/* */
/******************************************************************/
CWalkCameraComponent::CWalkCameraComponent() : CBaseComponent()
{
SetType( CRC_WALKCAMERA );
m_last_tripod_pos.Set();
}
/******************************************************************/
/* */
/* */
/******************************************************************/
CWalkCameraComponent::~CWalkCameraComponent()
{
}
/******************************************************************/
/* */
/* */
/******************************************************************/
void CWalkCameraComponent::InitFromStructure( Script::CStruct* pParams )
{
uint32 target_id = 0 ;
pParams->GetChecksum("CameraTarget", &target_id, Script::ASSERT);
CCompositeObject* p_target = static_cast< CCompositeObject* >(CCompositeObjectManager::Instance()->GetObjectByID(target_id));
Dbg_MsgAssert(p_target, ("Bad CameraTarget given to WalkCameraComponent"));
set_target(p_target);
m_last_dot = 1.0f;
m_current_zoom = 1.0f;
m_last_actual_matrix = GetObject()->GetMatrix();
}
/******************************************************************/
/* */
/* */
/******************************************************************/
void CWalkCameraComponent::RefreshFromStructure( Script::CStruct* pParams )
{
InitFromStructure(pParams);
}
/******************************************************************/
/* */
/* */
/******************************************************************/
void CWalkCameraComponent::Finalize()
{
mp_lookaround_component = GetCameraLookAroundComponentFromObject(GetObject());
mp_camera_component = GetCameraComponentFromObject(GetObject());
mp_skater_camera_component = GetSkaterCameraComponentFromObject(GetObject());
Dbg_Assert(mp_lookaround_component);
Dbg_Assert(mp_camera_component);
Dbg_Assert(mp_skater_camera_component);
}
/******************************************************************/
/* */
/* */
/******************************************************************/
void CWalkCameraComponent::Update()
{
if (!mp_target) return;
// optimization KLUDGE
if (mp_target_physics_control_component && mp_target_physics_control_component->IsDriving())
{
GetObject()->Pause(true);
return;
}
if (mp_target->HasTeleported())
{
m_instant_count = 3;
}
bool instantly;
if (m_instant_count > 0)
{
--m_instant_count;
instantly = true;
}
else if (m_reset)
{
instantly = true;
}
else
{
instantly = false;
}
mp_camera_component->StoreOldPosition();
float frame_length = Tmr::FrameLength();
// get input
float horiz_control = GetInputComponentFromObject(GetObject())->GetControlPad().m_scaled_rightX;
// restore camera position from last frame, previous to refocusing and collision detection
GetObject()->GetMatrix() = m_last_actual_matrix;
Mth::Vector target_facing = -GetObject()->GetMatrix()[Z];
target_facing[Y] = 0.0f;
target_facing.Normalize();
Mth::Vector subject_facing = mp_target->GetMatrix()[Z];
subject_facing[Y] = 0.0f;
subject_facing.Normalize();
// two options; we either use our old facing as the target facing or use the subject's facing as the target facing
bool use_subject_facing = true;
// if in a flush request
if (m_flush_request_active)
{
// always use the subject's matrix
}
// if controlling camera
else if (horiz_control != 0.0f)
{
use_subject_facing = false;
}
// if the subject's facing is towards the camera
else if (Mth::DotProduct(target_facing, subject_facing) < cosf(Mth::DegToRad(s_get_param(CRCD(0xb8da8a73, "lock_angle")))))
{
use_subject_facing = false;
}
// if the subject is moving very slowly
else // if (!mp_target_walk_component->UseDPadCamera())
{
float full_slerp_speed;
float min_slerp_speed;
if (!mp_target_walk_component->UseDPadCamera())
{
full_slerp_speed = s_get_param(CRCD(0xbcef6dda, "full_slerp_speed"));
min_slerp_speed = s_get_param(CRCD(0x824349e5, "min_slerp_speed"));
}
else
{
full_slerp_speed = s_get_param(CRCD(0x73da1ec0, "dpad_full_slerp_speed"));
min_slerp_speed = s_get_param(CRCD(0xda5cad3, "dpad_min_slerp_speed"));
}
float target_vel = sqrtf(mp_target->GetVel()[X] * mp_target->GetVel()[X] + mp_target->GetVel()[Z] * mp_target->GetVel()[Z]);
if (target_vel < full_slerp_speed)
{
use_subject_facing = false;
// for a middle range of velocities, lerp to use of the subject's matrix
if (target_vel > min_slerp_speed)
{
target_facing = Mth::LinearMap(
target_facing,
subject_facing,
target_vel,
min_slerp_speed,
full_slerp_speed
);
target_facing.Normalize();
}
}
}
if (use_subject_facing || m_reset)
{
target_facing = subject_facing;
}
// control over target facing
if (horiz_control != 0.0f && !m_flush_request_active)
{
target_facing.RotateY(s_get_param(CRCD(0xf6f69dc8, "facing_control")) * horiz_control);
}
if (m_override_active)
{
target_facing = m_override_facing;
target_facing.RotateY(mp_lookaround_component->mLookaroundHeading);
}
// build target matrix
Mth::Matrix target_matrix;
target_matrix[Z] = target_facing;
target_matrix[Y].Set(0.0f, 1.0f, 0.0f);
target_matrix[X].Set(target_facing[Z], 0.0f, -target_facing[X]);
target_matrix[W].Set();
// apply lookaround adjustments to the matrix
target_matrix.RotateXLocal(mp_skater_camera_component->mTilt + mp_lookaround_component->mLookaroundTilt);
target_matrix[X] = -target_matrix[X];
target_matrix[Z] = -target_matrix[Z];
// use later for camera position
Mth::Vector up = mp_target->GetMatrix()[Y];
if (!instantly)
{
if (Mth::DotProduct(target_matrix[X], GetObject()->GetMatrix()[X]) > CAMERA_SLERP_STOP
&& Mth::DotProduct(target_matrix[Y], GetObject()->GetMatrix()[Y]) > CAMERA_SLERP_STOP
&& Mth::DotProduct(target_matrix[Z], GetObject()->GetMatrix()[Z]) > CAMERA_SLERP_STOP)
{
// we're already at our target, so don't do anything
// turn off any flush request
if (m_flush_request_active)
{
m_flush_request_active = false;
mp_target_walk_component->SetForwardControlLock(false);
}
}
else
{
// slerp to the target matrix
Mth::SlerpInterpolator slerper(&GetObject()->GetMatrix(), &target_matrix);
// standard slerp rate
float slerp = s_get_param(CRCD(0xc39b639, "matrix_slerp_rate"));
// running slerp rate adjustment
if (mp_target_walk_component->IsRunning())
{
slerp *= s_get_param(CRCD(0xd25348eb, "run_slerp_factor"));
}
// animation wait and ladder slerp rate adjustment
// NOTE: replace with target facing override?
if (mp_target_walk_component->GetState() == CWalkComponent::WALKING_ANIMWAIT || mp_target_walk_component->GetState() == CWalkComponent::WALKING_LADDER)
{
slerp *= 2.0f;
}
// if controlling the facing
if (horiz_control != 0.0f && !m_flush_request_active)
{
slerp *= s_get_param(CRCD(0xb2da3c87, "control_slerp_factor")) * Mth::Abs(horiz_control);
}
// flush request slerp adjustment
if (m_flush_request_active)
{
slerp *= s_get_param(CRCD(0x7178e048, "flush_slerp_factor"));
}
if (m_override_active)
{
// can't override flush speed
if (m_flush_request_active)
{
slerp = s_get_param(CRCD(0xc39b639, "matrix_slerp_rate")) * s_get_param(CRCD(0x7178e048, "flush_slerp_factor"));
}
else
{
slerp = m_override_slerp_rate;
}
}
// apply the slerping
slerper.getMatrix(&GetObject()->GetMatrix(), GetTimeAdjustedSlerp(slerp, frame_length));
// calculate for the skater camera
m_last_dot = Mth::DotProduct(m_last_actual_matrix[Z], GetObject()->GetMatrix()[Z]);
}
}
else
{
GetObject()->GetMatrix() = target_matrix;
}
// At this point, GetObject()->GetMatrix() is valid to store.
m_last_actual_matrix = GetObject()->GetMatrix();
// Set camera position to be the same as the skater.
Mth::Vector camera_pos = get_tripod_pos(instantly);
// Calculate zoom
float above, behind;
calculate_zoom(above, behind);
camera_pos += GetObject()->GetMatrix()[Z] * behind + up * above;
Mth::Vector focus_pos = mp_target->GetPos() + up * above;
// Focus the camera directly on the target object
target_matrix[Z] = focus_pos - camera_pos;
target_matrix[Z].Normalize();
// Read back the Y from the current matrix.
target_matrix[Y] = GetObject()->GetMatrix()[Y];
// Generate new orthonormal X and Y axes.
target_matrix[X] = Mth::CrossProduct(target_matrix[Y], target_matrix[Z]);
target_matrix[X].Normalize();
target_matrix[Y] = Mth::CrossProduct(target_matrix[Z], target_matrix[X]);
target_matrix[Y].Normalize();
// Write back into camera matrix.
// Since camera points in -Z, but player in +Z, we must negate the X and Z axes
GetObject()->GetMatrix()[X] = -target_matrix[X];
GetObject()->GetMatrix()[Y] = target_matrix[Y];
GetObject()->GetMatrix()[Z] = -target_matrix[Z];
// clean up matrix
GetObject()->GetMatrix()[X][W] = 0.0f;
GetObject()->GetMatrix()[Y][W] = 0.0f;
GetObject()->GetMatrix()[Z][W] = 0.0f;
GetObject()->GetMatrix()[W].Set(0.0f, 0.0f, 0.0f, 1.0f);
// Now do collision detection.
ApplyCameraCollisionDetection(
camera_pos,
GetObject()->GetMatrix(),
camera_pos - GetObject()->GetMatrix()[Z] * behind + mp_target_walk_component->GetCameraCollisionTargetOffset(),
focus_pos
);
#ifdef __USER_DAN__
if (Script::GetInteger(CRCD(0xaf90c5fd, "walking_debug_lines")))
{
Gfx::AddDebugStar(focus_pos, 24.0f, MAKE_RGB(255, 200, 0), 1);
}
#endif
camera_pos[W] = 1.0f;
GetObject()->SetPos(camera_pos);
// reset old position if in instant update
if (instantly)
{
mp_camera_component->StoreOldPosition();
}
}
/******************************************************************/
/* */
/* */
/******************************************************************/
CBaseComponent::EMemberFunctionResult CWalkCameraComponent::CallMemberFunction( uint32 Checksum, Script::CStruct* pParams, Script::CScript* pScript )
{
switch ( Checksum )
{
// @script | WalkCamera_FlushRequest | Force the camera to lerp quickly to behind the walker
case CRCC(0x73febd0f, "WalkCamera_FlushRequest"):
FlushRequest();
break;
// @script | WalkCamera_Reset | Teleports the camera to behind the target
case CRCC(0xd1a485d1, "WalkCamera_Reset"):
Reset();
break;
default:
return CBaseComponent::MF_NOT_EXECUTED;
}
return CBaseComponent::MF_TRUE;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
void CWalkCameraComponent::GetDebugInfo(Script::CStruct *p_info)
{
#ifdef __DEBUG_CODE__
Dbg_MsgAssert(p_info,("NULL p_info sent to CWalkCameraComponent::GetDebugInfo"));
CBaseComponent::GetDebugInfo(p_info);
#endif
}
/******************************************************************/
/* */
/* */
/******************************************************************/
void CWalkCameraComponent::ReadyForActivation ( const SCameraState& state )
{
Dbg_MsgAssert(mp_target, ("Walk camera (%s) has NULL target", Script::FindChecksumName(GetObject()->GetID())));
m_last_tripod_pos = state.lastTripodPos;
m_last_actual_matrix = state.lastActualMatrix;
m_last_dot = state.lastDot;
m_current_zoom = state.lastZoom;
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