thug/Code/Gel/Components/HorseCameraComponent.cpp
2016-02-14 08:39:12 +11:00

560 lines
20 KiB
C++

//****************************************************************************
//* MODULE: Gel/Components
//* FILENAME: HorseCameraComponent.cpp
//* OWNER: Dan
//* CREATION DATE: 2/10/3
//****************************************************************************
#include <core/defines.h>
#include <core/math.h>
#include <gel/components/horsecameracomponent.h>
#include <gel/components/horsecomponent.h>
#include <gel/components/camerautil.h>
#include <gel/components/pedlogiccomponent.h>
#include <gel/components/weaponcomponent.h>
#include <gel/object/compositeobject.h>
#include <gel/object/compositeobjectmanager.h>
#include <gel/scripting/checksum.h>
#include <gel/scripting/script.h>
#include <gel/scripting/struct.h>
#include <gfx/NxViewMan.h>
#define MESSAGE(a) { printf("M:%s:%i: %s\n", __FILE__ + 15, __LINE__, a); }
#define DUMPI(a) { printf("D:%s:%i: " #a " = %i\n", __FILE__ + 15, __LINE__, a); }
#define DUMPB(a) { printf("D:%s:%i: " #a " = %s\n", __FILE__ + 15, __LINE__, a ? "true" : "false"); }
#define DUMPF(a) { printf("D:%s:%i: " #a " = %g\n", __FILE__ + 15, __LINE__, a); }
#define DUMPE(a) { printf("D:%s:%i: " #a " = %e\n", __FILE__ + 15, __LINE__, a); }
#define DUMPS(a) { printf("D:%s:%i: " #a " = %s\n", __FILE__ + 15, __LINE__, a); }
#define DUMPP(a) { printf("D:%s:%i: " #a " = %p\n", __FILE__ + 15, __LINE__, a); }
#define DUMPV(a) { printf("D:%s:%i: " #a " = %g, %g, %g\n", __FILE__ + 15, __LINE__, (a)[X], (a)[Y], (a)[Z]); }
#define DUMP4(a) { printf("D:%s:%i: " #a " = %g, %g, %g, %g\n", __FILE__ + 15, __LINE__, (a)[X], (a)[Y], (a)[Z], (a)[W]); }
#define DUMPM(a) { DUMP4(a[X]); DUMP4(a[Y]); DUMP4(a[Z]); DUMP4(a[W]); }
#define MARK { printf("K:%s:%i: %s\n", __FILE__ + 15, __LINE__, __PRETTY_FUNCTION__); }
#define PERIODIC(n) for (static int p__ = 0; (p__ = ++p__ % (n)) == 0; )
#define vVELOCITY_WEIGHT_DROP_THRESHOLD MPH_TO_IPS(15.0f)
// #define vLOCK_ATTRACTOR_VELOCITY_THRESHOLD MPH_TO_IPS(5.0f)
#define vLOCK_ATTRACTOR_VELOCITY_THRESHOLD MPH_TO_IPS(5000000.0f)
#define vSTATE_CHANGE_DELAY (1.0f)
extern float screen_angle;
extern bool gun_fired;
namespace Obj
{
/******************************************************************/
/* */
/* */
/******************************************************************/
CBaseComponent* CHorseCameraComponent::s_create()
{
return static_cast< CBaseComponent* >( new CHorseCameraComponent );
}
/******************************************************************/
/* */
/* */
/******************************************************************/
CHorseCameraComponent::CHorseCameraComponent() : CBaseComponent()
{
SetType( CRC_HORSECAMERA );
m_state = STATE_NORMAL;
m_offset_height = FEET(5.0f);
m_offset_distance = FEET(12.0f);
m_offset_tilt = 0.0f;
m_alignment_rate = 3.0f;
m_orientation_matrix.Ident();
}
/******************************************************************/
/* */
/* */
/******************************************************************/
CHorseCameraComponent::~CHorseCameraComponent()
{
}
/******************************************************************/
/* */
/* */
/******************************************************************/
void CHorseCameraComponent::InitFromStructure( Script::CStruct* pParams )
{
uint32 subject_id;
if (pParams->ContainsComponentNamed(CRCD(0x431c185, "subject")))
{
pParams->GetChecksum(CRCD(0x431c185, "subject"), &subject_id, Script::ASSERT);
mp_subject = static_cast< CCompositeObject* >(CCompositeObjectManager::Instance()->GetObjectByID(subject_id));
Dbg_MsgAssert(mp_subject, ("Vehicle camera given subject which is not a composite object"));
mp_subject_vehicle_component = static_cast< CHorseComponent* >(mp_subject->GetComponent(CRC_HORSE));
Dbg_MsgAssert(mp_subject_vehicle_component, ("HorseCameraComponent given subject which contains no HorseComponent"));
}
pParams->GetFloat( CRCD( 0x9213625f, "alignment_rate" ), &m_alignment_rate);
pParams->GetFloat( CRCD( 0x14849b6d, "offset_height" ), &m_offset_height);
pParams->GetFloat( CRCD( 0xbd3d3ca9, "offset_distance" ), &m_offset_distance);
if( pParams->GetFloat( CRCD( 0x480e14e2, "offset_tilt"), &m_offset_tilt ))
{
// Convert tilt from degrees to radians.
m_offset_tilt = Mth::DegToRad( m_offset_tilt );
}
reset_camera();
}
/******************************************************************/
/* */
/* */
/******************************************************************/
void CHorseCameraComponent::RefreshFromStructure( Script::CStruct* pParams )
{
InitFromStructure( pParams );
}
/******************************************************************/
/* */
/* */
/******************************************************************/
void CHorseCameraComponent::Finalize( void )
{
mp_input_component = GetInputComponentFromObject( GetObject());
Dbg_Assert( mp_input_component );
}
/******************************************************************/
/* */
/* */
/******************************************************************/
void CHorseCameraComponent::Update()
{
// Decide whether we want to be active right now.
if( mp_subject_vehicle_component )
{
if( !mp_subject_vehicle_component->ShouldUpdateCamera())
{
return;
}
}
m_frame_length = Tmr::FrameLength();
get_controller_input();
calculate_attractor_direction();
// Due to rounding errors this can sometimes be > |1|, which hoses acosf(), so limit here.
float angular_distance = acosf( Mth::Clamp( Mth::DotProduct( m_direction, m_attractor_direction ), -1.0f, 1.0f ));
if( angular_distance > Mth::PI / 2.0f )
{
angular_distance = Mth::PI - angular_distance;
}
bool sign = Mth::CrossProduct( m_direction, m_attractor_direction )[Y] > 0.0f;
float step = m_alignment_rate * angular_distance * Tmr::FrameLength();
if( step > angular_distance )
{
step = angular_distance;
}
m_direction.RotateY(( sign ? 1.0f : -1.0f ) * step );
m_direction.Normalize();
calculate_orientation_matrix();
// Save off the orientation matrix at this point.
Mth::Matrix saved_mat = m_orientation_matrix;
m_orientation_matrix.RotateYLocal( m_lookaround_heading );
m_orientation_matrix.RotateXLocal( m_lookaround_tilt - m_offset_tilt );
// Test the weapon component to generate the 'sticky' targetting behavior.
if( mp_best_target )
{
// Need to get the rider so we can get the base object and then the weapon component (messy).
CCompositeObject* p_obj = mp_subject_vehicle_component->GetRider();
if( p_obj )
{
CWeaponComponent* p_weapon = GetWeaponComponentFromObject( p_obj );
p_weapon->SetCurrentTarget( mp_best_target );
Mth::Vector sight_pos = mp_subject->GetPos() + Mth::Vector( 0.0f, m_offset_height, 0.0f, 0.0f );
p_weapon->SetSightPos( sight_pos );
p_weapon->SetSightMatrix( m_orientation_matrix );
float extra_heading_change, extra_tilt_change;
p_weapon->ProcessStickyTarget( m_lookaround_heading_delta, m_lookaround_tilt_delta, &extra_heading_change, &extra_tilt_change );
if(( extra_heading_change != 0.0f ) || ( extra_tilt_change != 0.0f ))
{
// Reset the matrix to what it was prior to the heading and tilt adjustments.
m_orientation_matrix = saved_mat;
m_lookaround_heading += extra_heading_change;
m_orientation_matrix.RotateYLocal( m_lookaround_heading );
m_lookaround_tilt += extra_tilt_change;
m_orientation_matrix.RotateXLocal( m_lookaround_tilt - m_offset_tilt );
}
}
}
calculate_position();
ApplyCameraCollisionDetection(
m_pos,
m_orientation_matrix,
m_pos - m_offset_distance * m_orientation_matrix[Z],
m_pos - m_offset_distance * m_orientation_matrix[Z],
false,
false
);
m_pos[W] = 1.0f;
m_orientation_matrix[X][W] = 0.0f;
m_orientation_matrix[Y][W] = 0.0f;
m_orientation_matrix[Z][W] = 0.0f;
do_reticle();
GetObject()->SetPos( m_pos );
GetObject()->SetMatrix( m_orientation_matrix );
GetObject()->SetDisplayMatrix( m_orientation_matrix );
}
/******************************************************************/
/* */
/* */
/******************************************************************/
CBaseComponent::EMemberFunctionResult CHorseCameraComponent::CallMemberFunction( uint32 Checksum, Script::CStruct* pParams, Script::CScript* pScript )
{
switch ( Checksum )
{
case CRCC(0x469fd, "VehicleCamera_Reset"):
RefreshFromStructure(pParams);
break;
default:
return CBaseComponent::MF_NOT_EXECUTED;
}
return CBaseComponent::MF_TRUE;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
void CHorseCameraComponent::GetDebugInfo(Script::CStruct *p_info)
{
Dbg_MsgAssert(p_info,("NULL p_info sent to C......Component::GetDebugInfo"));
p_info->AddChecksum("mp_subject", mp_subject->GetID());
CBaseComponent::GetDebugInfo(p_info);
}
/******************************************************************/
/* */
/* */
/******************************************************************/
void CHorseCameraComponent::get_controller_input( void )
{
CControlPad& control_pad = mp_input_component->GetControlPad();
// Switch the aiming state if triggered.
if( control_pad.m_R3.GetTriggered())
{
control_pad.m_R3.ClearTrigger();
// Restore screen angle.
screen_angle = 72.0f;
Nx::CViewportManager::sSetScreenAngle( screen_angle );
if( m_state == STATE_NORMAL )
m_state = STATE_AIMING;
else if( m_state == STATE_AIMING )
m_state = STATE_NORMAL;
}
// Fire if triggered.
gun_fired = false;
if( control_pad.m_R1.GetTriggered())
{
gun_fired = true;
control_pad.m_R1.ClearTrigger();
}
// Switch sniper mode if triggered and in aiming mode.
if( control_pad.m_up.GetTriggered())
{
control_pad.m_up.ClearTrigger();
// Unfortunately, pressing up on the left control stick will also cause m_up to be triggered, so check this
// is really the d-pad press.
if( control_pad.GetScaledLeftAnalogStickMagnitude() == 0.0f )
{
if( m_state == STATE_AIMING )
{
// This would be a good place to put the field of view setting code for the sniper rifle.
if( screen_angle == 72.0f )
{
screen_angle = 25.0f;
}
else if( screen_angle == 25.0f )
{
screen_angle = 7.5f;
}
else if( screen_angle == 7.5f )
{
screen_angle = 72.0f;
}
Nx::CViewportManager::sSetScreenAngle( screen_angle );
}
}
}
// Deal with adjusting aim direction.
float tilt_target = control_pad.m_scaled_rightY;
float heading_target = control_pad.m_scaled_rightX;
if( m_state == STATE_NORMAL )
{
// Aiming input should be ignored.
tilt_target = 0.0f;
heading_target = 0.0f;
}
// Modulate with the variable used to damp cursor movement when aiming at a heading_target.
heading_target = heading_target * m_spin_modulator;
tilt_target = tilt_target * m_tilt_modulator;
// Get script values.
float heading_ka = Script::GetFloat( CRCD( 0xe31bc279, "GunslingerHorseLookaroundHeadingKa" ), Script::ASSERT );
float heading_ea = Script::GetFloat( CRCD( 0x7d98eff7, "GunslingerHorseLookaroundHeadingEa" ), Script::ASSERT );
float heading_ks = Script::GetFloat( CRCD( 0x10a2b331, "GunslingerHorseLookaroundHeadingKs" ), Script::ASSERT );
float heading_es = Script::GetFloat( CRCD( 0x8e219ebf, "GunslingerHorseLookaroundHeadingEs" ), Script::ASSERT );
// Calculate acceleration.
float a = heading_ka * powf( Mth::Abs( heading_target ), heading_ea ) * (( heading_target > 0.0f ) ? 1.0f : ( heading_target < 0.0f ) ? -1.0f : 0.0f );
// Calculate max speed.
float s = heading_ks * powf( Mth::Abs( heading_target ), heading_es ) * (( heading_target > 0.0f ) ? 1.0f : ( heading_target < 0.0f ) ? -1.0f : 0.0f );
m_lookaround_heading_angular_speed += a;
if( s == 0.0f )
{
m_lookaround_heading_angular_speed = 0.0f;
}
else if((( s > 0.0f ) && ( m_lookaround_heading_angular_speed > s )) || (( s < 0.0f ) && ( m_lookaround_heading_angular_speed < s )))
{
m_lookaround_heading_angular_speed = s;
}
float lookaround_heading_speed = Script::GetFloat( CRCD( 0x8cf5f0cd, "GunslingerHorseLookaroundHeadingSpeed" ), Script::ASSERT );
// Control stick left - reticle should move left.
m_lookaround_heading_delta = -m_lookaround_heading_angular_speed * lookaround_heading_speed * m_frame_length;
m_lookaround_heading += m_lookaround_heading_delta;
if( m_lookaround_heading > Mth::PI )
m_lookaround_heading = m_lookaround_heading - ( 2 * Mth::PI );
else if( m_lookaround_heading <= -Mth::PI )
m_lookaround_heading = ( 2 * Mth::PI ) + m_lookaround_heading;
if( Script::GetInteger( CRCD( 0x9edfc7af, "GunslingerInvertAiming" )) == 0 )
{
// Negate value if vertical aiming invert is not enabled.
tilt_target = -tilt_target;
}
// Get script values.
float tilt_ka = Script::GetFloat( CRCD( 0x3e8e974f, "GunslingerHorseLookaroundTiltKa" ), Script::ASSERT );
float tilt_ea = Script::GetFloat( CRCD( 0xa00dbac1, "GunslingerHorseLookaroundTiltEa" ), Script::ASSERT );
float tilt_ks = Script::GetFloat( CRCD( 0xcd37e607, "GunslingerHorseLookaroundTiltKs" ), Script::ASSERT );
float tilt_es = Script::GetFloat( CRCD( 0x53b4cb89, "GunslingerHorseLookaroundTiltEs" ), Script::ASSERT );
// Calculate acceleration.
a = tilt_ka * powf( Mth::Abs( tilt_target ), tilt_ea ) * (( tilt_target > 0.0f ) ? 1.0f : ( tilt_target < 0.0f ) ? -1.0f : 0.0f );
// Calculate max speed.
s = tilt_ks * powf( Mth::Abs( tilt_target ), tilt_es ) * (( tilt_target > 0.0f ) ? 1.0f : ( tilt_target < 0.0f ) ? -1.0f : 0.0f );
m_lookaround_tilt_angular_speed += a;
if( s == 0.0f )
{
m_lookaround_tilt_angular_speed = 0.0f;
}
else if((( s > 0.0f ) && ( m_lookaround_tilt_angular_speed > s )) || (( s < 0.0f ) && ( m_lookaround_tilt_angular_speed < s )))
{
m_lookaround_tilt_angular_speed = s;
}
float lookaround_tilt_speed = Script::GetFloat( CRCD( 0xebbaa7e8, "GunslingerHorseLookaroundTiltSpeed" ), Script::ASSERT );
m_lookaround_tilt_delta = m_lookaround_tilt_angular_speed * lookaround_tilt_speed * m_frame_length;
m_lookaround_tilt += m_lookaround_tilt_delta;
if( m_lookaround_tilt > 1.1f )
m_lookaround_tilt = 1.1f;
else if( m_lookaround_tilt < -0.85f )
m_lookaround_tilt = -0.85f;
if( m_state == STATE_NORMAL )
{
// Smoothly move the lookaround values back to zero.
m_lookaround_tilt -= ( m_lookaround_tilt * 0.05f );
m_lookaround_heading -= ( m_lookaround_heading * 0.05f );
}
}
/******************************************************************/
/* */
/* */
/******************************************************************/
void CHorseCameraComponent::reset_camera( void )
{
m_state = STATE_NORMAL;
m_attractor_direction = -mp_subject->GetMatrix()[Z];
m_attractor_direction[Y] = 0.0f;
m_attractor_direction.Normalize();
calculate_attractor_direction();
m_direction = m_attractor_direction;
calculate_orientation_matrix();
calculate_position();
GetObject()->SetPos( m_pos );
GetObject()->SetMatrix( m_orientation_matrix );
GetObject()->SetDisplayMatrix(m_orientation_matrix);
}
/******************************************************************/
/* */
/* */
/******************************************************************/
void CHorseCameraComponent::calculate_attractor_direction( void )
{
if( m_state == STATE_NORMAL )
{
Mth::Vector vel_direction = -mp_subject_vehicle_component->GetVel();
vel_direction[Y] = 0.0f;
float vel = vel_direction.Length();
vel_direction.Normalize();
float vel_weight = Mth::ClampMax(vel / vVELOCITY_WEIGHT_DROP_THRESHOLD, 1.0f) * Mth::DotProduct(vel_direction, -mp_subject->GetMatrix()[Z]);
m_attractor_direction = -mp_subject->GetMatrix()[Z];
m_attractor_direction[Y] = 0.0f;
m_attractor_direction.Normalize();
if (vel_weight > 0.0f)
{
m_attractor_direction += vel_weight * vel_direction;
m_attractor_direction.Normalize();
}
}
else if( m_state == STATE_AIMING )
{
m_attractor_direction = m_direction;
}
}
/******************************************************************/
/* */
/* */
/******************************************************************/
void CHorseCameraComponent::calculate_orientation_matrix( void )
{
m_orientation_matrix[Z] = m_direction;
m_orientation_matrix[X] = Mth::CrossProduct( Mth::Vector( 0.0f, 1.0f, 0.0f, 0.0f ), m_orientation_matrix[Z] ).Normalize();
m_orientation_matrix[Y] = Mth::CrossProduct( m_orientation_matrix[Z], m_orientation_matrix[X] );
}
/******************************************************************/
/* */
/* */
/******************************************************************/
void CHorseCameraComponent::calculate_position( void )
{
Mth::Vector direction = m_orientation_matrix[Z];
m_pos = mp_subject->GetPos() + Mth::Vector( m_offset_distance * direction[X], m_offset_height + ( m_offset_distance * direction[Y] ), m_offset_distance * direction[Z], 0.0f );
}
/******************************************************************/
/* */
/* */
/******************************************************************/
void CHorseCameraComponent::do_reticle( void )
{
// Need to get the rider so we can get the base object and then the weapon component (messy).
CCompositeObject* p_obj = mp_subject_vehicle_component->GetRider();
if( p_obj )
{
Mth::Vector reticle_min = m_pos;
Mth::Vector reticle_max;
CWeaponComponent* p_weapon = GetWeaponComponentFromObject( p_obj );
p_weapon->SetSightMatrix( m_orientation_matrix );
mp_best_target = p_weapon->GetCurrentTarget( reticle_min, &reticle_max );
if( gun_fired )
{
p_weapon->Fire();
}
m_spin_modulator = p_weapon->GetSpinModulator();
m_tilt_modulator = p_weapon->GetTiltModulator();
p_weapon->DrawReticle();
}
}
}