dayzplayercamera_base.c 14 KB

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  1. //! limit function
  2. float Limit(float pV, float pMin, float pMax)
  3. {
  4. if (pV >= pMin && pV <= pMax)
  5. {
  6. return pV;
  7. }
  8. else if (pV < pMin)
  9. {
  10. return pMin;
  11. }
  12. else
  13. {
  14. return pMax;
  15. }
  16. }
  17. float fixAngle_PI_PI(float pAngle)
  18. {
  19. while (pAngle > Math.PI)
  20. {
  21. pAngle -= Math.PI2;
  22. }
  23. while (pAngle < -Math.PI)
  24. {
  25. pAngle += Math.PI2;
  26. }
  27. return pAngle;
  28. }
  29. float fixAngle_180_180(float pAngle)
  30. {
  31. while (pAngle > 180)
  32. {
  33. pAngle -= 360;
  34. }
  35. while (pAngle < -180)
  36. {
  37. pAngle += 360;
  38. }
  39. return pAngle;
  40. }
  41. enum NVTypes
  42. {
  43. NONE = 0,
  44. NV_GOGGLES,
  45. NV_GOGGLES_2D,
  46. NV_GOGGLES_OFF,
  47. NV_OPTICS_ON,
  48. NV_OPTICS_OFF,
  49. NV_PUMPKIN,
  50. NV_OPTICS_KAZUAR_DAY,
  51. NV_OPTICS_KAZUAR_NIGHT,
  52. NV_OPTICS_STARLIGHT_DAY,
  53. NV_OPTICS_STARLIGHT_NIGHT,
  54. MAX
  55. }
  56. class DayZPlayerCameraBase extends DayZPlayerCamera
  57. {
  58. static const float CONST_NEARPLANE_OPTICS_MIN = 0.04; //Minimal safe near plane value, artifacts on the far plane otherwise!
  59. protected Weapon_Base m_weaponUsed;
  60. protected ItemOptics m_opticsUsed;
  61. protected ref CameraShake m_CameraShake;
  62. //! constructor must be same
  63. void DayZPlayerCameraBase(DayZPlayer pPlayer, HumanInputController pInput)
  64. {
  65. m_fLRAngleVel[0] = 0;
  66. m_fUDAngleVel[0] = 0;
  67. m_fFovAbsVel[0] = 0;
  68. m_WeaponSwayModifier = 1;
  69. m_fFovAbsolute = GetDayZGame().GetFOVByZoomType(m_pPlayer.GetEyeZoomLevel());
  70. //!
  71. /*
  72. {
  73. int perItemCamUD = pPlayer.GetCurrentPerItemCameraUD();
  74. string a = "Per Item Camera User Data: " + perItemCamUD.ToString();
  75. Print(a);
  76. }
  77. */
  78. m_CameraPPDelay = 0;
  79. m_CommandWeapons = pPlayer.GetCommandModifier_Weapons();
  80. Init();
  81. HandleShoulderCameraOverride(pInput);
  82. };
  83. //disabled by default, overrides on select 3rd person cameras
  84. void HandleShoulderCameraOverride(HumanInputController pInput)
  85. {
  86. //! disable override
  87. m_pInput.Override3rdIsRightShoulder(HumanInputControllerOverrideType.DISABLED, false);
  88. }
  89. void ProcessCameraShake(float delta, out float leftRight, out float upDown)
  90. {
  91. if (m_CameraShake)
  92. {
  93. float x,y;
  94. m_CameraShake.Update(delta, x, y);
  95. leftRight += x;
  96. upDown += y;
  97. }
  98. }
  99. void Init()
  100. {
  101. PlayerBase player = PlayerBase.Cast(m_pPlayer);
  102. if ( player && player.IsNVGWorking() != IsCameraNV() )
  103. {
  104. SetCameraNV(player.IsNVGWorking());
  105. SetCameraNVType(player.GetNVType());
  106. }
  107. }
  108. float UpdateUDAngleUnlocked(out float pAngle, out float pAngleAdd, float pMin, float pMax, float pDt)
  109. {
  110. float target = m_CommandWeapons.GetBaseAimingAngleUD();
  111. if (m_pInput.CameraIsTracking())
  112. {
  113. pAngleAdd = m_pInput.GetTracking()[1] * Math.RAD2DEG;
  114. pAngle = target;
  115. m_fUDAngleVel[0] = 0;
  116. }
  117. else
  118. {
  119. if (Math.AbsFloat(pAngleAdd) > 0.001)
  120. {
  121. pAngleAdd = pAngle + pAngleAdd - target;
  122. pAngle = target;
  123. }
  124. if (m_pInput.CameraIsFreeLook())
  125. {
  126. pAngleAdd += m_pInput.GetAimDelta(pDt)[1] * Math.RAD2DEG;
  127. m_fUDAngleVel[0] = 0;
  128. }
  129. else
  130. {
  131. PlayerBase player = PlayerBase.Cast(m_pPlayer);
  132. if (player) // handle locking of camera U/D angle movement when performing an action and not in freelook
  133. {
  134. float pitch = pAngle + pAngleAdd;
  135. float downLimit, upLimit, leftLimit, rightLimit;
  136. player.GetLookLimits(downLimit, upLimit, leftLimit, rightLimit);
  137. if (pitch < (upLimit + 1) && pitch > (downLimit - 1)) // stop smoothing once within sufficiently small difference
  138. {
  139. pMin = downLimit;
  140. pMax = upLimit;
  141. }
  142. else // smooth camera to locked angle, avoiding snap from the angle we started the action to the limit
  143. {
  144. float vel[1] = m_fUDAngleVel;
  145. pMin = Math.SmoothCD(pitch, downLimit, vel, 0.2, 1000, pDt);
  146. pMax = Math.SmoothCD(pitch, upLimit, vel, 0.2, 1000, pDt);
  147. }
  148. }
  149. pAngleAdd = Math.SmoothCD(pAngleAdd, 0.0, m_fUDAngleVel, 0.14, 1000, pDt);
  150. }
  151. if (!m_pInput.CameraIsFreeLook())
  152. {
  153. pAngle += m_pInput.GetAimDelta(pDt)[1] * Math.RAD2DEG;
  154. }
  155. }
  156. pAngle = Limit(pAngle, pMin, pMax);
  157. pAngleAdd = Limit(pAngle + pAngleAdd, pMin, pMax) - pAngle;
  158. return pAngle + pAngleAdd;
  159. }
  160. float UpdateLRAngleUnlocked(out float pAngle, out float pAngleAdd, float pMin, float pMax, float pDt)
  161. {
  162. float target = 0;
  163. if (m_pInput.CameraIsTracking())
  164. {
  165. pAngleAdd = m_pInput.GetTracking()[0] * Math.RAD2DEG;
  166. pAngle = target;
  167. m_fUDAngleVel[0] = 0;
  168. }
  169. else
  170. {
  171. if (Math.AbsFloat(pAngleAdd) > 0.001)
  172. {
  173. pAngleAdd = pAngle + pAngleAdd - target;
  174. pAngle = target;
  175. }
  176. if (m_pInput.CameraIsFreeLook() || m_bForceFreeLook)
  177. {
  178. pAngleAdd += m_pInput.GetAimDelta(pDt)[0] * Math.RAD2DEG;
  179. m_fLRAngleVel[0] = 0;
  180. }
  181. else
  182. {
  183. pAngleAdd = Math.SmoothCD(pAngleAdd, 0.0, m_fLRAngleVel, 0.14, 1000, pDt);
  184. }
  185. pAngleAdd = pAngleAdd + pAngle;
  186. }
  187. pAngle = Limit(pAngle, pMin, pMax);
  188. pAngleAdd = Limit(pAngle + pAngleAdd, pMin, pMax) - pAngle;
  189. return pAngle + pAngleAdd;
  190. }
  191. float UpdateUDAngle(out float pAngle, out float pAngleAdd, float pMin, float pMax, float pDt)
  192. {
  193. if (Math.AbsFloat(pAngleAdd) > 0.001)
  194. {
  195. float aimingUDAngle = m_CommandWeapons.GetBaseAimingAngleUD();
  196. //! pAngle + pAngleAdd == aimingUDAngle + aimingUDAdd
  197. //! now we set pAngleAdd to be the differenc from aimingAngle and we change camera angle to be the aiming angle
  198. // override actual angle
  199. pAngleAdd = pAngle + pAngleAdd - aimingUDAngle;
  200. pAngle = aimingUDAngle;
  201. // Print("Angle: " + pAngle.ToString() + " Aim: " + actualUDAngle.ToString() );
  202. }
  203. //! lr angle
  204. if( m_pInput.CameraIsFreeLook() )
  205. {
  206. pAngleAdd += m_pInput.GetAimChange()[1] * Math.RAD2DEG;
  207. pAngleAdd = Limit(pAngleAdd, pMin, pMax);
  208. m_fUDAngleVel[0] = 0;
  209. }
  210. else
  211. {
  212. if( m_pInput.CameraIsTracking() )
  213. {
  214. pAngleAdd = m_pInput.GetTracking()[1] * Math.RAD2DEG;
  215. pAngleAdd = Limit(pAngleAdd, pMin, pMax);
  216. m_fUDAngleVel[0] = 0;
  217. }
  218. else
  219. {
  220. //! update it in degrees
  221. pAngle += m_pInput.GetAimChange()[1] * Math.RAD2DEG;
  222. pAngle = Limit(pAngle, pMin, pMax);
  223. pAngleAdd = Math.SmoothCD(pAngleAdd, 0, m_fUDAngleVel, 0.14, 1000, pDt);
  224. }
  225. }
  226. /*{
  227. float change = m_pInput.GetAimChange()[1] * Math.RAD2DEG;
  228. Print ("Script: Camera ud angle: " + pAngle.ToString() + " change: " + change.ToString() );
  229. }*/
  230. return Limit(pAngle + pAngleAdd, pMin, pMax);
  231. }
  232. float UpdateLRAngle(float pAngle, float pMin, float pMax, float pDt)
  233. {
  234. //! lr angle
  235. if (m_pInput.CameraIsFreeLook() || m_bForceFreeLook)
  236. {
  237. //!
  238. pAngle += m_pInput.GetAimChange()[0] * Math.RAD2DEG;
  239. pAngle = Limit(pAngle, pMin, pMax);
  240. m_fLRAngleVel[0] = 0; // reset filter
  241. }
  242. else
  243. {
  244. if( m_pInput.CameraIsTracking() )
  245. {
  246. pAngle = m_pInput.GetTracking()[0] * Math.RAD2DEG;
  247. pAngle = Limit(-pAngle, pMin, pMax);
  248. m_fLRAngleVel[0] = 0; // reset filter
  249. }
  250. else
  251. {
  252. // smooth value back to 0
  253. pAngle = Math.SmoothCD(pAngle, 0, m_fLRAngleVel, 0.14, 1000, pDt);
  254. // m_fLeftRightAngle = 0.9 * (1.0 - pDt);
  255. }
  256. }
  257. return pAngle;
  258. }
  259. void StdFovUpdate(float pDt, out DayZPlayerCameraResult pOutResult)
  260. {
  261. //! change abs FOV for naked eye zoom
  262. switch (m_pPlayer.GetEyeZoomLevel())
  263. {
  264. // ordered in likelihood of occurance for perf. reasons
  265. case ECameraZoomType.NONE:
  266. m_fFovAbsolute = Math.SmoothCD(m_fFovAbsolute, GetDayZGame().GetFOVByZoomType(ECameraZoomType.NONE), m_fFovAbsVel, 0.1, 1000, pDt);
  267. break;
  268. case ECameraZoomType.NORMAL:
  269. m_fFovAbsolute = Math.SmoothCD(m_fFovAbsolute, GetDayZGame().GetFOVByZoomType(ECameraZoomType.NORMAL), m_fFovAbsVel, 0.1, 1000, pDt);
  270. break;
  271. case ECameraZoomType.SHALLOW:
  272. m_fFovAbsolute = Math.SmoothCD(m_fFovAbsolute, GetDayZGame().GetFOVByZoomType(ECameraZoomType.SHALLOW), m_fFovAbsVel, 0.1, 1000, pDt);
  273. break;
  274. default:
  275. m_fFovAbsolute = Math.SmoothCD(m_fFovAbsolute, GetDayZGame().GetFOVByZoomType(ECameraZoomType.NONE), m_fFovAbsVel, 0.1, 1000, pDt);
  276. break;
  277. }
  278. pOutResult.m_fFovAbsolute = m_fFovAbsolute;
  279. //! switch shooting from camera to weapon (firearms)
  280. if (!m_pPlayer.IsShootingFromCamera())
  281. {
  282. pOutResult.m_fShootFromCamera = 0.0;
  283. }
  284. }
  285. override void SpawnCameraShakeProper(float strength, float radius, float smoothness, float radius_decay_speed)
  286. {
  287. m_CameraShake = new CameraShake(strength, radius, smoothness, radius_decay_speed);
  288. }
  289. override void OnUpdate(float pDt, out DayZPlayerCameraResult pOutResult)
  290. {
  291. if (!m_pPlayer || !PlayerBase.Cast(m_pPlayer))
  292. {
  293. Debug.Log("DayZPlayerCameraBase | OnUpdate | no player!");
  294. return;
  295. }
  296. if (PlayerBase.Cast(m_pPlayer).GetCurrentCamera() != this)
  297. {
  298. //Print("DayZPlayerCameraBase | OnUpdate | unused camera! | " + this + "/" + PlayerBase.Cast(m_pPlayer).GetCurrentCamera());
  299. return;
  300. }
  301. super.OnUpdate(pDt, pOutResult);
  302. StdFovUpdate(pDt, pOutResult);
  303. UpdateCameraNV(PlayerBase.Cast(m_pPlayer));
  304. InitCameraOnPlayer();
  305. }
  306. override void OnActivate(DayZPlayerCamera pPrevCamera, DayZPlayerCameraResult pPrevCameraResult)
  307. {
  308. InitCameraOnPlayer(true);
  309. SetCameraPPDelay(pPrevCamera);
  310. if (DayZPlayerCameraBase.Cast(pPrevCamera) && DayZPlayerCameraBase.Cast(pPrevCamera).IsCameraNV() && !IsCameraNV())
  311. {
  312. PPERequesterBank.GetRequester(PPERequesterBank.REQ_CAMERANV).Start( new Param1<int>(PPERequester_CameraNV.NV_TRANSITIVE) );
  313. }
  314. GetGame().GetCallQueue(CALL_CATEGORY_GUI).CallLater(SetCameraPP,m_CameraPPDelay*1000,false,true,this); // this takes care of weapon/optics postprocessing
  315. DayZPlayerCameraOptics optic_camera;
  316. if (DayZPlayerCamera.CastTo(optic_camera,pPrevCamera))
  317. {
  318. GetGame().GetCallQueue(CALL_CATEGORY_GUI).Call(PlayerBase.Cast(m_pPlayer).HideClothing,null,false);
  319. }
  320. }
  321. float GetWeaponSwayModifier()
  322. {
  323. return m_WeaponSwayModifier;
  324. }
  325. override string GetCameraName()
  326. {
  327. return "DayZPlayerCameraBase";
  328. }
  329. void SetCameraPPDelay(DayZPlayerCamera pPrevCamera)
  330. {
  331. }
  332. void SetCameraNV(bool nightvision)
  333. {
  334. m_IsNightvision = nightvision;
  335. }
  336. bool IsCameraNV()
  337. {
  338. return m_IsNightvision;
  339. }
  340. void SetCameraNVType(int type)
  341. {
  342. m_NightvisionType = type;
  343. }
  344. int GetCameraNVType()
  345. {
  346. return m_NightvisionType;
  347. }
  348. void UpdateCameraNV(PlayerBase player)
  349. {
  350. if ( !player )
  351. return;
  352. if ( player.IsNVGWorking() != IsCameraNV() || player.GetNVType() != GetCameraNVType() )
  353. {
  354. SetCameraNV(player.IsNVGWorking());
  355. SetCameraNVType(player.GetNVType());
  356. SetCameraPP(true, this);
  357. }
  358. }
  359. //! by default sets camera PP to zero, regardless of parameter. Override if needed.
  360. void SetCameraPP(bool state, DayZPlayerCamera launchedFrom)
  361. {
  362. PPERequesterBank.GetRequester(PPERequester_CameraADS).Stop();
  363. if (IsCameraNV())
  364. {
  365. SetNVPostprocess(GetCameraNVType());
  366. }
  367. else
  368. {
  369. SetNVPostprocess(NVTypes.NONE);
  370. }
  371. m_weaponUsed = Weapon_Base.Cast(m_pPlayer.GetHumanInventory().GetEntityInHands());
  372. if (m_weaponUsed)
  373. {
  374. m_weaponUsed.HideWeaponBarrel(false);
  375. }
  376. }
  377. override float GetCurrentYaw()
  378. {
  379. return m_CurrentCameraYaw;
  380. }
  381. override float GetCurrentPitch()
  382. {
  383. return m_CurrentCameraPitch;
  384. }
  385. override float GetCurrentRoll()
  386. {
  387. return m_CurrentCameraRoll;
  388. }
  389. void ForceFreelook(bool state)
  390. {
  391. m_bForceFreeLook = state;
  392. }
  393. //TODO - better handling of distinct occluder types
  394. //! DayZPlayerCameraOptics handles this separately, otherwise it takes active NVType from PlayerBase::GetCameraNVType
  395. void SetNVPostprocess(int NVtype)
  396. {
  397. //remove ALL conflicting NV occluders first
  398. if (GetGame().GetMission() && GetGame().GetMission().GetEffectWidgets())
  399. GetGame().GetMission().GetEffectWidgets().RemoveActiveEffects({EffectWidgetsTypes.NVG_OCCLUDER,EffectWidgetsTypes.PUMPKIN_OCCLUDER});
  400. switch (NVtype)
  401. {
  402. case NVTypes.NONE:
  403. {
  404. PPERequesterBank.GetRequester(PPERequester_CameraNV).Stop();
  405. }
  406. break;
  407. //night-vision modes
  408. case NVTypes.NV_OPTICS_KAZUAR_NIGHT:
  409. case NVTypes.NV_OPTICS_STARLIGHT_NIGHT:
  410. case NVTypes.NV_OPTICS_ON:
  411. {
  412. PPERequesterBank.GetRequester(PPERequesterBank.REQ_CAMERANV).Start( new Param1<int>(PPERequester_CameraNV.NV_DEFAULT_OPTICS) );
  413. }
  414. break;
  415. //daytime filter modes
  416. case NVTypes.NV_OPTICS_KAZUAR_DAY:
  417. case NVTypes.NV_OPTICS_STARLIGHT_DAY:
  418. {
  419. PPERequesterBank.GetRequester(PPERequesterBank.REQ_CAMERANV).Start( new Param1<int>(PPERequester_CameraNV.NV_DAYTIME_OPTICS) );
  420. }
  421. break;
  422. case NVTypes.NV_GOGGLES_OFF:
  423. case NVTypes.NV_OPTICS_OFF:
  424. {
  425. PPERequesterBank.GetRequester(PPERequesterBank.REQ_CAMERANV).Start( new Param1<int>(PPERequester_CameraNV.NV_NO_BATTERY) );
  426. }
  427. break;
  428. case NVTypes.NV_GOGGLES:
  429. {
  430. PPERequesterBank.GetRequester(PPERequesterBank.REQ_CAMERANV).Start( new Param1<int>(PPERequester_CameraNV.NV_DEFAULT_GLASSES) );
  431. if (GetGame().GetMission() && GetGame().GetMission().GetEffectWidgets())
  432. GetGame().GetMission().GetEffectWidgets().AddActiveEffects({EffectWidgetsTypes.NVG_OCCLUDER});
  433. }
  434. break;
  435. case NVTypes.NV_GOGGLES_2D:
  436. {
  437. PPERequesterBank.GetRequester(PPERequesterBank.REQ_CAMERANV).Start( new Param1<int>(PPERequester_CameraNV.NV_DEFAULT_GLASSES) );
  438. }
  439. break;
  440. case NVTypes.NV_PUMPKIN:
  441. {
  442. PPERequesterBank.GetRequester(PPERequesterBank.REQ_CAMERANV).Start( new Param1<int>(PPERequester_CameraNV.NV_PUMPKIN) );
  443. if (GetGame().GetMission() && GetGame().GetMission().GetEffectWidgets())
  444. GetGame().GetMission().GetEffectWidgets().AddActiveEffects({EffectWidgetsTypes.PUMPKIN_OCCLUDER});
  445. }
  446. break;
  447. }
  448. if (PlayerBaseClient.Cast(m_pPlayer))
  449. {
  450. PlayerBaseClient.Cast(m_pPlayer).SwitchPersonalLight(NVtype < 1);
  451. }
  452. }
  453. void InitCameraOnPlayer(bool force = false)
  454. {
  455. PlayerBase player = PlayerBase.Cast(m_pPlayer);
  456. if (!player.GetCurrentPlayerCamera() || (force && player.GetCurrentPlayerCamera() != this))
  457. {
  458. player.OnCameraChanged(this);
  459. }
  460. }
  461. protected float m_fLRAngleVel[1];
  462. protected float m_fUDAngleVel[1];
  463. protected float m_fFovAbsVel[1];
  464. protected float m_fFovAbsolute;
  465. protected bool m_bForceFreeLook;
  466. protected float m_WeaponSwayModifier;
  467. protected float m_CameraPPDelay;
  468. protected float m_CurrentCameraYaw;
  469. protected float m_CurrentCameraPitch;
  470. protected float m_CurrentCameraRoll;
  471. protected HumanCommandWeapons m_CommandWeapons;
  472. protected bool m_IsNightvision;
  473. protected int m_NightvisionType;
  474. }