dayzplayercamera_base.c 15 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585
  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_OFF,
  46. NV_OPTICS_ON,
  47. NV_OPTICS_OFF,
  48. NV_PUMPKIN,
  49. NV_OPTICS_KAZUAR_DAY,
  50. NV_OPTICS_KAZUAR_NIGHT,
  51. NV_OPTICS_STARLIGHT_DAY,
  52. NV_OPTICS_STARLIGHT_NIGHT,
  53. MAX
  54. }
  55. class DayZPlayerCameraBase extends DayZPlayerCamera
  56. {
  57. static const float CONST_NEARPLANE_OPTICS_MIN = 0.04; //Minimal safe near plane value, artifacts on the far plane otherwise!
  58. protected Weapon_Base m_weaponUsed;
  59. protected ItemOptics m_opticsUsed;
  60. protected ref CameraShake m_CameraShake;
  61. //! constructor must be same
  62. void DayZPlayerCameraBase(DayZPlayer pPlayer, HumanInputController pInput)
  63. {
  64. m_fLRAngleVel[0] = 0;
  65. m_fUDAngleVel[0] = 0;
  66. m_fFovAbsVel[0] = 0;
  67. m_WeaponSwayModifier = 1;
  68. m_fFovAbsolute = GetDayZGame().GetFOVByZoomType(m_pPlayer.GetEyeZoomLevel());
  69. //!
  70. /*
  71. {
  72. int perItemCamUD = pPlayer.GetCurrentPerItemCameraUD();
  73. string a = "Per Item Camera User Data: " + perItemCamUD.ToString();
  74. Print(a);
  75. }
  76. */
  77. m_CameraPPDelay = 0;
  78. m_CommandWeapons = pPlayer.GetCommandModifier_Weapons();
  79. Init();
  80. HandleShoulderCameraOverride(pInput);
  81. };
  82. //disabled by default, overrides on select 3rd person cameras
  83. void HandleShoulderCameraOverride(HumanInputController pInput)
  84. {
  85. //! disable override
  86. m_pInput.Override3rdIsRightShoulder(HumanInputControllerOverrideType.DISABLED, false);
  87. }
  88. void ProcessCameraShake(float delta, out float leftRight, out float upDown)
  89. {
  90. if (m_CameraShake)
  91. {
  92. float x,y;
  93. m_CameraShake.Update(delta, x, y);
  94. leftRight += x;
  95. upDown += y;
  96. }
  97. }
  98. void Init()
  99. {
  100. PlayerBase player = PlayerBase.Cast(m_pPlayer);
  101. if ( player && player.IsNVGWorking() != IsCameraNV() )
  102. {
  103. SetCameraNV(player.IsNVGWorking());
  104. SetCameraNVType(player.GetNVType());
  105. }
  106. }
  107. float UpdateUDAngleUnlocked(out float pAngle, out float pAngleAdd, float pMin, float pMax, float pDt)
  108. {
  109. float target = m_CommandWeapons.GetBaseAimingAngleUD();
  110. if (m_pInput.CameraIsTracking())
  111. {
  112. pAngleAdd = m_pInput.GetTracking()[1] * Math.RAD2DEG;
  113. pAngle = target;
  114. m_fUDAngleVel[0] = 0;
  115. }
  116. else
  117. {
  118. if (Math.AbsFloat(pAngleAdd) > 0.001)
  119. {
  120. pAngleAdd = pAngle + pAngleAdd - target;
  121. pAngle = target;
  122. }
  123. if (m_pInput.CameraIsFreeLook())
  124. {
  125. pAngleAdd += m_pInput.GetAimDelta(pDt)[1] * Math.RAD2DEG;
  126. m_fUDAngleVel[0] = 0;
  127. }
  128. else
  129. {
  130. PlayerBase player = PlayerBase.Cast(m_pPlayer);
  131. if (player) // handle locking of camera U/D angle movement when performing an action and not in freelook
  132. {
  133. float pitch = pAngle + pAngleAdd;
  134. float downLimit, upLimit, leftLimit, rightLimit;
  135. player.GetLookLimits(downLimit, upLimit, leftLimit, rightLimit);
  136. if (pitch < (upLimit + 1) && pitch > (downLimit - 1)) // stop smoothing once within sufficiently small difference
  137. {
  138. pMin = downLimit;
  139. pMax = upLimit;
  140. }
  141. else // smooth camera to locked angle, avoiding snap from the angle we started the action to the limit
  142. {
  143. float vel[1] = m_fUDAngleVel;
  144. pMin = Math.SmoothCD(pitch, downLimit, vel, 0.2, 1000, pDt);
  145. pMax = Math.SmoothCD(pitch, upLimit, vel, 0.2, 1000, pDt);
  146. }
  147. }
  148. pAngleAdd = Math.SmoothCD(pAngleAdd, 0.0, m_fUDAngleVel, 0.14, 1000, pDt);
  149. }
  150. if (!m_pInput.CameraIsFreeLook())
  151. {
  152. pAngle += m_pInput.GetAimDelta(pDt)[1] * Math.RAD2DEG;
  153. }
  154. }
  155. pAngle = Limit(pAngle, pMin, pMax);
  156. pAngleAdd = Limit(pAngle + pAngleAdd, pMin, pMax) - pAngle;
  157. return pAngle + pAngleAdd;
  158. }
  159. float UpdateLRAngleUnlocked(out float pAngle, out float pAngleAdd, float pMin, float pMax, float pDt)
  160. {
  161. float target = 0;
  162. if (m_pInput.CameraIsTracking())
  163. {
  164. pAngleAdd = m_pInput.GetTracking()[0] * Math.RAD2DEG;
  165. pAngle = target;
  166. m_fUDAngleVel[0] = 0;
  167. }
  168. else
  169. {
  170. if (Math.AbsFloat(pAngleAdd) > 0.001)
  171. {
  172. pAngleAdd = pAngle + pAngleAdd - target;
  173. pAngle = target;
  174. }
  175. if (m_pInput.CameraIsFreeLook() || m_bForceFreeLook)
  176. {
  177. pAngleAdd += m_pInput.GetAimDelta(pDt)[0] * Math.RAD2DEG;
  178. m_fLRAngleVel[0] = 0;
  179. }
  180. else
  181. {
  182. pAngleAdd = Math.SmoothCD(pAngleAdd, 0.0, m_fLRAngleVel, 0.14, 1000, pDt);
  183. }
  184. pAngleAdd = pAngleAdd + pAngle;
  185. }
  186. pAngle = Limit(pAngle, pMin, pMax);
  187. pAngleAdd = Limit(pAngle + pAngleAdd, pMin, pMax) - pAngle;
  188. return pAngle + pAngleAdd;
  189. }
  190. float UpdateUDAngle(out float pAngle, out float pAngleAdd, float pMin, float pMax, float pDt)
  191. {
  192. if (Math.AbsFloat(pAngleAdd) > 0.001)
  193. {
  194. float aimingUDAngle = m_CommandWeapons.GetBaseAimingAngleUD();
  195. //! pAngle + pAngleAdd == aimingUDAngle + aimingUDAdd
  196. //! now we set pAngleAdd to be the differenc from aimingAngle and we change camera angle to be the aiming angle
  197. // override actual angle
  198. pAngleAdd = pAngle + pAngleAdd - aimingUDAngle;
  199. pAngle = aimingUDAngle;
  200. // Print("Angle: " + pAngle.ToString() + " Aim: " + actualUDAngle.ToString() );
  201. }
  202. //! lr angle
  203. if( m_pInput.CameraIsFreeLook() )
  204. {
  205. pAngleAdd += m_pInput.GetAimChange()[1] * Math.RAD2DEG;
  206. pAngleAdd = Limit(pAngleAdd, pMin, pMax);
  207. m_fUDAngleVel[0] = 0;
  208. }
  209. else
  210. {
  211. if( m_pInput.CameraIsTracking() )
  212. {
  213. pAngleAdd = m_pInput.GetTracking()[1] * Math.RAD2DEG;
  214. pAngleAdd = Limit(pAngleAdd, pMin, pMax);
  215. m_fUDAngleVel[0] = 0;
  216. }
  217. else
  218. {
  219. //! update it in degrees
  220. pAngle += m_pInput.GetAimChange()[1] * Math.RAD2DEG;
  221. pAngle = Limit(pAngle, pMin, pMax);
  222. pAngleAdd = Math.SmoothCD(pAngleAdd, 0, m_fUDAngleVel, 0.14, 1000, pDt);
  223. }
  224. }
  225. /*{
  226. float change = m_pInput.GetAimChange()[1] * Math.RAD2DEG;
  227. Print ("Script: Camera ud angle: " + pAngle.ToString() + " change: " + change.ToString() );
  228. }*/
  229. return Limit(pAngle + pAngleAdd, pMin, pMax);
  230. }
  231. float UpdateLRAngle(float pAngle, float pMin, float pMax, float pDt)
  232. {
  233. //! lr angle
  234. if (m_pInput.CameraIsFreeLook() || m_bForceFreeLook)
  235. {
  236. //!
  237. pAngle += m_pInput.GetAimChange()[0] * Math.RAD2DEG;
  238. pAngle = Limit(pAngle, pMin, pMax);
  239. m_fLRAngleVel[0] = 0; // reset filter
  240. }
  241. else
  242. {
  243. if( m_pInput.CameraIsTracking() )
  244. {
  245. pAngle = m_pInput.GetTracking()[0] * Math.RAD2DEG;
  246. pAngle = Limit(-pAngle, pMin, pMax);
  247. m_fLRAngleVel[0] = 0; // reset filter
  248. }
  249. else
  250. {
  251. // smooth value back to 0
  252. pAngle = Math.SmoothCD(pAngle, 0, m_fLRAngleVel, 0.14, 1000, pDt);
  253. // m_fLeftRightAngle = 0.9 * (1.0 - pDt);
  254. }
  255. }
  256. return pAngle;
  257. }
  258. void StdFovUpdate(float pDt, out DayZPlayerCameraResult pOutResult)
  259. {
  260. //! change abs FOV for naked eye zoom
  261. switch (m_pPlayer.GetEyeZoomLevel())
  262. {
  263. // ordered in likelihood of occurance for perf. reasons
  264. case ECameraZoomType.NONE:
  265. m_fFovAbsolute = Math.SmoothCD(m_fFovAbsolute, GetDayZGame().GetFOVByZoomType(ECameraZoomType.NONE), m_fFovAbsVel, 0.1, 1000, pDt);
  266. break;
  267. case ECameraZoomType.NORMAL:
  268. m_fFovAbsolute = Math.SmoothCD(m_fFovAbsolute, GetDayZGame().GetFOVByZoomType(ECameraZoomType.NORMAL), m_fFovAbsVel, 0.1, 1000, pDt);
  269. break;
  270. case ECameraZoomType.SHALLOW:
  271. m_fFovAbsolute = Math.SmoothCD(m_fFovAbsolute, GetDayZGame().GetFOVByZoomType(ECameraZoomType.SHALLOW), m_fFovAbsVel, 0.1, 1000, pDt);
  272. break;
  273. default:
  274. m_fFovAbsolute = Math.SmoothCD(m_fFovAbsolute, GetDayZGame().GetFOVByZoomType(ECameraZoomType.NONE), m_fFovAbsVel, 0.1, 1000, pDt);
  275. break;
  276. }
  277. pOutResult.m_fFovAbsolute = m_fFovAbsolute;
  278. //! switch shooting from camera to weapon (firearms)
  279. if (!m_pPlayer.IsShootingFromCamera())
  280. {
  281. pOutResult.m_fShootFromCamera = 0.0;
  282. }
  283. }
  284. override void SpawnCameraShakeProper(float strength, float radius, float smoothness, float radius_decay_speed)
  285. {
  286. m_CameraShake = new CameraShake(strength, radius, smoothness, radius_decay_speed);
  287. }
  288. override void OnUpdate(float pDt, out DayZPlayerCameraResult pOutResult)
  289. {
  290. if (!m_pPlayer || !PlayerBase.Cast(m_pPlayer))
  291. {
  292. Debug.Log("DayZPlayerCameraBase | OnUpdate | no player!");
  293. return;
  294. }
  295. if (PlayerBase.Cast(m_pPlayer).GetCurrentCamera() != this)
  296. {
  297. //Print("DayZPlayerCameraBase | OnUpdate | unused camera! | " + this + "/" + PlayerBase.Cast(m_pPlayer).GetCurrentCamera());
  298. return;
  299. }
  300. super.OnUpdate(pDt, pOutResult);
  301. StdFovUpdate(pDt, pOutResult);
  302. UpdateCameraNV(PlayerBase.Cast(m_pPlayer));
  303. InitCameraOnPlayer();
  304. }
  305. override void OnActivate(DayZPlayerCamera pPrevCamera, DayZPlayerCameraResult pPrevCameraResult)
  306. {
  307. InitCameraOnPlayer(true);
  308. SetCameraPPDelay(pPrevCamera);
  309. if (DayZPlayerCameraBase.Cast(pPrevCamera) && DayZPlayerCameraBase.Cast(pPrevCamera).IsCameraNV() && !IsCameraNV())
  310. {
  311. PPERequesterBank.GetRequester(PPERequesterBank.REQ_CAMERANV).Start( new Param1<int>(PPERequester_CameraNV.NV_TRANSITIVE) );
  312. }
  313. GetGame().GetCallQueue(CALL_CATEGORY_GUI).CallLater(SetCameraPP,m_CameraPPDelay*1000,false,true,this); // this takes care of weapon/optics postprocessing
  314. DayZPlayerCameraOptics optic_camera;
  315. if (DayZPlayerCamera.CastTo(optic_camera,pPrevCamera))
  316. {
  317. GetGame().GetCallQueue(CALL_CATEGORY_GUI).Call(PlayerBase.Cast(m_pPlayer).HideClothing,null,false);
  318. }
  319. }
  320. float GetWeaponSwayModifier()
  321. {
  322. return m_WeaponSwayModifier;
  323. }
  324. override string GetCameraName()
  325. {
  326. return "DayZPlayerCameraBase";
  327. }
  328. void SetCameraPPDelay(DayZPlayerCamera pPrevCamera)
  329. {
  330. }
  331. void SetCameraNV(bool nightvision)
  332. {
  333. m_IsNightvision = nightvision;
  334. }
  335. bool IsCameraNV()
  336. {
  337. return m_IsNightvision;
  338. }
  339. void SetCameraNVType(int type)
  340. {
  341. m_NightvisionType = type;
  342. }
  343. int GetCameraNVType()
  344. {
  345. return m_NightvisionType;
  346. }
  347. void UpdateCameraNV(PlayerBase player)
  348. {
  349. if ( !player )
  350. return;
  351. if ( player.IsNVGWorking() != IsCameraNV() || player.GetNVType() != GetCameraNVType() )
  352. {
  353. SetCameraNV(player.IsNVGWorking());
  354. SetCameraNVType(player.GetNVType());
  355. SetCameraPP(true, this);
  356. }
  357. }
  358. //! by default sets camera PP to zero, regardless of parameter. Override if needed.
  359. void SetCameraPP(bool state, DayZPlayerCamera launchedFrom)
  360. {
  361. PPERequesterBank.GetRequester(PPERequester_CameraADS).Stop();
  362. if (IsCameraNV())
  363. {
  364. SetNVPostprocess(GetCameraNVType());
  365. }
  366. else
  367. {
  368. SetNVPostprocess(NVTypes.NONE);
  369. }
  370. m_weaponUsed = Weapon_Base.Cast(m_pPlayer.GetHumanInventory().GetEntityInHands());
  371. if (m_weaponUsed)
  372. {
  373. m_weaponUsed.HideWeaponBarrel(false);
  374. }
  375. }
  376. override float GetCurrentYaw()
  377. {
  378. return m_CurrentCameraYaw;
  379. }
  380. override float GetCurrentPitch()
  381. {
  382. return m_CurrentCameraPitch;
  383. }
  384. override float GetCurrentRoll()
  385. {
  386. return m_CurrentCameraRoll;
  387. }
  388. void ForceFreelook(bool state)
  389. {
  390. m_bForceFreeLook = state;
  391. }
  392. //TODO - better handling of distinct occluder types
  393. //! DayZPlayerCameraOptics handles this separately, otherwise it takes active NVType from PlayerBase::GetCameraNVType
  394. void SetNVPostprocess(int NVtype)
  395. {
  396. //Print("+++Setting NV type: " + NVtype + " +++");
  397. switch (NVtype)
  398. {
  399. case NVTypes.NONE:
  400. {
  401. PPERequesterBank.GetRequester(PPERequester_CameraNV).Stop();
  402. if (GetGame().GetMission() && GetGame().GetMission().GetEffectWidgets())
  403. {
  404. GetGame().GetMission().GetEffectWidgets().RemoveActiveEffects({EffectWidgetsTypes.NVG_OCCLUDER});
  405. GetGame().GetMission().GetEffectWidgets().RemoveActiveEffects({EffectWidgetsTypes.PUMPKIN_OCCLUDER});
  406. }
  407. }
  408. break;
  409. //night-vision modes
  410. case NVTypes.NV_OPTICS_KAZUAR_NIGHT:
  411. case NVTypes.NV_OPTICS_STARLIGHT_NIGHT:
  412. case NVTypes.NV_OPTICS_ON:
  413. {
  414. PPERequesterBank.GetRequester(PPERequesterBank.REQ_CAMERANV).Start( new Param1<int>(PPERequester_CameraNV.NV_DEFAULT_OPTICS) );
  415. if (GetGame().GetMission() && GetGame().GetMission().GetEffectWidgets())
  416. {
  417. GetGame().GetMission().GetEffectWidgets().RemoveActiveEffects({EffectWidgetsTypes.NVG_OCCLUDER});
  418. GetGame().GetMission().GetEffectWidgets().RemoveActiveEffects({EffectWidgetsTypes.PUMPKIN_OCCLUDER});
  419. }
  420. }
  421. break;
  422. //daytime filter modes
  423. case NVTypes.NV_OPTICS_KAZUAR_DAY:
  424. case NVTypes.NV_OPTICS_STARLIGHT_DAY:
  425. {
  426. PPERequesterBank.GetRequester(PPERequesterBank.REQ_CAMERANV).Start( new Param1<int>(PPERequester_CameraNV.NV_DAYTIME_OPTICS) );
  427. if (GetGame().GetMission() && GetGame().GetMission().GetEffectWidgets())
  428. {
  429. GetGame().GetMission().GetEffectWidgets().RemoveActiveEffects({EffectWidgetsTypes.NVG_OCCLUDER});
  430. GetGame().GetMission().GetEffectWidgets().RemoveActiveEffects({EffectWidgetsTypes.PUMPKIN_OCCLUDER});
  431. }
  432. }
  433. break;
  434. case NVTypes.NV_GOGGLES_OFF:
  435. case NVTypes.NV_OPTICS_OFF:
  436. {
  437. PPERequesterBank.GetRequester(PPERequesterBank.REQ_CAMERANV).Start( new Param1<int>(PPERequester_CameraNV.NV_NO_BATTERY) );
  438. if (GetGame().GetMission() && GetGame().GetMission().GetEffectWidgets())
  439. {
  440. GetGame().GetMission().GetEffectWidgets().RemoveActiveEffects({EffectWidgetsTypes.NVG_OCCLUDER});
  441. GetGame().GetMission().GetEffectWidgets().RemoveActiveEffects({EffectWidgetsTypes.PUMPKIN_OCCLUDER});
  442. }
  443. }
  444. break;
  445. case NVTypes.NV_GOGGLES:
  446. {
  447. PPERequesterBank.GetRequester(PPERequesterBank.REQ_CAMERANV).Start( new Param1<int>(PPERequester_CameraNV.NV_DEFAULT_GLASSES) );
  448. if (GetGame().GetMission() && GetGame().GetMission().GetEffectWidgets())
  449. {
  450. GetGame().GetMission().GetEffectWidgets().AddActiveEffects({EffectWidgetsTypes.NVG_OCCLUDER});
  451. GetGame().GetMission().GetEffectWidgets().RemoveActiveEffects({EffectWidgetsTypes.PUMPKIN_OCCLUDER});
  452. }
  453. }
  454. break;
  455. case NVTypes.NV_PUMPKIN:
  456. {
  457. PPERequesterBank.GetRequester(PPERequesterBank.REQ_CAMERANV).Start( new Param1<int>(PPERequester_CameraNV.NV_PUMPKIN) );
  458. if (GetGame().GetMission() && GetGame().GetMission().GetEffectWidgets())
  459. {
  460. GetGame().GetMission().GetEffectWidgets().AddActiveEffects({EffectWidgetsTypes.PUMPKIN_OCCLUDER});
  461. GetGame().GetMission().GetEffectWidgets().RemoveActiveEffects({EffectWidgetsTypes.NVG_OCCLUDER});
  462. }
  463. }
  464. break;
  465. }
  466. if (PlayerBaseClient.Cast(m_pPlayer))
  467. {
  468. PlayerBaseClient.Cast(m_pPlayer).SwitchPersonalLight(NVtype < 1);
  469. }
  470. }
  471. void InitCameraOnPlayer(bool force = false)
  472. {
  473. PlayerBase player = PlayerBase.Cast(m_pPlayer);
  474. if (!player.GetCurrentPlayerCamera() || (force && player.GetCurrentPlayerCamera() != this))
  475. {
  476. player.OnCameraChanged(this);
  477. }
  478. }
  479. protected float m_fLRAngleVel[1];
  480. protected float m_fUDAngleVel[1];
  481. protected float m_fFovAbsVel[1];
  482. protected float m_fFovAbsolute;
  483. protected bool m_bForceFreeLook;
  484. protected float m_WeaponSwayModifier;
  485. protected float m_CameraPPDelay;
  486. protected float m_CurrentCameraYaw;
  487. protected float m_CurrentCameraPitch;
  488. protected float m_CurrentCameraRoll;
  489. protected HumanCommandWeapons m_CommandWeapons;
  490. protected bool m_IsNightvision;
  491. protected int m_NightvisionType;
  492. }