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- //! this is main camera class
- class DayZPlayerCameraIronsights extends DayZPlayerCameraBase
- {
- static const float CONST_UD_MIN = -85.0; //!< down limit
- static const float CONST_UD_MAX = 85.0; //!< up limit
- static const float CONST_UD_MIN_BACK = -25.0; //!< down limit on back
- static const float CONST_LR_MIN = -160.0; //!< down limit
- static const float CONST_LR_MAX = 160.0; //!< up limit
-
- protected bool m_isEntering = false;
- protected bool m_opticsHasWeaponOverride = false;
- protected ref array<float> temp_array; //DOF only
-
- protected PPERequester_CameraADS m_RequesterADS;
- //! camera dynamics
- float m_velocityYaw[1];
- float m_velocityPitch[1];
- float m_dynamicsStrength;
- float m_dynamicsSmoothTime;
- vector m_SightMisalignmentModifier;
-
- float m_movementTimeAcc;
- float m_movementAmplitudeX;
- float m_movementAmplitudeY;
- float m_movementFrequencyX;
- float m_movementFrequencyY;
-
- void DayZPlayerCameraIronsights(DayZPlayer pPlayer, HumanInputController pInput)
- {
- if (!temp_array)
- temp_array = new array<float>;
- m_iBoneIndex = pPlayer.GetBoneIndexByName("RightHand_Dummy");
-
- if (m_iBoneIndex == -1)
- {
- Print("DayZPlayerCamera1stPerson: main bone not found");
- }
- m_dynamicsStrength = 2;
- m_dynamicsSmoothTime = 0.3;
-
- SetupSightEntities();
- GetCurrentSightInfo(m_OpticsCamPos, m_OpticsCamDir);
- m_isEntering = true;
- m_WeaponSwayModifier = 0.5;
-
- m_movementTimeAcc = 0;
- m_movementAmplitudeX = 1;
- m_movementAmplitudeY = 1;
- m_movementFrequencyX = 1;
- m_movementFrequencyY = 2;
-
- Class.CastTo(m_RequesterADS,PPERequester_CameraADS.Cast(PPERequesterBank.GetRequester(PPERequester_CameraADS)));
-
- Init();
- }
-
- void SetupSightEntities()
- {
- EntityAI inHands = m_pPlayer.GetHumanInventory().GetEntityInHands();
- if (inHands)
- {
- m_weaponUsed = Weapon_Base.Cast(inHands);
- if( m_weaponUsed )
- {
- m_SightMisalignmentModifier = m_weaponUsed.GetPropertyModifierObject().m_SightMisalignment;
- m_dynamicsStrength = m_dynamicsStrength * m_SightMisalignmentModifier[0];
- m_dynamicsSmoothTime = m_dynamicsSmoothTime * m_SightMisalignmentModifier[1];
- m_opticsUsed = m_weaponUsed.GetAttachedOptics();
- if( m_opticsUsed )
- {
- m_opticsHasWeaponOverride = m_opticsUsed.HasWeaponIronsightsOverride();
- }
- }
- else
- {
- m_opticsUsed = ItemOptics.Cast(inHands);
- }
- }
- }
-
- //
- override void OnActivate (DayZPlayerCamera pPrevCamera, DayZPlayerCameraResult pPrevCameraResult)
- {
- super.OnActivate(pPrevCamera, pPrevCameraResult);
- if (pPrevCamera)
- {
- vector baseAngles = pPrevCamera.GetBaseAngles();
- m_fUpDownAngle = baseAngles[0];
- m_fLeftRightAngle = baseAngles[1];
- vector addAngles = pPrevCamera.GetAdditiveAngles();
- m_fUpDownAngleAdd = addAngles[0];
- m_fLeftRightAngleAdd = addAngles[1];
- }
- }
- EntityAI GetCurrentSightEntity ()
- {
- if (m_opticsHasWeaponOverride)
- return m_opticsUsed;
-
- return m_weaponUsed;
- }
- bool GetCurrentSightInfo (out vector camPos, out vector camDir)
- {
- EntityAI e = GetCurrentSightEntity();
- if (e)
- {
- if (e == m_weaponUsed)
- {
- m_weaponUsed.GetCameraPoint(m_weaponUsed.GetCurrentMuzzle(), camPos, camDir);
- return true;
- }
- else if (e == m_opticsUsed)
- {
- m_opticsUsed.UseWeaponIronsightsOverride(m_opticsHasWeaponOverride);
- m_opticsUsed.GetCameraPoint(camPos, camDir);
- return true;
- }
- }
- else
- {
- ErrorEx("No sight entity found in " + this,ErrorExSeverity.INFO);
- }
- return false;
- }
-
- //
- override void OnUpdate(float pDt, out DayZPlayerCameraResult pOutResult)
- {
- //! update angles from input
- float min;
- DayZPlayerImplement player = DayZPlayerImplement.Cast(GetGame().GetPlayer());
- if (player && player.IsPlayerInStance(DayZPlayerConstants.STANCEMASK_RAISEDPRONE))
- min = CONST_UD_MIN_BACK;
- else
- min = CONST_UD_MIN;
- m_CurrentCameraYaw = UpdateLRAngleUnlocked(m_fLeftRightAngle, m_fLeftRightAngleAdd, CONST_LR_MIN, CONST_LR_MAX, pDt);
- m_CurrentCameraPitch = UpdateUDAngleUnlocked(m_fUpDownAngle, m_fUpDownAngleAdd, min, CONST_UD_MAX, pDt);
- // get model space transform matrix of the gun's eye vector
- vector matTM[4];
- HumanItemAccessor hia = m_pPlayer.GetItemAccessor();
- if(GetCurrentSightEntity())
- hia.WeaponGetCameraPointBoneRelative(GetCurrentSightEntity(), m_OpticsCamPos, m_OpticsCamDir, m_iBoneIndex, matTM);
-
- // aim change based on character movement
- vector aimChangeYPR;
- float aimChangeX = m_pInput.GetAimDelta(pDt)[0] * Math.RAD2DEG;
- float aimChangeY = m_pInput.GetAimDelta(pDt)[1] * Math.RAD2DEG;
- HumanCommandMove hcm = m_pPlayer.GetCommand_Move();
- if (hcm)
- {
- float speed = hcm.GetCurrentMovementSpeed();
-
- if( speed > 0 )
- m_movementTimeAcc += pDt;
- else
- m_movementTimeAcc = 0;
-
- aimChangeX += m_movementAmplitudeX * speed * Math.Sin(Math.PI2 * m_movementFrequencyX * m_movementTimeAcc);
- aimChangeY += m_movementAmplitudeY * speed * Math.Sin(Math.PI2 * m_movementFrequencyY * m_movementTimeAcc);
- }
- aimChangeYPR[0] = Math.SmoothCD(aimChangeYPR[0], -(m_dynamicsStrength * aimChangeY), m_velocityYaw, m_dynamicsSmoothTime, 1000, pDt);
- aimChangeYPR[1] = Math.SmoothCD(aimChangeYPR[1], -(m_dynamicsStrength * aimChangeX), m_velocityPitch, m_dynamicsSmoothTime, 1000, pDt);
- aimChangeYPR[2] = 0;
- vector dynamics[4];
- Math3D.YawPitchRollMatrix(aimChangeYPR, dynamics);
- dynamics[3] = vector.Zero;
-
- // aiming model offsets
- vector aimingMatTM[4];
- hia.WeaponGetAimingModelDirTm(aimingMatTM);
-
- // final offset matrix
- Math3D.MatrixMultiply4(dynamics, aimingMatTM, dynamics);
- Math3D.MatrixMultiply4(dynamics, matTM, pOutResult.m_CameraTM);
-
- AdjustCameraParameters(pDt, pOutResult);
- UpdateBatteryOptics(GetCurrentSightEntity());
- UpdateCameraNV(PlayerBase.Cast(m_pPlayer));
- if(m_CameraShake)
- {
- float x,y;
- m_CameraShake.Update(pDt, x, y);
- DayZPlayerImplement.Cast(m_pPlayer).GetAimingModel().SetCamShakeValues(x, y);
- }
- }
- override vector GetBaseAngles()
- {
- vector a;
- a[0] = m_fUpDownAngle;
- a[1] = m_fLeftRightAngle;
- a[2] = 0;
- return a;
- }
- override vector GetAdditiveAngles()
- {
- vector a;
- a[0] = m_fUpDownAngleAdd;
- a[1] = m_fLeftRightAngleAdd;
- a[2] = 0;
- return a;
- }
-
- void AdjustCameraParameters(float pDt, inout DayZPlayerCameraResult pOutResult)
- {
- pOutResult.m_iDirectBone = m_iBoneIndex;
- pOutResult.m_iDirectBoneMode = 4;
-
- pOutResult.m_fFovAbsolute = HoldBreathFOVEffect(pDt);
-
- pOutResult.m_bUpdateWhenBlendOut = false;
- pOutResult.m_fDistance = 0;
- pOutResult.m_fUseHeading = 0;
- pOutResult.m_fInsideCamera = 1.0;
- pOutResult.m_fShootFromCamera = m_fShootFromCamera;
-
- pOutResult.m_fNearPlane = 0.04; //0.07 default
- }
-
- float HoldBreathFOVEffect(float pDt)
- {
- if (m_pPlayer.IsHoldingBreath())
- {
- m_fFovAbsolute = Math.SmoothCD(m_fFovAbsolute, GameConstants.DZPLAYER_CAMERA_FOV_EYEZOOM, m_fFovAbsVel, 0.1, 1000, pDt);
- }
- else if (m_isEntering) //sets FOV immediatelly to avoid "floating camera" effect
- {
- m_fFovAbsolute = GameConstants.DZPLAYER_CAMERA_FOV_IRONSIGHTS;
- m_isEntering = false;
- }
- else
- {
- m_fFovAbsolute = Math.SmoothCD(m_fFovAbsolute, GameConstants.DZPLAYER_CAMERA_FOV_IRONSIGHTS, m_fFovAbsVel, 0.1, 1000, pDt);
- }
- return m_fFovAbsolute;
- }
-
- // sets PP for ironsights and optics (override) cameras
- override void SetCameraPP(bool state, DayZPlayerCamera launchedFrom)
- {
- //Print("SetCameraPP - ADS");
- if (PlayerBase.Cast(m_pPlayer) && launchedFrom.Type() != PlayerBase.Cast(m_pPlayer).GetCurrentPlayerCamera().Type())
- {
- //Print("DayZPlayerCameraIronsights | SetCameraPP | skipping, wrong camera type active!");
- return;
- }
-
- //if (!state || !m_weaponUsed || (PlayerBase.Cast(m_pPlayer) && launchedFrom != PlayerBase.Cast(m_pPlayer).GetCurrentPlayerCamera()))
- if (!state || !m_weaponUsed)
- {
- m_RequesterADS.Stop();
-
- if (IsCameraNV())
- {
- SetNVPostprocess(GetCameraNVType());
- }
- else
- {
- SetNVPostprocess(NVTypes.NONE);
- }
- }
- else
- {
- temp_array = {false, 0.0, 0.0, 0.0, 0.0, 1.0};
-
- if (m_weaponUsed.GetWeaponDOF() || (m_opticsUsed && m_opticsUsed.GetOpticsDOF()))
- {
- if (m_opticsUsed && m_opticsUsed.GetOpticsDOF().Count() == 6)
- {
- temp_array = m_opticsUsed.GetOpticsDOF();
- }
- else
- {
- temp_array = m_weaponUsed.GetWeaponDOF();
- }
- if (temp_array.Count() != 6)
- temp_array = {false, 0.0, 0.0, 0.0, 0.0, 1.0};
- }
-
- m_RequesterADS.SetValuesIronsights(temp_array); //DOF only
-
- if (IsCameraNV())
- {
- SetNVPostprocess(GetCameraNVType());
- }
- else
- {
- SetNVPostprocess(NVTypes.NONE);
- }
- }
-
- if (m_weaponUsed)
- {
- m_weaponUsed.HideWeaponBarrel(false);
- }
- }
-
- override string GetCameraName()
- {
- return "DayZPlayerCameraIronsights";
- }
-
- override void SetCameraPPDelay(DayZPlayerCamera pPrevCamera)
- {
- if (pPrevCamera.GetCameraName() == "DayZPlayerCamera1stPerson")
- {
- //Print("---ironsights---DayZPlayerCamera1stPerson");
- m_CameraPPDelay = DayZPlayerCameras.TIME_CAMERACHANGE_01;
- }
- else if (pPrevCamera.GetCameraName() == "DayZPlayerCameraOptics")
- {
- m_CameraPPDelay = 0;
- }
- else
- {
- //Print("---ironsights---else");
- m_CameraPPDelay = DayZPlayerCameras.TIME_CAMERACHANGE_02;
- }
- }
-
- void UpdateBatteryOptics(EntityAI entity)
- {
- ItemOptics optics = ItemOptics.Cast(entity);
- if (optics)
- optics.UpdateOpticsReddotVisibility();
- }
- //! settings
- protected float m_fShootFromCamera = 0.0;
-
- //! runtime values
- protected int m_iBoneIndex; //!< right hand dummy bone index
- protected vector m_OpticsCamPos;
- protected vector m_OpticsCamDir;
- protected float m_fUpDownAngle; //!< up down angle in rad
- protected float m_fUpDownAngleAdd; //!< up down angle in rad
- protected float m_fLeftRightAngle; //!< left right angle in rad (in freelook only)
- protected float m_fLeftRightAngleAdd; //!< left right angle in rad (in freelook only)
- }
- class DayZPlayerCameraOptics : DayZPlayerCameraIronsights
- {
- static const float CONST_NEARPLANE_OPTICS = 0.06; //Default near plane value for this camera
- protected float m_RecoilOffsetZ = 0.0;
-
- void DayZPlayerCameraOptics(DayZPlayer pPlayer, HumanInputController pInput)
- {
- if (!temp_array)
- temp_array = new array<float>;
- m_fShootFromCamera = 0;
- }
-
- override void Init()
- {
- if (m_opticsUsed && m_opticsUsed.IsNVOptic() && m_opticsUsed.IsWorking())
- {
- SetCameraNV(true);
- }
- else
- {
- SetCameraNV(false);
- }
- }
-
- override EntityAI GetCurrentSightEntity ()
- {
- return m_opticsUsed;
- }
- override bool GetCurrentSightInfo (out vector camPos, out vector camDir)
- {
- if (m_opticsUsed)
- {
- m_opticsUsed.UseWeaponIronsightsOverride(false);
- m_opticsUsed.GetCameraPoint(camPos, camDir);
- return true;
- }
- return false;
- }
- override void OnActivate (DayZPlayerCamera pPrevCamera, DayZPlayerCameraResult pPrevCameraResult)
- {
- super.OnActivate(pPrevCamera,pPrevCameraResult);
-
- PlayerBase player = PlayerBase.Cast(m_pPlayer);
- if (player && m_opticsUsed)
- {
- GetGame().GetCallQueue(CALL_CATEGORY_GUI).CallLater(player.HideClothing,m_CameraPPDelay*1000,false,m_opticsUsed,true);
- }
- }
-
- override void AdjustCameraParameters(float pDt, inout DayZPlayerCameraResult pOutResult)
- {
- pOutResult.m_iDirectBone = m_iBoneIndex;
- pOutResult.m_iDirectBoneMode = 4;
-
- pOutResult.m_fFovAbsolute = HoldBreathFOVEffect(pDt);
-
- pOutResult.m_bUpdateWhenBlendOut = false;
- pOutResult.m_fDistance = 0;
- pOutResult.m_fUseHeading = 0;
- pOutResult.m_fInsideCamera = 1.0;
- pOutResult.m_fShootFromCamera = m_fShootFromCamera;
-
- if (!m_opticsUsed)
- pOutResult.m_fNearPlane = Math.Clamp(CONST_NEARPLANE_OPTICS - m_RecoilOffsetZ, CONST_NEARPLANE_OPTICS, 10.0);
- else
- pOutResult.m_fNearPlane = Math.Clamp(m_opticsUsed.GetNearPlaneValue() - m_RecoilOffsetZ, CONST_NEARPLANE_OPTICS, 10.0); //some sufficiently nonsensical max
- }
-
- override float HoldBreathFOVEffect(float pDt)
- {
- //hotfix; two cameras exist and update simultaneously during transition, even if optics/weapons is no longer present!
- /*PlayerBase player = PlayerBase.Cast(m_pPlayer);
- if (player && player.GetCurrentCamera() != this)
- return 0.6;*/
-
- ItemOptics optics = ItemOptics.Cast( GetCurrentSightEntity() );
- if (optics)
- {
- if (optics.GetCurrentStepFOV() >= GameConstants.DZPLAYER_CAMERA_FOV_EYEZOOM && (m_pPlayer.IsHoldingBreath() || m_pPlayer.GetEyeZoomLevel()))
- {
- m_fFovAbsolute = Math.SmoothCD(m_fFovAbsolute, GameConstants.DZPLAYER_CAMERA_FOV_EYEZOOM, m_fFovAbsVel, 0.1, 1000, pDt);
- }
- else if (m_isEntering) //sets FOV immediatelly to avoid "floating camera" effect
- {
- m_fFovAbsolute = optics.GetCurrentStepFOV();
- m_isEntering = false;
- }
- else
- {
- m_fFovAbsolute = Math.SmoothCD(m_fFovAbsolute, optics.GetCurrentStepFOV(), m_fFovAbsVel, 0.1, 1000, pDt);
- //m_fFovAbsolute = optics.GetCurrentStepFOV();
- }
- return m_fFovAbsolute;
- }
- else
- {
- //Error("optic camera, but there is no optic item or optic on weapon"); //camera update ticks on transitions as well, caused problems
- return 0.6; //TODO figure some other way to get original FOV here!
- }
- }
-
- override void SetCameraPP(bool state,DayZPlayerCamera launchedFrom)
- {
- //Print("SetCameraPP - optics");
- if (PlayerBase.Cast(m_pPlayer) && launchedFrom.Type() != PlayerBase.Cast(m_pPlayer).GetCurrentPlayerCamera().Type())
- {
- //Print("DayZPlayerCameraOptics | SetCameraPP | skipping, wrong camera type active!");
- return;
- }
-
- if (!state || !m_opticsUsed)
- {
- m_RequesterADS.Stop();
-
- if (IsCameraNV())
- {
- SetNVPostprocess(GetCameraNVType());
- }
- else
- {
- SetNVPostprocess(NVTypes.NONE);
- }
-
- if (m_weaponUsed)
- {
- m_weaponUsed.HideWeaponBarrel(false);
- }
- }
- else
- {
- array<float> lens_values = new array<float>;
- array<float> mask_values = new array<float>;
- float gauss = 0.0;
- temp_array = {false, 0.0, 0.0, 0.0, 0.0, 1.0};
-
- // 1x scopes only
- if (m_opticsUsed.AllowsDOF() && !NVGoggles.Cast(m_opticsUsed))
- {
- if (m_weaponUsed)
- {
- if (m_opticsUsed.GetOpticsDOF().Count() == 6)
- {
- temp_array = m_opticsUsed.GetOpticsDOF();
- }
- else
- {
- temp_array = m_weaponUsed.GetWeaponDOF(); //TODO should some optics have own DOF settings (different eye point)?
- }
-
- if (temp_array.Count() != 6)
- temp_array = {false, 0.0, 0.0, 0.0, 0.0, 1.0};
- }
-
- m_RequesterADS.SetValuesIronsights(temp_array); //DOF only
-
- // optics NV mode
- if (m_opticsUsed.IsNVOptic())
- {
- SetCameraNV(true);
- SetNVPostprocess(m_opticsUsed.GetCurrentNVType());
- }
- else
- {
- if (IsCameraNV())
- {
- SetNVPostprocess(GetCameraNVType());
- }
- else
- {
- SetNVPostprocess(NVTypes.NONE);
- }
- }
- }
- else //magnifying scopes
- {
- // optics mask
- if (m_opticsUsed.GetOpticsPPMask() && m_opticsUsed.GetOpticsPPMask().Count() == 4)
- {
- mask_values = m_opticsUsed.GetOpticsPPMask();
- }
-
- //optics lens
- if (m_opticsUsed.GetOpticsPPLens() && m_opticsUsed.GetOpticsPPLens().Count() == 4)
- {
- lens_values = m_opticsUsed.GetOpticsPPLens();
- }
-
- //optics blur
- if (m_opticsUsed.GetOpticsPPBlur() != 0)
- {
- gauss = m_opticsUsed.GetOpticsPPBlur();
- }
-
- m_RequesterADS.SetValuesOptics(mask_values,lens_values,gauss);
-
- // optics NV mode
- if (m_opticsUsed.IsNVOptic())
- {
- SetCameraNV(true);
- SetNVPostprocess(m_opticsUsed.GetCurrentNVType());
- }
- else
- {
- SetNVPostprocess(NVTypes.NONE); //magnifying optics do not combine with other NV sources (would render NV optics obsolete)
- }
- }
-
- if (m_weaponUsed)
- {
- m_weaponUsed.HideWeaponBarrel(true);
- }
- }
- }
-
- override string GetCameraName()
- {
- return "DayZPlayerCameraOptics";
- }
-
- override void SetCameraPPDelay(DayZPlayerCamera pPrevCamera)
- {
- if (pPrevCamera.GetCameraName() == "DayZPlayerCameraIronsights")
- {
- m_CameraPPDelay = DayZPlayerCameras.TIME_CAMERACHANGE_02 - 0.05;
- }
- else if (pPrevCamera.GetCameraName() == "DayZPlayerCamera1stPerson")
- {
- m_CameraPPDelay = DayZPlayerCameras.TIME_CAMERACHANGE_02 - 0.05; //changed to accomodate handheld optics, had to be changed here also
- }
- else if (!pPrevCamera.IsCamera3rdRaised())
- {
- m_CameraPPDelay = DayZPlayerCameras.TIME_CAMERACHANGE_03 - 0.05;
- }
- else
- {
- m_CameraPPDelay = DayZPlayerCameras.TIME_CAMERACHANGE_02 - 0.05;
- }
- }
-
- override void SendRecoilOffsetZ(float offset)
- {
- m_RecoilOffsetZ = offset;
- }
- };
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