dayzplayercameraironsights.c 16 KB

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  1. //! this is main camera class
  2. class DayZPlayerCameraIronsights extends DayZPlayerCameraBase
  3. {
  4. static const float CONST_UD_MIN = -85.0; //!< down limit
  5. static const float CONST_UD_MAX = 85.0; //!< up limit
  6. static const float CONST_UD_MIN_BACK = -25.0; //!< down limit on back
  7. static const float CONST_LR_MIN = -160.0; //!< down limit
  8. static const float CONST_LR_MAX = 160.0; //!< up limit
  9. protected bool m_isEntering = false;
  10. protected bool m_opticsHasWeaponOverride = false;
  11. protected ref array<float> temp_array; //DOF only
  12. protected PPERequester_CameraADS m_RequesterADS;
  13. //! camera dynamics
  14. float m_velocityYaw[1];
  15. float m_velocityPitch[1];
  16. float m_dynamicsStrength;
  17. float m_dynamicsSmoothTime;
  18. vector m_SightMisalignmentModifier;
  19. float m_movementTimeAcc;
  20. float m_movementAmplitudeX;
  21. float m_movementAmplitudeY;
  22. float m_movementFrequencyX;
  23. float m_movementFrequencyY;
  24. void DayZPlayerCameraIronsights(DayZPlayer pPlayer, HumanInputController pInput)
  25. {
  26. if (!temp_array)
  27. temp_array = new array<float>;
  28. m_iBoneIndex = pPlayer.GetBoneIndexByName("RightHand_Dummy");
  29. if (m_iBoneIndex == -1)
  30. {
  31. Print("DayZPlayerCamera1stPerson: main bone not found");
  32. }
  33. m_dynamicsStrength = 2;
  34. m_dynamicsSmoothTime = 0.3;
  35. SetupSightEntities();
  36. GetCurrentSightInfo(m_OpticsCamPos, m_OpticsCamDir);
  37. m_isEntering = true;
  38. m_WeaponSwayModifier = 0.5;
  39. m_movementTimeAcc = 0;
  40. m_movementAmplitudeX = 1;
  41. m_movementAmplitudeY = 1;
  42. m_movementFrequencyX = 1;
  43. m_movementFrequencyY = 2;
  44. Class.CastTo(m_RequesterADS,PPERequester_CameraADS.Cast(PPERequesterBank.GetRequester(PPERequester_CameraADS)));
  45. Init();
  46. }
  47. void SetupSightEntities()
  48. {
  49. EntityAI inHands = m_pPlayer.GetHumanInventory().GetEntityInHands();
  50. if (inHands)
  51. {
  52. m_weaponUsed = Weapon_Base.Cast(inHands);
  53. if( m_weaponUsed )
  54. {
  55. m_SightMisalignmentModifier = m_weaponUsed.GetPropertyModifierObject().m_SightMisalignment;
  56. m_dynamicsStrength = m_dynamicsStrength * m_SightMisalignmentModifier[0];
  57. m_dynamicsSmoothTime = m_dynamicsSmoothTime * m_SightMisalignmentModifier[1];
  58. m_opticsUsed = m_weaponUsed.GetAttachedOptics();
  59. if( m_opticsUsed )
  60. {
  61. m_opticsHasWeaponOverride = m_opticsUsed.HasWeaponIronsightsOverride();
  62. }
  63. }
  64. else
  65. {
  66. m_opticsUsed = ItemOptics.Cast(inHands);
  67. }
  68. }
  69. }
  70. //
  71. override void OnActivate (DayZPlayerCamera pPrevCamera, DayZPlayerCameraResult pPrevCameraResult)
  72. {
  73. super.OnActivate(pPrevCamera, pPrevCameraResult);
  74. if (pPrevCamera)
  75. {
  76. vector baseAngles = pPrevCamera.GetBaseAngles();
  77. m_fUpDownAngle = baseAngles[0];
  78. m_fLeftRightAngle = baseAngles[1];
  79. vector addAngles = pPrevCamera.GetAdditiveAngles();
  80. m_fUpDownAngleAdd = addAngles[0];
  81. m_fLeftRightAngleAdd = addAngles[1];
  82. }
  83. }
  84. EntityAI GetCurrentSightEntity ()
  85. {
  86. if (m_opticsHasWeaponOverride)
  87. return m_opticsUsed;
  88. return m_weaponUsed;
  89. }
  90. bool GetCurrentSightInfo (out vector camPos, out vector camDir)
  91. {
  92. EntityAI e = GetCurrentSightEntity();
  93. if (e)
  94. {
  95. if (e == m_weaponUsed)
  96. {
  97. m_weaponUsed.GetCameraPoint(m_weaponUsed.GetCurrentMuzzle(), camPos, camDir);
  98. return true;
  99. }
  100. else if (e == m_opticsUsed)
  101. {
  102. m_opticsUsed.UseWeaponIronsightsOverride(m_opticsHasWeaponOverride);
  103. m_opticsUsed.GetCameraPoint(camPos, camDir);
  104. return true;
  105. }
  106. }
  107. else
  108. {
  109. ErrorEx("No sight entity found in " + this,ErrorExSeverity.INFO);
  110. }
  111. return false;
  112. }
  113. //
  114. override void OnUpdate(float pDt, out DayZPlayerCameraResult pOutResult)
  115. {
  116. //! update angles from input
  117. float min;
  118. DayZPlayerImplement player = DayZPlayerImplement.Cast(GetGame().GetPlayer());
  119. if (player && player.IsPlayerInStance(DayZPlayerConstants.STANCEMASK_RAISEDPRONE))
  120. min = CONST_UD_MIN_BACK;
  121. else
  122. min = CONST_UD_MIN;
  123. m_CurrentCameraYaw = UpdateLRAngleUnlocked(m_fLeftRightAngle, m_fLeftRightAngleAdd, CONST_LR_MIN, CONST_LR_MAX, pDt);
  124. m_CurrentCameraPitch = UpdateUDAngleUnlocked(m_fUpDownAngle, m_fUpDownAngleAdd, min, CONST_UD_MAX, pDt);
  125. // get model space transform matrix of the gun's eye vector
  126. vector matTM[4];
  127. HumanItemAccessor hia = m_pPlayer.GetItemAccessor();
  128. if(GetCurrentSightEntity())
  129. hia.WeaponGetCameraPointBoneRelative(GetCurrentSightEntity(), m_OpticsCamPos, m_OpticsCamDir, m_iBoneIndex, matTM);
  130. // aim change based on character movement
  131. vector aimChangeYPR;
  132. float aimChangeX = m_pInput.GetAimDelta(pDt)[0] * Math.RAD2DEG;
  133. float aimChangeY = m_pInput.GetAimDelta(pDt)[1] * Math.RAD2DEG;
  134. HumanCommandMove hcm = m_pPlayer.GetCommand_Move();
  135. if (hcm)
  136. {
  137. float speed = hcm.GetCurrentMovementSpeed();
  138. if( speed > 0 )
  139. m_movementTimeAcc += pDt;
  140. else
  141. m_movementTimeAcc = 0;
  142. aimChangeX += m_movementAmplitudeX * speed * Math.Sin(Math.PI2 * m_movementFrequencyX * m_movementTimeAcc);
  143. aimChangeY += m_movementAmplitudeY * speed * Math.Sin(Math.PI2 * m_movementFrequencyY * m_movementTimeAcc);
  144. }
  145. aimChangeYPR[0] = Math.SmoothCD(aimChangeYPR[0], -(m_dynamicsStrength * aimChangeY), m_velocityYaw, m_dynamicsSmoothTime, 1000, pDt);
  146. aimChangeYPR[1] = Math.SmoothCD(aimChangeYPR[1], -(m_dynamicsStrength * aimChangeX), m_velocityPitch, m_dynamicsSmoothTime, 1000, pDt);
  147. aimChangeYPR[2] = 0;
  148. vector dynamics[4];
  149. Math3D.YawPitchRollMatrix(aimChangeYPR, dynamics);
  150. dynamics[3] = vector.Zero;
  151. // aiming model offsets
  152. vector aimingMatTM[4];
  153. hia.WeaponGetAimingModelDirTm(aimingMatTM);
  154. // final offset matrix
  155. Math3D.MatrixMultiply4(dynamics, aimingMatTM, dynamics);
  156. Math3D.MatrixMultiply4(dynamics, matTM, pOutResult.m_CameraTM);
  157. AdjustCameraParameters(pDt, pOutResult);
  158. UpdateBatteryOptics(GetCurrentSightEntity());
  159. UpdateCameraNV(PlayerBase.Cast(m_pPlayer));
  160. if(m_CameraShake)
  161. {
  162. float x,y;
  163. m_CameraShake.Update(pDt, x, y);
  164. DayZPlayerImplement.Cast(m_pPlayer).GetAimingModel().SetCamShakeValues(x, y);
  165. }
  166. }
  167. override vector GetBaseAngles()
  168. {
  169. vector a;
  170. a[0] = m_fUpDownAngle;
  171. a[1] = m_fLeftRightAngle;
  172. a[2] = 0;
  173. return a;
  174. }
  175. override vector GetAdditiveAngles()
  176. {
  177. vector a;
  178. a[0] = m_fUpDownAngleAdd;
  179. a[1] = m_fLeftRightAngleAdd;
  180. a[2] = 0;
  181. return a;
  182. }
  183. void AdjustCameraParameters(float pDt, inout DayZPlayerCameraResult pOutResult)
  184. {
  185. pOutResult.m_iDirectBone = m_iBoneIndex;
  186. pOutResult.m_iDirectBoneMode = 4;
  187. pOutResult.m_fFovAbsolute = HoldBreathFOVEffect(pDt);
  188. pOutResult.m_bUpdateWhenBlendOut = false;
  189. pOutResult.m_fDistance = 0;
  190. pOutResult.m_fUseHeading = 0;
  191. pOutResult.m_fInsideCamera = 1.0;
  192. pOutResult.m_fShootFromCamera = m_fShootFromCamera;
  193. pOutResult.m_fNearPlane = 0.04; //0.07 default
  194. }
  195. float HoldBreathFOVEffect(float pDt)
  196. {
  197. if (m_pPlayer.IsHoldingBreath())
  198. {
  199. m_fFovAbsolute = Math.SmoothCD(m_fFovAbsolute, GameConstants.DZPLAYER_CAMERA_FOV_EYEZOOM, m_fFovAbsVel, 0.1, 1000, pDt);
  200. }
  201. else if (m_isEntering) //sets FOV immediatelly to avoid "floating camera" effect
  202. {
  203. m_fFovAbsolute = GameConstants.DZPLAYER_CAMERA_FOV_IRONSIGHTS;
  204. m_isEntering = false;
  205. }
  206. else
  207. {
  208. m_fFovAbsolute = Math.SmoothCD(m_fFovAbsolute, GameConstants.DZPLAYER_CAMERA_FOV_IRONSIGHTS, m_fFovAbsVel, 0.1, 1000, pDt);
  209. }
  210. return m_fFovAbsolute;
  211. }
  212. // sets PP for ironsights and optics (override) cameras
  213. override void SetCameraPP(bool state, DayZPlayerCamera launchedFrom)
  214. {
  215. //Print("SetCameraPP - ADS");
  216. if (PlayerBase.Cast(m_pPlayer) && launchedFrom.Type() != PlayerBase.Cast(m_pPlayer).GetCurrentPlayerCamera().Type())
  217. {
  218. //Print("DayZPlayerCameraIronsights | SetCameraPP | skipping, wrong camera type active!");
  219. return;
  220. }
  221. //if (!state || !m_weaponUsed || (PlayerBase.Cast(m_pPlayer) && launchedFrom != PlayerBase.Cast(m_pPlayer).GetCurrentPlayerCamera()))
  222. if (!state || !m_weaponUsed)
  223. {
  224. m_RequesterADS.Stop();
  225. if (IsCameraNV())
  226. {
  227. SetNVPostprocess(GetCameraNVType());
  228. }
  229. else
  230. {
  231. SetNVPostprocess(NVTypes.NONE);
  232. }
  233. }
  234. else
  235. {
  236. temp_array = {false, 0.0, 0.0, 0.0, 0.0, 1.0};
  237. if (m_weaponUsed.GetWeaponDOF() || (m_opticsUsed && m_opticsUsed.GetOpticsDOF()))
  238. {
  239. if (m_opticsUsed && m_opticsUsed.GetOpticsDOF().Count() == 6)
  240. {
  241. temp_array = m_opticsUsed.GetOpticsDOF();
  242. }
  243. else
  244. {
  245. temp_array = m_weaponUsed.GetWeaponDOF();
  246. }
  247. if (temp_array.Count() != 6)
  248. temp_array = {false, 0.0, 0.0, 0.0, 0.0, 1.0};
  249. }
  250. m_RequesterADS.SetValuesIronsights(temp_array); //DOF only
  251. if (IsCameraNV())
  252. {
  253. SetNVPostprocess(GetCameraNVType());
  254. }
  255. else
  256. {
  257. SetNVPostprocess(NVTypes.NONE);
  258. }
  259. }
  260. if (m_weaponUsed)
  261. {
  262. m_weaponUsed.HideWeaponBarrel(false);
  263. }
  264. }
  265. override string GetCameraName()
  266. {
  267. return "DayZPlayerCameraIronsights";
  268. }
  269. override void SetCameraPPDelay(DayZPlayerCamera pPrevCamera)
  270. {
  271. if (pPrevCamera.GetCameraName() == "DayZPlayerCamera1stPerson")
  272. {
  273. //Print("---ironsights---DayZPlayerCamera1stPerson");
  274. m_CameraPPDelay = DayZPlayerCameras.TIME_CAMERACHANGE_01;
  275. }
  276. else if (pPrevCamera.GetCameraName() == "DayZPlayerCameraOptics")
  277. {
  278. m_CameraPPDelay = 0;
  279. }
  280. else
  281. {
  282. //Print("---ironsights---else");
  283. m_CameraPPDelay = DayZPlayerCameras.TIME_CAMERACHANGE_02;
  284. }
  285. }
  286. void UpdateBatteryOptics(EntityAI entity)
  287. {
  288. ItemOptics optics = ItemOptics.Cast(entity);
  289. if (optics)
  290. optics.UpdateOpticsReddotVisibility();
  291. }
  292. //! settings
  293. protected float m_fShootFromCamera = 0.0;
  294. //! runtime values
  295. protected int m_iBoneIndex; //!< right hand dummy bone index
  296. protected vector m_OpticsCamPos;
  297. protected vector m_OpticsCamDir;
  298. protected float m_fUpDownAngle; //!< up down angle in rad
  299. protected float m_fUpDownAngleAdd; //!< up down angle in rad
  300. protected float m_fLeftRightAngle; //!< left right angle in rad (in freelook only)
  301. protected float m_fLeftRightAngleAdd; //!< left right angle in rad (in freelook only)
  302. }
  303. class DayZPlayerCameraOptics : DayZPlayerCameraIronsights
  304. {
  305. static const float CONST_NEARPLANE_OPTICS = 0.06; //Default near plane value for this camera
  306. protected float m_RecoilOffsetZ = 0.0;
  307. void DayZPlayerCameraOptics(DayZPlayer pPlayer, HumanInputController pInput)
  308. {
  309. if (!temp_array)
  310. temp_array = new array<float>;
  311. m_fShootFromCamera = 0;
  312. }
  313. override void Init()
  314. {
  315. if (m_opticsUsed && m_opticsUsed.IsNVOptic() && m_opticsUsed.IsWorking())
  316. {
  317. SetCameraNV(true);
  318. }
  319. else
  320. {
  321. SetCameraNV(false);
  322. }
  323. }
  324. override EntityAI GetCurrentSightEntity ()
  325. {
  326. return m_opticsUsed;
  327. }
  328. override bool GetCurrentSightInfo (out vector camPos, out vector camDir)
  329. {
  330. if (m_opticsUsed)
  331. {
  332. m_opticsUsed.UseWeaponIronsightsOverride(false);
  333. m_opticsUsed.GetCameraPoint(camPos, camDir);
  334. return true;
  335. }
  336. return false;
  337. }
  338. override void OnActivate (DayZPlayerCamera pPrevCamera, DayZPlayerCameraResult pPrevCameraResult)
  339. {
  340. super.OnActivate(pPrevCamera,pPrevCameraResult);
  341. PlayerBase player = PlayerBase.Cast(m_pPlayer);
  342. if (player && m_opticsUsed)
  343. {
  344. GetGame().GetCallQueue(CALL_CATEGORY_GUI).CallLater(player.HideClothing,m_CameraPPDelay*1000,false,m_opticsUsed,true);
  345. }
  346. }
  347. override void AdjustCameraParameters(float pDt, inout DayZPlayerCameraResult pOutResult)
  348. {
  349. pOutResult.m_iDirectBone = m_iBoneIndex;
  350. pOutResult.m_iDirectBoneMode = 4;
  351. pOutResult.m_fFovAbsolute = HoldBreathFOVEffect(pDt);
  352. pOutResult.m_bUpdateWhenBlendOut = false;
  353. pOutResult.m_fDistance = 0;
  354. pOutResult.m_fUseHeading = 0;
  355. pOutResult.m_fInsideCamera = 1.0;
  356. pOutResult.m_fShootFromCamera = m_fShootFromCamera;
  357. if (!m_opticsUsed)
  358. pOutResult.m_fNearPlane = Math.Clamp(CONST_NEARPLANE_OPTICS - m_RecoilOffsetZ, CONST_NEARPLANE_OPTICS, 10.0);
  359. else
  360. pOutResult.m_fNearPlane = Math.Clamp(m_opticsUsed.GetNearPlaneValue() - m_RecoilOffsetZ, CONST_NEARPLANE_OPTICS, 10.0); //some sufficiently nonsensical max
  361. }
  362. override float HoldBreathFOVEffect(float pDt)
  363. {
  364. //hotfix; two cameras exist and update simultaneously during transition, even if optics/weapons is no longer present!
  365. /*PlayerBase player = PlayerBase.Cast(m_pPlayer);
  366. if (player && player.GetCurrentCamera() != this)
  367. return 0.6;*/
  368. ItemOptics optics = ItemOptics.Cast( GetCurrentSightEntity() );
  369. if (optics)
  370. {
  371. if (optics.GetCurrentStepFOV() >= GameConstants.DZPLAYER_CAMERA_FOV_EYEZOOM && (m_pPlayer.IsHoldingBreath() || m_pPlayer.GetEyeZoomLevel()))
  372. {
  373. m_fFovAbsolute = Math.SmoothCD(m_fFovAbsolute, GameConstants.DZPLAYER_CAMERA_FOV_EYEZOOM, m_fFovAbsVel, 0.1, 1000, pDt);
  374. }
  375. else if (m_isEntering) //sets FOV immediatelly to avoid "floating camera" effect
  376. {
  377. m_fFovAbsolute = optics.GetCurrentStepFOV();
  378. m_isEntering = false;
  379. }
  380. else
  381. {
  382. m_fFovAbsolute = Math.SmoothCD(m_fFovAbsolute, optics.GetCurrentStepFOV(), m_fFovAbsVel, 0.1, 1000, pDt);
  383. //m_fFovAbsolute = optics.GetCurrentStepFOV();
  384. }
  385. return m_fFovAbsolute;
  386. }
  387. else
  388. {
  389. //Error("optic camera, but there is no optic item or optic on weapon"); //camera update ticks on transitions as well, caused problems
  390. return 0.6; //TODO figure some other way to get original FOV here!
  391. }
  392. }
  393. override void SetCameraPP(bool state,DayZPlayerCamera launchedFrom)
  394. {
  395. //Print("SetCameraPP - optics");
  396. if (PlayerBase.Cast(m_pPlayer) && launchedFrom.Type() != PlayerBase.Cast(m_pPlayer).GetCurrentPlayerCamera().Type())
  397. {
  398. //Print("DayZPlayerCameraOptics | SetCameraPP | skipping, wrong camera type active!");
  399. return;
  400. }
  401. if (!state || !m_opticsUsed)
  402. {
  403. m_RequesterADS.Stop();
  404. if (IsCameraNV())
  405. {
  406. SetNVPostprocess(GetCameraNVType());
  407. }
  408. else
  409. {
  410. SetNVPostprocess(NVTypes.NONE);
  411. }
  412. if (m_weaponUsed)
  413. {
  414. m_weaponUsed.HideWeaponBarrel(false);
  415. }
  416. }
  417. else
  418. {
  419. array<float> lens_values = new array<float>;
  420. array<float> mask_values = new array<float>;
  421. float gauss = 0.0;
  422. temp_array = {false, 0.0, 0.0, 0.0, 0.0, 1.0};
  423. // 1x scopes only
  424. if (m_opticsUsed.AllowsDOF() && !NVGoggles.Cast(m_opticsUsed))
  425. {
  426. if (m_weaponUsed)
  427. {
  428. if (m_opticsUsed.GetOpticsDOF().Count() == 6)
  429. {
  430. temp_array = m_opticsUsed.GetOpticsDOF();
  431. }
  432. else
  433. {
  434. temp_array = m_weaponUsed.GetWeaponDOF(); //TODO should some optics have own DOF settings (different eye point)?
  435. }
  436. if (temp_array.Count() != 6)
  437. temp_array = {false, 0.0, 0.0, 0.0, 0.0, 1.0};
  438. }
  439. m_RequesterADS.SetValuesIronsights(temp_array); //DOF only
  440. // optics NV mode
  441. if (m_opticsUsed.IsNVOptic())
  442. {
  443. SetCameraNV(true);
  444. SetNVPostprocess(m_opticsUsed.GetCurrentNVType());
  445. }
  446. else
  447. {
  448. if (IsCameraNV())
  449. {
  450. SetNVPostprocess(GetCameraNVType());
  451. }
  452. else
  453. {
  454. SetNVPostprocess(NVTypes.NONE);
  455. }
  456. }
  457. }
  458. else //magnifying scopes
  459. {
  460. // optics mask
  461. if (m_opticsUsed.GetOpticsPPMask() && m_opticsUsed.GetOpticsPPMask().Count() == 4)
  462. {
  463. mask_values = m_opticsUsed.GetOpticsPPMask();
  464. }
  465. //optics lens
  466. if (m_opticsUsed.GetOpticsPPLens() && m_opticsUsed.GetOpticsPPLens().Count() == 4)
  467. {
  468. lens_values = m_opticsUsed.GetOpticsPPLens();
  469. }
  470. //optics blur
  471. if (m_opticsUsed.GetOpticsPPBlur() != 0)
  472. {
  473. gauss = m_opticsUsed.GetOpticsPPBlur();
  474. }
  475. m_RequesterADS.SetValuesOptics(mask_values,lens_values,gauss);
  476. // optics NV mode
  477. if (m_opticsUsed.IsNVOptic())
  478. {
  479. SetCameraNV(true);
  480. SetNVPostprocess(m_opticsUsed.GetCurrentNVType());
  481. }
  482. else
  483. {
  484. SetNVPostprocess(NVTypes.NONE); //magnifying optics do not combine with other NV sources (would render NV optics obsolete)
  485. }
  486. }
  487. if (m_weaponUsed)
  488. {
  489. m_weaponUsed.HideWeaponBarrel(true);
  490. }
  491. }
  492. }
  493. override string GetCameraName()
  494. {
  495. return "DayZPlayerCameraOptics";
  496. }
  497. override void SetCameraPPDelay(DayZPlayerCamera pPrevCamera)
  498. {
  499. if (pPrevCamera.GetCameraName() == "DayZPlayerCameraIronsights")
  500. {
  501. m_CameraPPDelay = DayZPlayerCameras.TIME_CAMERACHANGE_02 - 0.05;
  502. }
  503. else if (pPrevCamera.GetCameraName() == "DayZPlayerCamera1stPerson")
  504. {
  505. m_CameraPPDelay = DayZPlayerCameras.TIME_CAMERACHANGE_02 - 0.05; //changed to accomodate handheld optics, had to be changed here also
  506. }
  507. else if (!pPrevCamera.IsCamera3rdRaised())
  508. {
  509. m_CameraPPDelay = DayZPlayerCameras.TIME_CAMERACHANGE_03 - 0.05;
  510. }
  511. else
  512. {
  513. m_CameraPPDelay = DayZPlayerCameras.TIME_CAMERACHANGE_02 - 0.05;
  514. }
  515. }
  516. override void SendRecoilOffsetZ(float offset)
  517. {
  518. m_RecoilOffsetZ = offset;
  519. }
  520. };