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KF2-Dev-Scripts/GameFramework/Classes/GameThirdPersonCamera.uc

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2020-12-13 15:01:13 +00:00
/**
* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
*/
class GameThirdPersonCamera extends GameCameraBase
config(Camera)
native(Camera);
/** obstruction pct from origin to worstloc origin */
var float WorstLocBlockedPct;
/** camera extent scale to use when calculating penetration for this segment */
var() float WorstLocPenetrationExtentScale;
/** Time to transition from blocked location to ideal position, after camera collision with geometry. */
var() float PenetrationBlendOutTime;
/** Time to transition from ideal location to blocked position, after camera collision with geometry. (used only by predictive feelers) */
var() float PenetrationBlendInTime;
/** Percentage of distance blocked by collision. From worst location, to desired location. */
var protected float PenetrationBlockedPct;
/** camera extent scale to use when calculating penetration for this segment */
var() float PenetrationExtentScale;
/**
* Last pawn relative offset, for slow offsets interpolation.
* This is because this offset is relative to the Pawn's rotation, which can change abruptly (when snapping to cover).
* Used to adjust the camera origin (evade, lean, pop up, blind fire, reload..)
*/
var transient vector LastActualOriginOffset;
/** Last actual camera origin position, for lazy cam interpolation. It's only applied to player's origin, not view offsets, for faster/smoother response */
var transient vector LastActualCameraOrigin;
/** Last actual camera origin rotation, for lazy cam interpolation. It's only applied to player's origin, not view offsets, for faster/smoother response */
var transient rotator LastActualCameraOriginRot;
/** origin offset interpolation speed */
var() float OriginOffsetInterpSpeed;
/** View relative offset. This offset is relative to Controller's rotation, mainly used for Pitch positioning. */
var transient vector LastViewOffset;
/** last CamFOV for war cam interpolation */
var transient float LastCamFOV;
/** Cached ideal pivot loc */
var transient vector LastIdealCameraOrigin;
/** Cached ideal pivot rot */
var transient rotator LastIdealCameraOriginRot;
/*********** CAMERA VARIABLES ***********/
/******* CAMERA MODES *******/
/** Base camera position when walking */
var() protected editinline GameThirdPersonCameraMode ThirdPersonCamDefault;
var() protected class<GameThirdPersonCameraMode> ThirdPersonCamDefaultClass;
//
//
// Player 'GearCam' camera mode system
//
/** Current GearCam Mode */
var() editinline transient GameThirdPersonCameraMode CurrentCamMode;
//
// Focus Point adjustment
//
/** last offset adjustment, for smooth blend out */
var transient float LastHeightAdjustment;
/** last adjusted pitch, for smooth blend out */
var transient float LastPitchAdjustment;
/** last adjusted Yaw, for smooth blend out */
var transient float LastYawAdjustment;
/** pitch adjustment when keeping target is done in 2 parts. this is the amount to pitch in part 2 (post view offset application) */
var transient float LeftoverPitchAdjustment;
/** move back pct based on move up */
var(Focus) float Focus_BackOffStrength;
/** Z offset step for every try */
var(Focus) float Focus_StepHeightAdjustment;
/** number of tries to have focus in view */
var(Focus) int Focus_MaxTries;
/** time it takes for fast interpolation speed to kick in */
var(Focus) float Focus_FastAdjustKickInTime;
/** Last time focus point changed (location) */
var transient protected float LastFocusChangeTime;
var transient protected vector ActualFocusPointWorldLoc;
/** Last focus point location */
var transient protected vector LastFocusPointLoc;
/** Camera focus point definition */
struct native CamFocusPointParams
{
/** Actor to focus on. */
var() Actor FocusActor;
/** Bone name to focus on. Ignored if FocusActor is None or has no SkeletalMeshComponent */
var() Name FocusBoneName;
/** Focus point location in world space. Ignored if FocusActor is not None. */
var() vector FocusWorldLoc;
/** If >0, FOV to force upon camera while looking at this point (degrees) */
var() float CameraFOV;
/** Interpolation speed (X=slow/focus loc moving, Y=fast/focus loc steady/blending out) */
var() vector2d InterpSpeedRange;
/** FOV where target is considered in focus, no correction is made. X is yaw tolerance, Y is pitch tolerance. */
var() vector2d InFocusFOV;
/** If FALSE, focus only if point roughly in view; if TRUE, focus no matter where player is looking */
var() bool bAlwaysFocus;
/** If TRUE, camera adjusts to keep player in view, if FALSE the camera remains fixed and just rotates in place */
var() bool bAdjustCamera;
/** If TRUE, ignore world trace to find a good spot */
var() bool bIgnoreTrace;
/** Offsets the pitch. e.g. 20 will look 20 degrees above the target */
var() float FocusPitchOffsetDeg;
};
/** current focus point */
var(Focus) CamFocusPointParams FocusPoint;
/** do we have a focus point set? */
var bool bFocusPointSet;
/** Internal. TRUE if the focus point was good and the camera looked at it, FALSE otherwise (e.g. failed the trace). */
var protected transient bool bFocusPointSuccessful;
/** Vars for code-driven camera turns */
var protected float TurnCurTime;
var bool bDoingACameraTurn;
var protected int TurnStartAngle;
var protected int TurnEndAngle;
var protected float TurnTotalTime;
var protected float TurnDelay;
var protected bool bTurnAlignTargetWhenFinished;
/** Saved data for camera turn "align when finished" functionality */
var protected transient int LastPostCamTurnYaw;
/** toggles debug mode */
var() bool bDrawDebug;
/** direct look vars */
var transient int DirectLookYaw;
var transient bool bDoingDirectLook;
var() float DirectLookInterpSpeed;
var() float WorstLocInterpSpeed;
var transient vector LastWorstLocationLocal;
var transient vector LastWorstLocation;
/** Last location and rotation of the camera, cached before camera modifiers are applied. */
var transient vector LastPreModifierCameraLoc;
var transient rotator LastPreModifierCameraRot;
/**
* Struct defining a feeler ray used for camera penetration avoidance.
*/
struct native PenetrationAvoidanceFeeler
{
/** rotator describing deviance from main ray */
var() Rotator AdjustmentRot;
/** how much this feeler affects the final position if it hits the world */
var() float WorldWeight;
/** how much this feeler affects the final position if it hits a Pawn (setting to 0 will not attempt to collide with pawns at all) */
var() float PawnWeight;
/** extent to use for collision when firing this ray */
var() vector Extent;
/** minimum frame interval between traces with this feeler if nothing was hit last frame */
var() int TraceInterval;
/** number of frames since this feeler was used */
var transient int FramesUntilNextTrace;
};
var() array<PenetrationAvoidanceFeeler> PenetrationAvoidanceFeelers;
/** Offset adjustment from last tick, used for interpolation. */
var protectedwrite transient vector LastOffsetAdjustment;
/** Change in camera mode happened this frame - reset on first call to PlayerUpdateCamera */
var(Debug) bool bDebugChangedCameraMode;
/** Set to TRUE when the Pivot makes a big jump if you want to keep the camera in place across that transition. */
var transient bool bDoSeamlessPivotTransition;
cpptext
{
protected:
/**
* Interpolates from previous location/rotation toward desired location/rotation
*/
virtual void InterpolateCameraOrigin( class APawn* TargetPawn, FLOAT DeltaTime, FVector& out_ActualCameraOrigin, FVector const& IdealCameraOrigin, FRotator& out_ActualCameraOriginRot, FRotator const& IdealCameraOriginRot );
/** Returns the focus location, adjusted to compensate for the third-person camera offset. */
FVector GetEffectiveFocusLoc(const FVector& CamLoc, const FVector& FocusLoc, const FVector& ViewOffset);
void AdjustToFocusPointKeepingTargetInView(class APawn* P, FLOAT DeltaTime, FVector& CamLoc, FRotator& CamRot, const FVector& ViewOffset);
void AdjustToFocusPoint(class APawn* P, FLOAT DeltaTime, FVector& CamLoc, FRotator& CamRot);
void PreventCameraPenetration(class APawn* P, class AGamePlayerCamera* CameraActor, const FVector& WorstLocation, FVector& DesiredLocation, FLOAT DeltaTime, FLOAT& DistBlockedPct, FLOAT CameraExtentScale, UBOOL bSingleRayOnly=FALSE);
void UpdateForMovingBase(class AActor* BaseActor);
/** Returns desired camera origin offset that should be applied AFTER the interpolation, if any. */
virtual FVector GetPostInterpCameraOriginLocationOffset(APawn* TargetPawn) const { return FVector::ZeroVector; }
virtual FRotator GetPostInterpCameraOriginRotationOffset(APawn* TargetPawn) const { return FRotator::ZeroRotator; }
virtual FMatrix GetWorstCaseLocTransform(APawn* P) const;
virtual UBOOL ShouldIgnorePenetrationHit(FCheckResult const* Hit, APawn* TargetPawn) const;
virtual UBOOL ShouldDoPerPolyPenetrationTests(APawn* TargetPawn) const { return FALSE; };
virtual UBOOL ShouldDoPredictavePenetrationAvoidance(APawn* TargetPawn) const;
virtual void HandlePawnPenetration(FTViewTarget& OutVT);
virtual UBOOL HandleCameraSafeZone( FVector& CameraOrigin, FRotator& CameraRotation, FLOAT DeltaTime ) { return FALSE; }
public:
};
/** Internal. */
protected function GameThirdPersonCameraMode CreateCameraMode(class<GameThirdPersonCameraMode> ModeClass)
{
local GameThirdPersonCameraMode NewMode;
NewMode = new(self) ModeClass;
NewMode.ThirdPersonCam = self;
NewMode.Init();
return NewMode;
}
// reset the camera to a good state
function Reset()
{
bResetCameraInterpolation = TRUE;
}
function Init()
{
// Setup camera modes
if (ThirdPersonCamDefault == None)
{
ThirdPersonCamDefault = CreateCameraMode(ThirdPersonCamDefaultClass);
}
}
/** returns camera mode desired FOV */
event float GetDesiredFOV( Pawn ViewedPawn )
{
if ( bFocusPointSet && (FocusPoint.CameraFOV > 0.f) && bFocusPointSuccessful )
{
return FocusPoint.CameraFOV;
}
return CurrentCamMode.GetDesiredFOV(ViewedPawn);
}
/**
* Player Update Camera code
*/
function UpdateCamera(Pawn P, GamePlayerCamera CameraActor, float DeltaTime, out TViewTarget OutVT)
{
if( P == None && OutVT.Target != None )
{
OutVT.Target.GetActorEyesViewPoint( OutVT.POV.Location, OutVT.POV.Rotation );
PlayerCamera.ApplyCameraModifiers(DeltaTime, OutVT.POV);
}
// give pawn chance to hijack the camera and do it's own thing.
else if( (P != None) && P.CalcCamera(DeltaTime, OutVT.POV.Location, OutVT.POV.Rotation, OutVT.POV.FOV) )
{
//@fixme, move this call up into GearPlayerCamera??? look into it.
PlayerCamera.ApplyCameraModifiers(DeltaTime, OutVT.POV);
return;
}
else
{
UpdateCameraMode(P);
if( CurrentCamMode != None )
{
PlayerUpdateCamera(P,CameraActor, DeltaTime, OutVT);
CurrentCamMode.UpdatePostProcess(OutVT, DeltaTime);
}
else
{
`warn(GetFuncName() @ "CameraMode == None!!!");
}
// prints local space camera offset (from pawnloc). useful for determining camera anim test offsets
//`log("***"@((OutVT.POV.Location - P.Location) << P.Controller.Rotation));
}
// if we had to reset camera interpolation, then turn off flag once it's been processed.
bResetCameraInterpolation = FALSE;
}
/** Internal camera updating code */
native protected function PlayerUpdateCamera(Pawn P, GamePlayerCamera CameraActor, float DeltaTime, out TViewTarget OutVT);
/******************************
* Camera turns
******************************/
/**
* Initiates a forced camera rotation.
* @param StartAngle Starting Yaw offset (in Rotator units)
* @param EndAngle Finishing Yaw offset (in Rotator units)
* @param TimeSec How long the rotation should take
* @param DelaySec How long to wait before starting the rotation
*/
function BeginTurn(int StartAngle, int EndAngle, float TimeSec, optional float DelaySec, optional bool bAlignTargetWhenFinished)
{
// We're not updating the camera on the server, bDoingACameraTurn will prevent firing
if (PlayerCamera.bUseClientSideCameraUpdates && !PlayerCamera.PCOwner.IsLocalPlayerController())
{
return;
}
bDoingACameraTurn = TRUE;
TurnTotalTime = TimeSec;
TurnDelay = DelaySec;
TurnCurTime = 0.f;
TurnStartAngle = StartAngle;
TurnEndAngle = EndAngle;
bTurnAlignTargetWhenFinished = bAlignTargetWhenFinished;
}
/**
* Stops a camera rotation.
*/
native function EndTurn();
/**
* Adjusts a camera rotation. Useful for situations where the basis of the rotation
* changes.
* @param AngleOffset Yaw adjustment to apply (in Rotator units)
*/
function AdjustTurn(int AngleOffset)
{
TurnStartAngle += AngleOffset;
TurnEndAngle += AngleOffset;
}
/******************************
* Focus Point functionality
******************************/
/** Tells camera to focus on the given world position. */
function SetFocusOnLoc
(
vector FocusWorldLoc,
Vector2d InterpSpeedRange,
Vector2d InFocusFOV,
optional float CameraFOV,
optional bool bAlwaysFocus,
optional bool bAdjustCamera,
optional bool bIgnoreTrace,
optional float FocusPitchOffsetDeg
)
{
// if replacing a bAdjustCamera focus point with a !bAdjustCamera focus point,
// do a clear first so the !bAdjustCamera one will work relative to where the first
// one was at the time of the interruption
if ( ((LastPitchAdjustment != 0) || (LastYawAdjustment != 0))
&& !bAdjustCamera
&& FocusPoint.bAdjustCamera )
{
ClearFocusPoint(TRUE);
}
FocusPoint.FocusWorldLoc = FocusWorldLoc;
FocusPoint.FocusActor = None;
FocusPoint.FocusBoneName = '';
FocusPoint.InterpSpeedRange = InterpSpeedRange;
FocusPoint.InFocusFOV = InFocusFOV;
FocusPoint.CameraFOV = CameraFOV;
FocusPoint.bAlwaysFocus = bAlwaysFocus;
FocusPoint.bAdjustCamera = bAdjustCamera;
FocusPoint.bIgnoreTrace = bIgnoreTrace;
FocusPoint.FocusPitchOffsetDeg = FocusPitchOffsetDeg;
bFocusPointSet = TRUE;
LastFocusChangeTime = PlayerCamera.WorldInfo.TimeSeconds;
LastFocusPointLoc = GetActualFocusLocation();
bFocusPointSuccessful = FALSE;
}
/** Tells camera to focus on the given actor. */
function SetFocusOnActor
(
Actor FocusActor,
Name FocusBoneName,
Vector2d InterpSpeedRange,
Vector2d InFocusFOV,
optional float CameraFOV,
optional bool bAlwaysFocus,
optional bool bAdjustCamera,
optional bool bIgnoreTrace,
optional float FocusPitchOffsetDeg
)
{
// if replacing a bAdjustCamera focus point with a !bAdjustCamera focus point,
// do a clear first so the !bAdjustCamera one will work relative to where the first
// one was at the time of the interruption
if ( ((LastPitchAdjustment != 0) || (LastYawAdjustment != 0))
&& !bAdjustCamera
&& FocusPoint.bAdjustCamera )
{
ClearFocusPoint(TRUE);
}
FocusPoint.FocusActor = FocusActor;
FocusPoint.FocusBoneName = FocusBoneName;
FocusPoint.InterpSpeedRange = InterpSpeedRange;
FocusPoint.InFocusFOV = InFocusFOV;
FocusPoint.CameraFOV = CameraFOV;
FocusPoint.bAlwaysFocus = bAlwaysFocus;
FocusPoint.bAdjustCamera = bAdjustCamera;
FocusPoint.bIgnoreTrace = bIgnoreTrace;
FocusPoint.FocusPitchOffsetDeg = FocusPitchOffsetDeg;
bFocusPointSet = TRUE;
LastFocusChangeTime = PlayerCamera.WorldInfo.TimeSeconds;
LastFocusPointLoc = GetActualFocusLocation();
bFocusPointSuccessful = FALSE;
}
/**
* Returns ref to the actor currently being used as a focus point, if any.
*/
function Actor GetFocusActor()
{
return bFocusPointSet ? FocusPoint.FocusActor : None;
}
/** Clear focus point */
function ClearFocusPoint(optional bool bLeaveCameraRotation)
{
bFocusPointSet = FALSE;
// note that bAdjustCamera must be true to leave camera rotation.
// otherwise, there will be a large camera jolt as the player and camera
// realign themselves (which they have to do, since the camera rotated away from
// the player)
if ( bLeaveCameraRotation && FocusPoint.bAdjustCamera )
{
LastPitchAdjustment = 0;
LastYawAdjustment = 0;
LeftoverPitchAdjustment = 0;
if (PlayerCamera.PCOwner != None)
{
PlayerCamera.PCOwner.SetRotation(LastPreModifierCameraRot);
}
}
}
/**
* Per-tick focus point processing, for polling gamestate and adjusting as desired.
* Override if you want other systems or criteria to set focus points.
*/
protected event UpdateFocusPoint( Pawn P )
{
if (bDoingACameraTurn)
{
// no POIs during camera turns
ClearFocusPoint();
}
// give the camera mode a crack at it
else if ( (CurrentCamMode == None) || (CurrentCamMode.SetFocusPoint(P) == FALSE) )
{
// Otherwise, clear focus point
ClearFocusPoint();
}
if (bFocusPointSet)
{
// store old focus loc
LastFocusPointLoc = ActualFocusPointWorldLoc;
ActualFocusPointWorldLoc = GetActualFocusLocation();
}
}
/** Internal. Returns the world space position of the current focus point. */
protected function vector GetActualFocusLocation()
{
local vector FocusLoc;
local SkeletalMeshComponent ComponentIt;
if (FocusPoint.FocusActor != None)
{
// actor's loc by default
FocusLoc = FocusPoint.FocusActor.Location;
// ... but use bone loc if possible
if (FocusPoint.FocusBoneName != '')
{
foreach FocusPoint.FocusActor.ComponentList(class'SkeletalMeshComponent',ComponentIt)
{
//`log( ComponentIt.Owner @ `showvar(ComponentIt) @ ComponentIt.SkeletalMesh );
// if the bone we are looking for exists use that otherwise keep looking
// as there could be multiple SkelComps on this FocusActor
if( ComponentIt.MatchRefBone(FocusPoint.FocusBoneName) != INDEX_NONE )
{
FocusLoc = ComponentIt.GetBoneLocation(FocusPoint.FocusBoneName);
break;
}
}
}
}
else
{
// focused world location, just use that
FocusLoc = FocusPoint.FocusWorldLoc;
}
return FocusLoc;
}
/**
* Use this if you keep the same focus point, but move the camera basis around underneath it
* e.g. you want the camera to hold steady focus, but the camera target is rotating
*/
function AdjustFocusPointInterpolation(rotator Delta)
{
if (bFocusPointSet && FocusPoint.bAdjustCamera)
{
Delta = Normalize(Delta);
LastYawAdjustment -= Delta.Yaw;
LastPitchAdjustment -= Delta.Pitch;
}
}
/**
* Evaluates the game state and returns the proper camera mode.
*
* @return new camera mode to use
*/
function GameThirdPersonCameraMode FindBestCameraMode(Pawn P)
{
if (P != None)
{
// Just stick to default here, games should override this with appropriate modes if desired.
return ThirdPersonCamDefault;
}
return None;
}
/**
* Update current camera modes. Pick Best, handle transitions, etc.
*/
final protected function UpdateCameraMode(Pawn P)
{
local GameThirdPersonCameraMode NewCamMode;
// Pick most suitable camera mode
NewCamMode = FindBestCameraMode(P);
if ( NewCamMode != CurrentCamMode )
{
// handle mode change
if( CurrentCamMode != None )
{
CurrentCamMode.OnBecomeInActive(P, NewCamMode);
}
if( NewCamMode != None )
{
NewCamMode.OnBecomeActive(P, CurrentCamMode);
}
`if(`notdefined(FINAL_RELEASE))
bDebugChangedCameraMode = TRUE;
//`log( "Camera Mode Changed"@`showvar(CurrentCamMode)@`showvar(NewCamMode), FALSE );
`endif
CurrentCamMode = NewCamMode;
}
}
/**
* Gives cameras a chance to change player view rotation
*/
function ProcessViewRotation( float DeltaTime, Actor ViewTarget, out Rotator out_ViewRotation, out Rotator out_DeltaRot )
{
// see if camera mode wants to manipulate the view rotation
if( CurrentCamMode != None )
{
CurrentCamMode.ProcessViewRotation(DeltaTime, ViewTarget, out_ViewRotation, out_DeltaRot);
}
}
/** Called when Camera mode becomes active */
function OnBecomeActive( GameCameraBase OldCamera )
{
if (!PlayerCamera.bInterpolateCamChanges)
{
Reset();
}
super.OnBecomeActive( OldCamera );
}
event ModifyPostProcessSettings(out PostProcessSettings PP)
{
if( CurrentCamMode != none )
{
CurrentCamMode.ModifyPostProcessSettings(PP);
}
}
function ResetInterpolation()
{
Super.ResetInterpolation();
LastHeightAdjustment = 0.f;
LastYawAdjustment = 0.f;
LastPitchAdjustment = 0.f;
LeftoverPitchAdjustment = 0.f;
}
defaultproperties
{
PenetrationBlendOutTime=0.15f
PenetrationBlendInTime=0.1f
PenetrationBlockedPct=1.f
PenetrationExtentScale=1.f
WorstLocPenetrationExtentScale=1.f
WorstLocInterpSpeed=8
bResetCameraInterpolation=TRUE // set to true by default, so first frame is never interpolated
OriginOffsetInterpSpeed=8
Focus_BackOffStrength=0.33f
Focus_StepHeightAdjustment= 64
Focus_MaxTries=4
Focus_FastAdjustKickInTime=0.5
bDoingACameraTurn=FALSE
DirectLookInterpSpeed=6.f
// ray 0 is the main ray
PenetrationAvoidanceFeelers(0)=(AdjustmentRot=(Pitch=0,Yaw=0,Roll=0),WorldWeight=1.f,PawnWeight=1.f,Extent=(X=14,Y=14,Z=14))
// horizontally offset
PenetrationAvoidanceFeelers(1)=(AdjustmentRot=(Pitch=0,Yaw=3072,Roll=0),WorldWeight=0.75f,PawnWeight=0.75f,Extent=(X=0,Y=0,Z=0), TraceInterval=3)
PenetrationAvoidanceFeelers(2)=(AdjustmentRot=(Pitch=0,Yaw=-3072,Roll=0),WorldWeight=0.75f,PawnWeight=0.75f,Extent=(X=0,Y=0,Z=0), TraceInterval=3)
PenetrationAvoidanceFeelers(3)=(AdjustmentRot=(Pitch=0,Yaw=6144,Roll=0),WorldWeight=0.5f,PawnWeight=0.5f,Extent=(X=0,Y=0,Z=0), TraceInterval=5)
PenetrationAvoidanceFeelers(4)=(AdjustmentRot=(Pitch=0,Yaw=-6144,Roll=0),WorldWeight=0.5f,PawnWeight=0.5f,Extent=(X=0,Y=0,Z=0), TraceInterval=5)
// vertically offset
PenetrationAvoidanceFeelers(5)=(AdjustmentRot=(Pitch=3640,Yaw=0,Roll=0),WorldWeight=1.f,PawnWeight=1.f,Extent=(X=0,Y=0,Z=0), TraceInterval=4)
PenetrationAvoidanceFeelers(6)=(AdjustmentRot=(Pitch=-3640,Yaw=0,Roll=0),WorldWeight=0.5f,PawnWeight=0.5f,Extent=(X=0,Y=0,Z=0), TraceInterval=4)
ThirdPersonCamDefaultClass=class'GameThirdPersonCameraMode_Default'
}