Formatting
This commit is contained in:
@@ -12,34 +12,29 @@
|
||||
// CREDITS TO LUCASC190 FOR MAKING THE MOUSE CAMERA
|
||||
// WALKING CODE ADDED BY VORTREX
|
||||
|
||||
function SetStandardControlsEnabled(bEnabled)
|
||||
{
|
||||
if(typeof gta == "undefined") {
|
||||
function SetStandardControlsEnabled(bEnabled) {
|
||||
if (typeof gta == "undefined") {
|
||||
return false;
|
||||
}
|
||||
|
||||
if (game.standardControls === undefined)
|
||||
{
|
||||
if (game.standardControls === undefined) {
|
||||
logToConsole(LOG_WARN, "game.standardControls not implemented");
|
||||
return;
|
||||
}
|
||||
game.standardControls = bEnabled;
|
||||
}
|
||||
|
||||
function GetCurrentPlayerIndex()
|
||||
{
|
||||
function GetCurrentPlayerIndex() {
|
||||
return 0;
|
||||
}
|
||||
|
||||
function GetPlayerPed(uiIndex)
|
||||
{
|
||||
function GetPlayerPed(uiIndex) {
|
||||
if (uiIndex >= 1)
|
||||
throw new Error("player index out of range");
|
||||
return localPlayer;
|
||||
}
|
||||
|
||||
function GetPedVehicle(pPed)
|
||||
{
|
||||
function GetPedVehicle(pPed) {
|
||||
return pPed.vehicle;
|
||||
}
|
||||
|
||||
@@ -49,8 +44,7 @@ let ENTITYTYPE_PED = 3;
|
||||
let ENTITYTYPE_OBJECT = 4;
|
||||
let ENTITYTYPE_DUMMY = 5;
|
||||
|
||||
function GetEntityType(Entity)
|
||||
{
|
||||
function GetEntityType(Entity) {
|
||||
if (Entity.isType(ELEMENT_BUILDING))
|
||||
return ENTITYTYPE_BUILDING;
|
||||
if (Entity.isType(ELEMENT_VEHICLE))
|
||||
@@ -64,79 +58,66 @@ function GetEntityType(Entity)
|
||||
return undefined;
|
||||
}
|
||||
|
||||
function GetPlaceableMatrix(pPlaceable)
|
||||
{
|
||||
function GetPlaceableMatrix(pPlaceable) {
|
||||
if (pPlaceable == GetCamera())
|
||||
return game.cameraMatrix;
|
||||
return pPlaceable.matrix;
|
||||
}
|
||||
|
||||
function GetEntityModel(pEntity)
|
||||
{
|
||||
function GetEntityModel(pEntity) {
|
||||
return pEntity;
|
||||
}
|
||||
|
||||
function GetModelBoundingSphere(usModel)
|
||||
{
|
||||
function GetModelBoundingSphere(usModel) {
|
||||
return [usModel.boundingRadius, usModel.boundingCentre.x, usModel.boundingCentre.y, usModel.boundingCentre.z];
|
||||
}
|
||||
|
||||
function GetMouseSpeed()
|
||||
{
|
||||
function GetMouseSpeed() {
|
||||
if (gui.cursorEnabled)
|
||||
return [0,0];
|
||||
return [0, 0];
|
||||
let MouseSpeed = game.getMouseSpeed();
|
||||
return [MouseSpeed.x,-MouseSpeed.y];
|
||||
return [MouseSpeed.x, -MouseSpeed.y];
|
||||
}
|
||||
|
||||
function GetMouseSensitivity()
|
||||
{
|
||||
if (game.getMouseSensitivity === undefined)
|
||||
{
|
||||
function GetMouseSensitivity() {
|
||||
if (game.getMouseSensitivity === undefined) {
|
||||
//logToConsole(LOG_ERROR, "game.getMouseSensitivity not implemented");
|
||||
return [0.0025,0.003];
|
||||
return [0.0025, 0.003];
|
||||
}
|
||||
let MouseSensitivity = game.getMouseSensitivity();
|
||||
return [MouseSensitivity.x,MouseSensitivity.y];
|
||||
return [MouseSensitivity.x, MouseSensitivity.y];
|
||||
}
|
||||
|
||||
let GetCamera;
|
||||
{
|
||||
const Camera = Symbol();
|
||||
|
||||
GetCamera = function()
|
||||
{
|
||||
GetCamera = function () {
|
||||
return Camera;
|
||||
}
|
||||
}
|
||||
|
||||
function AreEntityCollisionsEnabled(pEntity)
|
||||
{
|
||||
function AreEntityCollisionsEnabled(pEntity) {
|
||||
return pEntity.collisionsEnabled;
|
||||
}
|
||||
|
||||
function SetEntityCollisionsEnabled(pEntity, bCollisionsEnabled)
|
||||
{
|
||||
function SetEntityCollisionsEnabled(pEntity, bCollisionsEnabled) {
|
||||
pEntity.collisionsEnabled = bCollisionsEnabled;
|
||||
}
|
||||
|
||||
function ProcessLineOfSight(vecStartX, vecStartY, vecStartZ, vecEndX, vecEndY, vecEndZ, bCheckBuildings, bCheckVehicles, bCheckPeds, bCheckObjects, bCheckDummies, bCheckSeeThroughStuff, bIgnoreSomeObjectsForCamera)
|
||||
{
|
||||
if (game.processLineOfSight === undefined)
|
||||
{
|
||||
function ProcessLineOfSight(vecStartX, vecStartY, vecStartZ, vecEndX, vecEndY, vecEndZ, bCheckBuildings, bCheckVehicles, bCheckPeds, bCheckObjects, bCheckDummies, bCheckSeeThroughStuff, bIgnoreSomeObjectsForCamera) {
|
||||
if (game.processLineOfSight === undefined) {
|
||||
logToConsole(LOG_WARN, "game.processLineOfSight not implemented");
|
||||
return [null];
|
||||
}
|
||||
let Result = game.processLineOfSight([vecStartX, vecStartY, vecStartZ], [vecEndX, vecEndY, vecEndZ], bCheckBuildings, bCheckVehicles, bCheckPeds, bCheckObjects, bCheckDummies, bCheckSeeThroughStuff, bIgnoreSomeObjectsForCamera);
|
||||
if (Result == null)
|
||||
return [null];
|
||||
return [Result.position.x, Result.position.y ,Result.position.z, Result.normal.x, Result.normal.y ,Result.normal.z, Result.entity];
|
||||
return [Result.position.x, Result.position.y, Result.position.z, Result.normal.x, Result.normal.y, Result.normal.z, Result.entity];
|
||||
}
|
||||
|
||||
function SetPlaceableMatrix(pPlaceable, mat)
|
||||
{
|
||||
if (pPlaceable == GetCamera())
|
||||
{
|
||||
function SetPlaceableMatrix(pPlaceable, mat) {
|
||||
if (pPlaceable == GetCamera()) {
|
||||
game.setCameraMatrix(mat);
|
||||
return;
|
||||
}
|
||||
@@ -149,20 +130,17 @@ let GetTickCount;
|
||||
{
|
||||
let FrameCount = 0;
|
||||
|
||||
setInterval(() =>
|
||||
{
|
||||
setInterval(() => {
|
||||
++FrameCount;
|
||||
}, 0);
|
||||
|
||||
let GTAFrameCount = 0;
|
||||
|
||||
addEventHandler("OnProcess", (event, deltaTime) =>
|
||||
{
|
||||
addEventHandler("OnProcess", (event, deltaTime) => {
|
||||
++GTAFrameCount;
|
||||
});
|
||||
|
||||
GetTickCount = function(bGTA, bFrames)
|
||||
{
|
||||
GetTickCount = function (bGTA, bFrames) {
|
||||
if (bFrames)
|
||||
return bGTA ? GTAFrameCount : FrameCount;
|
||||
else
|
||||
@@ -170,16 +148,16 @@ let GetTickCount;
|
||||
}
|
||||
}
|
||||
|
||||
function easingSinusoidalInOut(t,b,c,d)//TODO: Move this to MathUtil.js
|
||||
function easingSinusoidalInOut(t, b, c, d)//TODO: Move this to MathUtil.js
|
||||
{
|
||||
return -c/2 * (Math.cos((Math.PI)*t/d) - 1) + b;
|
||||
return -c / 2 * (Math.cos((Math.PI) * t / d) - 1) + b;
|
||||
}
|
||||
|
||||
//TODO: extract
|
||||
|
||||
function applyMultiplierTimeStep(m,t)//TODO: Move this to MathUtil.js
|
||||
function applyMultiplierTimeStep(m, t)//TODO: Move this to MathUtil.js
|
||||
{
|
||||
return Math.max(Math.min(1.0-(1.0-m)*(t),1),0);
|
||||
return Math.max(Math.min(1.0 - (1.0 - m) * (t), 1), 0);
|
||||
}
|
||||
|
||||
//TODO: getOffset
|
||||
@@ -192,8 +170,7 @@ function applyMultiplierTimeStep(m,t)//TODO: Move this to MathUtil.js
|
||||
//TODO: confirm
|
||||
|
||||
const identityMatrix = new Matrix4x4();
|
||||
if (identityMatrix.setIdentity === undefined)
|
||||
{
|
||||
if (identityMatrix.setIdentity === undefined) {
|
||||
identityMatrix.m11 = 1;
|
||||
identityMatrix.m12 = 0;
|
||||
identityMatrix.m13 = 0;
|
||||
@@ -230,72 +207,62 @@ cameraIdentityMatrix.m42 = 0;
|
||||
cameraIdentityMatrix.m43 = 0;
|
||||
cameraIdentityMatrix.m44 = 1;
|
||||
|
||||
function createMultipliedMatrix()
|
||||
{
|
||||
function createMultipliedMatrix() {
|
||||
let matrix = new Matrix4x4();
|
||||
matrix.setMultiply.apply(matrix, arguments);
|
||||
return matrix;
|
||||
}
|
||||
|
||||
function createXRotationMatrix(x)
|
||||
{
|
||||
function createXRotationMatrix(x) {
|
||||
let matrix = new Matrix4x4();
|
||||
matrix.setRotateX(x);
|
||||
return matrix;
|
||||
}
|
||||
|
||||
function createYRotationMatrix(x)
|
||||
{
|
||||
function createYRotationMatrix(x) {
|
||||
let matrix = new Matrix4x4();
|
||||
matrix.setRotateY(x);
|
||||
return matrix;
|
||||
}
|
||||
|
||||
function createZRotationMatrix(z)
|
||||
{
|
||||
function createZRotationMatrix(z) {
|
||||
let matrix = new Matrix4x4();
|
||||
matrix.setRotateZ(z);
|
||||
return matrix;
|
||||
}
|
||||
|
||||
function createTranslationMatrix(x,y,z)
|
||||
{
|
||||
function createTranslationMatrix(x, y, z) {
|
||||
let matrix = new Matrix4x4();
|
||||
matrix.setTranslate([x,y,z]);
|
||||
matrix.setTranslate([x, y, z]);
|
||||
return matrix;
|
||||
}
|
||||
|
||||
//TODO: createScaleMatrix
|
||||
|
||||
function getDotProduct(x,y,z,x2,y2,z2)
|
||||
{
|
||||
return x*x2 + y*y2 + z*z2;
|
||||
function getDotProduct(x, y, z, x2, y2, z2) {
|
||||
return x * x2 + y * y2 + z * z2;
|
||||
}
|
||||
|
||||
function getCrossProduct(x,y,z,x2,y2,z2)
|
||||
{
|
||||
return [y*z2-z*y2, z*x2-x*z2, x*y2-y*x2];
|
||||
function getCrossProduct(x, y, z, x2, y2, z2) {
|
||||
return [y * z2 - z * y2, z * x2 - x * z2, x * y2 - y * x2];
|
||||
}
|
||||
|
||||
function getLength(x,y,z)
|
||||
{
|
||||
return Math.sqrt(getDotProduct(x,y,z,x,y,z));
|
||||
function getLength(x, y, z) {
|
||||
return Math.sqrt(getDotProduct(x, y, z, x, y, z));
|
||||
}
|
||||
|
||||
function normalise(x,y,z)
|
||||
{
|
||||
let length = getLength(x,y,z);
|
||||
function normalise(x, y, z) {
|
||||
let length = getLength(x, y, z);
|
||||
if (length == 0)
|
||||
throw new Error("an attempt was made to normalise a three dimensional vector with a length of zero");
|
||||
return [x/length, y/length, z/length];
|
||||
return [x / length, y / length, z / length];
|
||||
}
|
||||
|
||||
function createLookAtLHMatrix(eyeX, eyeY, eyeZ, atX, atY, atZ, upX,upY,upZ)
|
||||
{
|
||||
function createLookAtLHMatrix(eyeX, eyeY, eyeZ, atX, atY, atZ, upX, upY, upZ) {
|
||||
let matrix = new Matrix4x4();
|
||||
let [lookX, lookY, lookZ] = normalise(atX-eyeX,atY-eyeY,atZ-eyeZ);
|
||||
let [rightX, rightY, rightZ] = normalise.apply(null,getCrossProduct(upX,upY,upZ,lookX, lookY, lookZ));
|
||||
[upX,upY,upZ] = getCrossProduct(lookX, lookY, lookZ,rightX, rightY, rightZ);
|
||||
let [lookX, lookY, lookZ] = normalise(atX - eyeX, atY - eyeY, atZ - eyeZ);
|
||||
let [rightX, rightY, rightZ] = normalise.apply(null, getCrossProduct(upX, upY, upZ, lookX, lookY, lookZ));
|
||||
[upX, upY, upZ] = getCrossProduct(lookX, lookY, lookZ, rightX, rightY, rightZ);
|
||||
matrix.m11 = rightX;
|
||||
matrix.m12 = rightY;
|
||||
matrix.m13 = rightZ;
|
||||
@@ -323,10 +290,9 @@ function createLookAtLHMatrix(eyeX, eyeY, eyeZ, atX, atY, atZ, upX,upY,upZ)
|
||||
return matrix;
|
||||
}
|
||||
|
||||
function getDifferenceBetweenAngles(current,target)
|
||||
{
|
||||
let f = (((target-current)+Math.PI)/(Math.PI*2));
|
||||
return ((f-Math.floor(f))*(Math.PI*2))-Math.PI;
|
||||
function getDifferenceBetweenAngles(current, target) {
|
||||
let f = (((target - current) + Math.PI) / (Math.PI * 2));
|
||||
return ((f - Math.floor(f)) * (Math.PI * 2)) - Math.PI;
|
||||
}
|
||||
|
||||
let easeCamera = false;
|
||||
@@ -336,46 +302,41 @@ let easeStartPosX, easeStartPosY, easeStartPosZ;
|
||||
let easeStartLookX, easeStartLookY, easeStartLookZ;
|
||||
let easeStartUpX, easeStartUpY, easeStartUpZ;
|
||||
|
||||
function getCameraPositionInfo(matrix)
|
||||
{
|
||||
function getCameraPositionInfo(matrix) {
|
||||
return [matrix.m41, matrix.m42, matrix.m43, matrix.m21, matrix.m22, matrix.m23, matrix.m31, matrix.m32, matrix.m33];
|
||||
}
|
||||
|
||||
function startCameraEase()
|
||||
{
|
||||
function startCameraEase() {
|
||||
easeCamera = true;
|
||||
easeStartTicks = GetTickCount(true,false);
|
||||
easeStartTicks = GetTickCount(true, false);
|
||||
easeDuration = 1000;
|
||||
let matrix = GetPlaceableMatrix(GetCamera());
|
||||
[easeStartPosX, easeStartPosY, easeStartPosZ, easeStartLookX, easeStartLookY, easeStartLookZ, easeStartUpX, easeStartUpY, easeStartUpZ] = getCameraPositionInfo(matrix);
|
||||
}
|
||||
|
||||
function applyCameraEase(matrix)
|
||||
{
|
||||
function applyCameraEase(matrix) {
|
||||
if (!easeCamera)
|
||||
return matrix;
|
||||
let ease = (GetTickCount(true,false)-easeStartTicks)/easeDuration;
|
||||
if (ease < 1)
|
||||
{
|
||||
ease = easingSinusoidalInOut(ease,0,1,1);
|
||||
let ease = (GetTickCount(true, false) - easeStartTicks) / easeDuration;
|
||||
if (ease < 1) {
|
||||
ease = easingSinusoidalInOut(ease, 0, 1, 1);
|
||||
let [newPosX, newPosY, newPosZ, newLookX, newLookY, newLookZ, newUpX, newUpY, newUpZ] = getCameraPositionInfo(matrix);
|
||||
let easePosX = easeStartPosX+(newPosX-easeStartPosX)*ease;
|
||||
let easePosY = easeStartPosY+(newPosY-easeStartPosY)*ease;
|
||||
let easePosZ = easeStartPosZ+(newPosZ-easeStartPosZ)*ease;
|
||||
let easeLookX = easeStartLookX+(newLookX-easeStartLookX)*ease;
|
||||
let easeLookY = easeStartLookY+(newLookY-easeStartLookY)*ease;
|
||||
let easeLookZ = easeStartLookZ+(newLookZ-easeStartLookZ)*ease;
|
||||
let easeUpX = easeStartUpX+(newUpX-easeStartUpX)*ease;
|
||||
let easeUpY = easeStartUpY+(newUpY-easeStartUpY)*ease;
|
||||
let easeUpZ = easeStartUpZ+(newUpZ-easeStartUpZ)*ease;
|
||||
return createLookAtLHMatrix(easePosX,easePosY,easePosZ,easePosX+easeLookX,easePosY+easeLookY,easePosZ+easeLookZ,easeUpX,easeUpY,easeUpZ);
|
||||
let easePosX = easeStartPosX + (newPosX - easeStartPosX) * ease;
|
||||
let easePosY = easeStartPosY + (newPosY - easeStartPosY) * ease;
|
||||
let easePosZ = easeStartPosZ + (newPosZ - easeStartPosZ) * ease;
|
||||
let easeLookX = easeStartLookX + (newLookX - easeStartLookX) * ease;
|
||||
let easeLookY = easeStartLookY + (newLookY - easeStartLookY) * ease;
|
||||
let easeLookZ = easeStartLookZ + (newLookZ - easeStartLookZ) * ease;
|
||||
let easeUpX = easeStartUpX + (newUpX - easeStartUpX) * ease;
|
||||
let easeUpY = easeStartUpY + (newUpY - easeStartUpY) * ease;
|
||||
let easeUpZ = easeStartUpZ + (newUpZ - easeStartUpZ) * ease;
|
||||
return createLookAtLHMatrix(easePosX, easePosY, easePosZ, easePosX + easeLookX, easePosY + easeLookY, easePosZ + easeLookZ, easeUpX, easeUpY, easeUpZ);
|
||||
}
|
||||
return matrix;
|
||||
}
|
||||
|
||||
function isCameraEasing()
|
||||
{
|
||||
return easeCamera && GetTickCount(true,false) < (easeStartTicks+easeDuration);
|
||||
function isCameraEasing() {
|
||||
return easeCamera && GetTickCount(true, false) < (easeStartTicks + easeDuration);
|
||||
}
|
||||
|
||||
let oldCameraTarget = null;
|
||||
@@ -383,14 +344,12 @@ let OldPosition = null;//2019 Lucas was here!
|
||||
let cameraRotZ;
|
||||
let cameraRotY;
|
||||
|
||||
function getCameraTarget()
|
||||
{
|
||||
function getCameraTarget() {
|
||||
let playerPed = GetPlayerPed(GetCurrentPlayerIndex());
|
||||
let vehicle = GetPedVehicle(playerPed);
|
||||
if (vehicle != null)
|
||||
return vehicle;
|
||||
if (playerPed != null)
|
||||
{
|
||||
if (playerPed != null) {
|
||||
//if (playerPed.health <= 1)//Breaks because of fade//2019 Lucas was here!
|
||||
// return null;
|
||||
return playerPed;
|
||||
@@ -398,59 +357,52 @@ function getCameraTarget()
|
||||
return null;
|
||||
}
|
||||
|
||||
function isRelativeToTarget(target)
|
||||
{
|
||||
function isRelativeToTarget(target) {
|
||||
if (GetEntityType(target) == ENTITYTYPE_PED)
|
||||
return false;
|
||||
return false
|
||||
}
|
||||
|
||||
function isClipped(target)
|
||||
{
|
||||
function isClipped(target) {
|
||||
if (GetEntityType(target) == ENTITYTYPE_PED)
|
||||
return true;
|
||||
return true;
|
||||
}
|
||||
|
||||
//2019 Lucas was here!
|
||||
function ShouldReturnToRestRotation(Target)
|
||||
{
|
||||
function ShouldReturnToRestRotation(Target) {
|
||||
if (GetEntityType(Target) == ENTITYTYPE_PED)
|
||||
return false;
|
||||
return true;
|
||||
}
|
||||
|
||||
function getCameraRestRotation(target)
|
||||
{
|
||||
function getCameraRestRotation(target) {
|
||||
let targetMatrix = GetPlaceableMatrix(target);
|
||||
let rotZ;
|
||||
if (isRelativeToTarget(target))
|
||||
rotZ = 0;
|
||||
else
|
||||
rotZ = -Math.atan2(targetMatrix.m21,targetMatrix.m22);
|
||||
rotZ = -Math.atan2(targetMatrix.m21, targetMatrix.m22);
|
||||
let rotY = -0.2;
|
||||
return [rotZ, rotY];
|
||||
}
|
||||
|
||||
function resetCameraRotation()
|
||||
{
|
||||
function resetCameraRotation() {
|
||||
[cameraRotZ, cameraRotY] = getCameraRestRotation(getCameraTarget());
|
||||
}
|
||||
|
||||
//2019 Lucas was here!
|
||||
let DeltaTime = 0;
|
||||
addEventHandler("OnProcess", (event, deltaTime) =>
|
||||
{
|
||||
addEventHandler("OnProcess", (event, deltaTime) => {
|
||||
DeltaTime = deltaTime;
|
||||
if(!localPlayer) {
|
||||
if (!localPlayer) {
|
||||
return false;
|
||||
}
|
||||
});
|
||||
|
||||
let IdleTime = 0;//2019 Lucas was here!
|
||||
|
||||
function processReturnToRestRotation()
|
||||
{
|
||||
function processReturnToRestRotation() {
|
||||
//resetCameraRotation();//2019 Lucas was here!
|
||||
|
||||
//2019 Lucas was here!
|
||||
@@ -458,37 +410,32 @@ function processReturnToRestRotation()
|
||||
if (!ShouldReturnToRestRotation(Target))
|
||||
return;
|
||||
IdleTime += DeltaTime;
|
||||
if (IdleTime > 1.5)
|
||||
{
|
||||
if (IdleTime > 1.5) {
|
||||
let Velocity = Target.velocity;
|
||||
let Matrix = Target.matrix;
|
||||
let Speed = getDotProduct(Velocity.x,Velocity.y,Velocity.z,Matrix.getElement(1*4+0),Matrix.getElement(1*4+1),Matrix.getElement(1*4+2));
|
||||
let Speed = getDotProduct(Velocity.x, Velocity.y, Velocity.z, Matrix.getElement(1 * 4 + 0), Matrix.getElement(1 * 4 + 1), Matrix.getElement(1 * 4 + 2));
|
||||
let AbsSpeed = Math.abs(Speed);
|
||||
let Multiplier = Math.min(AbsSpeed/0.75, 1);
|
||||
if (Multiplier != 0)
|
||||
{
|
||||
let Multiplier = Math.min(AbsSpeed / 0.75, 1);
|
||||
if (Multiplier != 0) {
|
||||
let [TargetCameraRotZ2, TargetCameraRotY2] = getCameraRestRotation(Target);
|
||||
if (Speed < 0)
|
||||
TargetCameraRotZ2 += Math.PI;
|
||||
let TimeStep = game.timeStep/50*60;
|
||||
cameraRotZ += getDifferenceBetweenAngles(cameraRotZ,TargetCameraRotZ2)*applyMultiplierTimeStep(1/20,TimeStep)*Multiplier;
|
||||
cameraRotY += getDifferenceBetweenAngles(cameraRotY,TargetCameraRotY2)*applyMultiplierTimeStep(1/20,TimeStep)*Multiplier;
|
||||
let TimeStep = game.timeStep / 50 * 60;
|
||||
cameraRotZ += getDifferenceBetweenAngles(cameraRotZ, TargetCameraRotZ2) * applyMultiplierTimeStep(1 / 20, TimeStep) * Multiplier;
|
||||
cameraRotY += getDifferenceBetweenAngles(cameraRotY, TargetCameraRotY2) * applyMultiplierTimeStep(1 / 20, TimeStep) * Multiplier;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
function cancelReturnToRestRotation()
|
||||
{
|
||||
function cancelReturnToRestRotation() {
|
||||
IdleTime = 0;//2019 Lucas was here!
|
||||
}
|
||||
|
||||
let distance;
|
||||
let zIncrease;
|
||||
|
||||
function getCameraOffsetInfo(target)
|
||||
{
|
||||
if (GetEntityType(target) == ENTITYTYPE_PED)
|
||||
{
|
||||
function getCameraOffsetInfo(target) {
|
||||
if (GetEntityType(target) == ENTITYTYPE_PED) {
|
||||
let distance = 4;
|
||||
let zIncrease = 0.8;
|
||||
let offsetX = 0;
|
||||
@@ -507,8 +454,7 @@ function getCameraOffsetInfo(target)
|
||||
let offsetX;
|
||||
let offsetY;
|
||||
let offsetZ;
|
||||
if (radius <= 3.0535011291504)
|
||||
{
|
||||
if (radius <= 3.0535011291504) {
|
||||
minDistance = 4;
|
||||
maxDistance = 8;
|
||||
minZIncrease = 0.5;
|
||||
@@ -516,8 +462,7 @@ function getCameraOffsetInfo(target)
|
||||
minRadius = 2;
|
||||
maxRadius = 3.0535011291504;
|
||||
}
|
||||
else
|
||||
{
|
||||
else {
|
||||
minDistance = 8;
|
||||
maxDistance = 16;
|
||||
minZIncrease = 1;
|
||||
@@ -528,66 +473,59 @@ function getCameraOffsetInfo(target)
|
||||
offsetX = 0;
|
||||
offsetY = 0;
|
||||
offsetZ = 0;
|
||||
distance = minDistance+(radius-minRadius)/(maxRadius-minRadius)*(maxDistance-minDistance);
|
||||
zIncrease = minZIncrease+(radius-minRadius)/(maxRadius-minRadius)*(maxZIncrease-minZIncrease);
|
||||
distance = minDistance + (radius - minRadius) / (maxRadius - minRadius) * (maxDistance - minDistance);
|
||||
zIncrease = minZIncrease + (radius - minRadius) / (maxRadius - minRadius) * (maxZIncrease - minZIncrease);
|
||||
return [distance, zIncrease, offsetX, offsetY, offsetZ];
|
||||
}
|
||||
|
||||
function update()
|
||||
{
|
||||
function update() {
|
||||
let target = getCameraTarget();
|
||||
if (target != null)
|
||||
{
|
||||
if (oldCameraTarget != target)
|
||||
{
|
||||
if (target != null) {
|
||||
if (oldCameraTarget != target) {
|
||||
//if (oldCameraTarget != null)//2019 Lucas was here!
|
||||
let Position = target.position;
|
||||
if (OldPosition == null || getLength(Position.x-OldPosition.x,Position.y-OldPosition.y,Position.z-OldPosition.z) < 10)
|
||||
if (OldPosition == null || getLength(Position.x - OldPosition.x, Position.y - OldPosition.y, Position.z - OldPosition.z) < 10)
|
||||
startCameraEase()
|
||||
resetCameraRotation()
|
||||
}
|
||||
let [mouseSpeedX, mouseSpeedY] = GetMouseSpeed();
|
||||
let [mouseSensitivityX, mouseSensitivityY] = GetMouseSensitivity();
|
||||
mouseSpeedX = mouseSpeedX*mouseSensitivityX*2;
|
||||
mouseSpeedY = mouseSpeedY*mouseSensitivityY*2;
|
||||
if (mouseSpeedX == 0 && mouseSpeedY == 0)
|
||||
{
|
||||
mouseSpeedX = mouseSpeedX * mouseSensitivityX * 2;
|
||||
mouseSpeedY = mouseSpeedY * mouseSensitivityY * 2;
|
||||
if (mouseSpeedX == 0 && mouseSpeedY == 0) {
|
||||
processReturnToRestRotation();
|
||||
}
|
||||
else
|
||||
{
|
||||
cameraRotZ = cameraRotZ-mouseSpeedX;
|
||||
cameraRotY = cameraRotY-mouseSpeedY;
|
||||
else {
|
||||
cameraRotZ = cameraRotZ - mouseSpeedX;
|
||||
cameraRotY = cameraRotY - mouseSpeedY;
|
||||
cancelReturnToRestRotation();
|
||||
}
|
||||
cameraRotY = Math.max(cameraRotY,-Math.PI/2+0.01);
|
||||
cameraRotY = Math.max(cameraRotY, -Math.PI / 2 + 0.01);
|
||||
if (GetEntityType(target) != ENTITYTYPE_PED)
|
||||
cameraRotY = Math.min(cameraRotY,Math.PI/8.5);//2019 Lucas was here!
|
||||
cameraRotY = Math.min(cameraRotY, Math.PI / 8.5);//2019 Lucas was here!
|
||||
else
|
||||
cameraRotY = Math.min(cameraRotY,Math.PI/4);
|
||||
cameraRotY = Math.min(cameraRotY, Math.PI / 4);
|
||||
let camera = GetCamera();
|
||||
let targetMatrix = GetPlaceableMatrix(target);
|
||||
let [distance, zIncrease, offsetX, offsetY, offsetZ] = getCameraOffsetInfo(target);
|
||||
let offsetTranslationMatrix = createTranslationMatrix(offsetX, offsetY, offsetZ);
|
||||
targetMatrix = createMultipliedMatrix(offsetTranslationMatrix,targetMatrix);
|
||||
targetMatrix = createMultipliedMatrix(offsetTranslationMatrix, targetMatrix);
|
||||
let targetPosX, targetPosY, targetPosZ;
|
||||
if (isRelativeToTarget(target))
|
||||
[targetPosX, targetPosY, targetPosZ] = [0,0,0];
|
||||
[targetPosX, targetPosY, targetPosZ] = [0, 0, 0];
|
||||
else
|
||||
[targetPosX, targetPosY, targetPosZ] = [targetMatrix.m41,targetMatrix.m42,targetMatrix.m43];
|
||||
let distanceTranslationMatrix = createTranslationMatrix(0,-distance,0);
|
||||
targetPosZ = targetPosZ+zIncrease;
|
||||
[targetPosX, targetPosY, targetPosZ] = [targetMatrix.m41, targetMatrix.m42, targetMatrix.m43];
|
||||
let distanceTranslationMatrix = createTranslationMatrix(0, -distance, 0);
|
||||
targetPosZ = targetPosZ + zIncrease;
|
||||
let targetTranslationMatrix = createTranslationMatrix(targetPosX, targetPosY, targetPosZ);
|
||||
let offsetRotationX = createXRotationMatrix(cameraRotY);
|
||||
let offsetRotationZ = createZRotationMatrix(cameraRotZ);
|
||||
let cameraMatrix = createMultipliedMatrix(cameraIdentityMatrix,distanceTranslationMatrix,offsetRotationX,offsetRotationZ,targetTranslationMatrix);
|
||||
if (isRelativeToTarget(target))
|
||||
{
|
||||
cameraMatrix = createMultipliedMatrix(cameraMatrix,targetMatrix);
|
||||
targetTranslationMatrix = createMultipliedMatrix(targetTranslationMatrix,targetMatrix);
|
||||
let cameraMatrix = createMultipliedMatrix(cameraIdentityMatrix, distanceTranslationMatrix, offsetRotationX, offsetRotationZ, targetTranslationMatrix);
|
||||
if (isRelativeToTarget(target)) {
|
||||
cameraMatrix = createMultipliedMatrix(cameraMatrix, targetMatrix);
|
||||
targetTranslationMatrix = createMultipliedMatrix(targetTranslationMatrix, targetMatrix);
|
||||
}
|
||||
if (isClipped(target))
|
||||
{
|
||||
if (isClipped(target)) {
|
||||
let startX = targetTranslationMatrix.m41;
|
||||
let startY = targetTranslationMatrix.m42;
|
||||
let startZ = targetTranslationMatrix.m43;
|
||||
@@ -603,17 +541,16 @@ function update()
|
||||
let ignoreSomeObjectsForCamera = true;
|
||||
let collisionsEnabled = AreEntityCollisionsEnabled(target);
|
||||
if (collisionsEnabled)
|
||||
SetEntityCollisionsEnabled(target,false);
|
||||
let [positionX,positionY,positionZ,normalX,normalY,normalZ,targetEntity] = ProcessLineOfSight(startX,startY,startZ,endX,endY,endZ,checkBuildings,checkVehicles,checkPeds,checkObjects,checkDummies,checkSeeThroughStuff,ignoreSomeObjectsForCamera);
|
||||
SetEntityCollisionsEnabled(target, false);
|
||||
let [positionX, positionY, positionZ, normalX, normalY, normalZ, targetEntity] = ProcessLineOfSight(startX, startY, startZ, endX, endY, endZ, checkBuildings, checkVehicles, checkPeds, checkObjects, checkDummies, checkSeeThroughStuff, ignoreSomeObjectsForCamera);
|
||||
if (collisionsEnabled)
|
||||
SetEntityCollisionsEnabled(target,true);
|
||||
if (positionX != null)
|
||||
{
|
||||
SetEntityCollisionsEnabled(target, true);
|
||||
if (positionX != null) {
|
||||
//2019 Lucas was here!
|
||||
let Distance = 0.3;
|
||||
positionX += normalX*Distance;
|
||||
positionY += normalY*Distance;
|
||||
positionZ += normalZ*Distance;
|
||||
positionX += normalX * Distance;
|
||||
positionY += normalY * Distance;
|
||||
positionZ += normalZ * Distance;
|
||||
|
||||
cameraMatrix.m41 = positionX;
|
||||
cameraMatrix.m42 = positionY;
|
||||
@@ -622,7 +559,7 @@ function update()
|
||||
}
|
||||
if (isCameraEasing())
|
||||
cameraMatrix = applyCameraEase(cameraMatrix);
|
||||
SetPlaceableMatrix(camera,cameraMatrix);
|
||||
SetPlaceableMatrix(camera, cameraMatrix);
|
||||
UpdateCamera(camera);
|
||||
}
|
||||
oldCameraTarget = target;
|
||||
@@ -630,9 +567,8 @@ function update()
|
||||
return target != null;
|
||||
}
|
||||
|
||||
addEventHandler("OnCameraProcess", (event) =>
|
||||
{
|
||||
if(mouseCameraEnabled) {
|
||||
addEventHandler("OnCameraProcess", (event) => {
|
||||
if (mouseCameraEnabled) {
|
||||
update();
|
||||
event.preventDefault();
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user