Files
GTA4RP/scripts/client/mousecam.js
2022-09-04 15:48:23 -05:00

579 lines
17 KiB
JavaScript

// ===========================================================================
// Asshat-Gaming Roleplay
// https://github.com/VortrexFTW/gtac_asshat_rp
// Copyright (c) 2020 Asshat-Gaming (https://asshatgaming.com)
// ---------------------------------------------------------------------------
// FILE: mouse-camera.js
// DESC: Provides a freelook camera similar to SA for III and VC
// TYPE: Client (JavaScript)
// ===========================================================================
// CREDITS TO LUCASC190 FOR MAKING THE MOUSE CAMERA
// WALKING CODE ADDED BY VORTREX
function SetStandardControlsEnabled(bEnabled) {
if (typeof gta == "undefined") {
return false;
}
if (game.standardControls === undefined) {
logToConsole(LOG_WARN, "game.standardControls not implemented");
return;
}
game.standardControls = bEnabled;
}
function GetCurrentPlayerIndex() {
return 0;
}
function GetPlayerPed(uiIndex) {
if (uiIndex >= 1)
throw new Error("player index out of range");
return localPlayer;
}
function GetPedVehicle(pPed) {
return pPed.vehicle;
}
let ENTITYTYPE_BUILDING = 1;
let ENTITYTYPE_VEHICLE = 2;
let ENTITYTYPE_PED = 3;
let ENTITYTYPE_OBJECT = 4;
let ENTITYTYPE_DUMMY = 5;
function GetEntityType(Entity) {
if (Entity.isType(ELEMENT_BUILDING))
return ENTITYTYPE_BUILDING;
if (Entity.isType(ELEMENT_VEHICLE))
return ENTITYTYPE_VEHICLE;
if (Entity.isType(ELEMENT_PED))
return ENTITYTYPE_PED;
if (Entity.isType(ELEMENT_OBJECT))
return ENTITYTYPE_OBJECT;
//if (Entity.isType(ELEMENT_DUMMY))
// return ENTITYTYPE_DUMMY;
return undefined;
}
function GetPlaceableMatrix(pPlaceable) {
if (pPlaceable == GetCamera())
return game.cameraMatrix;
return pPlaceable.matrix;
}
function GetEntityModel(pEntity) {
return pEntity;
}
function GetModelBoundingSphere(usModel) {
return [usModel.boundingRadius, usModel.boundingCentre.x, usModel.boundingCentre.y, usModel.boundingCentre.z];
}
function GetMouseSpeed() {
if (gui.cursorEnabled)
return [0, 0];
let MouseSpeed = game.getMouseSpeed();
return [MouseSpeed.x, -MouseSpeed.y];
}
function GetMouseSensitivity() {
if (game.getMouseSensitivity === undefined) {
//logToConsole(LOG_ERROR, "game.getMouseSensitivity not implemented");
return [0.0025, 0.003];
}
let MouseSensitivity = game.getMouseSensitivity();
return [MouseSensitivity.x, MouseSensitivity.y];
}
let GetCamera;
{
const Camera = Symbol();
GetCamera = function () {
return Camera;
}
}
function AreEntityCollisionsEnabled(pEntity) {
return pEntity.collisionsEnabled;
}
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) {
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];
}
function SetPlaceableMatrix(pPlaceable, mat) {
if (pPlaceable == GetCamera()) {
game.setCameraMatrix(mat);
return;
}
pPlaceable.matrix = mat;
}
const UpdateCamera = game.updateCamera;
let GetTickCount;
{
let FrameCount = 0;
setInterval(() => {
++FrameCount;
}, 0);
let GTAFrameCount = 0;
addEventHandler("OnProcess", (event, deltaTime) => {
++GTAFrameCount;
});
GetTickCount = function (bGTA, bFrames) {
if (bFrames)
return bGTA ? GTAFrameCount : FrameCount;
else
return bGTA ? game.tickCount : sdl.ticks;
}
}
function easingSinusoidalInOut(t, b, c, d)//TODO: Move this to MathUtil.js
{
return -c / 2 * (Math.cos((Math.PI) * t / d) - 1) + b;
}
//TODO: extract
function applyMultiplierTimeStep(m, t)//TODO: Move this to MathUtil.js
{
return Math.max(Math.min(1.0 - (1.0 - m) * (t), 1), 0);
}
//TODO: getOffset
//TODO: round
//TODO: getNumberBetween
//TODO: split
//TODO: isWhiteSpaceCharacter
//TODO: isControlCharacter
//TODO: alert
//TODO: confirm
const identityMatrix = new Matrix4x4();
if (identityMatrix.setIdentity === undefined) {
identityMatrix.m11 = 1;
identityMatrix.m12 = 0;
identityMatrix.m13 = 0;
identityMatrix.m14 = 0;
identityMatrix.m21 = 0;
identityMatrix.m22 = 1;
identityMatrix.m23 = 0;
identityMatrix.m24 = 0;
identityMatrix.m31 = 0;
identityMatrix.m32 = 0;
identityMatrix.m33 = 1;
identityMatrix.m34 = 0;
identityMatrix.m41 = 0;
identityMatrix.m42 = 0;
identityMatrix.m43 = 0;
identityMatrix.m44 = 1;
}
const cameraIdentityMatrix = new Matrix4x4();
cameraIdentityMatrix.m11 = -1;
cameraIdentityMatrix.m12 = 0;
cameraIdentityMatrix.m13 = 0;
cameraIdentityMatrix.m14 = 0;
cameraIdentityMatrix.m21 = 0;
cameraIdentityMatrix.m22 = 1;
cameraIdentityMatrix.m23 = 0;
cameraIdentityMatrix.m24 = 0;
cameraIdentityMatrix.m31 = 0;
cameraIdentityMatrix.m32 = 0;
cameraIdentityMatrix.m33 = 1;
cameraIdentityMatrix.m34 = 0;
cameraIdentityMatrix.m41 = 0;
cameraIdentityMatrix.m42 = 0;
cameraIdentityMatrix.m43 = 0;
cameraIdentityMatrix.m44 = 1;
function createMultipliedMatrix() {
let matrix = new Matrix4x4();
matrix.setMultiply.apply(matrix, arguments);
return matrix;
}
function createXRotationMatrix(x) {
let matrix = new Matrix4x4();
matrix.setRotateX(x);
return matrix;
}
function createYRotationMatrix(x) {
let matrix = new Matrix4x4();
matrix.setRotateY(x);
return matrix;
}
function createZRotationMatrix(z) {
let matrix = new Matrix4x4();
matrix.setRotateZ(z);
return matrix;
}
function createTranslationMatrix(x, y, z) {
let matrix = new Matrix4x4();
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 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 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];
}
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);
matrix.m11 = rightX;
matrix.m12 = rightY;
matrix.m13 = rightZ;
matrix.m14 = 0;
matrix.m21 = lookX;
matrix.m22 = lookY;
matrix.m23 = lookZ;
matrix.m24 = 0;
matrix.m31 = upX;
matrix.m32 = upY;
matrix.m33 = upZ;
matrix.m34 = 0;
matrix.m41 = eyeX;
matrix.m42 = eyeY;
matrix.m43 = eyeZ;
matrix.m44 = 1;
matrix.m41 = eyeX;
matrix.m42 = eyeY;
matrix.m43 = eyeZ;
matrix.m44 = 1;
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;
}
let easeCamera = false;
let easeStartTicks;
let easeDuration;
let easeStartPosX, easeStartPosY, easeStartPosZ;
let easeStartLookX, easeStartLookY, easeStartLookZ;
let easeStartUpX, easeStartUpY, easeStartUpZ;
function getCameraPositionInfo(matrix) {
return [matrix.m41, matrix.m42, matrix.m43, matrix.m21, matrix.m22, matrix.m23, matrix.m31, matrix.m32, matrix.m33];
}
function startCameraEase() {
easeCamera = true;
easeStartTicks = GetTickCount(true, false);
easeDuration = 1000;
let matrix = GetPlaceableMatrix(GetCamera());
[easeStartPosX, easeStartPosY, easeStartPosZ, easeStartLookX, easeStartLookY, easeStartLookZ, easeStartUpX, easeStartUpY, easeStartUpZ] = getCameraPositionInfo(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 [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);
}
return matrix;
}
function isCameraEasing() {
return easeCamera && GetTickCount(true, false) < (easeStartTicks + easeDuration);
}
let oldCameraTarget = null;
let OldPosition = null;//2019 Lucas was here!
let cameraRotZ;
let cameraRotY;
function getCameraTarget() {
let playerPed = GetPlayerPed(GetCurrentPlayerIndex());
let vehicle = GetPedVehicle(playerPed);
if (vehicle != null)
return vehicle;
if (playerPed != null) {
//if (playerPed.health <= 1)//Breaks because of fade//2019 Lucas was here!
// return null;
return playerPed;
}
return null;
}
function isRelativeToTarget(target) {
if (GetEntityType(target) == ENTITYTYPE_PED)
return false;
return false
}
function isClipped(target) {
if (GetEntityType(target) == ENTITYTYPE_PED)
return true;
return true;
}
//2019 Lucas was here!
function ShouldReturnToRestRotation(Target) {
if (GetEntityType(Target) == ENTITYTYPE_PED)
return false;
return true;
}
function getCameraRestRotation(target) {
let targetMatrix = GetPlaceableMatrix(target);
let rotZ;
if (isRelativeToTarget(target))
rotZ = 0;
else
rotZ = -Math.atan2(targetMatrix.m21, targetMatrix.m22);
let rotY = -0.2;
return [rotZ, rotY];
}
function resetCameraRotation() {
[cameraRotZ, cameraRotY] = getCameraRestRotation(getCameraTarget());
}
//2019 Lucas was here!
let DeltaTime = 0;
addEventHandler("OnProcess", (event, deltaTime) => {
DeltaTime = deltaTime;
if (!localPlayer) {
return false;
}
});
let IdleTime = 0;//2019 Lucas was here!
function processReturnToRestRotation() {
//resetCameraRotation();//2019 Lucas was here!
//2019 Lucas was here!
let Target = getCameraTarget();
if (!ShouldReturnToRestRotation(Target))
return;
IdleTime += DeltaTime;
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 AbsSpeed = Math.abs(Speed);
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;
}
}
}
function cancelReturnToRestRotation() {
IdleTime = 0;//2019 Lucas was here!
}
let distance;
let zIncrease;
function getCameraOffsetInfo(target) {
if (GetEntityType(target) == ENTITYTYPE_PED) {
let distance = 4;
let zIncrease = 0.8;
let offsetX = 0;
let offsetY = 0;
let offsetZ = 0;
return [distance, zIncrease, offsetX, offsetY, offsetZ];
}
let model = GetEntityModel(target);
let [radius] = GetModelBoundingSphere(model);
let minDistance;
let maxDistance;
let minZIncrease;
let maxZIncrease;
let minRadius;
let maxRadius;
let offsetX;
let offsetY;
let offsetZ;
if (radius <= 3.0535011291504) {
minDistance = 4;
maxDistance = 8;
minZIncrease = 0.5;
maxZIncrease = 1;
minRadius = 2;
maxRadius = 3.0535011291504;
}
else {
minDistance = 8;
maxDistance = 16;
minZIncrease = 1;
maxZIncrease = 2;
minRadius = 3.05350112915042;
maxRadius = 6.3955960273743;
}
offsetX = 0;
offsetY = 0;
offsetZ = 0;
distance = minDistance + (radius - minRadius) / (maxRadius - minRadius) * (maxDistance - minDistance);
zIncrease = minZIncrease + (radius - minRadius) / (maxRadius - minRadius) * (maxZIncrease - minZIncrease);
return [distance, zIncrease, offsetX, offsetY, offsetZ];
}
function update() {
let target = getCameraTarget();
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)
startCameraEase()
resetCameraRotation()
}
let [mouseSpeedX, mouseSpeedY] = GetMouseSpeed();
let [mouseSensitivityX, mouseSensitivityY] = GetMouseSensitivity();
mouseSpeedX = mouseSpeedX * mouseSensitivityX * 2;
mouseSpeedY = mouseSpeedY * mouseSensitivityY * 2;
if (mouseSpeedX == 0 && mouseSpeedY == 0) {
processReturnToRestRotation();
}
else {
cameraRotZ = cameraRotZ - mouseSpeedX;
cameraRotY = cameraRotY - mouseSpeedY;
cancelReturnToRestRotation();
}
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!
else
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);
let targetPosX, targetPosY, targetPosZ;
if (isRelativeToTarget(target))
[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;
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);
}
if (isClipped(target)) {
let startX = targetTranslationMatrix.m41;
let startY = targetTranslationMatrix.m42;
let startZ = targetTranslationMatrix.m43;
let endX = cameraMatrix.m41;
let endY = cameraMatrix.m42;
let endZ = cameraMatrix.m43;
let checkBuildings = true;
let checkVehicles = true;
let checkPeds = true;
let checkObjects = true;
let checkDummies = false;
let checkSeeThroughStuff = false;
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);
if (collisionsEnabled)
SetEntityCollisionsEnabled(target, true);
if (positionX != null) {
//2019 Lucas was here!
let Distance = 0.3;
positionX += normalX * Distance;
positionY += normalY * Distance;
positionZ += normalZ * Distance;
cameraMatrix.m41 = positionX;
cameraMatrix.m42 = positionY;
cameraMatrix.m43 = positionZ;
}
}
if (isCameraEasing())
cameraMatrix = applyCameraEase(cameraMatrix);
SetPlaceableMatrix(camera, cameraMatrix);
UpdateCamera(camera);
}
oldCameraTarget = target;
OldPosition = (target != null) ? target.position : null;//2019 Lucas was here!
return target != null;
}
addEventHandler("OnCameraProcess", (event) => {
if (mouseCameraEnabled) {
update();
event.preventDefault();
}
});
function toggleMouseCamera() {
mouseCameraEnabled = !mouseCameraEnabled;
}