unrealwiki:Scratchpad: Difference between revisions
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<uscript> | <uscript> | ||
function | // if spider mode, update rotation based on floor | ||
{ | function UpdateRotation(float DeltaTime, float maxPitch) | ||
{ | |||
local vector X,Y,Z; | |||
local rotator ViewRotation; | |||
local vector MyFloor, CrossDir, FwdDir, OldFwdDir, OldX, RealFloor; | |||
if ( bInterpolating || Pawn.bInterpolating ) | |||
{ | |||
ViewShake(deltaTime); | |||
return; | |||
} | |||
GetAxes(Rotation,X,Y,Z); | |||
TurnTarget = None; | |||
bRotateToDesired = false; | |||
bSetTurnRot = false; | |||
if (PolarityPawn(Pawn).currentSurfaceNormal == -oldSurfaceNormal) | |||
MyFloor = oldSurfaceNormal Cross X; | |||
else | |||
} | MyFloor = PolarityPawn(Pawn).currentSurfaceNormal; | ||
if ( MyFloor != oldSurfaceNormal ) | |||
{ | |||
// smoothly change floor | |||
RealFloor = MyFloor; | |||
MyFloor = Normal(6*DeltaTime * MyFloor + (1 - 6*DeltaTime) * oldSurfaceNormal); | |||
if ( (RealFloor Dot MyFloor) > 0.9999 ) | |||
MyFloor = RealFloor; | |||
else | |||
{ | |||
// translate view direction | |||
CrossDir = Normal(RealFloor Cross oldSurfaceNormal); | |||
FwdDir = CrossDir Cross MyFloor; | |||
OldFwdDir = CrossDir Cross oldSurfaceNormal; | |||
X = MyFloor * (oldSurfaceNormal Dot X) | |||
+ CrossDir * (CrossDir Dot X) | |||
+ FwdDir * (OldFwdDir Dot X); | |||
X = Normal(X); | |||
Z = MyFloor * (oldSurfaceNormal Dot Z) | |||
+ CrossDir * (CrossDir Dot Z) | |||
+ FwdDir * (OldFwdDir Dot Z); | |||
Z = Normal(Z); | |||
oldSurfaceNormal = MyFloor; | |||
Y = Normal(MyFloor Cross X); | |||
} | |||
} | |||
if ( (aTurn != 0) || (aLookUp != 0) ) | |||
{ | |||
// adjust Yaw based on aTurn | |||
if ( aTurn != 0 ) | |||
X = Normal(X + 3 * Y * Sin(0.0005*DeltaTime*aTurn)); | |||
// adjust Pitch based on aLookUp | |||
if ( aLookUp != 0 ) | |||
{ | |||
OldX = X; | |||
X = Normal(X + 3 * Z * Sin(0.0005*DeltaTime*aLookUp)); | |||
Z = Normal(X Cross Y); | |||
// bound max pitch | |||
if ( (Z Dot MyFloor) < 0.25 /* was 0.707 */ ) | |||
// TODO FIX CAMERA PITCH EXTREMES | |||
{ | |||
ClientMessage("OldX: " $ OldX); | |||
OldX = 0.252*Normal(OldX - MyFloor * (MyFloor Dot OldX)); | |||
// WAS: OldX = Normal(OldX - MyFloor * (MyFloor Dot OldX)); | |||
ClientMessage("New OldX: " $ OldX); | |||
if ( (X Dot MyFloor) > 0) | |||
X = Normal(OldX + MyFloor); | |||
else | |||
X = Normal(OldX - MyFloor); | |||
ClientMessage("FinalX: " $ X); | |||
Z = Normal(X Cross Y); | |||
} | |||
} | |||
// calculate new Y axis | |||
Y = Normal(MyFloor Cross X); | |||
} | |||
ViewRotation = OrthoRotation(X,Y,Z); | |||
SetRotation(ViewRotation); | |||
ViewShake(deltaTime); | |||
ViewFlash(deltaTime); | |||
Pawn.FaceRotation(ViewRotation, deltaTime ); | |||
} | |||
</uscript> | </uscript> |
Revision as of 22:41, 26 April 2008
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// if spider mode, update rotation based on floor
function UpdateRotation(float DeltaTime, float maxPitch)
{
local vector X,Y,Z;
local rotator ViewRotation;
local vector MyFloor, CrossDir, FwdDir, OldFwdDir, OldX, RealFloor;
if ( bInterpolating || Pawn.bInterpolating )
{
ViewShake(deltaTime);
return;
}
GetAxes(Rotation,X,Y,Z);
TurnTarget = None;
bRotateToDesired = false;
bSetTurnRot = false;
if (PolarityPawn(Pawn).currentSurfaceNormal == -oldSurfaceNormal)
MyFloor = oldSurfaceNormal Cross X;
else
MyFloor = PolarityPawn(Pawn).currentSurfaceNormal;
if ( MyFloor != oldSurfaceNormal )
{
// smoothly change floor
RealFloor = MyFloor;
MyFloor = Normal(6*DeltaTime * MyFloor + (1 - 6*DeltaTime) * oldSurfaceNormal);
if ( (RealFloor Dot MyFloor) > 0.9999 )
MyFloor = RealFloor;
else
{
// translate view direction
CrossDir = Normal(RealFloor Cross oldSurfaceNormal);
FwdDir = CrossDir Cross MyFloor;
OldFwdDir = CrossDir Cross oldSurfaceNormal;
X = MyFloor * (oldSurfaceNormal Dot X)
+ CrossDir * (CrossDir Dot X)
+ FwdDir * (OldFwdDir Dot X);
X = Normal(X);
Z = MyFloor * (oldSurfaceNormal Dot Z)
+ CrossDir * (CrossDir Dot Z)
+ FwdDir * (OldFwdDir Dot Z);
Z = Normal(Z);
oldSurfaceNormal = MyFloor;
Y = Normal(MyFloor Cross X);
}
}
if ( (aTurn != 0) || (aLookUp != 0) )
{
// adjust Yaw based on aTurn
if ( aTurn != 0 )
X = Normal(X + 3 * Y * Sin(0.0005*DeltaTime*aTurn));
// adjust Pitch based on aLookUp
if ( aLookUp != 0 )
{
OldX = X;
X = Normal(X + 3 * Z * Sin(0.0005*DeltaTime*aLookUp));
Z = Normal(X Cross Y);
// bound max pitch
if ( (Z Dot MyFloor) < 0.25 /* was 0.707 */ )
// TODO FIX CAMERA PITCH EXTREMES
{
ClientMessage("OldX: " $ OldX);
OldX = 0.252*Normal(OldX - MyFloor * (MyFloor Dot OldX));
// WAS: OldX = Normal(OldX - MyFloor * (MyFloor Dot OldX));
ClientMessage("New OldX: " $ OldX);
if ( (X Dot MyFloor) > 0)
X = Normal(OldX + MyFloor);
else
X = Normal(OldX - MyFloor);
ClientMessage("FinalX: " $ X);
Z = Normal(X Cross Y);
}
}
// calculate new Y axis
Y = Normal(MyFloor Cross X);
}
ViewRotation = OrthoRotation(X,Y,Z);
SetRotation(ViewRotation);
ViewShake(deltaTime);
ViewFlash(deltaTime);
Pawn.FaceRotation(ViewRotation, deltaTime );
}