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class RecoilBase
{
bool m_DebugMode;
Weapon_Base m_Weapon;
PlayerBase m_Player;
protected bool m_DeleteRequested;
protected float m_Time;//how much time has elapsed since first update
protected float m_ReloadTime;//reload time config parameter of the weapon
protected vector m_RecoilModifier;
protected bool m_IsClient;
// for mouse offset
float m_MouseOffsetRangeMin;//in degrees min
float m_MouseOffsetRangeMax;//in degrees max
float m_MouseOffsetRelativeTime = 1;//[0..1] a time it takes to move the mouse the required distance relative to the reload time of the weapon(firing mode)
float m_HandsOffsetRelativeTime = 1;//[0..1] a time it takes to move the hands the required distance given by the curve relative to the reload time of the weapon(firing mode)
float m_CamOffsetRelativeTime = 1;//[0..1] a time it takes to move the camera the required distance relative to the reload time of the weapon(firing mode)
float m_CamOffsetDistance = 0.05;//how far the camera will travel along the z-axis in cm
float m_MouseOffsetDistance;//how far should the mouse travel
float m_TimeNormalized;
//protected float m_MouseOffsetResult;//in degrees max
protected vector m_MouseOffsetTarget;//move the mouse towards this point
protected vector m_MouseOffsetTargetAccum;//the overall mouse offset so far(all deltas accumulated)
protected float m_Angle;//result between the min and max
// mouse end
protected ref array<vector> m_HandsCurvePoints;
void RecoilBase(Weapon_Base weapon)
{
m_Weapon = weapon;
//m_DebugMode = false;
m_DebugMode = GetDayZGame().IsAimLogEnabled();
m_Player = PlayerBase.Cast(weapon.GetHierarchyRootPlayer());
m_HandsCurvePoints = new array<vector>;
Init();
PostInit(weapon);
}
void Init();
Weapon_Base GetWeapon()
{
return m_Weapon;
}
void PostInit(Weapon_Base weapon)
{
int muzzleIndex = weapon.GetCurrentMuzzle();
m_Angle = m_Player.GetRandomGeneratorSyncManager().GetRandomInRange(RandomGeneratorSyncUsage.RGSRecoil, m_MouseOffsetRangeMin, m_MouseOffsetRangeMax);
m_RecoilModifier = GetRecoilModifier( GetWeapon() );
if(m_DebugMode) Print(m_Angle);
m_ReloadTime = weapon.GetReloadTime(muzzleIndex);
m_MouseOffsetTarget = vector.YawToVector(m_Angle);
m_MouseOffsetTarget = m_MouseOffsetTarget * m_MouseOffsetDistance;
m_IsClient = !GetGame().IsDedicatedServer();
m_CamOffsetDistance *= m_RecoilModifier[2];
}
//! Destroys this object next update tick
void Destroy()
{
m_DeleteRequested = true;
}
// called externally per update, not to be overriden in children
void Update( SDayZPlayerAimingModel pModel, out float axis_mouse_x, out float axis_mouse_y, out float axis_hands_x, out float axis_hands_y, float pDt )
{
if( m_DeleteRequested )
{
delete this;
}
m_TimeNormalized = Math.InverseLerp(0, m_ReloadTime, m_Time);
m_TimeNormalized = Math.Clamp(m_TimeNormalized, 0,0.99);
ApplyMouseOffset(pDt, axis_mouse_x, axis_mouse_y);
ApplyHandsOffset(pDt, axis_hands_x, axis_hands_y);
if(m_IsClient)
ApplyCamOffset(pModel);
#ifdef DEVELOPER
if(m_DebugMode)
PrintString("RecoilBase | BEFORE | axis_mouse_y: " + axis_mouse_y.ToString());
#endif
axis_mouse_x = axis_mouse_x * m_RecoilModifier[0];
axis_mouse_y = axis_mouse_y * m_RecoilModifier[1];
axis_hands_x = axis_hands_x * m_RecoilModifier[0];
axis_hands_y = axis_hands_y * m_RecoilModifier[1];
#ifdef DEVELOPER
if(m_DebugMode)
{
PrintString("RecoilBase | AFTER | axis_mouse_y: " + axis_mouse_y.ToString());
}
#endif
m_Time += pDt;
if( m_Time >= m_ReloadTime )
{
Destroy();
}
}
void ApplyCamOffset(SDayZPlayerAimingModel pModel)
{
float time_rel = Math.Clamp(Math.InverseLerp(0, m_CamOffsetRelativeTime, m_TimeNormalized), 0, 1);
float offset = 0;
float time = Easing.EaseOutBack(time_rel);
if(time == 1)
{
offset = 0;
}
else
{
offset = Math.Lerp(0,m_CamOffsetDistance,time);
}
pModel.m_fCamPosOffsetZ = offset;
m_Player.GetCurrentCamera().SendRecoilOffsetZ(offset);
}
void ApplyHandsOffset(float pDt, out float pRecResultX, out float pRecResultY)
{
float relative_time = m_TimeNormalized / Math.Clamp(m_HandsOffsetRelativeTime, 0.001,1);
vector pos_on_curve = GetPositionOnCurve(m_HandsCurvePoints, relative_time);
/*if(m_DebugMode)
{
PrintString("pos_on_curve: " + pos_on_curve.ToString());
PrintString("normalized time: " + m_TimeNormalized.ToString());
PrintString("elapsed time: " + m_Time.ToString());
PrintString("curve pos x: " + pos_on_curve[0].ToString());
PrintString("curve pos y: " + pos_on_curve[1].ToString());
PrintString("relative_time: " + relative_time.ToString());
}*/
pRecResultX = pos_on_curve[0];
pRecResultY = pos_on_curve[1];
}
void ApplyMouseOffset(float pDt, out float pRecResultX, out float pRecResultY)
{
#ifdef DEVELOPER
if(m_DebugMode)
{
bool b1 = m_MouseOffsetTargetAccum[1] < m_MouseOffsetTarget[1];
PrintString( "RecoilBase | ApplyMouseOffset processing: " + b1 );
PrintString( "RecoilBase | m_MouseOffsetTargetAccum : " + m_MouseOffsetTargetAccum.ToString() );
PrintString( "RecoilBase | m_MouseOffsetTarget : " + m_MouseOffsetTarget.ToString() );
}
#endif
if( m_MouseOffsetTargetAccum[1] < m_MouseOffsetTarget[1] )
{
float relative_delta = pDt / m_ReloadTime / Math.Clamp(m_MouseOffsetRelativeTime, 0.001,1);
float delta_mouse_offset_x = m_MouseOffsetTarget[0] * relative_delta;
float delta_mouse_offset_y = m_MouseOffsetTarget[1] * relative_delta;
if( ( m_MouseOffsetTargetAccum[1] + delta_mouse_offset_y) > m_MouseOffsetTarget[1] )
{
delta_mouse_offset_x = m_MouseOffsetTarget[0] - m_MouseOffsetTargetAccum[0];
delta_mouse_offset_y = m_MouseOffsetTarget[1] - m_MouseOffsetTargetAccum[1];
}
m_MouseOffsetTargetAccum[0] = m_MouseOffsetTargetAccum[0] + delta_mouse_offset_x;
m_MouseOffsetTargetAccum[1] = m_MouseOffsetTargetAccum[1] + delta_mouse_offset_y;
pRecResultX = delta_mouse_offset_x;
pRecResultY = delta_mouse_offset_y;
/*if(m_DebugMode)
{
PrintString( "delta x: "+ delta_mouse_offset_x );
PrintString( "delta y: "+ delta_mouse_offset_y );
PrintString( "target x: "+ m_MouseOffsetTarget[0] );
PrintString( "target y: "+ m_MouseOffsetTarget[1] );
PrintString( "accum x: "+ m_MouseOffsetTargetAccum[0] );
PrintString( "accum y: "+ m_MouseOffsetTargetAccum[1] );
}*/
}
#ifdef DEVELOPER
if(m_DebugMode)
{
PrintString( "RecoilBase | pRecResultY: " + pRecResultY );
}
#endif
}
vector GetRecoilModifier(Weapon_Base weapon)
{
if( weapon )
{
return weapon.GetPropertyModifierObject().m_RecoilModifiers;
}
else return "1 1 1";
}
vector GetPositionOnCurve(array<vector> points, float time)
{
return Math3D.Curve(ECurveType.CatmullRom, time, points);
}
}