sqwarmed/sdk_src/game/shared/vehicle_viewblend_shared.cpp

417 lines
14 KiB
C++

//====== Copyright © 1996-2005, Valve Corporation, All rights reserved. =======
//
// Purpose: Used to calculate the player's view in the vehicle
//
//=============================================================================
#include "cbase.h"
#include "vehicle_viewblend_shared.h"
#ifdef CLIENT_DLL
// Client includes
#include "c_prop_vehicle.h"
#include "view.h"
#else
// Server include
#include "vehicle_base.h"
#endif
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#ifdef CLIENT_DLL
extern ConVar default_fov;
#define CPropVehicleDriveable C_PropVehicleDriveable
#endif // CLIENT_DLL
extern ConVar r_VehicleViewDampen;
BEGIN_SIMPLE_DATADESC( ViewSmoothingData_t )
DEFINE_FIELD( vecAnglesSaved, FIELD_VECTOR ),
DEFINE_FIELD( vecOriginSaved, FIELD_POSITION_VECTOR ),
DEFINE_FIELD( vecAngleDiffSaved, FIELD_VECTOR ),
DEFINE_FIELD( vecAngleDiffMin, FIELD_VECTOR ),
DEFINE_FIELD( bRunningEnterExit, FIELD_BOOLEAN ),
DEFINE_FIELD( bWasRunningAnim, FIELD_BOOLEAN ),
DEFINE_FIELD( flEnterExitStartTime, FIELD_FLOAT ),
DEFINE_FIELD( flEnterExitDuration, FIELD_FLOAT ),
DEFINE_FIELD( flFOV, FIELD_FLOAT ),
// These are filled out in the vehicle's constructor:
//CBaseAnimating *pVehicle;
//bool bClampEyeAngles;
//float flPitchCurveZero;
//float flPitchCurveLinear;
//float flRollCurveZero;
//float flRollCurveLinear;
//ViewLockData_t pitchLockData;
//ViewLockData_t rollLockData;
//bool bDampenEyePosition;
END_DATADESC()
// remaps an angular variable to a 3 band function:
// 0 <= t < start : f(t) = 0
// start <= t <= end : f(t) = end * spline(( t-start) / (end-start) ) // s curve between clamped and linear
// end < t : f(t) = t
float RemapAngleRange( float startInterval, float endInterval, float value, RemapAngleRange_CurvePart_t *peCurvePart )
{
// Fixup the roll
value = AngleNormalize( value );
float absAngle = fabs(value);
// beneath cutoff?
if ( absAngle < startInterval )
{
if ( peCurvePart )
{
*peCurvePart = RemapAngleRange_CurvePart_Zero;
}
value = 0;
}
// in spline range?
else if ( absAngle <= endInterval )
{
float newAngle = SimpleSpline( (absAngle - startInterval) / (endInterval-startInterval) ) * endInterval;
// grab the sign from the initial value
if ( value < 0 )
{
newAngle *= -1;
}
if ( peCurvePart )
{
*peCurvePart = RemapAngleRange_CurvePart_Spline;
}
value = newAngle;
}
// else leave it alone, in linear range
else if ( peCurvePart )
{
*peCurvePart = RemapAngleRange_CurvePart_Linear;
}
return value;
}
//-----------------------------------------------------------------------------
// Purpose: For a given degree of freedom, blends between the raw and clamped
// view depending on this vehicle's preferences. When vehicles wreck
// catastrophically, it's often better to lock the view for a little
// while until things settle down than to keep trying to clamp/flatten
// the view artificially because we can never really catch up with
// the chaotic flipping.
//-----------------------------------------------------------------------------
float ApplyViewLocking( float flAngleRaw, float flAngleClamped, ViewLockData_t &lockData, RemapAngleRange_CurvePart_t eCurvePart )
{
// If we're set up to never lock this degree of freedom, return the clamped value.
if ( lockData.flLockInterval == 0 )
return flAngleClamped;
float flAngleOut = flAngleClamped;
// Lock the view if we're in the linear part of the curve, and keep it locked
// until some duration after we return to the flat (zero) part of the curve.
if ( ( eCurvePart == RemapAngleRange_CurvePart_Linear ) ||
( lockData.bLocked && ( eCurvePart == RemapAngleRange_CurvePart_Spline ) ) )
{
//Msg( "LOCKED\n" );
lockData.bLocked = true;
lockData.flUnlockTime = gpGlobals->curtime + lockData.flLockInterval;
flAngleOut = flAngleRaw;
}
else
{
if ( ( lockData.bLocked ) && ( gpGlobals->curtime > lockData.flUnlockTime ) )
{
lockData.bLocked = false;
if ( lockData.flUnlockBlendInterval > 0 )
{
lockData.flUnlockTime = gpGlobals->curtime;
}
else
{
lockData.flUnlockTime = 0;
}
}
if ( !lockData.bLocked )
{
if ( lockData.flUnlockTime != 0 )
{
// Blend out from the locked raw view (no remapping) to a remapped view.
float flBlend = RemapValClamped( gpGlobals->curtime - lockData.flUnlockTime, 0, lockData.flUnlockBlendInterval, 0, 1 );
//Msg( "BLEND %f\n", flBlend );
flAngleOut = Lerp( flBlend, flAngleRaw, flAngleClamped );
if ( flBlend >= 1.0f )
{
lockData.flUnlockTime = 0;
}
}
else
{
// Not blending out from a locked view to a remapped view.
//Msg( "CLAMPED\n" );
flAngleOut = flAngleClamped;
}
}
else
{
//Msg( "STILL LOCKED\n" );
flAngleOut = flAngleRaw;
}
}
return flAngleOut;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : pData -
// vehicleEyeAngles -
//-----------------------------------------------------------------------------
void RemapViewAngles( ViewSmoothingData_t *pData, QAngle &vehicleEyeAngles )
{
QAngle vecEyeAnglesRemapped;
// Clamp pitch.
RemapAngleRange_CurvePart_t ePitchCurvePart;
vecEyeAnglesRemapped.x = RemapAngleRange( pData->flPitchCurveZero, pData->flPitchCurveLinear, vehicleEyeAngles.x, &ePitchCurvePart );
vehicleEyeAngles.z = vecEyeAnglesRemapped.z = AngleNormalize( vehicleEyeAngles.z );
// Blend out the roll dampening as our pitch approaches 90 degrees, to avoid gimbal lock problems.
float flBlendRoll = 1.0;
if ( fabs( vehicleEyeAngles.x ) > 60 )
{
flBlendRoll = RemapValClamped( fabs( vecEyeAnglesRemapped.x ), 60, 80, 1, 0);
}
RemapAngleRange_CurvePart_t eRollCurvePart;
float flRollDamped = RemapAngleRange( pData->flRollCurveZero, pData->flRollCurveLinear, vecEyeAnglesRemapped.z, &eRollCurvePart );
vecEyeAnglesRemapped.z = Lerp( flBlendRoll, vecEyeAnglesRemapped.z, flRollDamped );
//Msg("PITCH ");
vehicleEyeAngles.x = ApplyViewLocking( vehicleEyeAngles.x, vecEyeAnglesRemapped.x, pData->pitchLockData, ePitchCurvePart );
//Msg("ROLL ");
vehicleEyeAngles.z = ApplyViewLocking( vehicleEyeAngles.z, vecEyeAnglesRemapped.z, pData->rollLockData, eRollCurvePart );
}
//-----------------------------------------------------------------------------
// Purpose: Vehicle dampening shared between server and client
//-----------------------------------------------------------------------------
void SharedVehicleViewSmoothing(CBasePlayer *pPlayer,
Vector *pAbsOrigin, QAngle *pAbsAngles,
bool bEnterAnimOn, bool bExitAnimOn,
const Vector &vecEyeExitEndpoint,
ViewSmoothingData_t *pData,
float *pFOV )
{
int eyeAttachmentIndex = pData->pVehicle->LookupAttachment( "vehicle_driver_eyes" );
matrix3x4_t vehicleEyePosToWorld;
Vector vehicleEyeOrigin;
QAngle vehicleEyeAngles;
pData->pVehicle->GetAttachment( eyeAttachmentIndex, vehicleEyeOrigin, vehicleEyeAngles );
AngleMatrix( vehicleEyeAngles, vehicleEyePosToWorld );
// Dampen the eye positional change as we drive around.
*pAbsAngles = pPlayer->EyeAngles();
if ( r_VehicleViewDampen.GetInt() && pData->bDampenEyePosition )
{
CPropVehicleDriveable *pDriveable = assert_cast<CPropVehicleDriveable*>(pData->pVehicle);
pDriveable->DampenEyePosition( vehicleEyeOrigin, vehicleEyeAngles );
}
// Started running an entry or exit anim?
bool bRunningAnim = ( bEnterAnimOn || bExitAnimOn );
if ( bRunningAnim && !pData->bWasRunningAnim )
{
pData->bRunningEnterExit = true;
pData->flEnterExitStartTime = gpGlobals->curtime;
pData->flEnterExitDuration = pData->pVehicle->SequenceDuration( pData->pVehicle->GetSequence() );
#ifdef CLIENT_DLL
pData->vecOriginSaved = PrevMainViewOrigin( pPlayer->GetSplitScreenPlayerSlot() );
pData->vecAnglesSaved = PrevMainViewAngles( pPlayer->GetSplitScreenPlayerSlot() );
#endif
// Save our initial angular error, which we will blend out over the length of the animation.
pData->vecAngleDiffSaved.x = AngleDiff( vehicleEyeAngles.x, pData->vecAnglesSaved.x );
pData->vecAngleDiffSaved.y = AngleDiff( vehicleEyeAngles.y, pData->vecAnglesSaved.y );
pData->vecAngleDiffSaved.z = AngleDiff( vehicleEyeAngles.z, pData->vecAnglesSaved.z );
pData->vecAngleDiffMin = pData->vecAngleDiffSaved;
}
pData->bWasRunningAnim = bRunningAnim;
float frac = 0;
float flFracFOV = 0;
// If we're in an enter/exit animation, blend the player's eye angles to the attachment's
if ( bRunningAnim || pData->bRunningEnterExit )
{
*pAbsAngles = vehicleEyeAngles;
// Forward integrate to determine the elapsed time in this entry/exit anim.
frac = ( gpGlobals->curtime - pData->flEnterExitStartTime ) / pData->flEnterExitDuration;
frac = clamp( frac, 0.0f, 1.0f );
flFracFOV = ( gpGlobals->curtime - pData->flEnterExitStartTime ) / ( pData->flEnterExitDuration * 0.85f );
flFracFOV = clamp( flFracFOV, 0.0f, 1.0f );
//Msg("Frac: %f\n", frac );
if ( frac < 1.0 )
{
// Blend to the desired vehicle eye origin
//Vector vecToView = (vehicleEyeOrigin - PrevMainViewOrigin(pPlayer->GetSplitScreenPlayerSlot() ));
//vehicleEyeOrigin = PrevMainViewOrigin(pPlayer->GetSplitScreenPlayerSlot() ) + (vecToView * SimpleSpline(frac));
//debugoverlay->AddBoxOverlay( vehicleEyeOrigin, -Vector(1,1,1), Vector(1,1,1), vec3_angle, 0,255,255, 64, 10 );
}
else
{
pData->bRunningEnterExit = false;
// Enter animation has finished, align view with the eye attachment point
// so they can start mouselooking around.
if ( !bExitAnimOn )
{
Vector localEyeOrigin;
QAngle localEyeAngles;
pData->pVehicle->GetAttachmentLocal( eyeAttachmentIndex, localEyeOrigin, localEyeAngles );
#ifdef CLIENT_DLL
engine->SetViewAngles( localEyeAngles );
#endif
}
}
}
// Compute the relative rotation between the unperturbed eye attachment + the eye angles
matrix3x4_t cameraToWorld;
AngleMatrix( *pAbsAngles, cameraToWorld );
matrix3x4_t worldToEyePos;
MatrixInvert( vehicleEyePosToWorld, worldToEyePos );
matrix3x4_t vehicleCameraToEyePos;
ConcatTransforms( worldToEyePos, cameraToWorld, vehicleCameraToEyePos );
// Damp out some of the vehicle motion (neck/head would do this)
if ( pData->bClampEyeAngles )
{
RemapViewAngles( pData, vehicleEyeAngles );
}
AngleMatrix( vehicleEyeAngles, vehicleEyeOrigin, vehicleEyePosToWorld );
// Now treat the relative eye angles as being relative to this new, perturbed view position...
matrix3x4_t newCameraToWorld;
ConcatTransforms( vehicleEyePosToWorld, vehicleCameraToEyePos, newCameraToWorld );
// output new view abs angles
MatrixAngles( newCameraToWorld, *pAbsAngles );
// UNDONE: *pOrigin would already be correct in single player if the HandleView() on the server ran after vphysics
MatrixGetColumn( newCameraToWorld, 3, *pAbsOrigin );
float flDefaultFOV;
#ifdef CLIENT_DLL
flDefaultFOV = default_fov.GetFloat();
#else
flDefaultFOV = pPlayer->GetDefaultFOV();
#endif
// If we're playing an entry or exit animation...
if ( bRunningAnim || pData->bRunningEnterExit )
{
float flSplineFrac = clamp( SimpleSpline( frac ), 0, 1 );
// Blend out the error between the player's initial eye angles and the animation's initial
// eye angles over the duration of the animation.
QAngle vecAngleDiffBlend = ( ( 1 - flSplineFrac ) * pData->vecAngleDiffSaved );
// If our current error is less than the error amount that we're blending
// out, use that. This lets the angles converge as quickly as possible.
QAngle vecAngleDiffCur;
vecAngleDiffCur.x = AngleDiff( vehicleEyeAngles.x, pData->vecAnglesSaved.x );
vecAngleDiffCur.y = AngleDiff( vehicleEyeAngles.y, pData->vecAnglesSaved.y );
vecAngleDiffCur.z = AngleDiff( vehicleEyeAngles.z, pData->vecAnglesSaved.z );
// In either case, never increase the error, so track the minimum error and clamp to that.
for (int i = 0; i < 3; i++)
{
if ( fabs(vecAngleDiffCur[i] ) < fabs( pData->vecAngleDiffMin[i] ) )
{
pData->vecAngleDiffMin[i] = vecAngleDiffCur[i];
}
if ( fabs(vecAngleDiffBlend[i] ) < fabs( pData->vecAngleDiffMin[i] ) )
{
pData->vecAngleDiffMin[i] = vecAngleDiffBlend[i];
}
}
// Add the error to the animation's eye angles.
*pAbsAngles -= pData->vecAngleDiffMin;
// Use this as the basis for the next error calculation.
pData->vecAnglesSaved = *pAbsAngles;
//if ( gpGlobals->frametime )
//{
// Msg("Angle : %.2f %.2f %.2f\n", target.x, target.y, target.z );
//}
//Msg("Prev: %.2f %.2f %.2f\n", pData->vecAnglesSaved.x, pData->vecAnglesSaved.y, pData->vecAnglesSaved.z );
Vector vecAbsOrigin = *pAbsOrigin;
// If we're exiting, our desired position is the server-sent exit position
if ( bExitAnimOn )
{
//debugoverlay->AddBoxOverlay( vecEyeExitEndpoint, -Vector(1,1,1), Vector(1,1,1), vec3_angle, 255,255,255, 64, 10 );
// Blend to the exit position
*pAbsOrigin = Lerp( flSplineFrac, vecAbsOrigin, vecEyeExitEndpoint );
if ( pFOV != NULL )
{
if ( pData->flFOV > flDefaultFOV )
{
*pFOV = Lerp( flFracFOV, pData->flFOV, flDefaultFOV );
}
}
}
else
{
// Blend from our starting position to the desired origin
*pAbsOrigin = Lerp( flSplineFrac, pData->vecOriginSaved, vecAbsOrigin );
if ( pFOV != NULL )
{
if ( pData->flFOV > flDefaultFOV )
{
*pFOV = Lerp( flFracFOV, flDefaultFOV, pData->flFOV );
}
}
}
}
else if ( pFOV != NULL )
{
if ( pData->flFOV > flDefaultFOV )
{
// Not running an entry/exit anim. Just use the vehicle's FOV.
*pFOV = pData->flFOV;
}
}
}