976 lines
30 KiB
C++
976 lines
30 KiB
C++
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "hud.h"
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#include "kbutton.h"
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#include "input.h"
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#include <vgui/IInput.h>
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#include "vgui_controls/controls.h"
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#include "tier0/vprof.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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//-------------------------------------------------- Constants
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#define CAM_MIN_DIST 30.0
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#define CAM_ANGLE_MOVE .5
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#define MAX_ANGLE_DIFF 10.0
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#define PITCH_MAX 90.0
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#define PITCH_MIN 0
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#define YAW_MAX 135.0
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#define YAW_MIN -135.0
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#define DIST 2
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#define CAM_HULL_OFFSET 9.0 // the size of the bounding hull used for collision checking
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static Vector CAM_HULL_MIN(-CAM_HULL_OFFSET,-CAM_HULL_OFFSET,-CAM_HULL_OFFSET);
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static Vector CAM_HULL_MAX( CAM_HULL_OFFSET, CAM_HULL_OFFSET, CAM_HULL_OFFSET);
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//-------------------------------------------------- Global Variables
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static ConVar cam_snapto( "cam_snapto", "0", FCVAR_ARCHIVE ); // snap to thirdperson view
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static ConVar cam_ideallag( "cam_ideallag", "4.0", FCVAR_ARCHIVE, "Amount of lag used when matching offset to ideal angles in thirdperson view" );
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static ConVar cam_idealdelta( "cam_idealdelta", "4.0", FCVAR_ARCHIVE, "Controls the speed when matching offset to ideal angles in thirdperson view" );
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ConVar cam_idealyaw( "cam_idealyaw", "0", FCVAR_ARCHIVE ); // thirdperson yaw
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ConVar cam_idealpitch( "cam_idealpitch", "0", FCVAR_ARCHIVE ); // thirperson pitch
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ConVar cam_idealdist( "cam_idealdist", "150", FCVAR_ARCHIVE ); // thirdperson distance
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static ConVar cam_collision( "cam_collision", "1", FCVAR_ARCHIVE, "When in thirdperson and cam_collision is set to 1, an attempt is made to keep the camera from passing though walls." );
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static ConVar cam_showangles( "cam_showangles", "0", FCVAR_CHEAT, "When in thirdperson, print viewangles/idealangles/cameraoffsets to the console." );
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static ConVar c_maxpitch( "c_maxpitch", "90", FCVAR_ARCHIVE );
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static ConVar c_minpitch( "c_minpitch", "0", FCVAR_ARCHIVE );
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static ConVar c_maxyaw( "c_maxyaw", "135", FCVAR_ARCHIVE );
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static ConVar c_minyaw( "c_minyaw", "-135", FCVAR_ARCHIVE );
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static ConVar c_maxdistance( "c_maxdistance", "200", FCVAR_ARCHIVE );
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static ConVar c_mindistance( "c_mindistance", "30", FCVAR_ARCHIVE );
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static ConVar c_orthowidth( "c_orthowidth", "100", FCVAR_ARCHIVE );
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static ConVar c_orthoheight( "c_orthoheight", "100", FCVAR_ARCHIVE );
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static ConVar c_thirdpersonshoulder( "c_thirdpersonshoulder", "false", FCVAR_ARCHIVE ); // flag to indicate when we are using thirdperson-shoulder
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static ConVar c_thirdpersonshoulderoffset( "c_thirdpersonshoulderoffset", "20.0", FCVAR_ARCHIVE ); // camera right offset for thirdperson-shoulder
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static ConVar c_thirdpersonshoulderdist( "c_thirdpersonshoulderdist", "40.0", FCVAR_ARCHIVE ); // camera distance from the player when in thirdperson-shoulder
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static ConVar c_thirdpersonshoulderheight( "c_thirdpersonshoulderheight", "5.0", FCVAR_ARCHIVE ); // camera height above the player
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static ConVar c_thirdpersonshoulderaimdist( "c_thirdpersonshoulderaimdist", "120.0", FCVAR_ARCHIVE ); // the distance in front of the player to focus the camera
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static kbutton_t cam_pitchup, cam_pitchdown, cam_yawleft, cam_yawright;
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static kbutton_t cam_in, cam_out; // -- "cam_move" is unused
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extern const ConVar *sv_cheats;
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extern ConVar in_forceuser;
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CON_COMMAND_F( cam_command, "Tells camera to change modes", FCVAR_CHEAT )
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{
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if ( args.ArgC() < 2 )
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{
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Msg( "cam_command <0, 1, or 2>\n" );
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return;
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}
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input->CAM_Command( Q_atoi( args.Arg( 1 ) ) );
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}
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// ==============================
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// CAM_ToThirdPerson
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// ==============================
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void Cmd_CAM_ToThirdPerson(void)
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{
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ASSERT_LOCAL_PLAYER_RESOLVABLE();
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input->CAM_ToThirdPerson();
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// Let the local player know
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C_BasePlayer *localPlayer = C_BasePlayer::GetLocalPlayer();
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if ( localPlayer )
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{
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localPlayer->ThirdPersonSwitch( true );
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}
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}
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static bool & Is_CAM_ThirdPerson_MayaMode(void)
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{
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static bool s_b_CAM_ThirdPerson_MayaMode = false;
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return s_b_CAM_ThirdPerson_MayaMode;
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}
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void CAM_ToThirdPerson_MayaMode(void)
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{
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ASSERT_LOCAL_PLAYER_RESOLVABLE();
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bool &rb = Is_CAM_ThirdPerson_MayaMode();
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rb = !rb;
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}
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// ==============================
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// Cmd_CAM_ToFirstPerson
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// ==============================
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void Cmd_CAM_ToFirstPerson(void)
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{
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ASSERT_LOCAL_PLAYER_RESOLVABLE();
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input->CAM_ToFirstPerson();
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// Let the local player know
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C_BasePlayer *localPlayer = C_BasePlayer::GetLocalPlayer();
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if ( localPlayer )
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{
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localPlayer->ThirdPersonSwitch( false );
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}
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c_thirdpersonshoulder.SetValue( false );
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cam_idealdist.SetValue( cam_idealdist.GetDefault() );
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}
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/*
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==============================
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CAM_ToThirdPersonShoulder
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==============================
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*/
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void Cmd_CAM_ToThirdPersonShoulder(void)
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{
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ASSERT_LOCAL_PLAYER_RESOLVABLE();
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input->CAM_ToThirdPersonShoulder();
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}
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void CInput::CAM_ToThirdPersonShoulder()
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{
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PerUserInput_t &user = GetPerUser();
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if( c_thirdpersonshoulder.GetBool() )
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{
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user.m_nCamCommand = 2; // CAM_COMMAND_TOFIRSTPERSON
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c_thirdpersonshoulder.SetValue( false );
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cam_idealdist.SetValue( cam_idealdist.GetDefault() );
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}
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else
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{
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user.m_nCamCommand = 1; // CAM_COMMAND_TOTHIRDPERSON
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c_thirdpersonshoulder.SetValue( true );
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cam_idealdist.SetValue( c_thirdpersonshoulderdist.GetFloat() );
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}
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}
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//==============================
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// Cmd_CAM_ToOrthographic
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// ==============================
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void Cmd_CAM_ToOrthographic(void)
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{
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input->CAM_ToOrthographic();
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}
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void CAM_StartMouseMove( void )
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{
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ASSERT_LOCAL_PLAYER_RESOLVABLE();
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input->CAM_StartMouseMove();
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}
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void CAM_EndMouseMove( void )
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{
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ASSERT_LOCAL_PLAYER_RESOLVABLE();
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input->CAM_EndMouseMove();
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}
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void CAM_StartDistance( void )
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{
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ASSERT_LOCAL_PLAYER_RESOLVABLE();
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input->CAM_StartDistance();
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}
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void CAM_EndDistance( void )
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{
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ASSERT_LOCAL_PLAYER_RESOLVABLE();
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input->CAM_EndDistance();
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}
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void CAM_ToggleSnapto( void )
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{
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cam_snapto.SetValue( !cam_snapto.GetInt() );
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}
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float MoveToward( float cur, float goal, float lag )
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{
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if( cur != goal )
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{
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if( abs( cur - goal ) > 180.0 )
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{
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if( cur < goal )
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cur += 360.0;
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else
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cur -= 360.0;
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}
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if( cur < goal )
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{
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if( cur < goal - 1.0 )
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cur += ( goal - cur ) / lag;
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else
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cur = goal;
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}
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else
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{
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if( cur > goal + 1.0 )
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cur -= ( cur - goal ) / lag;
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else
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cur = goal;
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}
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}
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// bring cur back into range
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if( cur < 0 )
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cur += 360.0;
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else if( cur >= 360 )
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cur -= 360;
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return cur;
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}
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void CInput::CAM_Command( int command )
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{
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ASSERT_LOCAL_PLAYER_RESOLVABLE();
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PerUserInput_t &user = GetPerUser();
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user.m_nCamCommand = command;
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}
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void CInput::CAM_Think( void )
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{
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ASSERT_LOCAL_PLAYER_RESOLVABLE();
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PerUserInput_t &user = GetPerUser();
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VPROF("CAM_Think");
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if ( user.m_pCameraThirdData )
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{
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return CAM_CameraThirdThink();
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}
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Vector idealAngles;
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Vector camOffset;
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float flSensitivity;
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QAngle viewangles;
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switch( user.m_nCamCommand )
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{
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case CAM_COMMAND_TOTHIRDPERSON:
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CAM_ToThirdPerson();
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break;
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case CAM_COMMAND_TOFIRSTPERSON:
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CAM_ToFirstPerson();
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break;
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case CAM_COMMAND_NONE:
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default:
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break;
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}
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if( !user.m_fCameraInThirdPerson )
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return;
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if ( !sv_cheats )
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{
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sv_cheats = cvar->FindVar( "sv_cheats" );
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}
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// If cheats have been disabled, pull us back out of third-person view.
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if ( sv_cheats && !sv_cheats->GetBool() && !c_thirdpersonshoulder.GetBool() )
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{
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CAM_ToFirstPerson();
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return;
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}
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C_BasePlayer* localPlayer = C_BasePlayer::GetLocalPlayer();
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// In Maya-mode
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if ( Is_CAM_ThirdPerson_MayaMode() )
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{
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// Unless explicitly moving the camera, don't move it
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user.m_fCameraInterceptingMouse = user.m_fCameraMovingWithMouse =
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vgui::input()->IsKeyDown( KEY_LALT ) || vgui::input()->IsKeyDown( KEY_RALT );
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if ( !user.m_fCameraMovingWithMouse )
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return;
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// Zero-out camera-control kbutton_t structures
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memset( &cam_pitchup, 0, sizeof( cam_pitchup ) );
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memset( &cam_pitchdown, 0, sizeof( cam_pitchdown ) );
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memset( &cam_yawleft, 0, sizeof( cam_yawleft ) );
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memset( &cam_yawright, 0, sizeof( cam_yawright ) );
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memset( &cam_in, 0, sizeof( cam_in ) );
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memset( &cam_out, 0, sizeof( cam_out ) );
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// Unless left or right mouse button is down, don't do anything
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#ifndef _XBOX
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if ( /* Left+Middle Button Down */ vgui::input()->IsMouseDown( MOUSE_LEFT ) && vgui::input()->IsMouseDown( MOUSE_MIDDLE ) )
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{
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// Do only zoom in/out camera adjustment
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user.m_fCameraDistanceMove = true;
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}
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else if ( /* Left Button Down */ vgui::input()->IsMouseDown( MOUSE_LEFT ) )
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{
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// Do only rotational camera movement
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user.m_fCameraDistanceMove = false;
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}
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else if ( /* Right Button Down */ vgui::input()->IsMouseDown( MOUSE_RIGHT ) )
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{
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// Do only zoom in/out camera adjustment
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user.m_fCameraDistanceMove = true;
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}
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else
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{
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// Neither left or right buttons down, don't do anything
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ResetMouse();
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return;
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}
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#endif
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}
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idealAngles[ PITCH ] = cam_idealpitch.GetFloat();
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idealAngles[ YAW ] = cam_idealyaw.GetFloat();
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idealAngles[ DIST ] = cam_idealdist.GetFloat();
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//
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//movement of the camera with the mouse
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//
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if ( user.m_fCameraMovingWithMouse )
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{
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int cpx, cpy;
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#ifndef _XBOX
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//get windows cursor position
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GetMousePos (cpx, cpy);
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#else
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//xboxfixme
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cpx = cpy = 0;
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#endif
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user.m_nCameraX = cpx;
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user.m_nCameraY = cpy;
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//check for X delta values and adjust accordingly
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//eventually adjust YAW based on amount of movement
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//don't do any movement of the cam using YAW/PITCH if we are zooming in/out the camera
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if (!user.m_fCameraDistanceMove)
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{
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int x, y;
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GetWindowCenter( x, y );
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//keep the camera within certain limits around the player (ie avoid certain bad viewing angles)
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if (user.m_nCameraX>x)
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{
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//if ((idealAngles[YAW]>=225.0)||(idealAngles[YAW]<135.0))
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if (idealAngles[YAW]<c_maxyaw.GetFloat())
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{
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idealAngles[ YAW ] += (CAM_ANGLE_MOVE)*((user.m_nCameraX-x)/2);
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}
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if (idealAngles[YAW]>c_maxyaw.GetFloat())
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{
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idealAngles[YAW]=c_maxyaw.GetFloat();
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}
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}
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else if (user.m_nCameraX<x)
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{
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//if ((idealAngles[YAW]<=135.0)||(idealAngles[YAW]>225.0))
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if (idealAngles[YAW]>c_minyaw.GetFloat())
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{
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idealAngles[ YAW ] -= (CAM_ANGLE_MOVE)* ((x-user.m_nCameraX)/2);
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}
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if (idealAngles[YAW]<c_minyaw.GetFloat())
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{
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idealAngles[YAW]=c_minyaw.GetFloat();
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}
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}
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//check for y delta values and adjust accordingly
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//eventually adjust PITCH based on amount of movement
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//also make sure camera is within bounds
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if (user.m_nCameraY > y)
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{
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if(idealAngles[PITCH]<c_maxpitch.GetFloat())
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{
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idealAngles[PITCH] +=(CAM_ANGLE_MOVE)* ((user.m_nCameraY-y)/2);
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}
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if (idealAngles[PITCH]>c_maxpitch.GetFloat())
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{
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idealAngles[PITCH]=c_maxpitch.GetFloat();
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}
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}
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else if (user.m_nCameraY<y)
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{
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if (idealAngles[PITCH]>c_minpitch.GetFloat())
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{
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idealAngles[PITCH] -= (CAM_ANGLE_MOVE)*((y-user.m_nCameraY)/2);
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}
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if (idealAngles[PITCH]<c_minpitch.GetFloat())
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{
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idealAngles[PITCH]=c_minpitch.GetFloat();
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}
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}
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//set old mouse coordinates to current mouse coordinates
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//since we are done with the mouse
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if ( ( flSensitivity = GetHud().GetSensitivity() ) != 0 )
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{
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user.m_nCameraOldX=user.m_nCameraX*flSensitivity;
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user.m_nCameraOldY=user.m_nCameraY*flSensitivity;
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}
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else
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{
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user.m_nCameraOldX=user.m_nCameraX;
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user.m_nCameraOldY=user.m_nCameraY;
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}
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#ifndef _XBOX
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ResetMouse();
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#endif
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}
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}
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//Nathan code here
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if( input->KeyState( &cam_pitchup ) )
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idealAngles[ PITCH ] += cam_idealdelta.GetFloat();
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else if( input->KeyState( &cam_pitchdown ) )
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idealAngles[ PITCH ] -= cam_idealdelta.GetFloat();
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if( input->KeyState( &cam_yawleft ) )
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idealAngles[ YAW ] -= cam_idealdelta.GetFloat();
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else if( input->KeyState( &cam_yawright ) )
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idealAngles[ YAW ] += cam_idealdelta.GetFloat();
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if( input->KeyState( &cam_in ) )
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{
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idealAngles[ DIST ] -= 2*cam_idealdelta.GetFloat();
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if( idealAngles[ DIST ] < CAM_MIN_DIST )
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{
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// If we go back into first person, reset the angle
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idealAngles[ PITCH ] = 0;
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idealAngles[ YAW ] = 0;
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idealAngles[ DIST ] = CAM_MIN_DIST;
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}
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}
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else if( input->KeyState( &cam_out ) )
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idealAngles[ DIST ] += 2*cam_idealdelta.GetFloat();
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if (user.m_fCameraDistanceMove)
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{
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int x, y;
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GetWindowCenter( x, y );
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if (user.m_nCameraY>y)
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{
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if(idealAngles[ DIST ]<c_maxdistance.GetFloat())
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{
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idealAngles[ DIST ] +=cam_idealdelta.GetFloat() * ((user.m_nCameraY-y)/2);
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}
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if (idealAngles[ DIST ]>c_maxdistance.GetFloat())
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{
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idealAngles[ DIST ]=c_maxdistance.GetFloat();
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}
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}
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else if (user.m_nCameraY<y)
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{
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if (idealAngles[ DIST ]>c_mindistance.GetFloat())
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{
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idealAngles[ DIST ] -= (cam_idealdelta.GetFloat())*((y-user.m_nCameraY)/2);
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}
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if (idealAngles[ DIST ]<c_mindistance.GetFloat())
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{
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idealAngles[ DIST ]=c_mindistance.GetFloat();
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}
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}
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//set old mouse coordinates to current mouse coordinates
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//since we are done with the mouse
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user.m_nCameraOldX=user.m_nCameraX*GetHud().GetSensitivity();
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user.m_nCameraOldY=user.m_nCameraY*GetHud().GetSensitivity();
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#ifndef _XBOX
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ResetMouse();
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#endif
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}
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// Obtain engine view angles and if they popped while the camera was static,
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// fix the camera angles as well
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engine->GetViewAngles( viewangles );
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static QAngle s_oldAngles = viewangles;
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if ( Is_CAM_ThirdPerson_MayaMode() && ( s_oldAngles != viewangles ) )
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{
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idealAngles[ PITCH ] += s_oldAngles[ PITCH ] - viewangles[ PITCH ];
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idealAngles[ YAW ] += s_oldAngles[ YAW ] - viewangles[ YAW ];
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s_oldAngles = viewangles;
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}
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// bring the pitch values back into a range that MoveToward can handle
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if ( idealAngles[ PITCH ] > 180 )
|
|
idealAngles[ PITCH ] -= 360;
|
|
else if ( idealAngles[ PITCH ] < -180 )
|
|
idealAngles[ PITCH ] += 360;
|
|
|
|
// bring the yaw values back into a range that MoveToward can handle
|
|
// --
|
|
// Vitaliy: going with >= 180 and <= -180.
|
|
// This introduces a potential discontinuity when looking directly at model face
|
|
// as camera yaw will be jumping from +180 to -180 and back, but when working with
|
|
// the camera allows smooth rotational transitions from left to right and back.
|
|
// Otherwise one of the transitions that has ">"-comparison will be locked.
|
|
// --
|
|
if ( idealAngles[ YAW ] >= 180 )
|
|
idealAngles[ YAW ] -= 360;
|
|
else if ( idealAngles[ YAW ] <= -180 )
|
|
idealAngles[ YAW ] += 360;
|
|
|
|
// clamp pitch, yaw and dist...
|
|
idealAngles[ PITCH ] = clamp( idealAngles[ PITCH ], c_minpitch.GetFloat(), c_maxpitch.GetFloat() );
|
|
idealAngles[ YAW ] = clamp( idealAngles[ YAW ], c_minyaw.GetFloat(), c_maxyaw.GetFloat() );
|
|
idealAngles[ DIST ] = clamp( idealAngles[ DIST ], c_mindistance.GetFloat(), c_maxdistance.GetFloat() );
|
|
|
|
// update ideal angles
|
|
cam_idealpitch.SetValue( idealAngles[ PITCH ] );
|
|
cam_idealyaw.SetValue( idealAngles[ YAW ] );
|
|
cam_idealdist.SetValue( idealAngles[ DIST ] );
|
|
|
|
// Move the CameraOffset "towards" the idealAngles
|
|
// Note: CameraOffset = viewangle + idealAngle
|
|
VectorCopy( user.m_vecCameraOffset, camOffset );
|
|
|
|
if( cam_snapto.GetInt() )
|
|
{
|
|
camOffset[ YAW ] = cam_idealyaw.GetFloat() + viewangles[ YAW ];
|
|
camOffset[ PITCH ] = cam_idealpitch.GetFloat() + viewangles[ PITCH ];
|
|
camOffset[ DIST ] = cam_idealdist.GetFloat();
|
|
}
|
|
else
|
|
{
|
|
float lag = MAX( 1, 1 + cam_ideallag.GetFloat() );
|
|
|
|
if( camOffset[ YAW ] - viewangles[ YAW ] != cam_idealyaw.GetFloat() )
|
|
camOffset[ YAW ] = MoveToward( AngleNormalizePositive( camOffset[ YAW ] ), AngleNormalizePositive( cam_idealyaw.GetFloat() + viewangles[ YAW ] ), lag );
|
|
|
|
if( camOffset[ PITCH ] - viewangles[ PITCH ] != cam_idealpitch.GetFloat() )
|
|
camOffset[ PITCH ] = MoveToward( camOffset[ PITCH ], cam_idealpitch.GetFloat() + viewangles[ PITCH ], lag );
|
|
|
|
if( abs( camOffset[ DIST ] - cam_idealdist.GetFloat() ) < 2.0 )
|
|
camOffset[ DIST ] = cam_idealdist.GetFloat();
|
|
else
|
|
camOffset[ DIST ] += ( cam_idealdist.GetFloat() - camOffset[ DIST ] ) / lag;
|
|
}
|
|
|
|
// move the camera closer to the player if it hit something
|
|
if ( cam_collision.GetInt() && localPlayer )
|
|
{
|
|
Vector camForward;
|
|
|
|
// find our player's origin, and from there, the eye position
|
|
Vector origin = localPlayer->GetLocalOrigin();
|
|
origin += localPlayer->GetViewOffset();
|
|
|
|
// get the forward vector
|
|
AngleVectors( QAngle(camOffset[ PITCH ], camOffset[ YAW ], 0), &camForward, NULL, NULL );
|
|
|
|
// use our previously #defined hull to collision trace
|
|
trace_t trace;
|
|
CTraceFilterSimple traceFilter( localPlayer, COLLISION_GROUP_NONE );
|
|
UTIL_TraceHull( origin, origin - (camForward * camOffset[ DIST ]),
|
|
CAM_HULL_MIN, CAM_HULL_MAX,
|
|
MASK_SOLID, &traceFilter, &trace );
|
|
|
|
// move the camera closer if it hit something
|
|
if( trace.fraction < 1.0 )
|
|
{
|
|
camOffset[ DIST ] *= trace.fraction;
|
|
}
|
|
|
|
// For now, I'd rather see the insade of a player model than punch the camera through a wall
|
|
// might try the fade out trick at some point
|
|
//if( camOffset[ DIST ] < CAM_MIN_DIST )
|
|
// camOffset[ DIST ] = CAM_MIN_DIST; // clamp up to minimum
|
|
}
|
|
|
|
if ( cam_showangles.GetInt() )
|
|
{
|
|
engine->Con_NPrintf( 4, "Pitch: %6.1f Yaw: %6.1f %38s", viewangles[ PITCH ], viewangles[ YAW ], "view angles" );
|
|
engine->Con_NPrintf( 6, "Pitch: %6.1f Yaw: %6.1f Dist: %6.1f %19s", cam_idealpitch.GetFloat(), cam_idealyaw.GetFloat(), cam_idealdist.GetFloat(), "ideal angles" );
|
|
engine->Con_NPrintf( 8, "Pitch: %6.1f Yaw: %6.1f Dist: %6.1f %16s", user.m_vecCameraOffset[ PITCH ], user.m_vecCameraOffset[ YAW ],user. m_vecCameraOffset[ DIST ], "camera offset" );
|
|
}
|
|
|
|
user.m_vecCameraOffset[ PITCH ] = camOffset[ PITCH ];
|
|
user.m_vecCameraOffset[ YAW ] = camOffset[ YAW ];
|
|
user.m_vecCameraOffset[ DIST ] = camOffset[ DIST ];
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
// Purpose:
|
|
//------------------------------------------------------------------------------
|
|
void ClampRange180( float &value )
|
|
{
|
|
if ( value >= 180.0f )
|
|
{
|
|
value -= 360.0f;
|
|
}
|
|
else if ( value <= -180.0f )
|
|
{
|
|
value += 360.0f;
|
|
}
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
// Purpose:
|
|
//------------------------------------------------------------------------------
|
|
void CInput::CAM_SetCameraThirdData( CameraThirdData_t *pCameraData, const QAngle &vecCameraOffset )
|
|
{
|
|
ASSERT_LOCAL_PLAYER_RESOLVABLE();
|
|
PerUserInput_t &user = GetPerUser();
|
|
user.m_pCameraThirdData = pCameraData;
|
|
|
|
user.m_vecCameraOffset[PITCH] = vecCameraOffset[PITCH];
|
|
user.m_vecCameraOffset[YAW] = vecCameraOffset[YAW];
|
|
user.m_vecCameraOffset[DIST] = vecCameraOffset[DIST];
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
// Purpose:
|
|
//------------------------------------------------------------------------------
|
|
void CInput::CAM_CameraThirdThink( void )
|
|
{
|
|
ASSERT_LOCAL_PLAYER_RESOLVABLE();
|
|
PerUserInput_t &user = GetPerUser();
|
|
// Verify data.
|
|
if ( !user.m_pCameraThirdData )
|
|
return;
|
|
|
|
// Verify that we are in third person mode.
|
|
if( !user.m_fCameraInThirdPerson )
|
|
return;
|
|
|
|
// Opting out of camera movement
|
|
if ( user.m_pCameraThirdData->m_flLag == -1.0f )
|
|
return;
|
|
|
|
// Obtain engine view angles and if they popped while the camera was static, fix the camera angles as well.
|
|
QAngle angView;
|
|
engine->GetViewAngles( angView );
|
|
|
|
// Move the CameraOffset "towards" the idealAngles, Note: CameraOffset = viewangle + idealAngle
|
|
Vector vecCamOffset;
|
|
VectorCopy( user.m_vecCameraOffset, vecCamOffset );
|
|
|
|
// Move the camera.
|
|
float flLag = MAX( 1, 1 + user.m_pCameraThirdData->m_flLag );
|
|
if( vecCamOffset[PITCH] - angView[PITCH] != user.m_pCameraThirdData->m_flPitch )
|
|
{
|
|
vecCamOffset[PITCH] = MoveToward( vecCamOffset[PITCH], ( user.m_pCameraThirdData->m_flPitch + angView[PITCH] ), flLag );
|
|
}
|
|
if( vecCamOffset[YAW] - angView[YAW] != user.m_pCameraThirdData->m_flYaw )
|
|
{
|
|
vecCamOffset[YAW] = MoveToward( vecCamOffset[YAW], ( user.m_pCameraThirdData->m_flYaw + angView[YAW] ), flLag );
|
|
}
|
|
if( abs( vecCamOffset[DIST] - user.m_pCameraThirdData->m_flDist ) < 2.0 )
|
|
{
|
|
vecCamOffset[DIST] = user.m_pCameraThirdData->m_flDist;
|
|
}
|
|
else
|
|
{
|
|
vecCamOffset[DIST] += ( user.m_pCameraThirdData->m_flDist - vecCamOffset[DIST] ) / flLag;
|
|
}
|
|
|
|
C_BasePlayer* pLocalPlayer = C_BasePlayer::GetLocalPlayer();
|
|
if ( pLocalPlayer )
|
|
{
|
|
Vector vecForward;
|
|
|
|
// Find our player's origin, and from there, the eye position.
|
|
Vector vecOrigin = pLocalPlayer->GetLocalOrigin();
|
|
vecOrigin += pLocalPlayer->GetViewOffset();
|
|
|
|
// Get the forward vector
|
|
AngleVectors( QAngle( vecCamOffset[PITCH], vecCamOffset[YAW], 0 ), &vecForward, NULL, NULL );
|
|
|
|
// Collision trace and move the camera closer if we hit something.
|
|
trace_t trace;
|
|
UTIL_TraceHull( vecOrigin, vecOrigin - ( vecForward * vecCamOffset[DIST] ), user.m_pCameraThirdData->m_vecHullMin,
|
|
user.m_pCameraThirdData->m_vecHullMax, MASK_SOLID, pLocalPlayer,
|
|
COLLISION_GROUP_NONE, &trace );
|
|
|
|
if( trace.fraction < 1.0 )
|
|
{
|
|
vecCamOffset[DIST] *= trace.fraction;
|
|
}
|
|
}
|
|
|
|
ClampRange180( vecCamOffset[PITCH] );
|
|
ClampRange180( vecCamOffset[YAW] );
|
|
|
|
user.m_vecCameraOffset[PITCH] = vecCamOffset[PITCH];
|
|
user.m_vecCameraOffset[YAW] = vecCamOffset[YAW];
|
|
user.m_vecCameraOffset[DIST] = vecCamOffset[DIST];
|
|
}
|
|
|
|
void CAM_PitchUpDown( const CCommand &args ) { KeyDown( &cam_pitchup, args[1] ); }
|
|
void CAM_PitchUpUp( const CCommand &args ) { KeyUp( &cam_pitchup, args[1] ); }
|
|
void CAM_PitchDownDown( const CCommand &args ) { KeyDown( &cam_pitchdown, args[1] ); }
|
|
void CAM_PitchDownUp( const CCommand &args ) { KeyUp( &cam_pitchdown, args[1] ); }
|
|
void CAM_YawLeftDown( const CCommand &args ) { KeyDown( &cam_yawleft, args[1] ); }
|
|
void CAM_YawLeftUp( const CCommand &args ) { KeyUp( &cam_yawleft, args[1] ); }
|
|
void CAM_YawRightDown( const CCommand &args ) { KeyDown( &cam_yawright, args[1] ); }
|
|
void CAM_YawRightUp( const CCommand &args ) { KeyUp( &cam_yawright, args[1] ); }
|
|
void CAM_InDown( const CCommand &args ) { KeyDown( &cam_in, args[1] ); }
|
|
void CAM_InUp( const CCommand &args ) { KeyUp( &cam_in, args[1] ); }
|
|
void CAM_OutDown( const CCommand &args ) { KeyDown( &cam_out, args[1] ); }
|
|
void CAM_OutUp( const CCommand &args ) { KeyUp( &cam_out, args[1] ); }
|
|
|
|
void CInput::CAM_ToThirdPerson(void)
|
|
{
|
|
ASSERT_LOCAL_PLAYER_RESOLVABLE();
|
|
PerUserInput_t &user = GetPerUser();
|
|
QAngle viewangles;
|
|
|
|
engine->GetViewAngles( viewangles );
|
|
|
|
if( !user.m_fCameraInThirdPerson )
|
|
{
|
|
user.m_fCameraInThirdPerson = true;
|
|
|
|
user.m_vecCameraOffset[ YAW ] = viewangles[ YAW ];
|
|
user.m_vecCameraOffset[ PITCH ] = viewangles[ PITCH ];
|
|
user.m_vecCameraOffset[ DIST ] = CAM_MIN_DIST;
|
|
}
|
|
|
|
user.m_nCamCommand = 0;
|
|
}
|
|
|
|
void CInput::CAM_ToFirstPerson(void)
|
|
{
|
|
ASSERT_LOCAL_PLAYER_RESOLVABLE();
|
|
PerUserInput_t &user = GetPerUser();
|
|
user.m_fCameraInThirdPerson = false;
|
|
user.m_nCamCommand = 0;
|
|
}
|
|
|
|
bool CInput::CAM_IsOrthographic(void) const
|
|
{
|
|
ASSERT_LOCAL_PLAYER_RESOLVABLE();
|
|
const PerUserInput_t &user = GetPerUser();
|
|
return user.m_CameraIsOrthographic;
|
|
}
|
|
|
|
void CInput::CAM_OrthographicSize(float& w, float& h) const
|
|
{
|
|
w = c_orthowidth.GetFloat(); h = c_orthoheight.GetFloat();
|
|
}
|
|
|
|
void CInput::CAM_ToOrthographic(void)
|
|
{
|
|
ASSERT_LOCAL_PLAYER_RESOLVABLE();
|
|
PerUserInput_t &user = GetPerUser();
|
|
user.m_fCameraInThirdPerson = false;
|
|
user.m_CameraIsOrthographic = true;
|
|
user.m_nCamCommand = 0;
|
|
}
|
|
|
|
void CInput::CAM_StartMouseMove(void)
|
|
{
|
|
ASSERT_LOCAL_PLAYER_RESOLVABLE();
|
|
PerUserInput_t &user = GetPerUser();
|
|
float flSensitivity;
|
|
|
|
//only move the cam with mouse if we are in third person.
|
|
if ( user.m_fCameraInThirdPerson )
|
|
{
|
|
//set appropriate flags and initialize the old mouse position
|
|
//variables for mouse camera movement
|
|
if (!user.m_fCameraMovingWithMouse)
|
|
{
|
|
int cpx, cpy;
|
|
|
|
user.m_fCameraMovingWithMouse=true;
|
|
user.m_fCameraInterceptingMouse=true;
|
|
#ifndef _XBOX
|
|
GetMousePos(cpx, cpy);
|
|
#else
|
|
// xboxfixme
|
|
cpx = cpy = 0;
|
|
#endif
|
|
user.m_nCameraX = cpx;
|
|
user.m_nCameraY = cpy;
|
|
|
|
if ( ( flSensitivity = GetHud().GetSensitivity() ) != 0 )
|
|
{
|
|
user.m_nCameraOldX=user.m_nCameraX*flSensitivity;
|
|
user.m_nCameraOldY=user.m_nCameraY*flSensitivity;
|
|
}
|
|
else
|
|
{
|
|
user.m_nCameraOldX=user.m_nCameraX;
|
|
user.m_nCameraOldY=user.m_nCameraY;
|
|
}
|
|
}
|
|
}
|
|
//we are not in 3rd person view..therefore do not allow camera movement
|
|
else
|
|
{
|
|
user.m_fCameraMovingWithMouse=false;
|
|
user.m_fCameraInterceptingMouse=false;
|
|
}
|
|
}
|
|
|
|
/*
|
|
==============================
|
|
CAM_EndMouseMove
|
|
|
|
the key has been released for camera movement
|
|
tell the engine that mouse camera movement is off
|
|
==============================
|
|
*/
|
|
void CInput::CAM_EndMouseMove(void)
|
|
{
|
|
ASSERT_LOCAL_PLAYER_RESOLVABLE();
|
|
PerUserInput_t &user = GetPerUser();
|
|
user.m_fCameraMovingWithMouse=false;
|
|
user.m_fCameraInterceptingMouse=false;
|
|
}
|
|
|
|
/*
|
|
==============================
|
|
CAM_StartDistance
|
|
|
|
routines to start the process of moving the cam in or out
|
|
using the mouse
|
|
==============================
|
|
*/
|
|
void CInput::CAM_StartDistance(void)
|
|
{
|
|
ASSERT_LOCAL_PLAYER_RESOLVABLE();
|
|
PerUserInput_t &user = GetPerUser();
|
|
//only move the cam with mouse if we are in third person.
|
|
if ( user.m_fCameraInThirdPerson )
|
|
{
|
|
//set appropriate flags and initialize the old mouse position
|
|
//variables for mouse camera movement
|
|
if (!user.m_fCameraDistanceMove)
|
|
{
|
|
int cpx, cpy;
|
|
|
|
user.m_fCameraDistanceMove=true;
|
|
user.m_fCameraMovingWithMouse=true;
|
|
user.m_fCameraInterceptingMouse=true;
|
|
#ifndef _XBOX
|
|
GetMousePos(cpx, cpy);
|
|
#else
|
|
// xboxfixme
|
|
cpx = cpy = 0;
|
|
#endif
|
|
|
|
user.m_nCameraX = cpx;
|
|
user.m_nCameraY = cpy;
|
|
|
|
user.m_nCameraOldX=user.m_nCameraX*GetHud().GetSensitivity();
|
|
user.m_nCameraOldY=user.m_nCameraY*GetHud().GetSensitivity();
|
|
}
|
|
}
|
|
//we are not in 3rd person view..therefore do not allow camera movement
|
|
else
|
|
{
|
|
user.m_fCameraDistanceMove=false;
|
|
user.m_fCameraMovingWithMouse=false;
|
|
user.m_fCameraInterceptingMouse=false;
|
|
}
|
|
}
|
|
|
|
/*
|
|
==============================
|
|
CAM_EndDistance
|
|
|
|
the key has been released for camera movement
|
|
tell the engine that mouse camera movement is off
|
|
==============================
|
|
*/
|
|
void CInput::CAM_EndDistance(void)
|
|
{
|
|
ASSERT_LOCAL_PLAYER_RESOLVABLE();
|
|
PerUserInput_t &user = GetPerUser();
|
|
user.m_fCameraDistanceMove=false;
|
|
user.m_fCameraMovingWithMouse=false;
|
|
user.m_fCameraInterceptingMouse=false;
|
|
}
|
|
|
|
/*
|
|
==============================
|
|
CAM_IsThirdPerson
|
|
|
|
==============================
|
|
*/
|
|
int CInput::CAM_IsThirdPerson( int nSlot /*=-1*/ )
|
|
{
|
|
if ( nSlot == -1 )
|
|
{
|
|
ASSERT_LOCAL_PLAYER_RESOLVABLE();
|
|
PerUserInput_t &user = GetPerUser();
|
|
return user.m_fCameraInThirdPerson;
|
|
}
|
|
return m_PerUser[ nSlot ].m_fCameraInThirdPerson;
|
|
}
|
|
|
|
/*
|
|
==============================
|
|
CAM_GetCameraOffset
|
|
|
|
==============================
|
|
*/
|
|
void CInput::CAM_GetCameraOffset( Vector& ofs )
|
|
{
|
|
ASSERT_LOCAL_PLAYER_RESOLVABLE();
|
|
PerUserInput_t &user = GetPerUser();
|
|
VectorCopy( user.m_vecCameraOffset, ofs );
|
|
}
|
|
|
|
/*
|
|
==============================
|
|
CAM_InterceptingMouse
|
|
|
|
==============================
|
|
*/
|
|
int CInput::CAM_InterceptingMouse( void )
|
|
{
|
|
ASSERT_LOCAL_PLAYER_RESOLVABLE();
|
|
PerUserInput_t &user = GetPerUser();
|
|
return user.m_fCameraInterceptingMouse;
|
|
}
|
|
|
|
static ConCommand startpitchup( "+campitchup", CAM_PitchUpDown );
|
|
static ConCommand endpitcup( "-campitchup", CAM_PitchUpUp );
|
|
static ConCommand startpitchdown( "+campitchdown", CAM_PitchDownDown );
|
|
static ConCommand endpitchdown( "-campitchdown", CAM_PitchDownUp );
|
|
static ConCommand startcamyawleft( "+camyawleft", CAM_YawLeftDown );
|
|
static ConCommand endcamyawleft( "-camyawleft", CAM_YawLeftUp );
|
|
static ConCommand startcamyawright( "+camyawright", CAM_YawRightDown );
|
|
static ConCommand endcamyawright( "-camyawright", CAM_YawRightUp );
|
|
static ConCommand startcamin( "+camin", CAM_InDown );
|
|
static ConCommand endcamin( "-camin", CAM_InUp );
|
|
static ConCommand startcamout( "+camout", CAM_OutDown );
|
|
static ConCommand camout( "-camout", CAM_OutUp );
|
|
#ifdef INFESTED_DLL
|
|
static ConCommand thirdperson( "thirdperson", Cmd_CAM_ToThirdPerson, "Switch to thirdperson camera." );
|
|
static ConCommand firstperson( "firstperson", Cmd_CAM_ToFirstPerson, "Switch to firstperson camera.", FCVAR_CHEAT );
|
|
#else
|
|
static ConCommand thirdperson( "thirdperson", Cmd_CAM_ToThirdPerson, "Switch to thirdperson camera.", FCVAR_CHEAT );
|
|
static ConCommand firstperson( "firstperson", Cmd_CAM_ToFirstPerson, "Switch to firstperson camera." );
|
|
#endif
|
|
static ConCommand thirdperson_mayamode( "thirdperson_mayamode", ::CAM_ToThirdPerson_MayaMode, "Switch to thirdperson Maya-like camera controls.", FCVAR_CHEAT );
|
|
static ConCommand thirdpersonshoulder( "thirdpersonshoulder", Cmd_CAM_ToThirdPersonShoulder, "Switch to thirdperson-shoulder camera." );
|
|
static ConCommand camortho( "camortho", Cmd_CAM_ToOrthographic, "Switch to orthographic camera.", FCVAR_CHEAT );
|
|
static ConCommand startcammousemove( "+cammousemove",::CAM_StartMouseMove);
|
|
static ConCommand endcammousemove( "-cammousemove",::CAM_EndMouseMove);
|
|
static ConCommand startcamdistance( "+camdistance", ::CAM_StartDistance );
|
|
static ConCommand endcamdistance( "-camdistance", ::CAM_EndDistance );
|
|
static ConCommand snapto( "snapto", CAM_ToggleSnapto );
|
|
/*
|
|
==============================
|
|
Init_Camera
|
|
|
|
==============================
|
|
*/
|
|
void CInput::Init_Camera( void )
|
|
{
|
|
for ( int i = 0; i < MAX_SPLITSCREEN_PLAYERS; ++i )
|
|
{
|
|
m_PerUser[ i ].m_CameraIsOrthographic = false;
|
|
}
|
|
}
|