//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #if defined( REPLAY_ENABLED ) #ifndef REPLAYCAMERA_H #define REPLAYCAMERA_H #ifdef _WIN32 #pragma once #endif #include "replay/ireplaycamera.h" #include "GameEventListener.h" class C_ReplayCamera : public CGameEventListener, public IReplayCamera { public: C_ReplayCamera(); virtual ~C_ReplayCamera(); void Init(); void Reset(); // // IReplayCamera: // virtual void ClearOverrideView(); void EnableInput( bool bEnable ); void OverrideView( const Vector *pOrigin, const QAngle *pAngles, float flFov ); void GetCachedView( Vector &origin, QAngle &angles, float &fov ); void CalcView(Vector& origin, QAngle& angles, float& fov); void FireGameEvent( IGameEvent *event ); void SetMode(int iMode); void SetChaseCamParams( float flOffset, float flDistance, float flTheta, float flPhi ); void SpecNextPlayer( bool bInverse ); // See UTIL_PlayerByCommandArg for what all might go in here. void SpecPlayerByPredicate( const char *szPlayerSearch ); bool IsPVSLocked(); void SetAutoDirector( bool bActive ); int GetMode(); // returns current camera mode C_BaseEntity *GetPrimaryTarget(); // return primary target inline int GetPrimaryTargetIndex() { return m_iTarget1; } void SetPrimaryTarget( int nEntity); // set the primary obs target void CreateMove(CUserCmd *cmd); void FixupMovmentParents(); void PostEntityPacketReceived(); const char* GetTitleText() { return m_szTitleText; } int GetNumSpectators() { return m_nNumSpectators; } void SmoothFov( float flDelta ); float m_flRoamingAccel; float m_flRoamingSpeed; float m_flRoamingFov[2]; // FOV for roaming only - current and target - smoothing done by replay editor float m_flRoamingRotFilterFactor; float m_flRoamingShakeAmount; float m_flRoamingShakeSpeed; float m_flRoamingShakeDir; protected: void InitRoamingKeys(); bool ShouldUseDefaultRoamingSettings() const; void CalcChaseCamView( Vector& eyeOrigin, QAngle& eyeAngles, float& fov, float flDelta ); void CalcFixedView( Vector& eyeOrigin, QAngle& eyeAngles, float& fov, float flDelta ); void CalcInEyeCamView( Vector& eyeOrigin, QAngle& eyeAngles, float& fov, float flDelta ); void CalcRoamingView(Vector& eyeOrigin, QAngle& eyeAngles, float& fov, float flDelta); void SmoothCameraAngle( QAngle& targetAngle ); void SetCameraAngle( QAngle& targetAngle ); void Accelerate( Vector& wishdir, float wishspeed, float accel, float flDelta ); bool ShouldOverrideView( Vector& origin, QAngle& angles, float& fov ); // Fills with override data if m_bOverrideView is set struct View_t { Vector origin; QAngle angles; float fov; }; bool m_bInputEnabled; bool m_bOverrideView; View_t m_OverrideViewData; View_t m_CachedView; float m_flOldTime; // Time of last CalcView() (uses gpGlobals->realtime) int m_nCameraMode; // current camera mode Vector m_vCamOrigin; //current camera origin QAngle m_aCamAngle; //current camera angle QAngle m_aSmoothedRoamingAngles; int m_iTarget1; // first tracked target or 0 int m_iTarget2; // second tracked target or 0 float m_flFOV; // current FOV float m_flOffset; // z-offset from target origin float m_flDistance; // distance to traget origin+offset float m_flLastDistance; // too smooth distance float m_flTheta; // view angle horizontal float m_flPhi; // view angle vertical float m_flInertia; // camera inertia 0..100 float m_flLastAngleUpdateTime; bool m_bEntityPacketReceived; // true after a new packet was received int m_nNumSpectators; char m_szTitleText[64]; CUserCmd m_LastCmd; Vector m_vecVelocity; enum Dir_t { DIR_FWD, DIR_BACK, DIR_LEFT, DIR_RIGHT, DIR_UP, DIR_DOWN, NUM_DIRS }; ButtonCode_t m_aMovementButtons[NUM_DIRS]; float m_flNoiseSample; }; //----------------------------------------------------------------------------- C_ReplayCamera *ReplayCamera(); //----------------------------------------------------------------------------- #define FREE_CAM_ACCEL_MIN 1.1f #define FREE_CAM_ACCEL_MAX 10.0f #define FREE_CAM_SPEED_MIN 0.1f #define FREE_CAM_SPEED_MAX 20.0f #define FREE_CAM_FOV_MIN 10.0f #define FREE_CAM_FOV_MAX 130.0f #define FREE_CAM_ROT_FILTER_MIN 30.0f #define FREE_CAM_ROT_FILTER_MAX 5.0f #define FREE_CAM_SHAKE_SPEED_MIN 0.1f #define FREE_CAM_SHAKE_SPEED_MAX 15.0f #define FREE_CAM_SHAKE_AMOUNT_MIN 0.0f #define FREE_CAM_SHAKE_AMOUNT_MAX 35.0f #define FREE_CAM_SHAKE_DIR_MIN -1.0f #define FREE_CAM_SHAKE_DIR_MAX 1.0f //----------------------------------------------------------------------------- #endif // REPLAYCAMERA_H #endif