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932 lines
25 KiB
932 lines
25 KiB
//========= Copyright 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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#include "debugoverlay_shared.h" |
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#include "cam_thirdperson.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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//-------------------------------------------------- Global Variables |
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static ConVar cam_command( "cam_command", "0", FCVAR_CHEAT | FCVAR_CHEAT); // tells camera to go to thirdperson |
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static ConVar cam_snapto( "cam_snapto", "0", FCVAR_ARCHIVE | FCVAR_CHEAT); // snap to thirdperson view |
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static ConVar cam_ideallag( "cam_ideallag", "4.0", FCVAR_ARCHIVE| FCVAR_CHEAT, "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| FCVAR_CHEAT, "Controls the speed when matching offset to ideal angles in thirdperson view" ); |
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ConVar cam_idealyaw( "cam_idealyaw", "0", FCVAR_ARCHIVE| FCVAR_CHEAT ); // thirdperson yaw |
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ConVar cam_idealpitch( "cam_idealpitch", "0", FCVAR_ARCHIVE | FCVAR_CHEAT ); // thirperson pitch |
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ConVar cam_idealdist( "cam_idealdist", "150", FCVAR_ARCHIVE | FCVAR_CHEAT ); // thirdperson distance |
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ConVar cam_idealdistright( "cam_idealdistright", "0", FCVAR_ARCHIVE | FCVAR_CHEAT ); // thirdperson distance |
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ConVar cam_idealdistup( "cam_idealdistup", "0", FCVAR_ARCHIVE | FCVAR_CHEAT ); // thirdperson distance |
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static ConVar cam_collision( "cam_collision", "1", FCVAR_ARCHIVE | FCVAR_CHEAT, "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| FCVAR_CHEAT ); |
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static ConVar c_minpitch( "c_minpitch", "0", FCVAR_ARCHIVE| FCVAR_CHEAT ); |
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static ConVar c_maxyaw( "c_maxyaw", "135", FCVAR_ARCHIVE | FCVAR_CHEAT); |
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static ConVar c_minyaw( "c_minyaw", "-135", FCVAR_ARCHIVE| FCVAR_CHEAT ); |
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static ConVar c_maxdistance( "c_maxdistance", "200", FCVAR_ARCHIVE| FCVAR_CHEAT ); |
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static ConVar c_mindistance( "c_mindistance", "30", FCVAR_ARCHIVE| FCVAR_CHEAT ); |
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static ConVar c_orthowidth( "c_orthowidth", "100", FCVAR_ARCHIVE| FCVAR_CHEAT ); |
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static ConVar c_orthoheight( "c_orthoheight", "100", FCVAR_ARCHIVE | FCVAR_CHEAT ); |
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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 ConVar cl_thirdperson; |
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// API Wrappers |
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/* |
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============================== |
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CAM_ToThirdPerson |
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============================== |
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*/ |
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void CAM_ToThirdPerson(void) |
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{ |
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if ( cl_thirdperson.GetBool() == false ) |
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{ |
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g_ThirdPersonManager.SetOverridingThirdPerson( true ); |
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} |
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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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/* |
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============================== |
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CAM_ToThirdPerson_MayaMode |
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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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bool &rb = Is_CAM_ThirdPerson_MayaMode(); |
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rb = !rb; |
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} |
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/* |
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============================== |
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CAM_ToFirstPerson |
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============================== |
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*/ |
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void CAM_ToFirstPerson(void) |
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{ |
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C_BasePlayer *localPlayer = C_BasePlayer::GetLocalPlayer(); |
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if ( localPlayer && !localPlayer->CanUseFirstPersonCommand() ) |
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return; |
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if ( cl_thirdperson.GetBool() == false ) |
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{ |
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g_ThirdPersonManager.SetOverridingThirdPerson( false ); |
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} |
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input->CAM_ToFirstPerson(); |
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// Let the local player know |
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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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} |
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/* |
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============================== |
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CAM_ToOrthographic |
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============================== |
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*/ |
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void CAM_ToOrthographic(void) |
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{ |
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input->CAM_ToOrthographic(); |
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} |
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/* |
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============================== |
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CAM_StartMouseMove |
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============================== |
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*/ |
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void CAM_StartMouseMove( void ) |
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{ |
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input->CAM_StartMouseMove(); |
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} |
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/* |
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============================== |
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CAM_EndMouseMove |
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============================== |
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*/ |
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void CAM_EndMouseMove( void ) |
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{ |
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input->CAM_EndMouseMove(); |
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} |
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/* |
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============================== |
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CAM_StartDistance |
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============================== |
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*/ |
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void CAM_StartDistance( void ) |
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{ |
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input->CAM_StartDistance(); |
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} |
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/* |
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============================== |
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CAM_EndDistance |
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============================== |
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*/ |
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void CAM_EndDistance( void ) |
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{ |
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input->CAM_EndDistance(); |
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} |
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/* |
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============================== |
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CAM_ToggleSnapto |
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============================== |
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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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/* |
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============================== |
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MoveToward |
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============================== |
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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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/* |
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============================== |
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CAM_Think |
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============================== |
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*/ |
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void CInput::CAM_Think( void ) |
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{ |
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VPROF("CAM_Think"); |
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// |
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if ( 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( cam_command.GetInt() ) |
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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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g_ThirdPersonManager.Update(); |
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if( !m_fCameraInThirdPerson ) |
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return; |
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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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m_fCameraInterceptingMouse = m_fCameraMovingWithMouse = |
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vgui::input()->IsKeyDown( KEY_LALT ) || vgui::input()->IsKeyDown( KEY_RALT ); |
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if ( !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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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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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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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 ( 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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m_nCameraX = cpx; |
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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 (!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 (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)*((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 (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-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 (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)* ((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 (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-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 = gHUD.GetSensitivity() ) != 0 ) |
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{ |
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m_nCameraOldX=m_nCameraX*flSensitivity; |
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m_nCameraOldY=m_nCameraY*flSensitivity; |
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} |
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else |
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{ |
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m_nCameraOldX=m_nCameraX; |
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m_nCameraOldY=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 (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 (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() * ((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 (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-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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m_nCameraOldX=m_nCameraX*gHUD.GetSensitivity(); |
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m_nCameraOldY=m_nCameraY*gHUD.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 ) |
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idealAngles[ PITCH ] -= 360; |
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else if ( idealAngles[ PITCH ] < -180 ) |
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idealAngles[ PITCH ] += 360; |
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// bring the yaw values back into a range that MoveToward can handle |
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// -- |
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// Vitaliy: going with >= 180 and <= -180. |
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// This introduces a potential discontinuity when looking directly at model face |
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// as camera yaw will be jumping from +180 to -180 and back, but when working with |
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// the camera allows smooth rotational transitions from left to right and back. |
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// Otherwise one of the transitions that has ">"-comparison will be locked. |
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// -- |
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if ( idealAngles[ YAW ] >= 180 ) |
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idealAngles[ YAW ] -= 360; |
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else if ( idealAngles[ YAW ] <= -180 ) |
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idealAngles[ YAW ] += 360; |
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// clamp pitch, yaw and dist... |
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idealAngles[ PITCH ] = clamp( idealAngles[ PITCH ], c_minpitch.GetFloat(), c_maxpitch.GetFloat() ); |
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idealAngles[ YAW ] = clamp( idealAngles[ YAW ], c_minyaw.GetFloat(), c_maxyaw.GetFloat() ); |
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idealAngles[ DIST ] = clamp( idealAngles[ DIST ], c_mindistance.GetFloat(), c_maxdistance.GetFloat() ); |
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// update ideal angles |
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cam_idealpitch.SetValue( idealAngles[ PITCH ] ); |
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cam_idealyaw.SetValue( idealAngles[ YAW ] ); |
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cam_idealdist.SetValue( idealAngles[ DIST ] ); |
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// Move the CameraOffset "towards" the idealAngles |
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// Note: CameraOffset = viewangle + idealAngle |
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VectorCopy( g_ThirdPersonManager.GetCameraOffsetAngles(), camOffset ); |
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if( cam_snapto.GetInt() ) |
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{ |
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camOffset[ YAW ] = cam_idealyaw.GetFloat() + viewangles[ YAW ]; |
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camOffset[ PITCH ] = cam_idealpitch.GetFloat() + viewangles[ PITCH ]; |
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camOffset[ DIST ] = cam_idealdist.GetFloat(); |
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} |
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else |
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{ |
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float lag = MAX( 1, 1 + cam_ideallag.GetFloat() ); |
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if( camOffset[ YAW ] - viewangles[ YAW ] != cam_idealyaw.GetFloat() ) |
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camOffset[ YAW ] = MoveToward( camOffset[ YAW ], cam_idealyaw.GetFloat() + viewangles[ YAW ], lag ); |
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if( camOffset[ PITCH ] - viewangles[ PITCH ] != cam_idealpitch.GetFloat() ) |
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camOffset[ PITCH ] = MoveToward( camOffset[ PITCH ], cam_idealpitch.GetFloat() + viewangles[ PITCH ], lag ); |
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if( abs( camOffset[ DIST ] - cam_idealdist.GetFloat() ) < 2.0 ) |
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camOffset[ DIST ] = cam_idealdist.GetFloat(); |
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else |
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camOffset[ DIST ] += ( cam_idealdist.GetFloat() - camOffset[ DIST ] ) / lag; |
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} |
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// move the camera closer to the player if it hit something |
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if ( cam_collision.GetInt() ) |
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{ |
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QAngle desiredCamAngles = QAngle( camOffset[ PITCH ], camOffset[ YAW ], camOffset[ DIST ] ); |
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if ( g_ThirdPersonManager.IsOverridingThirdPerson() == false ) |
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{ |
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desiredCamAngles = viewangles; |
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} |
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g_ThirdPersonManager.PositionCamera( C_BasePlayer::GetLocalPlayer(), desiredCamAngles ); |
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} |
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if ( cam_showangles.GetInt() ) |
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{ |
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engine->Con_NPrintf( 4, "Pitch: %6.1f Yaw: %6.1f %38s", viewangles[ PITCH ], viewangles[ YAW ], "view angles" ); |
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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" ); |
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engine->Con_NPrintf( 8, "Pitch: %6.1f Yaw: %6.1f Dist: %6.1f %16s", g_ThirdPersonManager.GetCameraOffsetAngles()[ PITCH ], g_ThirdPersonManager.GetCameraOffsetAngles()[ YAW ], g_ThirdPersonManager.GetCameraOffsetAngles()[ DIST ], "camera offset" ); |
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} |
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g_ThirdPersonManager.SetCameraOffsetAngles( camOffset ); |
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} |
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|
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//------------------------------------------------------------------------------ |
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// Purpose: |
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//------------------------------------------------------------------------------ |
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void ClampRange180( float &value ) |
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{ |
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if ( value >= 180.0f ) |
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{ |
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value -= 360.0f; |
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} |
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else if ( value <= -180.0f ) |
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{ |
|
value += 360.0f; |
|
} |
|
} |
|
|
|
//------------------------------------------------------------------------------ |
|
// Purpose: |
|
//------------------------------------------------------------------------------ |
|
void CInput::CAM_SetCameraThirdData( CameraThirdData_t *pCameraData, const QAngle &vecCameraOffset ) |
|
{ |
|
m_pCameraThirdData = pCameraData; |
|
|
|
Vector vTempOffset; |
|
|
|
vTempOffset[PITCH] = vecCameraOffset[PITCH]; |
|
vTempOffset[YAW] = vecCameraOffset[YAW]; |
|
vTempOffset[DIST] = vecCameraOffset[DIST]; |
|
|
|
g_ThirdPersonManager.SetCameraOffsetAngles( vTempOffset ); |
|
|
|
} |
|
|
|
//------------------------------------------------------------------------------ |
|
// Purpose: |
|
//------------------------------------------------------------------------------ |
|
void CInput::CAM_CameraThirdThink( void ) |
|
{ |
|
// Verify data. |
|
if ( !m_pCameraThirdData ) |
|
return; |
|
|
|
// Verify that we are in third person mode. |
|
if( !m_fCameraInThirdPerson ) |
|
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( g_ThirdPersonManager.GetCameraOffsetAngles(), vecCamOffset ); |
|
|
|
// Move the camera. |
|
float flLag = MAX( 1, 1 + m_pCameraThirdData->m_flLag ); |
|
if( vecCamOffset[PITCH] - angView[PITCH] != m_pCameraThirdData->m_flPitch ) |
|
{ |
|
vecCamOffset[PITCH] = MoveToward( vecCamOffset[PITCH], ( m_pCameraThirdData->m_flPitch + angView[PITCH] ), flLag ); |
|
} |
|
if( vecCamOffset[YAW] - angView[YAW] != m_pCameraThirdData->m_flYaw ) |
|
{ |
|
vecCamOffset[YAW] = MoveToward( vecCamOffset[YAW], ( m_pCameraThirdData->m_flYaw + angView[YAW] ), flLag ); |
|
} |
|
if( abs( vecCamOffset[DIST] - m_pCameraThirdData->m_flDist ) < 2.0 ) |
|
{ |
|
vecCamOffset[DIST] = m_pCameraThirdData->m_flDist; |
|
} |
|
else |
|
{ |
|
vecCamOffset[DIST] += ( m_pCameraThirdData->m_flDist - vecCamOffset[DIST] ) / flLag; |
|
} |
|
|
|
C_BasePlayer* pLocalPlayer = C_BasePlayer::GetLocalPlayer(); |
|
|
|
if ( pLocalPlayer ) |
|
{ |
|
QAngle desiredCamAngles = QAngle( vecCamOffset[ PITCH ], vecCamOffset[ YAW ], vecCamOffset[DIST] ); |
|
|
|
g_ThirdPersonManager.PositionCamera( C_BasePlayer::GetLocalPlayer(), desiredCamAngles ); |
|
|
|
// vecCamOffset = g_ThirdPersonManager.GetCameraOffsetAngles(); |
|
} |
|
|
|
ClampRange180( vecCamOffset[PITCH] ); |
|
ClampRange180( vecCamOffset[YAW] ); |
|
|
|
g_ThirdPersonManager.SetCameraOffsetAngles( vecCamOffset ); |
|
} |
|
|
|
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] ); } |
|
|
|
/* |
|
============================== |
|
CAM_ToThirdPerson |
|
|
|
============================== |
|
*/ |
|
void CInput::CAM_ToThirdPerson(void) |
|
{ |
|
QAngle viewangles; |
|
|
|
engine->GetViewAngles( viewangles ); |
|
|
|
if( !m_fCameraInThirdPerson ) |
|
{ |
|
m_fCameraInThirdPerson = true; |
|
|
|
g_ThirdPersonManager.SetCameraOffsetAngles( Vector( viewangles[ YAW ], viewangles[ PITCH ], CAM_MIN_DIST ) ); |
|
} |
|
|
|
cam_command.SetValue( 0 ); |
|
} |
|
|
|
/* |
|
============================== |
|
CAM_ToFirstPerson |
|
|
|
============================== |
|
*/ |
|
void CInput::CAM_ToFirstPerson(void) |
|
{ |
|
g_ThirdPersonManager.SetDesiredCameraOffset( vec3_origin ); |
|
|
|
m_fCameraInThirdPerson = false; |
|
cam_command.SetValue( 0 ); |
|
|
|
// Let the local player know |
|
C_BasePlayer *localPlayer = C_BasePlayer::GetLocalPlayer(); |
|
if ( localPlayer ) |
|
{ |
|
localPlayer->ThirdPersonSwitch( false ); |
|
} |
|
} |
|
|
|
/* |
|
============================== |
|
CAM_ToFirstPerson |
|
|
|
============================== |
|
*/ |
|
bool CInput::CAM_IsOrthographic(void) const |
|
{ |
|
return m_CameraIsOrthographic; |
|
} |
|
|
|
|
|
/* |
|
============================== |
|
CAM_ToFirstPerson |
|
|
|
============================== |
|
*/ |
|
void CInput::CAM_OrthographicSize(float& w, float& h) const |
|
{ |
|
w = c_orthowidth.GetFloat(); h = c_orthoheight.GetFloat(); |
|
} |
|
|
|
|
|
/* |
|
============================== |
|
CAM_ToFirstPerson |
|
|
|
============================== |
|
*/ |
|
void CInput::CAM_ToOrthographic(void) |
|
{ |
|
m_fCameraInThirdPerson = false; |
|
m_CameraIsOrthographic = true; |
|
cam_command.SetValue( 0 ); |
|
} |
|
|
|
/* |
|
============================== |
|
CAM_StartMouseMove |
|
|
|
============================== |
|
*/ |
|
void CInput::CAM_StartMouseMove(void) |
|
{ |
|
float flSensitivity; |
|
|
|
//only move the cam with mouse if we are in third person. |
|
if ( m_fCameraInThirdPerson ) |
|
{ |
|
//set appropriate flags and initialize the old mouse position |
|
//variables for mouse camera movement |
|
if (!m_fCameraMovingWithMouse) |
|
{ |
|
int cpx, cpy; |
|
|
|
m_fCameraMovingWithMouse=true; |
|
m_fCameraInterceptingMouse=true; |
|
#ifndef _XBOX |
|
GetMousePos(cpx, cpy); |
|
#else |
|
// xboxfixme |
|
cpx = cpy = 0; |
|
#endif |
|
m_nCameraX = cpx; |
|
m_nCameraY = cpy; |
|
|
|
if ( ( flSensitivity = gHUD.GetSensitivity() ) != 0 ) |
|
{ |
|
m_nCameraOldX=m_nCameraX*flSensitivity; |
|
m_nCameraOldY=m_nCameraY*flSensitivity; |
|
} |
|
else |
|
{ |
|
m_nCameraOldX=m_nCameraX; |
|
m_nCameraOldY=m_nCameraY; |
|
} |
|
} |
|
} |
|
//we are not in 3rd person view..therefore do not allow camera movement |
|
else |
|
{ |
|
m_fCameraMovingWithMouse=false; |
|
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) |
|
{ |
|
m_fCameraMovingWithMouse=false; |
|
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) |
|
{ |
|
//only move the cam with mouse if we are in third person. |
|
if ( m_fCameraInThirdPerson ) |
|
{ |
|
//set appropriate flags and initialize the old mouse position |
|
//variables for mouse camera movement |
|
if (!m_fCameraDistanceMove) |
|
{ |
|
int cpx, cpy; |
|
|
|
m_fCameraDistanceMove=true; |
|
m_fCameraMovingWithMouse=true; |
|
m_fCameraInterceptingMouse=true; |
|
#ifndef _XBOX |
|
GetMousePos(cpx, cpy); |
|
#else |
|
// xboxfixme |
|
cpx = cpy = 0; |
|
#endif |
|
|
|
m_nCameraX = cpx; |
|
m_nCameraY = cpy; |
|
|
|
m_nCameraOldX=m_nCameraX*gHUD.GetSensitivity(); |
|
m_nCameraOldY=m_nCameraY*gHUD.GetSensitivity(); |
|
} |
|
} |
|
//we are not in 3rd person view..therefore do not allow camera movement |
|
else |
|
{ |
|
m_fCameraDistanceMove=false; |
|
m_fCameraMovingWithMouse=false; |
|
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) |
|
{ |
|
m_fCameraDistanceMove=false; |
|
m_fCameraMovingWithMouse=false; |
|
m_fCameraInterceptingMouse=false; |
|
} |
|
|
|
/* |
|
============================== |
|
CAM_IsThirdPerson |
|
|
|
============================== |
|
*/ |
|
int CInput::CAM_IsThirdPerson( void ) |
|
{ |
|
return m_fCameraInThirdPerson; |
|
} |
|
|
|
/* |
|
============================== |
|
CAM_InterceptingMouse |
|
|
|
============================== |
|
*/ |
|
int CInput::CAM_InterceptingMouse( void ) |
|
{ |
|
return 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 ); |
|
static ConCommand thirdperson_mayamode( "thirdperson_mayamode", ::CAM_ToThirdPerson_MayaMode, "Switch to thirdperson Maya-like camera controls.", FCVAR_CHEAT ); |
|
|
|
// TF allows servers to push people into first/thirdperson, for mods |
|
#ifdef TF_CLIENT_DLL |
|
static ConCommand thirdperson( "thirdperson", ::CAM_ToThirdPerson, "Switch to thirdperson camera.", FCVAR_CHEAT | FCVAR_SERVER_CAN_EXECUTE ); |
|
static ConCommand firstperson( "firstperson", ::CAM_ToFirstPerson, "Switch to firstperson camera.", FCVAR_SERVER_CAN_EXECUTE ); |
|
#else |
|
static ConCommand thirdperson( "thirdperson", ::CAM_ToThirdPerson, "Switch to thirdperson camera.", FCVAR_CHEAT ); |
|
static ConCommand firstperson( "firstperson", ::CAM_ToFirstPerson, "Switch to firstperson camera." ); |
|
#endif |
|
static ConCommand camortho( "camortho", ::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 ) |
|
{ |
|
m_CameraIsOrthographic = false; |
|
} |