diff options
| author | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:31:46 -0800 |
|---|---|---|
| committer | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:46:31 -0800 |
| commit | f56bb35301836e56582a575a75864392a0177875 (patch) | |
| tree | de61ddd39de3e7df52759711950b4c288592f0dc /mp/src/game/client/in_camera.cpp | |
| parent | Mark some more files as text. (diff) | |
| download | source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.tar.xz source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.zip | |
Fix line endings. WHAMMY.
Diffstat (limited to 'mp/src/game/client/in_camera.cpp')
| -rw-r--r-- | mp/src/game/client/in_camera.cpp | 1862 |
1 files changed, 931 insertions, 931 deletions
diff --git a/mp/src/game/client/in_camera.cpp b/mp/src/game/client/in_camera.cpp index ba949507..aa010732 100644 --- a/mp/src/game/client/in_camera.cpp +++ b/mp/src/game/client/in_camera.cpp @@ -1,932 +1,932 @@ -//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose:
-//
-// $NoKeywords: $
-//=============================================================================//
-
-
-#include "cbase.h"
-#include "hud.h"
-#include "kbutton.h"
-#include "input.h"
-
-#include <vgui/IInput.h>
-#include "vgui_controls/Controls.h"
-#include "tier0/vprof.h"
-#include "debugoverlay_shared.h"
-#include "cam_thirdperson.h"
-
-// memdbgon must be the last include file in a .cpp file!!!
-#include "tier0/memdbgon.h"
-
-//-------------------------------------------------- Global Variables
-
-static ConVar cam_command( "cam_command", "0", FCVAR_CHEAT | FCVAR_CHEAT); // tells camera to go to thirdperson
-static ConVar cam_snapto( "cam_snapto", "0", FCVAR_ARCHIVE | FCVAR_CHEAT); // snap to thirdperson view
-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" );
-static ConVar cam_idealdelta( "cam_idealdelta", "4.0", FCVAR_ARCHIVE| FCVAR_CHEAT, "Controls the speed when matching offset to ideal angles in thirdperson view" );
-ConVar cam_idealyaw( "cam_idealyaw", "0", FCVAR_ARCHIVE| FCVAR_CHEAT ); // thirdperson yaw
-ConVar cam_idealpitch( "cam_idealpitch", "0", FCVAR_ARCHIVE | FCVAR_CHEAT ); // thirperson pitch
-ConVar cam_idealdist( "cam_idealdist", "150", FCVAR_ARCHIVE | FCVAR_CHEAT ); // thirdperson distance
-ConVar cam_idealdistright( "cam_idealdistright", "0", FCVAR_ARCHIVE | FCVAR_CHEAT ); // thirdperson distance
-ConVar cam_idealdistup( "cam_idealdistup", "0", FCVAR_ARCHIVE | FCVAR_CHEAT ); // thirdperson distance
-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." );
-static ConVar cam_showangles( "cam_showangles", "0", FCVAR_CHEAT, "When in thirdperson, print viewangles/idealangles/cameraoffsets to the console." );
-static ConVar c_maxpitch( "c_maxpitch", "90", FCVAR_ARCHIVE| FCVAR_CHEAT );
-static ConVar c_minpitch( "c_minpitch", "0", FCVAR_ARCHIVE| FCVAR_CHEAT );
-static ConVar c_maxyaw( "c_maxyaw", "135", FCVAR_ARCHIVE | FCVAR_CHEAT);
-static ConVar c_minyaw( "c_minyaw", "-135", FCVAR_ARCHIVE| FCVAR_CHEAT );
-static ConVar c_maxdistance( "c_maxdistance", "200", FCVAR_ARCHIVE| FCVAR_CHEAT );
-static ConVar c_mindistance( "c_mindistance", "30", FCVAR_ARCHIVE| FCVAR_CHEAT );
-static ConVar c_orthowidth( "c_orthowidth", "100", FCVAR_ARCHIVE| FCVAR_CHEAT );
-static ConVar c_orthoheight( "c_orthoheight", "100", FCVAR_ARCHIVE | FCVAR_CHEAT );
-
-static kbutton_t cam_pitchup, cam_pitchdown, cam_yawleft, cam_yawright;
-static kbutton_t cam_in, cam_out; // -- "cam_move" is unused
-
-extern ConVar cl_thirdperson;
-
-
-// API Wrappers
-
-/*
-==============================
-CAM_ToThirdPerson
-
-==============================
-*/
-void CAM_ToThirdPerson(void)
-{
- if ( cl_thirdperson.GetBool() == false )
- {
- g_ThirdPersonManager.SetOverridingThirdPerson( true );
- }
-
- input->CAM_ToThirdPerson();
-
- // Let the local player know
- C_BasePlayer *localPlayer = C_BasePlayer::GetLocalPlayer();
- if ( localPlayer )
- {
- localPlayer->ThirdPersonSwitch( true );
- }
-}
-
-/*
-==============================
-CAM_ToThirdPerson_MayaMode
-
-==============================
-*/
-static bool & Is_CAM_ThirdPerson_MayaMode(void)
-{
- static bool s_b_CAM_ThirdPerson_MayaMode = false;
- return s_b_CAM_ThirdPerson_MayaMode;
-}
-void CAM_ToThirdPerson_MayaMode(void)
-{
- bool &rb = Is_CAM_ThirdPerson_MayaMode();
- rb = !rb;
-}
-
-/*
-==============================
-CAM_ToFirstPerson
-
-==============================
-*/
-void CAM_ToFirstPerson(void)
-{
- C_BasePlayer *localPlayer = C_BasePlayer::GetLocalPlayer();
- if ( localPlayer && !localPlayer->CanUseFirstPersonCommand() )
- return;
-
- if ( cl_thirdperson.GetBool() == false )
- {
- g_ThirdPersonManager.SetOverridingThirdPerson( false );
- }
-
- input->CAM_ToFirstPerson();
-
- // Let the local player know
- if ( localPlayer )
- {
- localPlayer->ThirdPersonSwitch( false );
- }
-}
-
-/*
-==============================
-CAM_ToOrthographic
-
-==============================
-*/
-void CAM_ToOrthographic(void)
-{
- input->CAM_ToOrthographic();
-}
-
-/*
-==============================
-CAM_StartMouseMove
-
-==============================
-*/
-void CAM_StartMouseMove( void )
-{
- input->CAM_StartMouseMove();
-}
-
-/*
-==============================
-CAM_EndMouseMove
-
-==============================
-*/
-void CAM_EndMouseMove( void )
-{
- input->CAM_EndMouseMove();
-}
-
-/*
-==============================
-CAM_StartDistance
-
-==============================
-*/
-void CAM_StartDistance( void )
-{
- input->CAM_StartDistance();
-}
-
-/*
-==============================
-CAM_EndDistance
-
-==============================
-*/
-void CAM_EndDistance( void )
-{
- input->CAM_EndDistance();
-}
-
-/*
-==============================
-CAM_ToggleSnapto
-
-==============================
-*/
-void CAM_ToggleSnapto( void )
-{
- cam_snapto.SetValue( !cam_snapto.GetInt() );
-}
-
-
-/*
-==============================
-MoveToward
-
-==============================
-*/
-float MoveToward( float cur, float goal, float lag )
-{
- if( cur != goal )
- {
- if( abs( cur - goal ) > 180.0 )
- {
- if( cur < goal )
- cur += 360.0;
- else
- cur -= 360.0;
- }
-
- if( cur < goal )
- {
- if( cur < goal - 1.0 )
- cur += ( goal - cur ) / lag;
- else
- cur = goal;
- }
- else
- {
- if( cur > goal + 1.0 )
- cur -= ( cur - goal ) / lag;
- else
- cur = goal;
- }
- }
-
-
- // bring cur back into range
- if( cur < 0 )
- cur += 360.0;
- else if( cur >= 360 )
- cur -= 360;
-
- return cur;
-}
-
-/*
-==============================
-CAM_Think
-
-==============================
-*/
-void CInput::CAM_Think( void )
-{
- VPROF("CAM_Think");
- //
- if ( m_pCameraThirdData )
- {
- return CAM_CameraThirdThink();
- }
-
- Vector idealAngles;
- Vector camOffset;
- float flSensitivity;
- QAngle viewangles;
-
- switch( cam_command.GetInt() )
- {
- case CAM_COMMAND_TOTHIRDPERSON:
- CAM_ToThirdPerson();
- break;
-
- case CAM_COMMAND_TOFIRSTPERSON:
- CAM_ToFirstPerson();
- break;
-
- case CAM_COMMAND_NONE:
- default:
- break;
- }
-
- g_ThirdPersonManager.Update();
-
- if( !m_fCameraInThirdPerson )
- return;
-
- // In Maya-mode
- if ( Is_CAM_ThirdPerson_MayaMode() )
- {
- // Unless explicitly moving the camera, don't move it
- m_fCameraInterceptingMouse = m_fCameraMovingWithMouse =
- vgui::input()->IsKeyDown( KEY_LALT ) || vgui::input()->IsKeyDown( KEY_RALT );
- if ( !m_fCameraMovingWithMouse )
- return;
-
- // Zero-out camera-control kbutton_t structures
- memset( &cam_pitchup, 0, sizeof( cam_pitchup ) );
- memset( &cam_pitchdown, 0, sizeof( cam_pitchdown ) );
- memset( &cam_yawleft, 0, sizeof( cam_yawleft ) );
- memset( &cam_yawright, 0, sizeof( cam_yawright ) );
- memset( &cam_in, 0, sizeof( cam_in ) );
- memset( &cam_out, 0, sizeof( cam_out ) );
-
- // Unless left or right mouse button is down, don't do anything
-#ifndef _XBOX
- if ( /* Left+Middle Button Down */ vgui::input()->IsMouseDown( MOUSE_LEFT ) && vgui::input()->IsMouseDown( MOUSE_MIDDLE ) )
- {
- // Do only zoom in/out camera adjustment
- m_fCameraDistanceMove = true;
- }
- else if ( /* Left Button Down */ vgui::input()->IsMouseDown( MOUSE_LEFT ) )
- {
- // Do only rotational camera movement
- m_fCameraDistanceMove = false;
- }
- else if ( /* Right Button Down */ vgui::input()->IsMouseDown( MOUSE_RIGHT ) )
- {
- // Do only zoom in/out camera adjustment
- m_fCameraDistanceMove = true;
- }
- else
- {
- // Neither left or right buttons down, don't do anything
- ResetMouse();
- return;
- }
-#endif
- }
-
- idealAngles[ PITCH ] = cam_idealpitch.GetFloat();
- idealAngles[ YAW ] = cam_idealyaw.GetFloat();
- idealAngles[ DIST ] = cam_idealdist.GetFloat();
-
- //
- //movement of the camera with the mouse
- //
- if ( m_fCameraMovingWithMouse )
- {
- int cpx, cpy;
-#ifndef _XBOX
- //get windows cursor position
- GetMousePos (cpx, cpy);
-#else
- //xboxfixme
- cpx = cpy = 0;
-#endif
-
- m_nCameraX = cpx;
- m_nCameraY = cpy;
-
- //check for X delta values and adjust accordingly
- //eventually adjust YAW based on amount of movement
- //don't do any movement of the cam using YAW/PITCH if we are zooming in/out the camera
- if (!m_fCameraDistanceMove)
- {
- int x, y;
- GetWindowCenter( x, y );
-
- //keep the camera within certain limits around the player (ie avoid certain bad viewing angles)
- if (m_nCameraX>x)
- {
- //if ((idealAngles[YAW]>=225.0)||(idealAngles[YAW]<135.0))
- if (idealAngles[YAW]<c_maxyaw.GetFloat())
- {
- idealAngles[ YAW ] += (CAM_ANGLE_MOVE)*((m_nCameraX-x)/2);
- }
- if (idealAngles[YAW]>c_maxyaw.GetFloat())
- {
-
- idealAngles[YAW]=c_maxyaw.GetFloat();
- }
- }
- else if (m_nCameraX<x)
- {
- //if ((idealAngles[YAW]<=135.0)||(idealAngles[YAW]>225.0))
- if (idealAngles[YAW]>c_minyaw.GetFloat())
- {
- idealAngles[ YAW ] -= (CAM_ANGLE_MOVE)* ((x-m_nCameraX)/2);
-
- }
- if (idealAngles[YAW]<c_minyaw.GetFloat())
- {
- idealAngles[YAW]=c_minyaw.GetFloat();
-
- }
- }
-
- //check for y delta values and adjust accordingly
- //eventually adjust PITCH based on amount of movement
- //also make sure camera is within bounds
- if (m_nCameraY > y)
- {
- if(idealAngles[PITCH]<c_maxpitch.GetFloat())
- {
- idealAngles[PITCH] +=(CAM_ANGLE_MOVE)* ((m_nCameraY-y)/2);
- }
- if (idealAngles[PITCH]>c_maxpitch.GetFloat())
- {
- idealAngles[PITCH]=c_maxpitch.GetFloat();
- }
- }
- else if (m_nCameraY<y)
- {
- if (idealAngles[PITCH]>c_minpitch.GetFloat())
- {
- idealAngles[PITCH] -= (CAM_ANGLE_MOVE)*((y-m_nCameraY)/2);
- }
- if (idealAngles[PITCH]<c_minpitch.GetFloat())
- {
- idealAngles[PITCH]=c_minpitch.GetFloat();
- }
- }
-
- //set old mouse coordinates to current mouse coordinates
- //since we are done with the mouse
-
- if ( ( flSensitivity = gHUD.GetSensitivity() ) != 0 )
- {
- m_nCameraOldX=m_nCameraX*flSensitivity;
- m_nCameraOldY=m_nCameraY*flSensitivity;
- }
- else
- {
- m_nCameraOldX=m_nCameraX;
- m_nCameraOldY=m_nCameraY;
- }
-#ifndef _XBOX
- ResetMouse();
-#endif
- }
- }
-
- //Nathan code here
- if( input->KeyState( &cam_pitchup ) )
- idealAngles[ PITCH ] += cam_idealdelta.GetFloat();
- else if( input->KeyState( &cam_pitchdown ) )
- idealAngles[ PITCH ] -= cam_idealdelta.GetFloat();
-
- if( input->KeyState( &cam_yawleft ) )
- idealAngles[ YAW ] -= cam_idealdelta.GetFloat();
- else if( input->KeyState( &cam_yawright ) )
- idealAngles[ YAW ] += cam_idealdelta.GetFloat();
-
- if( input->KeyState( &cam_in ) )
- {
- idealAngles[ DIST ] -= 2*cam_idealdelta.GetFloat();
- if( idealAngles[ DIST ] < CAM_MIN_DIST )
- {
- // If we go back into first person, reset the angle
- idealAngles[ PITCH ] = 0;
- idealAngles[ YAW ] = 0;
- idealAngles[ DIST ] = CAM_MIN_DIST;
- }
-
- }
- else if( input->KeyState( &cam_out ) )
- idealAngles[ DIST ] += 2*cam_idealdelta.GetFloat();
-
- if (m_fCameraDistanceMove)
- {
- int x, y;
- GetWindowCenter( x, y );
-
- if (m_nCameraY>y)
- {
- if(idealAngles[ DIST ]<c_maxdistance.GetFloat())
- {
- idealAngles[ DIST ] +=cam_idealdelta.GetFloat() * ((m_nCameraY-y)/2);
- }
- if (idealAngles[ DIST ]>c_maxdistance.GetFloat())
- {
- idealAngles[ DIST ]=c_maxdistance.GetFloat();
- }
- }
- else if (m_nCameraY<y)
- {
- if (idealAngles[ DIST ]>c_mindistance.GetFloat())
- {
- idealAngles[ DIST ] -= (cam_idealdelta.GetFloat())*((y-m_nCameraY)/2);
- }
- if (idealAngles[ DIST ]<c_mindistance.GetFloat())
- {
- idealAngles[ DIST ]=c_mindistance.GetFloat();
- }
- }
- //set old mouse coordinates to current mouse coordinates
- //since we are done with the mouse
- m_nCameraOldX=m_nCameraX*gHUD.GetSensitivity();
- m_nCameraOldY=m_nCameraY*gHUD.GetSensitivity();
-#ifndef _XBOX
- ResetMouse();
-#endif
- }
-
- // Obtain engine view angles and if they popped while the camera was static,
- // fix the camera angles as well
- engine->GetViewAngles( viewangles );
- static QAngle s_oldAngles = viewangles;
- if ( Is_CAM_ThirdPerson_MayaMode() && ( s_oldAngles != viewangles ) )
- {
- idealAngles[ PITCH ] += s_oldAngles[ PITCH ] - viewangles[ PITCH ];
- idealAngles[ YAW ] += s_oldAngles[ YAW ] - viewangles[ YAW ];
- s_oldAngles = viewangles;
- }
-
- // bring the pitch values back into a range that MoveToward can handle
- 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( g_ThirdPersonManager.GetCameraOffsetAngles(), 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( camOffset[ YAW ], 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() )
- {
- QAngle desiredCamAngles = QAngle( camOffset[ PITCH ], camOffset[ YAW ], camOffset[ DIST ] );
-
- if ( g_ThirdPersonManager.IsOverridingThirdPerson() == false )
- {
- desiredCamAngles = viewangles;
- }
-
- g_ThirdPersonManager.PositionCamera( C_BasePlayer::GetLocalPlayer(), desiredCamAngles );
- }
-
- 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", g_ThirdPersonManager.GetCameraOffsetAngles()[ PITCH ], g_ThirdPersonManager.GetCameraOffsetAngles()[ YAW ], g_ThirdPersonManager.GetCameraOffsetAngles()[ DIST ], "camera offset" );
- }
-
- g_ThirdPersonManager.SetCameraOffsetAngles( camOffset );
-}
-
-//------------------------------------------------------------------------------
-// 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 )
-{
- 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;
+//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +// $NoKeywords: $ +//=============================================================================// + + +#include "cbase.h" +#include "hud.h" +#include "kbutton.h" +#include "input.h" + +#include <vgui/IInput.h> +#include "vgui_controls/Controls.h" +#include "tier0/vprof.h" +#include "debugoverlay_shared.h" +#include "cam_thirdperson.h" + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + +//-------------------------------------------------- Global Variables + +static ConVar cam_command( "cam_command", "0", FCVAR_CHEAT | FCVAR_CHEAT); // tells camera to go to thirdperson +static ConVar cam_snapto( "cam_snapto", "0", FCVAR_ARCHIVE | FCVAR_CHEAT); // snap to thirdperson view +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" ); +static ConVar cam_idealdelta( "cam_idealdelta", "4.0", FCVAR_ARCHIVE| FCVAR_CHEAT, "Controls the speed when matching offset to ideal angles in thirdperson view" ); +ConVar cam_idealyaw( "cam_idealyaw", "0", FCVAR_ARCHIVE| FCVAR_CHEAT ); // thirdperson yaw +ConVar cam_idealpitch( "cam_idealpitch", "0", FCVAR_ARCHIVE | FCVAR_CHEAT ); // thirperson pitch +ConVar cam_idealdist( "cam_idealdist", "150", FCVAR_ARCHIVE | FCVAR_CHEAT ); // thirdperson distance +ConVar cam_idealdistright( "cam_idealdistright", "0", FCVAR_ARCHIVE | FCVAR_CHEAT ); // thirdperson distance +ConVar cam_idealdistup( "cam_idealdistup", "0", FCVAR_ARCHIVE | FCVAR_CHEAT ); // thirdperson distance +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." ); +static ConVar cam_showangles( "cam_showangles", "0", FCVAR_CHEAT, "When in thirdperson, print viewangles/idealangles/cameraoffsets to the console." ); +static ConVar c_maxpitch( "c_maxpitch", "90", FCVAR_ARCHIVE| FCVAR_CHEAT ); +static ConVar c_minpitch( "c_minpitch", "0", FCVAR_ARCHIVE| FCVAR_CHEAT ); +static ConVar c_maxyaw( "c_maxyaw", "135", FCVAR_ARCHIVE | FCVAR_CHEAT); +static ConVar c_minyaw( "c_minyaw", "-135", FCVAR_ARCHIVE| FCVAR_CHEAT ); +static ConVar c_maxdistance( "c_maxdistance", "200", FCVAR_ARCHIVE| FCVAR_CHEAT ); +static ConVar c_mindistance( "c_mindistance", "30", FCVAR_ARCHIVE| FCVAR_CHEAT ); +static ConVar c_orthowidth( "c_orthowidth", "100", FCVAR_ARCHIVE| FCVAR_CHEAT ); +static ConVar c_orthoheight( "c_orthoheight", "100", FCVAR_ARCHIVE | FCVAR_CHEAT ); + +static kbutton_t cam_pitchup, cam_pitchdown, cam_yawleft, cam_yawright; +static kbutton_t cam_in, cam_out; // -- "cam_move" is unused + +extern ConVar cl_thirdperson; + + +// API Wrappers + +/* +============================== +CAM_ToThirdPerson + +============================== +*/ +void CAM_ToThirdPerson(void) +{ + if ( cl_thirdperson.GetBool() == false ) + { + g_ThirdPersonManager.SetOverridingThirdPerson( true ); + } + + input->CAM_ToThirdPerson(); + + // Let the local player know + C_BasePlayer *localPlayer = C_BasePlayer::GetLocalPlayer(); + if ( localPlayer ) + { + localPlayer->ThirdPersonSwitch( true ); + } +} + +/* +============================== +CAM_ToThirdPerson_MayaMode + +============================== +*/ +static bool & Is_CAM_ThirdPerson_MayaMode(void) +{ + static bool s_b_CAM_ThirdPerson_MayaMode = false; + return s_b_CAM_ThirdPerson_MayaMode; +} +void CAM_ToThirdPerson_MayaMode(void) +{ + bool &rb = Is_CAM_ThirdPerson_MayaMode(); + rb = !rb; +} + +/* +============================== +CAM_ToFirstPerson + +============================== +*/ +void CAM_ToFirstPerson(void) +{ + C_BasePlayer *localPlayer = C_BasePlayer::GetLocalPlayer(); + if ( localPlayer && !localPlayer->CanUseFirstPersonCommand() ) + return; + + if ( cl_thirdperson.GetBool() == false ) + { + g_ThirdPersonManager.SetOverridingThirdPerson( false ); + } + + input->CAM_ToFirstPerson(); + + // Let the local player know + if ( localPlayer ) + { + localPlayer->ThirdPersonSwitch( false ); + } +} + +/* +============================== +CAM_ToOrthographic + +============================== +*/ +void CAM_ToOrthographic(void) +{ + input->CAM_ToOrthographic(); +} + +/* +============================== +CAM_StartMouseMove + +============================== +*/ +void CAM_StartMouseMove( void ) +{ + input->CAM_StartMouseMove(); +} + +/* +============================== +CAM_EndMouseMove + +============================== +*/ +void CAM_EndMouseMove( void ) +{ + input->CAM_EndMouseMove(); +} + +/* +============================== +CAM_StartDistance + +============================== +*/ +void CAM_StartDistance( void ) +{ + input->CAM_StartDistance(); +} + +/* +============================== +CAM_EndDistance + +============================== +*/ +void CAM_EndDistance( void ) +{ + input->CAM_EndDistance(); +} + +/* +============================== +CAM_ToggleSnapto + +============================== +*/ +void CAM_ToggleSnapto( void ) +{ + cam_snapto.SetValue( !cam_snapto.GetInt() ); +} + + +/* +============================== +MoveToward + +============================== +*/ +float MoveToward( float cur, float goal, float lag ) +{ + if( cur != goal ) + { + if( abs( cur - goal ) > 180.0 ) + { + if( cur < goal ) + cur += 360.0; + else + cur -= 360.0; + } + + if( cur < goal ) + { + if( cur < goal - 1.0 ) + cur += ( goal - cur ) / lag; + else + cur = goal; + } + else + { + if( cur > goal + 1.0 ) + cur -= ( cur - goal ) / lag; + else + cur = goal; + } + } + + + // bring cur back into range + if( cur < 0 ) + cur += 360.0; + else if( cur >= 360 ) + cur -= 360; + + return cur; +} + +/* +============================== +CAM_Think + +============================== +*/ +void CInput::CAM_Think( void ) +{ + VPROF("CAM_Think"); + // + if ( m_pCameraThirdData ) + { + return CAM_CameraThirdThink(); + } + + Vector idealAngles; + Vector camOffset; + float flSensitivity; + QAngle viewangles; + + switch( cam_command.GetInt() ) + { + case CAM_COMMAND_TOTHIRDPERSON: + CAM_ToThirdPerson(); + break; + + case CAM_COMMAND_TOFIRSTPERSON: + CAM_ToFirstPerson(); + break; + + case CAM_COMMAND_NONE: + default: + break; + } + + g_ThirdPersonManager.Update(); + + if( !m_fCameraInThirdPerson ) + return; + + // In Maya-mode + if ( Is_CAM_ThirdPerson_MayaMode() ) + { + // Unless explicitly moving the camera, don't move it + m_fCameraInterceptingMouse = m_fCameraMovingWithMouse = + vgui::input()->IsKeyDown( KEY_LALT ) || vgui::input()->IsKeyDown( KEY_RALT ); + if ( !m_fCameraMovingWithMouse ) + return; + + // Zero-out camera-control kbutton_t structures + memset( &cam_pitchup, 0, sizeof( cam_pitchup ) ); + memset( &cam_pitchdown, 0, sizeof( cam_pitchdown ) ); + memset( &cam_yawleft, 0, sizeof( cam_yawleft ) ); + memset( &cam_yawright, 0, sizeof( cam_yawright ) ); + memset( &cam_in, 0, sizeof( cam_in ) ); + memset( &cam_out, 0, sizeof( cam_out ) ); + + // Unless left or right mouse button is down, don't do anything +#ifndef _XBOX + if ( /* Left+Middle Button Down */ vgui::input()->IsMouseDown( MOUSE_LEFT ) && vgui::input()->IsMouseDown( MOUSE_MIDDLE ) ) + { + // Do only zoom in/out camera adjustment + m_fCameraDistanceMove = true; + } + else if ( /* Left Button Down */ vgui::input()->IsMouseDown( MOUSE_LEFT ) ) + { + // Do only rotational camera movement + m_fCameraDistanceMove = false; + } + else if ( /* Right Button Down */ vgui::input()->IsMouseDown( MOUSE_RIGHT ) ) + { + // Do only zoom in/out camera adjustment + m_fCameraDistanceMove = true; + } + else + { + // Neither left or right buttons down, don't do anything + ResetMouse(); + return; + } +#endif + } + + idealAngles[ PITCH ] = cam_idealpitch.GetFloat(); + idealAngles[ YAW ] = cam_idealyaw.GetFloat(); + idealAngles[ DIST ] = cam_idealdist.GetFloat(); + + // + //movement of the camera with the mouse + // + if ( m_fCameraMovingWithMouse ) + { + int cpx, cpy; +#ifndef _XBOX + //get windows cursor position + GetMousePos (cpx, cpy); +#else + //xboxfixme + cpx = cpy = 0; +#endif + + m_nCameraX = cpx; + m_nCameraY = cpy; + + //check for X delta values and adjust accordingly + //eventually adjust YAW based on amount of movement + //don't do any movement of the cam using YAW/PITCH if we are zooming in/out the camera + if (!m_fCameraDistanceMove) + { + int x, y; + GetWindowCenter( x, y ); + + //keep the camera within certain limits around the player (ie avoid certain bad viewing angles) + if (m_nCameraX>x) + { + //if ((idealAngles[YAW]>=225.0)||(idealAngles[YAW]<135.0)) + if (idealAngles[YAW]<c_maxyaw.GetFloat()) + { + idealAngles[ YAW ] += (CAM_ANGLE_MOVE)*((m_nCameraX-x)/2); + } + if (idealAngles[YAW]>c_maxyaw.GetFloat()) + { + + idealAngles[YAW]=c_maxyaw.GetFloat(); + } + } + else if (m_nCameraX<x) + { + //if ((idealAngles[YAW]<=135.0)||(idealAngles[YAW]>225.0)) + if (idealAngles[YAW]>c_minyaw.GetFloat()) + { + idealAngles[ YAW ] -= (CAM_ANGLE_MOVE)* ((x-m_nCameraX)/2); + + } + if (idealAngles[YAW]<c_minyaw.GetFloat()) + { + idealAngles[YAW]=c_minyaw.GetFloat(); + + } + } + + //check for y delta values and adjust accordingly + //eventually adjust PITCH based on amount of movement + //also make sure camera is within bounds + if (m_nCameraY > y) + { + if(idealAngles[PITCH]<c_maxpitch.GetFloat()) + { + idealAngles[PITCH] +=(CAM_ANGLE_MOVE)* ((m_nCameraY-y)/2); + } + if (idealAngles[PITCH]>c_maxpitch.GetFloat()) + { + idealAngles[PITCH]=c_maxpitch.GetFloat(); + } + } + else if (m_nCameraY<y) + { + if (idealAngles[PITCH]>c_minpitch.GetFloat()) + { + idealAngles[PITCH] -= (CAM_ANGLE_MOVE)*((y-m_nCameraY)/2); + } + if (idealAngles[PITCH]<c_minpitch.GetFloat()) + { + idealAngles[PITCH]=c_minpitch.GetFloat(); + } + } + + //set old mouse coordinates to current mouse coordinates + //since we are done with the mouse + + if ( ( flSensitivity = gHUD.GetSensitivity() ) != 0 ) + { + m_nCameraOldX=m_nCameraX*flSensitivity; + m_nCameraOldY=m_nCameraY*flSensitivity; + } + else + { + m_nCameraOldX=m_nCameraX; + m_nCameraOldY=m_nCameraY; + } +#ifndef _XBOX + ResetMouse(); +#endif + } + } + + //Nathan code here + if( input->KeyState( &cam_pitchup ) ) + idealAngles[ PITCH ] += cam_idealdelta.GetFloat(); + else if( input->KeyState( &cam_pitchdown ) ) + idealAngles[ PITCH ] -= cam_idealdelta.GetFloat(); + + if( input->KeyState( &cam_yawleft ) ) + idealAngles[ YAW ] -= cam_idealdelta.GetFloat(); + else if( input->KeyState( &cam_yawright ) ) + idealAngles[ YAW ] += cam_idealdelta.GetFloat(); + + if( input->KeyState( &cam_in ) ) + { + idealAngles[ DIST ] -= 2*cam_idealdelta.GetFloat(); + if( idealAngles[ DIST ] < CAM_MIN_DIST ) + { + // If we go back into first person, reset the angle + idealAngles[ PITCH ] = 0; + idealAngles[ YAW ] = 0; + idealAngles[ DIST ] = CAM_MIN_DIST; + } + + } + else if( input->KeyState( &cam_out ) ) + idealAngles[ DIST ] += 2*cam_idealdelta.GetFloat(); + + if (m_fCameraDistanceMove) + { + int x, y; + GetWindowCenter( x, y ); + + if (m_nCameraY>y) + { + if(idealAngles[ DIST ]<c_maxdistance.GetFloat()) + { + idealAngles[ DIST ] +=cam_idealdelta.GetFloat() * ((m_nCameraY-y)/2); + } + if (idealAngles[ DIST ]>c_maxdistance.GetFloat()) + { + idealAngles[ DIST ]=c_maxdistance.GetFloat(); + } + } + else if (m_nCameraY<y) + { + if (idealAngles[ DIST ]>c_mindistance.GetFloat()) + { + idealAngles[ DIST ] -= (cam_idealdelta.GetFloat())*((y-m_nCameraY)/2); + } + if (idealAngles[ DIST ]<c_mindistance.GetFloat()) + { + idealAngles[ DIST ]=c_mindistance.GetFloat(); + } + } + //set old mouse coordinates to current mouse coordinates + //since we are done with the mouse + m_nCameraOldX=m_nCameraX*gHUD.GetSensitivity(); + m_nCameraOldY=m_nCameraY*gHUD.GetSensitivity(); +#ifndef _XBOX + ResetMouse(); +#endif + } + + // Obtain engine view angles and if they popped while the camera was static, + // fix the camera angles as well + engine->GetViewAngles( viewangles ); + static QAngle s_oldAngles = viewangles; + if ( Is_CAM_ThirdPerson_MayaMode() && ( s_oldAngles != viewangles ) ) + { + idealAngles[ PITCH ] += s_oldAngles[ PITCH ] - viewangles[ PITCH ]; + idealAngles[ YAW ] += s_oldAngles[ YAW ] - viewangles[ YAW ]; + s_oldAngles = viewangles; + } + + // bring the pitch values back into a range that MoveToward can handle + 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( g_ThirdPersonManager.GetCameraOffsetAngles(), 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( camOffset[ YAW ], 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() ) + { + QAngle desiredCamAngles = QAngle( camOffset[ PITCH ], camOffset[ YAW ], camOffset[ DIST ] ); + + if ( g_ThirdPersonManager.IsOverridingThirdPerson() == false ) + { + desiredCamAngles = viewangles; + } + + g_ThirdPersonManager.PositionCamera( C_BasePlayer::GetLocalPlayer(), desiredCamAngles ); + } + + 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", g_ThirdPersonManager.GetCameraOffsetAngles()[ PITCH ], g_ThirdPersonManager.GetCameraOffsetAngles()[ YAW ], g_ThirdPersonManager.GetCameraOffsetAngles()[ DIST ], "camera offset" ); + } + + g_ThirdPersonManager.SetCameraOffsetAngles( camOffset ); +} + +//------------------------------------------------------------------------------ +// 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 ) +{ + 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; }
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