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https://github.com/alliedmodders/hl2sdk.git
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199 lines
6.9 KiB
C++
199 lines
6.9 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Mirrors the movement of a camera about a given point.
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//
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//=============================================================================//
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#include "cbase.h"
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#include "baseentity.h"
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#include "modelentities.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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//////////////////////////////////////////////////////////////////////////
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// CLogicMirrorMovement
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// This will record the vector offset of an entity's center from a given reference point
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// (most likely the center of a mirror or portal) and place an entity (most likely a point camera)
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// at a the same offset, mirrored about the reference point and orientation.
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//////////////////////////////////////////////////////////////////////////
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class CLogicMirrorMovement : public CLogicalEntity
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{
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DECLARE_DATADESC();
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DECLARE_CLASS( CLogicMirrorMovement, CLogicalEntity );
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private:
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void SetMirrorTarget( const char *pName ); // Set entity to watch and mirror (ex. the player)
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void SetTarget( const char *pName ); // Set entity to move based on the Mirror Target entity (ex. a point_camera)
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void SetMirrorRelative( const char* pName ); // Set the point about which to measure an offset to orient based upon (ex. portal 1)
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void SetRemoteTarget ( const char *pName ); // Entity's orientation/location from which to offset the movement target (ex. portal 2)
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void SetDrawingSurface ( const char *pName );
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void InputSetMirrorTarget( inputdata_t &inputdata );
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void InputSetTarget( inputdata_t &inputdata );
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void InputSetRemoteTarget ( inputdata_t &inputdata );
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void InputSetMirrorRelative ( inputdata_t &inputdata );
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void Think();
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virtual void Activate();
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string_t m_strMirrorTarget;
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string_t m_strRemoteTarget;
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string_t m_strMirrorRelative;
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EHANDLE m_hRemoteTarget;
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EHANDLE m_hMirrorTarget;
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EHANDLE m_hMovementTarget;
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EHANDLE m_hMirrorRelative;
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};
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LINK_ENTITY_TO_CLASS( logic_mirror_movement, CLogicMirrorMovement );
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BEGIN_DATADESC( CLogicMirrorMovement )
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DEFINE_KEYFIELD( m_strMirrorTarget, FIELD_STRING, "MirrorTarget" ),
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DEFINE_KEYFIELD( m_strRemoteTarget, FIELD_STRING, "RemoteTarget" ),
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DEFINE_KEYFIELD( m_strMirrorRelative, FIELD_STRING, "MirrorRelative" ),
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DEFINE_FIELD( m_hMirrorTarget, FIELD_EHANDLE ),
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DEFINE_FIELD( m_hMovementTarget, FIELD_EHANDLE ),
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DEFINE_FIELD( m_hRemoteTarget, FIELD_EHANDLE ),
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DEFINE_FIELD( m_hMirrorRelative, FIELD_EHANDLE ),
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DEFINE_INPUTFUNC( FIELD_STRING, "SetMirrorTarget", InputSetMirrorTarget ),
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DEFINE_INPUTFUNC( FIELD_STRING, "SetTarget", InputSetTarget ),
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DEFINE_INPUTFUNC( FIELD_STRING, "SetRemoteTarget", InputSetRemoteTarget ),
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DEFINE_INPUTFUNC( FIELD_STRING, "SetMirrorRelative", InputSetMirrorRelative ),
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DEFINE_THINKFUNC( Think ),
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END_DATADESC()
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void CLogicMirrorMovement::Activate()
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{
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BaseClass::Activate();
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SetMirrorTarget( STRING(m_strMirrorTarget) );
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SetTarget( STRING(m_target) );
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SetRemoteTarget( STRING(m_strRemoteTarget ) );
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SetMirrorRelative( STRING( m_strMirrorRelative) );
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SetThink( &CLogicMirrorMovement::Think );
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SetNextThink( gpGlobals->curtime + TICK_INTERVAL );
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}
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void CLogicMirrorMovement::SetMirrorTarget( const char *pName )
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{
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m_hMirrorTarget = gEntList.FindEntityByName( NULL, pName );
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if ( !m_hMirrorTarget )
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{
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if ( Q_strnicmp( STRING(m_strMirrorTarget), "!player", 8 ) )
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{
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Warning("logic_mirror_movement: Unable to find mirror target entity %s\n", pName );
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}
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}
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}
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void CLogicMirrorMovement::SetTarget( const char *pName )
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{
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m_hMovementTarget = gEntList.FindEntityByName( NULL, pName );
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if ( !m_hMovementTarget )
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{
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Warning("logic_mirror_movement: Unable to find movement target entity %s\n", pName );
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}
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}
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void CLogicMirrorMovement::SetRemoteTarget(const char *pName )
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{
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m_hRemoteTarget = gEntList.FindEntityByName( NULL, pName );
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if ( !m_hRemoteTarget )
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{
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Warning("logic_mirror_movement: Unable to find remote target entity %s\n", pName );
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}
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}
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void CLogicMirrorMovement::SetMirrorRelative(const char* pName )
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{
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m_hMirrorRelative = gEntList.FindEntityByName( NULL, pName );
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if ( !m_hMirrorRelative )
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{
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Warning("logic_mirror_movement: Unable to find mirror relative entity %s\n", pName );
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}
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}
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void CLogicMirrorMovement::InputSetMirrorTarget( inputdata_t &inputdata )
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{
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m_strMirrorTarget = AllocPooledString( inputdata.value.String() );
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SetMirrorTarget( inputdata.value.String() );
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}
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void CLogicMirrorMovement::InputSetTarget( inputdata_t &inputdata )
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{
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m_target = AllocPooledString( inputdata.value.String() );
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SetTarget( inputdata.value.String() );
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}
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void CLogicMirrorMovement::InputSetRemoteTarget(inputdata_t &inputdata )
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{
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m_strRemoteTarget = AllocPooledString( inputdata.value.String() );
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SetRemoteTarget( inputdata.value.String() );
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}
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void CLogicMirrorMovement::InputSetMirrorRelative(inputdata_t &inputdata )
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{
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m_strMirrorRelative = AllocPooledString ( inputdata.value.String() );
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SetMirrorRelative( inputdata.value.String() );
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}
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void CLogicMirrorMovement::Think()
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{
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// Attempt to get the player's handle because it didn't exist at Activate time
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if ( !m_hMirrorTarget.Get() )
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{
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// If we will never find a target, we don't have a use... shutdown
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if ( m_strMirrorTarget == NULL_STRING )
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SetNextThink ( NULL );
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//BUGBUG: If m_strSetMirrorTarget doesn't exist in ent list, we get per-think searches with no results ever...
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SetMirrorTarget ( STRING(m_strMirrorTarget) );
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}
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// Make sure all entities are valid
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if ( m_hMirrorTarget.Get() && m_hMovementTarget.Get() && m_hRemoteTarget.Get() && m_hMirrorRelative.Get() )
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{
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// Get our two portal's world transforms transforms
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VMatrix matPortal1ToWorldInv, matPortal2ToWorld;
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MatrixInverseGeneral( m_hMirrorRelative->EntityToWorldTransform(), matPortal1ToWorldInv );
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matPortal2ToWorld = m_hRemoteTarget->EntityToWorldTransform();
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VMatrix matTransformToRemotePortal = matPortal1ToWorldInv * matPortal2ToWorld;
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// Get our scene camera's current orientation
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Vector ptCameraPosition, vCameraLook, vCameraRight, vCameraUp;
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ptCameraPosition = m_hMirrorTarget->EyePosition();
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m_hMirrorTarget->GetVectors ( &vCameraLook, &vCameraRight, &vCameraUp );
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// map this position and orientation to the remote portal, mirrored (invert the result)
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Vector ptNewPosition, vNewLook;
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ptNewPosition = matPortal1ToWorldInv * ptCameraPosition;
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ptNewPosition = matPortal2ToWorld*( Vector( -ptNewPosition.x, -ptNewPosition.y, ptNewPosition.z ) );
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vNewLook = matPortal1ToWorldInv.ApplyRotation( vCameraLook );
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vNewLook = matPortal2ToWorld.ApplyRotation( Vector( -vNewLook.x, -vNewLook.y, vNewLook.z) );
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// Set the point camera to the new location/orientation
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QAngle qNewAngles;
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VectorAngles( vNewLook, qNewAngles );
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m_hMovementTarget->Teleport( &ptNewPosition, &qNewAngles, NULL );
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}
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SetNextThink( gpGlobals->curtime + TICK_INTERVAL );
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}
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