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729 lines
25 KiB
C++
729 lines
25 KiB
C++
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "c_prop_vehicle.h"
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#include "hud.h"
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#include <vgui_controls/Controls.h>
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#include <Color.h>
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#include "view.h"
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#include "engine/IVDebugOverlay.h"
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#include "movevars_shared.h"
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#include "iviewrender.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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int ScreenTransform( const Vector& point, Vector& screen );
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extern ConVar default_fov;
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BEGIN_SIMPLE_DATADESC( ViewSmoothingData_t )
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DEFINE_FIELD( vecAnglesSaved, FIELD_VECTOR ),
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DEFINE_FIELD( vecOriginSaved, FIELD_POSITION_VECTOR ),
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DEFINE_FIELD( vecAngleDiffSaved, FIELD_VECTOR ),
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DEFINE_FIELD( vecAngleDiffMin, FIELD_VECTOR ),
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DEFINE_FIELD( bRunningEnterExit, FIELD_BOOLEAN ),
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DEFINE_FIELD( bWasRunningAnim, FIELD_BOOLEAN ),
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DEFINE_FIELD( flAnimTimeElapsed, FIELD_FLOAT ),
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DEFINE_FIELD( flEnterExitDuration, FIELD_FLOAT ),
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// These are filled out in the vehicle's constructor:
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//CBaseAnimating *pVehicle;
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//bool bClampEyeAngles;
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//float flPitchCurveZero;
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//float flPitchCurveLinear;
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//float flRollCurveZero;
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//float flRollCurveLinear;
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//ViewLockData_t pitchLockData;
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//ViewLockData_t rollLockData;
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//bool bDampenEyePosition;
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END_DATADESC()
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IMPLEMENT_CLIENTCLASS_DT(C_PropVehicleDriveable, DT_PropVehicleDriveable, CPropVehicleDriveable)
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RecvPropEHandle( RECVINFO(m_hPlayer) ),
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RecvPropInt( RECVINFO( m_nSpeed ) ),
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RecvPropInt( RECVINFO( m_nRPM ) ),
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RecvPropFloat( RECVINFO( m_flThrottle ) ),
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RecvPropInt( RECVINFO( m_nBoostTimeLeft ) ),
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RecvPropInt( RECVINFO( m_nHasBoost ) ),
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RecvPropInt( RECVINFO( m_nScannerDisabledWeapons ) ),
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RecvPropInt( RECVINFO( m_nScannerDisabledVehicle ) ),
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RecvPropInt( RECVINFO( m_bEnterAnimOn ) ),
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RecvPropInt( RECVINFO( m_bExitAnimOn ) ),
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RecvPropInt( RECVINFO( m_bUnableToFire ) ),
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RecvPropVector( RECVINFO( m_vecEyeExitEndpoint ) ),
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RecvPropBool( RECVINFO( m_bHasGun ) ),
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RecvPropVector( RECVINFO( m_vecGunCrosshair ) ),
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END_RECV_TABLE()
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BEGIN_DATADESC( C_PropVehicleDriveable )
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DEFINE_EMBEDDED( m_ViewSmoothingData ),
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END_DATADESC()
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#define ROLL_CURVE_ZERO 20 // roll less than this is clamped to zero
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#define ROLL_CURVE_LINEAR 90 // roll greater than this is copied out
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#define PITCH_CURVE_ZERO 10 // pitch less than this is clamped to zero
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#define PITCH_CURVE_LINEAR 45 // pitch greater than this is copied out
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// spline in between
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ConVar r_VehicleViewClamp( "r_VehicleViewClamp", "1", FCVAR_CHEAT );
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// remaps an angular variable to a 3 band function:
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// 0 <= t < start : f(t) = 0
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// start <= t <= end : f(t) = end * spline(( t-start) / (end-start) ) // s curve between clamped and linear
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// end < t : f(t) = t
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float RemapAngleRange( float startInterval, float endInterval, float value, RemapAngleRange_CurvePart_t *peCurvePart )
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{
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// Fixup the roll
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value = AngleNormalize( value );
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float absAngle = fabs(value);
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// beneath cutoff?
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if ( absAngle < startInterval )
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{
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if ( peCurvePart )
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{
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*peCurvePart = RemapAngleRange_CurvePart_Zero;
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}
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value = 0;
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}
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// in spline range?
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else if ( absAngle <= endInterval )
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{
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float newAngle = SimpleSpline( (absAngle - startInterval) / (endInterval-startInterval) ) * endInterval;
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// grab the sign from the initial value
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if ( value < 0 )
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{
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newAngle *= -1;
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}
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if ( peCurvePart )
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{
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*peCurvePart = RemapAngleRange_CurvePart_Spline;
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}
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value = newAngle;
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}
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// else leave it alone, in linear range
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else if ( peCurvePart )
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{
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*peCurvePart = RemapAngleRange_CurvePart_Linear;
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}
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return value;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Constructor
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//-----------------------------------------------------------------------------
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C_PropVehicleDriveable::C_PropVehicleDriveable() :
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m_iv_vecGunCrosshair( "C_PropVehicleDriveable::m_iv_vecGunCrosshair" )
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{
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m_hPrevPlayer = NULL;
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memset( &m_ViewSmoothingData, 0, sizeof( m_ViewSmoothingData ) );
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m_ViewSmoothingData.pVehicle = this;
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m_ViewSmoothingData.bClampEyeAngles = true;
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m_ViewSmoothingData.bDampenEyePosition = true;
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m_ViewSmoothingData.flPitchCurveZero = PITCH_CURVE_ZERO;
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m_ViewSmoothingData.flPitchCurveLinear = PITCH_CURVE_LINEAR;
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m_ViewSmoothingData.flRollCurveZero = ROLL_CURVE_ZERO;
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m_ViewSmoothingData.flRollCurveLinear = ROLL_CURVE_LINEAR;
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m_flFOV = 0.0f;
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AddVar( &m_vecGunCrosshair, &m_iv_vecGunCrosshair, LATCH_SIMULATION_VAR );
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}
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//-----------------------------------------------------------------------------
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// Purpose: De-constructor
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//-----------------------------------------------------------------------------
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C_PropVehicleDriveable::~C_PropVehicleDriveable()
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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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C_BaseCombatCharacter *C_PropVehicleDriveable::GetPassenger( int nRole )
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{
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if ( nRole == VEHICLE_ROLE_DRIVER )
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return m_hPlayer.Get();
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return NULL;
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}
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//-----------------------------------------------------------------------------
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// Returns the role of the passenger
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//-----------------------------------------------------------------------------
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int C_PropVehicleDriveable::GetPassengerRole( C_BaseCombatCharacter *pPassenger )
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{
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if ( m_hPlayer.Get() == pPassenger )
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return VEHICLE_ROLE_DRIVER;
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return VEHICLE_ROLE_NONE;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : updateType -
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//-----------------------------------------------------------------------------
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void C_PropVehicleDriveable::OnPreDataChanged( DataUpdateType_t updateType )
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{
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BaseClass::OnPreDataChanged( updateType );
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m_hPrevPlayer = m_hPlayer;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void C_PropVehicleDriveable::OnDataChanged( DataUpdateType_t updateType )
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{
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BaseClass::OnDataChanged( updateType );
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if ( m_hPlayer && !m_hPrevPlayer )
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{
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OnEnteredVehicle( m_hPlayer );
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SetNextClientThink( CLIENT_THINK_ALWAYS );
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}
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else if ( !m_hPlayer && m_hPrevPlayer )
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{
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// They have just exited the vehicle.
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// Sometimes we never reach the end of our exit anim, such as if the
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// animation doesn't have fadeout 0 specified in the QC, so we fail to
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// catch it in VehicleViewSmoothing. Catch it here instead.
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m_ViewSmoothingData.bWasRunningAnim = false;
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SetNextClientThink( CLIENT_THINK_NEVER );
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}
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}
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//-----------------------------------------------------------------------------
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// Should this object cast render-to-texture shadows?
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//-----------------------------------------------------------------------------
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ShadowType_t C_PropVehicleDriveable::ShadowCastType()
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{
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CStudioHdr *pStudioHdr = GetModelPtr();
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if ( !pStudioHdr )
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return SHADOWS_NONE;
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if ( IsEffectActive(EF_NODRAW | EF_NOSHADOW) )
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return SHADOWS_NONE;
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// Always use render-to-texture. We'll always the dirty bits in our think function
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return SHADOWS_RENDER_TO_TEXTURE;
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}
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//-----------------------------------------------------------------------------
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// Mark the shadow as dirty while the vehicle is being driven
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//-----------------------------------------------------------------------------
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void C_PropVehicleDriveable::ClientThink( void )
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{
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// The vehicle is always dirty owing to pose parameters while it's being driven.
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g_pClientShadowMgr->MarkRenderToTextureShadowDirty( GetShadowHandle() );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void C_PropVehicleDriveable::DampenEyePosition( Vector &vecVehicleEyePos, QAngle &vecVehicleEyeAngles )
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{
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}
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//-----------------------------------------------------------------------------
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// Purpose: Modify the player view/camera while in a vehicle
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//-----------------------------------------------------------------------------
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void C_PropVehicleDriveable::GetVehicleViewPosition( int nRole, Vector *pAbsOrigin, QAngle *pAbsAngles )
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{
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VehicleViewSmoothing( m_hPlayer, pAbsOrigin, pAbsAngles, m_bEnterAnimOn, m_bExitAnimOn, &m_vecEyeExitEndpoint, &m_ViewSmoothingData, &m_flFOV );
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}
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//-----------------------------------------------------------------------------
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// Futzes with the clip planes
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//-----------------------------------------------------------------------------
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void C_PropVehicleDriveable::GetVehicleClipPlanes( float &flZNear, float &flZFar ) const
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{
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// FIXME: Need something a better long-term, this fixes the buggy.
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flZNear = 6;
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}
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//-----------------------------------------------------------------------------
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// Renders hud elements
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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// Simply used to return intensity value based upon current timer passed in
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//-----------------------------------------------------------------------------
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int GetFlashColorIntensity( int LowIntensity, int HighIntensity, bool Dimming, int Increment, int Timer )
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{
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if ( Dimming )
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return ( HighIntensity - Timer * Increment );
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else
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return ( LowIntensity + Timer * Increment );
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}
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#define TRIANGULATED_CROSSHAIR 1
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void C_PropVehicleDriveable::DrawHudElements( )
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{
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CHudTexture *pIcon;
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int iIconX, iIconY;
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if (m_bHasGun)
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{
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// draw crosshairs for vehicle gun
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pIcon = gHUD.GetIcon( "gunhair" );
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if ( pIcon != NULL )
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{
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float x, y;
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Vector screen;
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x = ScreenWidth()/2;
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y = ScreenHeight()/2;
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#if TRIANGULATED_CROSSHAIR
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ScreenTransform( m_vecGunCrosshair, screen );
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x += 0.5 * screen[0] * ScreenWidth() + 0.5;
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y -= 0.5 * screen[1] * ScreenHeight() + 0.5;
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#endif
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x -= pIcon->Width() / 2;
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y -= pIcon->Height() / 2;
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Color clr = ( m_bUnableToFire ) ? gHUD.m_clrCaution : gHUD.m_clrNormal;
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pIcon->DrawSelf( x, y, clr );
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}
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if ( m_nScannerDisabledWeapons )
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{
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// Draw icons for scanners "weps disabled"
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pIcon = gHUD.GetIcon( "dmg_bio" );
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if ( pIcon )
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{
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iIconY = 467 - pIcon->Height() / 2;
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iIconX = 385;
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if ( !m_bScannerWepIcon )
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{
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pIcon->DrawSelf( XRES(iIconX), YRES(iIconY), Color( 0, 0, 255, 255 ) );
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m_bScannerWepIcon = true;
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m_iScannerWepFlashTimer = 0;
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m_bScannerWepDim = true;
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}
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else
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{
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pIcon->DrawSelf( XRES(iIconX), YRES(iIconY), Color( 0, 0, GetFlashColorIntensity(55, 255, m_bScannerWepDim, 10, m_iScannerWepFlashTimer), 255 ) );
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m_iScannerWepFlashTimer++;
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m_iScannerWepFlashTimer %= 20;
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if(!m_iScannerWepFlashTimer)
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m_bScannerWepDim ^= 1;
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}
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}
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}
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}
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if ( m_nScannerDisabledVehicle )
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{
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// Draw icons for scanners "vehicle disabled"
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pIcon = gHUD.GetIcon( "dmg_bio" );
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if ( pIcon )
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{
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iIconY = 467 - pIcon->Height() / 2;
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iIconX = 410;
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if ( !m_bScannerVehicleIcon )
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{
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pIcon->DrawSelf( XRES(iIconX), YRES(iIconY), Color( 0, 0, 255, 255 ) );
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m_bScannerVehicleIcon = true;
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m_iScannerVehicleFlashTimer = 0;
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m_bScannerVehicleDim = true;
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}
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else
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{
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pIcon->DrawSelf( XRES(iIconX), YRES(iIconY), Color( 0, 0, GetFlashColorIntensity(55, 255, m_bScannerVehicleDim, 10, m_iScannerVehicleFlashTimer), 255 ) );
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m_iScannerVehicleFlashTimer++;
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m_iScannerVehicleFlashTimer %= 20;
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if(!m_iScannerVehicleFlashTimer)
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m_bScannerVehicleDim ^= 1;
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}
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}
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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 C_PropVehicleDriveable::RestrictView( float *pYawBounds, float *pPitchBounds,
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float *pRollBounds, QAngle &vecViewAngles )
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{
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int eyeAttachmentIndex = LookupAttachment( "vehicle_driver_eyes" );
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Vector vehicleEyeOrigin;
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QAngle vehicleEyeAngles;
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GetAttachmentLocal( eyeAttachmentIndex, vehicleEyeOrigin, vehicleEyeAngles );
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// Limit the yaw.
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if ( pYawBounds )
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{
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float flAngleDiff = AngleDiff( vecViewAngles.y, vehicleEyeAngles.y );
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flAngleDiff = clamp( flAngleDiff, pYawBounds[0], pYawBounds[1] );
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vecViewAngles.y = vehicleEyeAngles.y + flAngleDiff;
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}
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// Limit the pitch.
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if ( pPitchBounds )
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{
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float flAngleDiff = AngleDiff( vecViewAngles.x, vehicleEyeAngles.x );
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flAngleDiff = clamp( flAngleDiff, pPitchBounds[0], pPitchBounds[1] );
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vecViewAngles.x = vehicleEyeAngles.x + flAngleDiff;
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}
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// Limit the roll.
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if ( pRollBounds )
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{
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float flAngleDiff = AngleDiff( vecViewAngles.z, vehicleEyeAngles.z );
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flAngleDiff = clamp( flAngleDiff, pRollBounds[0], pRollBounds[1] );
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vecViewAngles.z = vehicleEyeAngles.z + flAngleDiff;
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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 C_PropVehicleDriveable::UpdateViewAngles( C_BasePlayer *pLocalPlayer, CUserCmd *pCmd )
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{
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if ( r_VehicleViewClamp.GetInt() )
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{
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float pitchBounds[2] = { -85.0f, 25.0f };
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RestrictView( NULL, pitchBounds, NULL, pCmd->viewangles );
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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 C_PropVehicleDriveable::OnEnteredVehicle( C_BaseCombatCharacter *pPassenger )
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{
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}
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//=============================================================================================
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// VEHICLE VIEW SMOOTHING. See iclientvehicle.h for details.
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//=============================================================================================
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//-----------------------------------------------------------------------------
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// Purpose: For a given degree of freedom, blends between the raw and clamped
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// view depending on this vehicle's preferences. When vehicles wreck
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// catastrophically, it's often better to lock the view for a little
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// while until things settle down than to keep trying to clamp/flatten
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// the view artificially because we can never really catch up with
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// the chaotic flipping.
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//-----------------------------------------------------------------------------
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float ApplyViewLocking( float flAngleRaw, float flAngleClamped, ViewLockData_t &lockData, RemapAngleRange_CurvePart_t eCurvePart )
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{
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// If we're set up to never lock this degree of freedom, return the clamped value.
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if ( lockData.flLockInterval == 0 )
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return flAngleClamped;
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float flAngleOut = flAngleClamped;
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// Lock the view if we're in the linear part of the curve, and keep it locked
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// until some duration after we return to the flat (zero) part of the curve.
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if ( ( eCurvePart == RemapAngleRange_CurvePart_Linear ) ||
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( lockData.bLocked && ( eCurvePart == RemapAngleRange_CurvePart_Spline ) ) )
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{
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//Msg( "LOCKED\n" );
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lockData.bLocked = true;
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lockData.flUnlockTime = gpGlobals->curtime + lockData.flLockInterval;
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flAngleOut = flAngleRaw;
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}
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else
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{
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if ( ( lockData.bLocked ) && ( gpGlobals->curtime > lockData.flUnlockTime ) )
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{
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lockData.bLocked = false;
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if ( lockData.flUnlockBlendInterval > 0 )
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{
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lockData.flUnlockTime = gpGlobals->curtime;
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}
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else
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{
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lockData.flUnlockTime = 0;
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}
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}
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if ( !lockData.bLocked )
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{
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if ( lockData.flUnlockTime != 0 )
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{
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// Blend out from the locked raw view (no remapping) to a remapped view.
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float flBlend = RemapValClamped( gpGlobals->curtime - lockData.flUnlockTime, 0, lockData.flUnlockBlendInterval, 0, 1 );
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//Msg( "BLEND %f\n", flBlend );
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flAngleOut = Lerp( flBlend, flAngleRaw, flAngleClamped );
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if ( flBlend >= 1.0f )
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{
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lockData.flUnlockTime = 0;
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}
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}
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else
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{
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// Not blending out from a locked view to a remapped view.
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//Msg( "CLAMPED\n" );
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flAngleOut = flAngleClamped;
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}
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}
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else
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{
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//Msg( "STILL LOCKED\n" );
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flAngleOut = flAngleRaw;
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}
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}
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return flAngleOut;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : pData -
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// vehicleEyeAngles -
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//-----------------------------------------------------------------------------
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void RemapViewAngles( ViewSmoothingData_t *pData, QAngle &vehicleEyeAngles )
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{
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QAngle vecEyeAnglesRemapped;
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// Clamp pitch.
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RemapAngleRange_CurvePart_t ePitchCurvePart;
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vecEyeAnglesRemapped.x = RemapAngleRange( pData->flPitchCurveZero, pData->flPitchCurveLinear, vehicleEyeAngles.x, &ePitchCurvePart );
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vehicleEyeAngles.z = vecEyeAnglesRemapped.z = AngleNormalize( vehicleEyeAngles.z );
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// Blend out the roll dampening as our pitch approaches 90 degrees, to avoid gimbal lock problems.
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float flBlendRoll = 1.0;
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if ( fabs( vehicleEyeAngles.x ) > 60 )
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{
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flBlendRoll = RemapValClamped( fabs( vecEyeAnglesRemapped.x ), 60, 80, 1, 0);
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}
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RemapAngleRange_CurvePart_t eRollCurvePart;
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float flRollDamped = RemapAngleRange( pData->flRollCurveZero, pData->flRollCurveLinear, vecEyeAnglesRemapped.z, &eRollCurvePart );
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vecEyeAnglesRemapped.z = Lerp( flBlendRoll, vecEyeAnglesRemapped.z, flRollDamped );
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//Msg("PITCH ");
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vehicleEyeAngles.x = ApplyViewLocking( vehicleEyeAngles.x, vecEyeAnglesRemapped.x, pData->pitchLockData, ePitchCurvePart );
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//Msg("ROLL ");
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vehicleEyeAngles.z = ApplyViewLocking( vehicleEyeAngles.z, vecEyeAnglesRemapped.z, pData->rollLockData, eRollCurvePart );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : *pAbsOrigin -
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// *pAbsAngles -
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// bEnterAnimOn -
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// bExitAnimOn -
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// *vecEyeExitEndpoint -
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// *pData -
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//-----------------------------------------------------------------------------
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void VehicleViewSmoothing( CBasePlayer *pPlayer, Vector *pAbsOrigin, QAngle *pAbsAngles, bool bEnterAnimOn, bool bExitAnimOn, Vector *vecEyeExitEndpoint, ViewSmoothingData_t *pData,
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float *pFOV )
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{
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int eyeAttachmentIndex = pData->pVehicle->LookupAttachment( "vehicle_driver_eyes" );
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matrix3x4_t vehicleEyePosToWorld;
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Vector vehicleEyeOrigin;
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QAngle vehicleEyeAngles;
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pData->pVehicle->GetAttachment( eyeAttachmentIndex, vehicleEyeOrigin, vehicleEyeAngles );
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AngleMatrix( vehicleEyeAngles, vehicleEyePosToWorld );
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// Dampen the eye positional change as we drive around.
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*pAbsAngles = pPlayer->EyeAngles();
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if ( r_VehicleViewDampen.GetInt() && pData->bDampenEyePosition )
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{
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C_PropVehicleDriveable *pDriveable = assert_cast<C_PropVehicleDriveable*>(pData->pVehicle);
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pDriveable->DampenEyePosition( vehicleEyeOrigin, vehicleEyeAngles );
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}
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// Started running an entry or exit anim?
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bool bRunningAnim = ( bEnterAnimOn || bExitAnimOn );
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if ( bRunningAnim && !pData->bWasRunningAnim )
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{
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pData->bRunningEnterExit = true;
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pData->flAnimTimeElapsed = 0.01;
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pData->flEnterExitDuration = pData->pVehicle->SequenceDuration( pData->pVehicle->GetSequence() );
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pData->vecAnglesSaved = PrevMainViewAngles();
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pData->vecOriginSaved = PrevMainViewOrigin();
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// Save our initial angular error, which we will blend out over the length of the animation.
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pData->vecAngleDiffSaved.x = AngleDiff( vehicleEyeAngles.x, pData->vecAnglesSaved.x );
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pData->vecAngleDiffSaved.y = AngleDiff( vehicleEyeAngles.y, pData->vecAnglesSaved.y );
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pData->vecAngleDiffSaved.z = AngleDiff( vehicleEyeAngles.z, pData->vecAnglesSaved.z );
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pData->vecAngleDiffMin = pData->vecAngleDiffSaved;
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}
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pData->bWasRunningAnim = bRunningAnim;
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float frac = 0;
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float flFracFOV = 0;
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// If we're in an enter/exit animation, blend the player's eye angles to the attachment's
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if ( bRunningAnim || pData->bRunningEnterExit )
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{
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*pAbsAngles = vehicleEyeAngles;
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// Forward integrate to determine the elapsed time in this entry/exit anim.
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frac = pData->flAnimTimeElapsed / pData->flEnterExitDuration;
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frac = clamp( frac, 0.0f, 1.0f );
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flFracFOV = pData->flAnimTimeElapsed / ( pData->flEnterExitDuration * 0.85f );
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flFracFOV = clamp( flFracFOV, 0.0f, 1.0f );
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//Msg("Frac: %f\n", frac );
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if ( frac < 1.0 )
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{
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// Blend to the desired vehicle eye origin
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//Vector vecToView = (vehicleEyeOrigin - PrevMainViewOrigin());
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//vehicleEyeOrigin = PrevMainViewOrigin() + (vecToView * SimpleSpline(frac));
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//debugoverlay->AddBoxOverlay( vehicleEyeOrigin, -Vector(1,1,1), Vector(1,1,1), vec3_angle, 0,255,255, 64, 10 );
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}
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else
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{
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pData->bRunningEnterExit = false;
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// Enter animation has finished, align view with the eye attachment point
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// so they can start mouselooking around.
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if ( !bExitAnimOn )
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{
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Vector localEyeOrigin;
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QAngle localEyeAngles;
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pData->pVehicle->GetAttachmentLocal( eyeAttachmentIndex, localEyeOrigin, localEyeAngles );
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engine->SetViewAngles( localEyeAngles );
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}
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}
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pData->flAnimTimeElapsed += gpGlobals->frametime;
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}
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// Compute the relative rotation between the unperturbed eye attachment + the eye angles
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matrix3x4_t cameraToWorld;
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AngleMatrix( *pAbsAngles, cameraToWorld );
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matrix3x4_t worldToEyePos;
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MatrixInvert( vehicleEyePosToWorld, worldToEyePos );
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matrix3x4_t vehicleCameraToEyePos;
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ConcatTransforms( worldToEyePos, cameraToWorld, vehicleCameraToEyePos );
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// Damp out some of the vehicle motion (neck/head would do this)
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if ( pData->bClampEyeAngles )
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{
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RemapViewAngles( pData, vehicleEyeAngles );
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}
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AngleMatrix( vehicleEyeAngles, vehicleEyeOrigin, vehicleEyePosToWorld );
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// Now treat the relative eye angles as being relative to this new, perturbed view position...
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matrix3x4_t newCameraToWorld;
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ConcatTransforms( vehicleEyePosToWorld, vehicleCameraToEyePos, newCameraToWorld );
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// output new view abs angles
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MatrixAngles( newCameraToWorld, *pAbsAngles );
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// UNDONE: *pOrigin would already be correct in single player if the HandleView() on the server ran after vphysics
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MatrixGetColumn( newCameraToWorld, 3, *pAbsOrigin );
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// If we're playing an extry or exit animation...
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if ( bRunningAnim || pData->bRunningEnterExit )
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{
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float flSplineFrac = clamp( SimpleSpline( frac ), 0, 1 );
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// Blend out the error between the player's initial eye angles and the animation's initial
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// eye angles over the duration of the animation.
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QAngle vecAngleDiffBlend = ( ( 1 - flSplineFrac ) * pData->vecAngleDiffSaved );
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// If our current error is less than the error amount that we're blending
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// out, use that. This lets the angles converge as quickly as possible.
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QAngle vecAngleDiffCur;
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vecAngleDiffCur.x = AngleDiff( vehicleEyeAngles.x, pData->vecAnglesSaved.x );
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vecAngleDiffCur.y = AngleDiff( vehicleEyeAngles.y, pData->vecAnglesSaved.y );
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vecAngleDiffCur.z = AngleDiff( vehicleEyeAngles.z, pData->vecAnglesSaved.z );
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// In either case, never increase the error, so track the minimum error and clamp to that.
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for (int i = 0; i < 3; i++)
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{
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if ( fabs(vecAngleDiffCur[i] ) < fabs( pData->vecAngleDiffMin[i] ) )
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{
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pData->vecAngleDiffMin[i] = vecAngleDiffCur[i];
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}
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if ( fabs(vecAngleDiffBlend[i] ) < fabs( pData->vecAngleDiffMin[i] ) )
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{
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pData->vecAngleDiffMin[i] = vecAngleDiffBlend[i];
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}
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}
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// Add the error to the animation's eye angles.
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*pAbsAngles -= pData->vecAngleDiffMin;
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// Use this as the basis for the next error calculation.
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pData->vecAnglesSaved = *pAbsAngles;
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//if ( gpGlobals->frametime )
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//{
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// Msg("Angle : %.2f %.2f %.2f\n", target.x, target.y, target.z );
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//}
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//Msg("Prev: %.2f %.2f %.2f\n", pData->vecAnglesSaved.x, pData->vecAnglesSaved.y, pData->vecAnglesSaved.z );
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Vector vecAbsOrigin = *pAbsOrigin;
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// If we're exiting, our desired position is the server-sent exit position
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if ( bExitAnimOn )
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{
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//debugoverlay->AddBoxOverlay( vecEyeExitEndpoint, -Vector(1,1,1), Vector(1,1,1), vec3_angle, 255,255,255, 64, 10 );
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// Blend to the exit position
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*pAbsOrigin = Lerp( flSplineFrac, vecAbsOrigin, *vecEyeExitEndpoint );
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if ( ( pData->flFOV != 0.0f ) && pFOV )
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{
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*pFOV = Lerp( flFracFOV, pData->flFOV, default_fov.GetFloat() );
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}
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}
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else
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{
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// Blend from our starting position to the desired origin
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*pAbsOrigin = Lerp( flSplineFrac, pData->vecOriginSaved, vecAbsOrigin );
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if ( ( pData->flFOV != 0.0f ) && pFOV )
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{
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*pFOV = Lerp( flFracFOV, default_fov.GetFloat(), pData->flFOV );
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}
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}
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}
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else if ( pFOV )
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{
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// Not running an entry/exit anim. Just use the vehicle's FOV.
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*pFOV = pData->flFOV;
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}
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}
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