//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ //=============================================================================// #include "cbase.h" #include "hud.h" #include "kbutton.h" #include "input.h" #ifdef PORTAL2 #include "c_portal_player.h" #include "portal_shareddefs.h" #endif #include #include "vgui_controls/Controls.h" #include "tier0/vprof.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" //-------------------------------------------------- Constants #define CAM_MIN_DIST 30.0 #define CAM_ANGLE_MOVE .5 #define MAX_ANGLE_DIFF 10.0 #define PITCH_MAX 90.0 #define PITCH_MIN 0 #define YAW_MAX 135.0 #define YAW_MIN -135.0 #define DIST 2 #define CAM_HULL_OFFSET 9.0 // the size of the bounding hull used for collision checking static Vector CAM_HULL_MIN(-CAM_HULL_OFFSET,-CAM_HULL_OFFSET,-CAM_HULL_OFFSET); static Vector CAM_HULL_MAX( CAM_HULL_OFFSET, CAM_HULL_OFFSET, CAM_HULL_OFFSET); //-------------------------------------------------- Global Variables static ConVar cam_snapto( "cam_snapto", "0", FCVAR_ARCHIVE ); // snap to thirdperson view static ConVar cam_ideallag( "cam_ideallag", "4.0", FCVAR_ARCHIVE, "Amount of lag used when matching offset to ideal angles in thirdperson view" ); static ConVar cam_idealdelta( "cam_idealdelta", "4.0", FCVAR_ARCHIVE, "Controls the speed when matching offset to ideal angles in thirdperson view" ); ConVar cam_idealyaw( "cam_idealyaw", "0", FCVAR_ARCHIVE | FCVAR_SERVER_CAN_EXECUTE ); // thirdperson yaw ConVar cam_idealpitch( "cam_idealpitch", "0", FCVAR_ARCHIVE | FCVAR_SERVER_CAN_EXECUTE ); // thirperson pitch ConVar cam_idealdist( "cam_idealdist", "150", FCVAR_ARCHIVE | FCVAR_SERVER_CAN_EXECUTE ); // thirdperson distance ConVar cam_idealdistright( "cam_idealdistright", "0", FCVAR_ARCHIVE | FCVAR_SERVER_CAN_EXECUTE ); // thirdperson distance right; ConVar cam_idealdistup( "cam_idealdistup", "0", FCVAR_ARCHIVE | FCVAR_SERVER_CAN_EXECUTE ); // thirdperson distance up; static ConVar cam_collision( "cam_collision", "1", FCVAR_ARCHIVE | FCVAR_SERVER_CAN_EXECUTE, "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 ); static ConVar c_minpitch( "c_minpitch", "0", FCVAR_ARCHIVE ); static ConVar c_maxyaw( "c_maxyaw", "135", FCVAR_ARCHIVE ); static ConVar c_minyaw( "c_minyaw", "-135", FCVAR_ARCHIVE ); static ConVar c_maxdistance( "c_maxdistance", "200", FCVAR_ARCHIVE ); static ConVar c_mindistance( "c_mindistance", "30", FCVAR_ARCHIVE ); static ConVar c_orthowidth( "c_orthowidth", "100", FCVAR_ARCHIVE ); static ConVar c_orthoheight( "c_orthoheight", "100", FCVAR_ARCHIVE ); static ConVar c_thirdpersonshoulder( "c_thirdpersonshoulder", "false", FCVAR_ARCHIVE ); // flag to indicate when we are using thirdperson-shoulder static ConVar c_thirdpersonshoulderoffset( "c_thirdpersonshoulderoffset", "20.0", FCVAR_ARCHIVE ); // camera right offset for thirdperson-shoulder static ConVar c_thirdpersonshoulderdist( "c_thirdpersonshoulderdist", "40.0", FCVAR_ARCHIVE ); // camera distance from the player when in thirdperson-shoulder static ConVar c_thirdpersonshoulderheight( "c_thirdpersonshoulderheight", "5.0", FCVAR_ARCHIVE ); // camera height above the player static ConVar c_thirdpersonshoulderaimdist( "c_thirdpersonshoulderaimdist", "120.0", FCVAR_ARCHIVE ); // the distance in front of the player to focus the camera static kbutton_t cam_pitchup, cam_pitchdown, cam_yawleft, cam_yawright; static kbutton_t cam_in, cam_out; // -- "cam_move" is unused extern const ConVar *sv_cheats; extern ConVar in_forceuser; extern ConVar sv_allow_thirdperson; CON_COMMAND_F( cam_command, "Tells camera to change modes", FCVAR_CHEAT ) { if ( args.ArgC() < 2 ) { Msg( "cam_command <0, 1, or 2>\n" ); return; } input->CAM_Command( Q_atoi( args.Arg( 1 ) ) ); } // ============================== // CAM_ToThirdPerson // ============================== void CAM_ToThirdPerson(void) { ASSERT_LOCAL_PLAYER_RESOLVABLE(); input->CAM_ToThirdPerson(); // Let the local player know C_BasePlayer *localPlayer = C_BasePlayer::GetLocalPlayer(); if ( localPlayer ) { localPlayer->ThirdPersonSwitch( true ); } } 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) { ASSERT_LOCAL_PLAYER_RESOLVABLE(); bool &rb = Is_CAM_ThirdPerson_MayaMode(); rb = !rb; } // ============================== // CAM_ToFirstPerson // ============================== void CAM_ToFirstPerson(void) { ASSERT_LOCAL_PLAYER_RESOLVABLE(); input->CAM_ToFirstPerson(); // Let the local player know C_BasePlayer *localPlayer = C_BasePlayer::GetLocalPlayer(); if ( localPlayer ) { localPlayer->ThirdPersonSwitch( false ); } c_thirdpersonshoulder.SetValue( false ); cam_idealdist.SetValue( cam_idealdist.GetDefault() ); } /* ============================== CAM_ToThirdPersonShoulder ============================== */ void CAM_ToThirdPersonShoulder(void) { ASSERT_LOCAL_PLAYER_RESOLVABLE(); input->CAM_ToThirdPersonShoulder(); } void CInput::CAM_ToThirdPersonShoulder() { PerUserInput_t &user = GetPerUser(); if( c_thirdpersonshoulder.GetBool() ) { user.m_nCamCommand = 2; // CAM_COMMAND_TOFIRSTPERSON c_thirdpersonshoulder.SetValue( false ); cam_idealdist.SetValue( cam_idealdist.GetDefault() ); } else { user.m_nCamCommand = 1; // CAM_COMMAND_TOTHIRDPERSON c_thirdpersonshoulder.SetValue( true ); cam_idealdist.SetValue( c_thirdpersonshoulderdist.GetFloat() ); } } /* ============================== CAM_ToThirdPersonOverview ============================== */ void CAM_ToThirdPersonOverview(void) { ASSERT_LOCAL_PLAYER_RESOLVABLE(); input->CAM_ToThirdPersonOverview(); } void CInput::CAM_ToThirdPersonOverview() { // PerUserInput_t &user = GetPerUser(); // // if( c_thirdpersonshoulder.GetBool() ) // { // user.m_nCamCommand = 2; // CAM_COMMAND_TOFIRSTPERSON // c_thirdpersonshoulder.SetValue( false ); // cam_idealdist.SetValue( cam_idealdist.GetDefault() ); // } // else // { // user.m_nCamCommand = 1; // CAM_COMMAND_TOTHIRDPERSON // c_thirdpersonshoulder.SetValue( true ); // cam_idealdist.SetValue( c_thirdpersonshoulderdist.GetFloat() ); // } //m_CameraIsThirdPersonOverview ASSERT_LOCAL_PLAYER_RESOLVABLE(); PerUserInput_t &user = GetPerUser(); if ( !user.m_fCameraInThirdPerson ) { user.m_fCameraInThirdPerson = true; C_BaseEntity::UpdateVisibilityAllEntities(); } user.m_CameraIsThirdPersonOverview = true; user.m_nCamCommand = 0; } bool CInput::CAM_IsThirdPersonOverview( int nSlot /*=-1*/ ) { if ( !g_bEngineIsHLTV ) return false; if ( nSlot == -1 ) { ASSERT_LOCAL_PLAYER_RESOLVABLE(); PerUserInput_t &user = GetPerUser(); return user.m_CameraIsThirdPersonOverview; } return m_PerUser[ nSlot ].m_CameraIsThirdPersonOverview; } //============================== // CAM_ToOrthographic // ============================== void CAM_ToOrthographic(void) { input->CAM_ToOrthographic(); } void CAM_StartMouseMove( void ) { ASSERT_LOCAL_PLAYER_RESOLVABLE(); input->CAM_StartMouseMove(); } void CAM_EndMouseMove( void ) { ASSERT_LOCAL_PLAYER_RESOLVABLE(); input->CAM_EndMouseMove(); } void CAM_StartDistance( void ) { ASSERT_LOCAL_PLAYER_RESOLVABLE(); input->CAM_StartDistance(); } void CAM_EndDistance( void ) { ASSERT_LOCAL_PLAYER_RESOLVABLE(); input->CAM_EndDistance(); } void CAM_ToggleSnapto( void ) { cam_snapto.SetValue( !cam_snapto.GetInt() ); } 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; } void CInput::CAM_Command( int command ) { ASSERT_LOCAL_PLAYER_RESOLVABLE(); PerUserInput_t &user = GetPerUser(); user.m_nCamCommand = command; } void CInput::CAM_Think( void ) { VPROF( "CAM_Think" ); ASSERT_LOCAL_PLAYER_RESOLVABLE(); PerUserInput_t &user = GetPerUser(); if ( !sv_cheats ) { sv_cheats = cvar->FindVar( "sv_cheats" ); } // If cheats have been disabled, pull us back out of third-person view. if ( sv_cheats && !sv_cheats->GetBool() && user.m_fCameraInThirdPerson && GameRules() && !GameRules()->AllowThirdPersonCamera() ) { CAM_ToFirstPerson(); return; } if ( user.m_pCameraThirdData ) { return CAM_CameraThirdThink(); } Vector idealAngles; Vector camOffset; float flSensitivity; QAngle viewangles; switch( user.m_nCamCommand ) { case CAM_COMMAND_TOTHIRDPERSON: CAM_ToThirdPerson(); break; case CAM_COMMAND_TOFIRSTPERSON: CAM_ToFirstPerson(); break; case CAM_COMMAND_NONE: default: break; } if( !user.m_fCameraInThirdPerson ) return; C_BasePlayer* localPlayer = C_BasePlayer::GetLocalPlayer(); // In Maya-mode if ( Is_CAM_ThirdPerson_MayaMode() ) { // Unless explicitly moving the camera, don't move it user.m_fCameraInterceptingMouse = user.m_fCameraMovingWithMouse = vgui::input()->IsKeyDown( KEY_LALT ) || vgui::input()->IsKeyDown( KEY_RALT ); //if ( !user.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 if ( /* Left+Middle Button Down */ vgui::input()->IsMouseDown( MOUSE_LEFT ) && vgui::input()->IsMouseDown( MOUSE_MIDDLE ) ) { // Do only zoom in/out camera adjustment user.m_fCameraDistanceMove = true; } else if ( /* Left Button Down */ vgui::input()->IsMouseDown( MOUSE_LEFT ) ) { // Do only rotational camera movement user.m_fCameraDistanceMove = false; } else if ( /* Right Button Down */ vgui::input()->IsMouseDown( MOUSE_RIGHT ) ) { // Do only zoom in/out camera adjustment user.m_fCameraDistanceMove = true; } else { // Neither left or right buttons down, don't do anything ResetMouse(); //return; } } idealAngles[ PITCH ] = cam_idealpitch.GetFloat(); idealAngles[ YAW ] = cam_idealyaw.GetFloat(); idealAngles[ DIST ] = cam_idealdist.GetFloat(); // //movement of the camera with the mouse // if ( user.m_fCameraMovingWithMouse ) { int cpx, cpy; //get windows cursor position GetMousePos (cpx, cpy); user.m_nCameraX = cpx; user.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 (!user.m_fCameraDistanceMove) { int x, y; GetWindowCenter( x, y ); if ( Is_CAM_ThirdPerson_MayaMode() ) { if (user.m_nCameraX>x) { idealAngles[ YAW ] += (CAM_ANGLE_MOVE)*((user.m_nCameraX-x)/2); } else if (user.m_nCameraX y) { idealAngles[PITCH] +=(CAM_ANGLE_MOVE)* ((user.m_nCameraY-y)/2); } else if (user.m_nCameraYx) { //if ((idealAngles[YAW]>=225.0)||(idealAngles[YAW]<135.0)) if (idealAngles[YAW]c_maxyaw.GetFloat()) { idealAngles[YAW]=c_maxyaw.GetFloat(); } } else if (user.m_nCameraX225.0)) if (idealAngles[YAW]>c_minyaw.GetFloat()) { idealAngles[ YAW ] -= (CAM_ANGLE_MOVE)* ((x-user.m_nCameraX)/2); } if (idealAngles[YAW] y) { if(idealAngles[PITCH]c_maxpitch.GetFloat()) { idealAngles[PITCH]=c_maxpitch.GetFloat(); } } else if (user.m_nCameraYc_minpitch.GetFloat()) { idealAngles[PITCH] -= (CAM_ANGLE_MOVE)*((y-user.m_nCameraY)/2); } if (idealAngles[PITCH]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 (user.m_fCameraDistanceMove) { int x, y; GetWindowCenter( x, y ); if (user.m_nCameraY>y) { if(idealAngles[ DIST ]c_maxdistance.GetFloat()) { idealAngles[ DIST ]=c_maxdistance.GetFloat(); } } else if (user.m_nCameraYc_mindistance.GetFloat()) { idealAngles[ DIST ] -= (cam_idealdelta.GetFloat())*((y-user.m_nCameraY)/2); } if (idealAngles[ DIST ]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... if ( !Is_CAM_ThirdPerson_MayaMode() ) { 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( user.m_vecCameraOffset, 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( AngleNormalizePositive( camOffset[ YAW ] ), AngleNormalizePositive( 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() && localPlayer ) { Vector camForward; // find our player's origin, and from there, the eye position Vector origin = localPlayer->GetLocalOrigin(); origin += localPlayer->GetViewOffset(); // get the forward vector AngleVectors( QAngle(camOffset[ PITCH ], camOffset[ YAW ], 0), &camForward, NULL, NULL ); // use our previously #defined hull to collision trace trace_t trace; CTraceFilterSimple traceFilter( localPlayer, COLLISION_GROUP_NONE ); UTIL_TraceHull( origin, origin - (camForward * camOffset[ DIST ]), CAM_HULL_MIN, CAM_HULL_MAX, MASK_SOLID, &traceFilter, &trace ); // move the camera closer if it hit something if( trace.fraction < 1.0 ) { camOffset[ DIST ] *= trace.fraction; } // For now, I'd rather see the insade of a player model than punch the camera through a wall // might try the fade out trick at some point //if( camOffset[ DIST ] < CAM_MIN_DIST ) // camOffset[ DIST ] = CAM_MIN_DIST; // clamp up to minimum } 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", user.m_vecCameraOffset[ PITCH ], user.m_vecCameraOffset[ YAW ],user. m_vecCameraOffset[ DIST ], "camera offset" ); } user.m_vecCameraOffset[ PITCH ] = camOffset[ PITCH ]; user.m_vecCameraOffset[ YAW ] = camOffset[ YAW ]; user.m_vecCameraOffset[ DIST ] = camOffset[ DIST ]; } //------------------------------------------------------------------------------ // 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 ) { ASSERT_LOCAL_PLAYER_RESOLVABLE(); PerUserInput_t &user = GetPerUser(); user.m_pCameraThirdData = pCameraData; user.m_vecCameraOffset[PITCH] = vecCameraOffset[PITCH]; user.m_vecCameraOffset[YAW] = vecCameraOffset[YAW]; user.m_vecCameraOffset[DIST] = vecCameraOffset[DIST]; } //------------------------------------------------------------------------------ // Purpose: //------------------------------------------------------------------------------ void CInput::CAM_CameraThirdThink( void ) { ASSERT_LOCAL_PLAYER_RESOLVABLE(); PerUserInput_t &user = GetPerUser(); // Verify data. if ( !user.m_pCameraThirdData ) return; // Verify that we are in third person mode. if( !user.m_fCameraInThirdPerson ) return; // Opting out of camera movement if ( user.m_pCameraThirdData->m_flLag == -1.0f ) 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( user.m_vecCameraOffset, vecCamOffset ); // Move the camera. float flLag = MAX( 1, 1 + user.m_pCameraThirdData->m_flLag ); if( vecCamOffset[PITCH] - angView[PITCH] != user.m_pCameraThirdData->m_flPitch ) { vecCamOffset[PITCH] = MoveToward( vecCamOffset[PITCH], ( user.m_pCameraThirdData->m_flPitch + angView[PITCH] ), flLag ); } if( vecCamOffset[YAW] - angView[YAW] != user.m_pCameraThirdData->m_flYaw ) { vecCamOffset[YAW] = MoveToward( vecCamOffset[YAW], ( user.m_pCameraThirdData->m_flYaw + angView[YAW] ), flLag ); } if( abs( vecCamOffset[DIST] - user.m_pCameraThirdData->m_flDist ) < 2.0 ) { vecCamOffset[DIST] = user.m_pCameraThirdData->m_flDist; } else { vecCamOffset[DIST] += ( user.m_pCameraThirdData->m_flDist - vecCamOffset[DIST] ) / flLag; } C_BasePlayer* pLocalPlayer = C_BasePlayer::GetLocalPlayer(); if ( pLocalPlayer ) { Vector vecForward; // Find our player's origin, and from there, the eye position. Vector vecOrigin = pLocalPlayer->GetThirdPersonViewPosition(); // Get the forward vector AngleVectors( QAngle( vecCamOffset[PITCH], vecCamOffset[YAW], 0 ), &vecForward, NULL, NULL ); // Collision trace and move the camera closer if we hit something. CTraceFilterSkipTwoEntities filter( pLocalPlayer, NULL ); #ifdef PORTAL2 C_Portal_Player *pPortalPlayer = static_cast< C_Portal_Player* >( pLocalPlayer ); if ( pPortalPlayer->GetTeamTauntState() >= TEAM_TAUNT_HAS_PARTNER ) { for( int i = 1; i <= gpGlobals->maxClients; ++i ) { C_Portal_Player *pOtherPlayer = ToPortalPlayer( UTIL_PlayerByIndex( i ) ); //If the other player does not exist or if the other player is the local player if( pOtherPlayer == NULL || pOtherPlayer == pPortalPlayer ) continue; filter.SetPassEntity2( pOtherPlayer ); return; } } #endif trace_t trace; UTIL_TraceHull( vecOrigin, vecOrigin - ( vecForward * vecCamOffset[DIST] ), user.m_pCameraThirdData->m_vecHullMin, user.m_pCameraThirdData->m_vecHullMax, MASK_SOLID, &filter, &trace ); if( trace.fraction < 1.0 ) { vecCamOffset[DIST] *= trace.fraction; } } ClampRange180( vecCamOffset[PITCH] ); ClampRange180( vecCamOffset[YAW] ); user.m_vecCameraOffset[PITCH] = vecCamOffset[PITCH]; user.m_vecCameraOffset[YAW] = vecCamOffset[YAW]; user.m_vecCameraOffset[DIST] = vecCamOffset[DIST]; } 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] ); } void CInput::CAM_ToThirdPerson(void) { ASSERT_LOCAL_PLAYER_RESOLVABLE(); PerUserInput_t &user = GetPerUser(); QAngle viewangles; engine->GetViewAngles( viewangles ); if( !user.m_fCameraInThirdPerson ) { user.m_fCameraInThirdPerson = true; user.m_vecCameraOffset[ YAW ] = viewangles[ YAW ]; user.m_vecCameraOffset[ PITCH ] = viewangles[ PITCH ]; user.m_vecCameraOffset[ DIST ] = CAM_MIN_DIST; C_BaseEntity::UpdateVisibilityAllEntities(); } user.m_nCamCommand = 0; } void CInput::CAM_ToFirstPerson(void) { ASSERT_LOCAL_PLAYER_RESOLVABLE(); PerUserInput_t &user = GetPerUser(); if ( user.m_fCameraInThirdPerson ) { user.m_fCameraInThirdPerson = false; C_BaseEntity::UpdateVisibilityAllEntities(); } user.m_nCamCommand = 0; } bool CInput::CAM_IsOrthographic(void) const { ASSERT_LOCAL_PLAYER_RESOLVABLE(); const PerUserInput_t &user = GetPerUser(); return user.m_CameraIsOrthographic; } void CInput::CAM_OrthographicSize(float& w, float& h) const { w = c_orthowidth.GetFloat(); h = c_orthoheight.GetFloat(); } void CInput::CAM_ToOrthographic(void) { ASSERT_LOCAL_PLAYER_RESOLVABLE(); PerUserInput_t &user = GetPerUser(); if ( user.m_fCameraInThirdPerson ) { user.m_fCameraInThirdPerson = false; C_BaseEntity::UpdateVisibilityAllEntities(); } user.m_CameraIsOrthographic = true; user.m_nCamCommand = 0; } void CInput::CAM_StartMouseMove(void) { ASSERT_LOCAL_PLAYER_RESOLVABLE(); PerUserInput_t &user = GetPerUser(); float flSensitivity; //only move the cam with mouse if we are in third person. if ( user.m_fCameraInThirdPerson ) { //set appropriate flags and initialize the old mouse position //variables for mouse camera movement if (!user.m_fCameraMovingWithMouse) { int cpx, cpy; user.m_fCameraMovingWithMouse=true; user.m_fCameraInterceptingMouse=true; GetMousePos(cpx, cpy); user.m_nCameraX = cpx; user.m_nCameraY = cpy; if ( ( flSensitivity = GetHud().GetSensitivity() ) != 0 ) { user.m_nCameraOldX=user.m_nCameraX*flSensitivity; user.m_nCameraOldY=user.m_nCameraY*flSensitivity; } else { user.m_nCameraOldX=user.m_nCameraX; user.m_nCameraOldY=user.m_nCameraY; } } } //we are not in 3rd person view..therefore do not allow camera movement else { user.m_fCameraMovingWithMouse=false; user.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) { ASSERT_LOCAL_PLAYER_RESOLVABLE(); PerUserInput_t &user = GetPerUser(); user.m_fCameraMovingWithMouse=false; user.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) { ASSERT_LOCAL_PLAYER_RESOLVABLE(); PerUserInput_t &user = GetPerUser(); //only move the cam with mouse if we are in third person. if ( user.m_fCameraInThirdPerson ) { //set appropriate flags and initialize the old mouse position //variables for mouse camera movement if (!user.m_fCameraDistanceMove) { int cpx, cpy; user.m_fCameraDistanceMove=true; user.m_fCameraMovingWithMouse=true; user.m_fCameraInterceptingMouse=true; GetMousePos(cpx, cpy); user.m_nCameraX = cpx; user.m_nCameraY = cpy; user.m_nCameraOldX=user.m_nCameraX*GetHud().GetSensitivity(); user.m_nCameraOldY=user.m_nCameraY*GetHud().GetSensitivity(); } } //we are not in 3rd person view..therefore do not allow camera movement else { user.m_fCameraDistanceMove=false; user.m_fCameraMovingWithMouse=false; user.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) { ASSERT_LOCAL_PLAYER_RESOLVABLE(); PerUserInput_t &user = GetPerUser(); user.m_fCameraDistanceMove=false; user.m_fCameraMovingWithMouse=false; user.m_fCameraInterceptingMouse=false; } /* ============================== CAM_IsThirdPerson ============================== */ int CInput::CAM_IsThirdPerson( int nSlot /*=-1*/ ) { if ( nSlot == -1 ) { ASSERT_LOCAL_PLAYER_RESOLVABLE(); if ( GetPerUser().m_fCameraInThirdPerson || GetPerUser().m_CameraIsThirdPersonOverview ) return true; else return false; } if ( m_PerUser[ nSlot ].m_fCameraInThirdPerson || m_PerUser[ nSlot ].m_CameraIsThirdPersonOverview ) return true; else return false; } /* ============================== CAM_GetCameraOffset ============================== */ void CInput::CAM_GetCameraOffset( Vector& ofs ) { ASSERT_LOCAL_PLAYER_RESOLVABLE(); PerUserInput_t &user = GetPerUser(); VectorCopy( user.m_vecCameraOffset, ofs ); } /* ============================== CAM_InterceptingMouse ============================== */ int CInput::CAM_InterceptingMouse( void ) { ASSERT_LOCAL_PLAYER_RESOLVABLE(); PerUserInput_t &user = GetPerUser(); return user.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( "thirdperson", CAM_ToThirdPerson, "Switch to thirdperson camera.", FCVAR_CHEAT|FCVAR_SERVER_CAN_EXECUTE ); static ConCommand thirdperson_mayamode( "thirdperson_mayamode", ::CAM_ToThirdPerson_MayaMode, "Switch to thirdperson Maya-like camera controls.", FCVAR_CHEAT ); static ConCommand firstperson( "firstperson", CAM_ToFirstPerson, "Switch to firstperson camera.", FCVAR_SERVER_CAN_EXECUTE ); static ConCommand thirdpersonshoulder( "thirdpersonshoulder", CAM_ToThirdPersonShoulder, "Switch to thirdperson-shoulder camera.", FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY ); static ConCommand thirdpersonoverview( "thirdpersonoverview", CAM_ToThirdPersonOverview, "Switch to thirdperson-overview camera.", FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY ); static ConCommand camortho( "camortho", CAM_ToOrthographic, "Switch to orthographic camera.", FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY ); 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 ) { for ( int i = 0; i < MAX_SPLITSCREEN_PLAYERS; ++i ) { m_PerUser[ i ].m_CameraIsOrthographic = false; m_PerUser[ i ].m_CameraIsThirdPersonOverview = false; } }