Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#ifndef VEHICLE_VIEWBLEND_SHARED_H
#define VEHICLE_VIEWBLEND_SHARED_H
#ifdef _WIN32
#pragma once
#endif
// Definition for how to calculate a point on the remap curve
enum RemapAngleRange_CurvePart_t
{
RemapAngleRange_CurvePart_Zero = 0,
RemapAngleRange_CurvePart_Spline,
RemapAngleRange_CurvePart_Linear,
};
// If we enter the linear part of the remap for curve for any degree of freedom, we can lock
// that DOF (stop remapping). This is useful for making flips feel less spastic as we oscillate
// randomly between different parts of the remapping curve.
struct ViewLockData_t
{
float flLockInterval; // The duration to lock the view when we lock it for this degree of freedom.
// 0 = never lock this degree of freedom.
bool bLocked; // True if this DOF was locked because of the above condition.
float flUnlockTime; // If this DOF is locked, the time when we will unlock it.
float flUnlockBlendInterval; // If this DOF is locked, how long to spend blending out of the locked view when we unlock.
};
// This is separate from the base vehicle implementation so that any class
// that derives from IClientVehicle can use it. To use it, contain one of the
// following structs, fill out the first section, and then call VehicleViewSmoothing()
// inside your GetVehicleViewPosition() function.
struct ViewSmoothingData_t
{
DECLARE_SIMPLE_DATADESC();
// Fill these out in your vehicle
CBaseAnimating *pVehicle;
bool bClampEyeAngles; // Perform eye Z clamping
float flPitchCurveZero; // Pitch values below this are clamped to zero.
float flPitchCurveLinear; // Pitch values above this are mapped directly.
// Spline in between.
float flRollCurveZero; // Pitch values below this are clamped to zero.
float flRollCurveLinear; // Roll values above this are mapped directly.
// Spline in between.
float flFOV; // FOV when in the vehicle.
ViewLockData_t pitchLockData;
ViewLockData_t rollLockData;
bool bDampenEyePosition; // Only set to true for C_PropVehicleDriveable derived vehicles
// Don't change these, they're used by VehicleViewSmoothing()
bool bRunningEnterExit;
bool bWasRunningAnim;
float flEnterExitStartTime; // Time we began our animation at
float flEnterExitDuration; // Duration of the animation
QAngle vecAnglesSaved;
Vector vecOriginSaved;
QAngle vecAngleDiffSaved; // The original angular error between the entry/exit anim and player's view when we started playing the anim.
QAngle vecAngleDiffMin; // Tracks the minimum angular error achieved so we can converge on the anim's angles.
};
// TEMP: Shared vehicle view smoothing
void SharedVehicleViewSmoothing(CBasePlayer *pPlayer,
Vector *pAbsOrigin, QAngle *pAbsAngles,
bool bEnterAnimOn, bool bExitAnimOn,
const Vector &vecEyeExitEndpoint,
ViewSmoothingData_t *pData,
float *pFOV );
#endif // VEHICLE_VIEWBLEND_SHARED_H