Serious-Engine/Sources/EntitiesMP/PlayerView.es

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/* Copyright (c) 2002-2012 Croteam Ltd.
This program is free software; you can redistribute it and/or modify
it under the terms of version 2 of the GNU General Public License as published by
the Free Software Foundation
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */
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%{
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#include "EntitiesMP/StdH/StdH.h"
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#include "EntitiesMP/Player.h"
#include "EntitiesMP/PlayerWeapons.h"
%}
enum ViewType {
0 VT_PLAYERDEATH "", // player death
1 VT_PLAYERREBIRTH "", // player rebirth (player is spawned)
2 VT_CAMERA "", // camera view
3 VT_3RDPERSONVIEW "", // 3rd person view
};
// input parameter for viewer
event EViewInit {
CEntityPointer penOwner, // who owns it
CEntityPointer penCamera, // first camera for camera view
enum ViewType vtView, // view type
BOOL bDeathFixed,
};
%{
void CPlayerView_Precache(void)
{
CDLLEntityClass *pdec = &CPlayerView_DLLClass;
pdec->PrecacheModel(MODEL_MARKER);
pdec->PrecacheTexture(TEXTURE_MARKER);
}
%}
class export CPlayerView : CMovableEntity {
name "Player View";
thumbnail "";
features "CanBePredictable";
properties:
1 CEntityPointer m_penOwner, // class which owns it
2 INDEX m_iViewType=0, // view type
3 FLOAT m_fDistance = 1.0f, // current distance
4 FLOAT3D m_vZLast = FLOAT3D(0,0,0),
5 FLOAT3D m_vTargetLast = FLOAT3D(0,0,0),
6 BOOL m_bFixed = FALSE, // fixed view (player falling in abyss)
components:
1 model MODEL_MARKER "Models\\Editor\\Axis.mdl",
2 texture TEXTURE_MARKER "Models\\Editor\\Vector.tex"
functions:
// add to prediction any entities that this entity depends on
void AddDependentsToPrediction(void)
{
m_penOwner->AddToPrediction();
}
void PreMoving() {};
void DoMoving() {
en_plLastPlacement = GetPlacement(); // remember old placement for lerping
};
void PostMoving()
{
SetCameraPosition();
}
CPlacement3D GetLerpedPlacement(void) const
{
FLOAT fLerpFactor;
if (IsPredictor()) {
fLerpFactor = _pTimer->GetLerpFactor();
} else {
fLerpFactor = _pTimer->GetLerpFactor2();
}
return LerpPlacementsPrecise(en_plLastPlacement, en_plPlacement, fLerpFactor);
//return CMovableEntity::GetLerpedPlacement();
}
// render particles
void RenderParticles(void)
{
if (Particle_GetViewer()==this) {
Particles_ViewerLocal(this);
}
}
void SetCameraPosition()
{
// 3rd person view
FLOAT fDistance = 1.0f;
CPlacement3D pl = ((CPlayerEntity&) *m_penOwner).en_plViewpoint;
BOOL bFollowCrossHair;
if (m_iViewType == VT_3RDPERSONVIEW) {
// little above player eyes so it can be seen where he is firing
pl.pl_OrientationAngle(2) -= 12.0f; //10.0f;
pl.pl_PositionVector(2) += 1.0f;
fDistance = 4.2f;//5.75f;
bFollowCrossHair = TRUE;
// death
} else if (m_iViewType == VT_PLAYERDEATH) {
fDistance = 3.5f;
bFollowCrossHair = FALSE;
}
pl.pl_OrientationAngle(3) = 0.0f;
// transform rotation angle
pl.RelativeToAbsolute(m_penOwner->GetPlacement());
// make base placement to back out from
FLOAT3D vBase;
EntityInfo *pei= (EntityInfo*) (m_penOwner->GetEntityInfo());
GetEntityInfoPosition(m_penOwner, pei->vSourceCenter, vBase);
// create a set of rays to test
FLOATmatrix3D m;
MakeRotationMatrixFast(m, pl.pl_OrientationAngle);
FLOAT3D vRight = m.GetColumn(1);
FLOAT3D vUp = m.GetColumn(2);
FLOAT3D vFront = m.GetColumn(3);
FLOAT3D vDest[5];
vDest[0] = vBase+vFront*fDistance+vUp*1.0f;
vDest[1] = vBase+vFront*fDistance-vUp*1.0f;
vDest[2] = vBase+vFront*fDistance+vRight*1.0f;
vDest[3] = vBase+vFront*fDistance-vRight*1.0f;
vDest[4] = vBase+vFront*fDistance;
FLOAT fBack = 0;
// for each ray
for (INDEX i=0; i<5; i++) {
// cast a ray to find if any brush is hit
CCastRay crRay( m_penOwner, vBase, vDest[i]);
crRay.cr_bHitTranslucentPortals = FALSE;
crRay.cr_ttHitModels = CCastRay::TT_COLLISIONBOX;
GetWorld()->CastRay(crRay);
// if hit something
if (crRay.cr_penHit!=NULL) {
// clamp distance
fDistance = Min(fDistance, crRay.cr_fHitDistance-0.5f);
// if hit polygon
if (crRay.cr_pbpoBrushPolygon!=NULL) {
// back off
FLOAT3D vDir = (vDest[i]-vBase).Normalize();
FLOAT fD = Abs(FLOAT3D(crRay.cr_pbpoBrushPolygon->bpo_pbplPlane->bpl_plAbsolute)%vDir)*0.25f;
fBack = Max(fBack, fD);
}
}
}
fDistance = ClampDn(fDistance-fBack, 0.0f);
m_fDistance = fDistance;
vBase += vFront*fDistance;
CPlayerWeapons *ppw = ((CPlayer&) *m_penOwner).GetPlayerWeapons();
if (bFollowCrossHair) {
FLOAT3D vTarget = vBase-ppw->m_vRayHit;
FLOAT fLen = vTarget.Length();
if (fLen>0.01) {
vTarget/=fLen;
} else {
vTarget = FLOAT3D(0,1,0);
}
FLOAT3D vX;
FLOAT3D vY = m.GetColumn(2);
FLOAT3D vZ = vTarget;
vZ.Normalize();
if (Abs(vY%vZ)>0.9f) {
vY = -m.GetColumn(3);
}
vX = vY*vZ;
vX.Normalize();
vY = vZ*vX;
vY.Normalize();
m_vZLast = vZ;
m(1,1) = vX(1); m(1,2) = vY(1); m(1,3) = vZ(1);
m(2,1) = vX(2); m(2,2) = vY(2); m(2,3) = vZ(2);
m(3,1) = vX(3); m(3,2) = vY(3); m(3,3) = vZ(3);
DecomposeRotationMatrixNoSnap(pl.pl_OrientationAngle, m);
}
if (m_bFixed) {
pl.pl_PositionVector = GetPlacement().pl_PositionVector;
pl.pl_OrientationAngle = ANGLE3D(0,-90, 0);
m_fDistance = (pl.pl_PositionVector-m_penOwner->GetPlacement().pl_PositionVector).Length();
MakeRotationMatrixFast(m, pl.pl_OrientationAngle);
} else {
pl.pl_PositionVector = vBase;
}
// set camera placement
SetPlacement_internal(pl, m, TRUE); // TRUE = try to optimize for small movements
};
/*void SetCameraPosition()
{
// 3rd person view
FLOAT fDistance = 1.0f;
CPlacement3D pl = ((CPlayerEntity&) *m_penOwner).en_plViewpoint;
pl.pl_PositionVector += FLOAT3D(tmp_af[4],tmp_af[5],tmp_af[6]);
pl.pl_OrientationAngle = ANGLE3D(0.0f, tmp_af[1], 0.0f);
fDistance = tmp_af[5];
// transform rotation angle
pl.RelativeToAbsolute(m_penOwner->GetPlacement());
// create a set ray to test
FLOATmatrix3D m;
MakeRotationMatrixFast(m, pl.pl_OrientationAngle);
FLOAT3D vRight = m.GetColumn(1);
FLOAT3D vUp = m.GetColumn(2);
FLOAT3D vFront = m.GetColumn(3);
FLOAT3D vDest;
vDest = vFront*fDistance;
//FLOAT fBack = 0;
/*
// cast a ray to find if any brush is hit
CCastRay crRay( m_penOwner, pl.pl_PositionVector, vDest);
crRay.cr_bHitTranslucentPortals = FALSE;
crRay.cr_ttHitModels = CCastRay::TT_NONE;
GetWorld()->CastRay(crRay);
// if hit something
if (crRay.cr_penHit!=NULL) {
// clamp distance
fDistance = Min(fDistance, crRay.cr_fHitDistance-0.5f);
}
//pl.pl_PositionVector += FLOAT3D(0.0f, m_fDistance, 0.0f)*m;
*/
/*
m_fDistance = fDistance;
// set camera placement
SetPlacement_internal(pl, m, TRUE); // TRUE = try to optimize for small movements
};*/
procedures:
Main(EViewInit eInit) {
// remember the initial parameters
ASSERT(eInit.penOwner!=NULL);
m_penOwner = eInit.penOwner;
m_iViewType = eInit.vtView;
m_bFixed = eInit.bDeathFixed;
ASSERT(IsOfClass(m_penOwner, "Player"));
// init as model
InitAsEditorModel();
SetFlags(GetFlags()|ENF_CROSSESLEVELS);
SetPhysicsFlags(EPF_MODEL_IMMATERIAL|EPF_MOVABLE);
SetCollisionFlags(ECF_IMMATERIAL);
// set appearance
SetModel(MODEL_MARKER);
SetModelMainTexture(TEXTURE_MARKER);
// add to movers list if needed
if (m_iViewType == VT_PLAYERDEATH) {
AddToMovers();
}
SendEvent(EStart());
wait() {
on (EBegin) : { resume; }
on (EStart) : {
SetCameraPosition();
en_plLastPlacement = GetPlacement(); // remember old placement for lerping
m_vTargetLast = ((CPlayer&) *m_penOwner).GetPlayerWeapons()->m_vRayHit;
resume;
};
on (EEnd) : { stop; }
otherwise() : { resume; }
}
// cease to exist
Destroy();
return;
};
};