/* 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. */ 403 %{ #include "StdH.h" #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; }; };