mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-11-25 11:45:53 +01:00
242 lines
6.6 KiB
C++
242 lines
6.6 KiB
C++
403
|
|
%{
|
|
#include "Entities/StdH/StdH.h"
|
|
#include "Entities/Player.h"
|
|
#include "Entities/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 fireing
|
|
pl.pl_OrientationAngle(2) -= 10.0f;
|
|
pl.pl_PositionVector(2) += 1.0f;
|
|
fDistance = 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 /* 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;
|
|
};
|
|
};
|
|
|