mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-12-26 07:34:52 +01:00
303 lines
8.5 KiB
JavaScript
303 lines
8.5 KiB
JavaScript
/* Copyright (c) 2002-2012 Croteam Ltd.
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This program is free software; you can redistribute it and/or modify
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it under the terms of version 2 of the GNU General Public License as published by
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the Free Software Foundation
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */
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403
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%{
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#include "StdH.h"
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#include "EntitiesMP/Player.h"
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#include "EntitiesMP/PlayerWeapons.h"
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%}
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enum ViewType {
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0 VT_PLAYERDEATH "", // player death
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1 VT_PLAYERREBIRTH "", // player rebirth (player is spawned)
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2 VT_CAMERA "", // camera view
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3 VT_3RDPERSONVIEW "", // 3rd person view
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};
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// input parameter for viewer
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event EViewInit {
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CEntityPointer penOwner, // who owns it
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CEntityPointer penCamera, // first camera for camera view
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enum ViewType vtView, // view type
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BOOL bDeathFixed,
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};
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%{
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void CPlayerView_Precache(void)
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{
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CDLLEntityClass *pdec = &CPlayerView_DLLClass;
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pdec->PrecacheModel(MODEL_MARKER);
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pdec->PrecacheTexture(TEXTURE_MARKER);
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}
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%}
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class export CPlayerView : CMovableEntity {
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name "Player View";
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thumbnail "";
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features "CanBePredictable";
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properties:
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1 CEntityPointer m_penOwner, // class which owns it
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2 INDEX m_iViewType=0, // view type
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3 FLOAT m_fDistance = 1.0f, // current distance
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4 FLOAT3D m_vZLast = FLOAT3D(0,0,0),
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5 FLOAT3D m_vTargetLast = FLOAT3D(0,0,0),
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6 BOOL m_bFixed = FALSE, // fixed view (player falling in abyss)
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components:
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1 model MODEL_MARKER "Models\\Editor\\Axis.mdl",
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2 texture TEXTURE_MARKER "Models\\Editor\\Vector.tex"
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functions:
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// add to prediction any entities that this entity depends on
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void AddDependentsToPrediction(void)
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{
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m_penOwner->AddToPrediction();
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}
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void PreMoving() {};
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void DoMoving() {
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en_plLastPlacement = GetPlacement(); // remember old placement for lerping
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};
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void PostMoving()
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{
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SetCameraPosition();
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}
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CPlacement3D GetLerpedPlacement(void) const
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{
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FLOAT fLerpFactor;
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if (IsPredictor()) {
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fLerpFactor = _pTimer->GetLerpFactor();
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} else {
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fLerpFactor = _pTimer->GetLerpFactor2();
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}
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return LerpPlacementsPrecise(en_plLastPlacement, en_plPlacement, fLerpFactor);
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//return CMovableEntity::GetLerpedPlacement();
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}
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// render particles
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void RenderParticles(void)
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{
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if (Particle_GetViewer()==this) {
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Particles_ViewerLocal(this);
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}
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}
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void SetCameraPosition()
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{
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// 3rd person view
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FLOAT fDistance = 1.0f;
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CPlacement3D pl = ((CPlayerEntity&) *m_penOwner).en_plViewpoint;
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BOOL bFollowCrossHair;
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if (m_iViewType == VT_3RDPERSONVIEW) {
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// little above player eyes so it can be seen where he is firing
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pl.pl_OrientationAngle(2) -= 12.0f; //10.0f;
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pl.pl_PositionVector(2) += 1.0f;
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fDistance = 4.2f;//5.75f;
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bFollowCrossHair = TRUE;
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// death
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} else if (m_iViewType == VT_PLAYERDEATH) {
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fDistance = 3.5f;
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bFollowCrossHair = FALSE;
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}
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pl.pl_OrientationAngle(3) = 0.0f;
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// transform rotation angle
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pl.RelativeToAbsolute(m_penOwner->GetPlacement());
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// make base placement to back out from
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FLOAT3D vBase;
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EntityInfo *pei= (EntityInfo*) (m_penOwner->GetEntityInfo());
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GetEntityInfoPosition(m_penOwner, pei->vSourceCenter, vBase);
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// create a set of rays to test
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FLOATmatrix3D m;
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MakeRotationMatrixFast(m, pl.pl_OrientationAngle);
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FLOAT3D vRight = m.GetColumn(1);
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FLOAT3D vUp = m.GetColumn(2);
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FLOAT3D vFront = m.GetColumn(3);
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FLOAT3D vDest[5];
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vDest[0] = vBase+vFront*fDistance+vUp*1.0f;
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vDest[1] = vBase+vFront*fDistance-vUp*1.0f;
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vDest[2] = vBase+vFront*fDistance+vRight*1.0f;
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vDest[3] = vBase+vFront*fDistance-vRight*1.0f;
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vDest[4] = vBase+vFront*fDistance;
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FLOAT fBack = 0;
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// for each ray
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for (INDEX i=0; i<5; i++) {
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// cast a ray to find if any brush is hit
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CCastRay crRay( m_penOwner, vBase, vDest[i]);
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crRay.cr_bHitTranslucentPortals = FALSE;
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crRay.cr_ttHitModels = CCastRay::TT_COLLISIONBOX;
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GetWorld()->CastRay(crRay);
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// if hit something
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if (crRay.cr_penHit!=NULL) {
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// clamp distance
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fDistance = Min(fDistance, crRay.cr_fHitDistance-0.5f);
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// if hit polygon
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if (crRay.cr_pbpoBrushPolygon!=NULL) {
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// back off
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FLOAT3D vDir = (vDest[i]-vBase).Normalize();
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FLOAT fD = Abs(FLOAT3D(crRay.cr_pbpoBrushPolygon->bpo_pbplPlane->bpl_plAbsolute)%vDir)*0.25f;
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fBack = Max(fBack, fD);
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}
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}
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}
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fDistance = ClampDn(fDistance-fBack, 0.0f);
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m_fDistance = fDistance;
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vBase += vFront*fDistance;
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CPlayerWeapons *ppw = ((CPlayer&) *m_penOwner).GetPlayerWeapons();
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if (bFollowCrossHair) {
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FLOAT3D vTarget = vBase-ppw->m_vRayHit;
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FLOAT fLen = vTarget.Length();
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if (fLen>0.01) {
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vTarget/=fLen;
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} else {
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vTarget = FLOAT3D(0,1,0);
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}
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FLOAT3D vX;
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FLOAT3D vY = m.GetColumn(2);
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FLOAT3D vZ = vTarget;
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vZ.Normalize();
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if (Abs(vY%vZ)>0.9f) {
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vY = -m.GetColumn(3);
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}
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vX = vY*vZ;
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vX.Normalize();
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vY = vZ*vX;
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vY.Normalize();
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m_vZLast = vZ;
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m(1,1) = vX(1); m(1,2) = vY(1); m(1,3) = vZ(1);
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m(2,1) = vX(2); m(2,2) = vY(2); m(2,3) = vZ(2);
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m(3,1) = vX(3); m(3,2) = vY(3); m(3,3) = vZ(3);
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DecomposeRotationMatrixNoSnap(pl.pl_OrientationAngle, m);
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}
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if (m_bFixed) {
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pl.pl_PositionVector = GetPlacement().pl_PositionVector;
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pl.pl_OrientationAngle = ANGLE3D(0,-90, 0);
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m_fDistance = (pl.pl_PositionVector-m_penOwner->GetPlacement().pl_PositionVector).Length();
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MakeRotationMatrixFast(m, pl.pl_OrientationAngle);
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} else {
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pl.pl_PositionVector = vBase;
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}
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// set camera placement
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SetPlacement_internal(pl, m, TRUE); // TRUE = try to optimize for small movements
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};
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/*void SetCameraPosition()
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{
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// 3rd person view
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FLOAT fDistance = 1.0f;
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CPlacement3D pl = ((CPlayerEntity&) *m_penOwner).en_plViewpoint;
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pl.pl_PositionVector += FLOAT3D(tmp_af[4],tmp_af[5],tmp_af[6]);
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pl.pl_OrientationAngle = ANGLE3D(0.0f, tmp_af[1], 0.0f);
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fDistance = tmp_af[5];
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// transform rotation angle
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pl.RelativeToAbsolute(m_penOwner->GetPlacement());
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// create a set ray to test
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FLOATmatrix3D m;
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MakeRotationMatrixFast(m, pl.pl_OrientationAngle);
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FLOAT3D vRight = m.GetColumn(1);
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FLOAT3D vUp = m.GetColumn(2);
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FLOAT3D vFront = m.GetColumn(3);
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FLOAT3D vDest;
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vDest = vFront*fDistance;
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//FLOAT fBack = 0;
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/*
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// cast a ray to find if any brush is hit
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CCastRay crRay( m_penOwner, pl.pl_PositionVector, vDest);
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crRay.cr_bHitTranslucentPortals = FALSE;
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crRay.cr_ttHitModels = CCastRay::TT_NONE;
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GetWorld()->CastRay(crRay);
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// if hit something
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if (crRay.cr_penHit!=NULL) {
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// clamp distance
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fDistance = Min(fDistance, crRay.cr_fHitDistance-0.5f);
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}
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//pl.pl_PositionVector += FLOAT3D(0.0f, m_fDistance, 0.0f)*m;
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*/
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/*
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m_fDistance = fDistance;
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// set camera placement
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SetPlacement_internal(pl, m, TRUE); // TRUE = try to optimize for small movements
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};*/
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procedures:
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Main(EViewInit eInit) {
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// remember the initial parameters
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ASSERT(eInit.penOwner!=NULL);
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m_penOwner = eInit.penOwner;
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m_iViewType = eInit.vtView;
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m_bFixed = eInit.bDeathFixed;
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ASSERT(IsOfClass(m_penOwner, "Player"));
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// init as model
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InitAsEditorModel();
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SetFlags(GetFlags()|ENF_CROSSESLEVELS);
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SetPhysicsFlags(EPF_MODEL_IMMATERIAL|EPF_MOVABLE);
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SetCollisionFlags(ECF_IMMATERIAL);
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// set appearance
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SetModel(MODEL_MARKER);
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SetModelMainTexture(TEXTURE_MARKER);
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// add to movers list if needed
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if (m_iViewType == VT_PLAYERDEATH) {
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AddToMovers();
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}
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SendEvent(EStart());
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wait() {
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on (EBegin) : { resume; }
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on (EStart) : {
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SetCameraPosition();
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en_plLastPlacement = GetPlacement(); // remember old placement for lerping
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m_vTargetLast = ((CPlayer&) *m_penOwner).GetPlayerWeapons()->m_vRayHit;
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resume;
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};
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on (EEnd) : { stop; }
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otherwise() : { resume; }
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}
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// cease to exist
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Destroy();
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return;
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};
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};
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