quake4-sdk/source/game/FreeView.cpp
2007-06-15 00:00:00 +00:00

165 lines
3.6 KiB
C++

#include "../idlib/precompiled.h"
#pragma hdrstop
/*
===============
idFreeView::~idFreeView
===============
*/
idFreeView::~idFreeView() {
if ( physics ) {
delete physics;
physics = NULL;
}
}
/*
===============
idFreeView::SetFreeView
===============
*/
void idFreeView::SetFreeView( int clientNum ) {
trace_t trace;
idPlayer *p;
idVec3 start, end;
idClip *clipWorld;
if ( !physics ) {
Setup();
}
p = static_cast<idPlayer*>( gameLocal.entities[ clientNum ] );
if ( !p ) {
PickRandomSpawn();
return;
}
start = p->GetEyePosition();
end = start; end[2] += 20.0f;
clipWorld = gameLocal.GetEntityClipWorld( p );
if ( clipWorld ) {
clipWorld->Translation( trace, start, end, physics->GetClipModel(), mat3_identity, MASK_PLAYERSOLID, NULL, NULL );
physics->SetOrigin( trace.endpos );
} else {
assert( false );
physics->SetOrigin( start );
}
viewAngles = p->viewAngles;
viewAngles[2] = 0.0f;
snapAngle = true;
}
/*
===============
idFreeView::PickRandomSpawn
===============
*/
void idFreeView::PickRandomSpawn( void ) {
if ( !physics ) {
Setup();
}
idPlayerStart *start = gameLocal.RandomSpawn();
physics->SetOrigin( start->GetPhysics()->GetOrigin() + idVec3( 0.0f, 0.0f, pm_normalheight.GetFloat() ) );
viewAngles = start->GetPhysics()->GetAxis().ToAngles();
snapAngle = true;
}
/*
===============
idFreeView::Fly
===============
*/
void idFreeView::Fly( const usercmd_t &ucmd ) {
idAngles src;
assert( physics );
src[0] = SHORT2ANGLE( ucmd.angles[0] );
src[1] = SHORT2ANGLE( ucmd.angles[1] );
src[2] = 0.0f;
if ( snapAngle ) {
viewAngleOffset = viewAngles - src;
snapAngle = false;
}
viewAngles = src + viewAngleOffset;
physics->SetPlayerInput( ucmd, viewAngles );
physics->Evaluate( gameLocal.time - gameLocal.previousTime, gameLocal.time );
}
/*
===============
idFreeView::Draw
===============
*/
void idFreeView::Draw( void ) {
assert( physics );
view.vieworg = physics->PlayerGetOrigin();
view.viewaxis = viewAngles.ToMat3();
view.time = gameLocal.time;
gameLocal.CalcFov( g_fov.GetFloat(), view.fov_x, view.fov_y );
// free flying demo client rendering
gameLocal.mpGame.SetShaderParms( &view );
// FIXME: player hud? draw scoreboard?
soundSystem->PlaceListener( view.vieworg, view.viewaxis, 0, gameLocal.time, "Undefined" );
// from idPlayerView::SingleView
idCamera *portalSky = gameLocal.GetPortalSky();
if ( portalSky ) {
renderView_t portalSkyView = view;
portalSky->GetViewParms( &portalSkyView );
gameRenderWorld->RenderScene( &portalSkyView, RF_DEFER_COMMAND_SUBMIT | RF_PORTAL_SKY );
}
gameRenderWorld->RenderScene( &view, RF_PRIMARY_VIEW );
}
/*
===============
idFreeView::Setup
===============
*/
void idFreeView::Setup( void ) {
idClipModel *clip;
idBounds b;
assert( !physics );
memset( &view, 0, sizeof( view ) );
view.viewID = 0;
view.x = view.y = 0;
view.width = 640;
view.height = 480;
gameLocal.CalcFov( g_fov.GetFloat(), view.fov_x, view.fov_y );
view.cramZNear = false;
b = idBounds( vec3_origin ).Expand( pm_spectatebbox.GetFloat() * 0.5f );
clip = new idClipModel( idTraceModel( b ), declManager->FindMaterial( "textures/flesh_boundingbox" ) );
physics = new idPhysics_Player();
physics->SetSpeed( pm_spectatespeed.GetFloat(), pm_crouchspeed.GetFloat() );
physics->SetClipModelNoLink( clip );
physics->SetClipMask( MASK_PLAYERSOLID );
physics->SetMovementType( PM_SPECTATOR );
}
/*
===============
idFreeView::Shutdown
===============
*/
void idFreeView::Shutdown( void ) {
if ( physics ) {
delete physics;
physics = NULL;
}
}
/*
===============
idFreeView::GetOrigin
===============
*/
const idVec3 &idFreeView::GetOrigin( void ) {
return view.vieworg;
}