mirror of
https://github.com/DrBeef/JKXR.git
synced 2024-11-23 12:32:26 +00:00
1535 lines
38 KiB
C++
1535 lines
38 KiB
C++
/*
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===========================================================================
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Copyright (C) 2000 - 2013, Raven Software, Inc.
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Copyright (C) 2001 - 2013, Activision, Inc.
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Copyright (C) 2013 - 2015, OpenJK contributors
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This file is part of the OpenJK source code.
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OpenJK is free software; you can redistribute it and/or modify it
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under the terms of the GNU General Public License version 2 as
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published by 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
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along with this program; if not, see <http://www.gnu.org/licenses/>.
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===========================================================================
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*/
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//Client camera controls for cinematics
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#include "cg_local.h"
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#include "cg_media.h"
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#include "../game/g_roff.h"
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#include <VrClientInfo.h>
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bool in_camera = false;
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bool in_misccamera = false; // if we are viewing a misc_camera
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camera_t client_camera={};
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camera_t previous_client_camera={};
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extern qboolean player_locked;
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extern gentity_t *G_Find (gentity_t *from, int fieldofs, const char *match);
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extern void G_UseTargets (gentity_t *ent, gentity_t *activator);
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void CGCam_FollowDisable( void );
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void CGCam_TrackDisable( void );
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void CGCam_Distance( float distance, qboolean initLerp );
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void CGCam_DistanceDisable( void );
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extern qboolean CG_CalcFOVFromX( float fov_x );
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extern void WP_SaberCatch( gentity_t *self, gentity_t *saber, qboolean switchToSaber );
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/*
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TODO:
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CloseUp, FullShot & Longshot commands:
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camera( CLOSEUP, <entity targetname>, angles(pitch yaw roll) )
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Will find the ent, apply angle offset to their head forward(minus pitch),
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get a preset distance away and set the FOV. Trace to point, if less than
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1.0, put it there and open up FOV accordingly.
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Be sure to frame it so that eyespot and tag_head are positioned at proper
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places in the frame - ie: eyespot not in center, but not closer than 1/4
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screen width to the top...?
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*/
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/*
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-------------------------
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CGCam_Init
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-------------------------
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*/
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void CGCam_Init( void )
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{
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extern qboolean qbVidRestartOccured;
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if (!qbVidRestartOccured)
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{
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memset( &client_camera, 0, sizeof ( camera_t ) );
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}
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}
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/*
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-------------------------
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CGCam_Enable
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-------------------------
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*/
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extern void CG_CalcVrect(void);
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void CGCam_Enable( void )
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{
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client_camera.bar_alpha = 0.0f;
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client_camera.bar_time = cg.time;
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client_camera.bar_alpha_source = 0.0f;
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client_camera.bar_alpha_dest = 1.0f;
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client_camera.bar_height_source = 0.0f;
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client_camera.bar_height_dest = 480/10;
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client_camera.bar_height = 0.0f;
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client_camera.info_state |= CAMERA_BAR_FADING;
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client_camera.FOV = CAMERA_DEFAULT_FOV;
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client_camera.FOV2 = CAMERA_DEFAULT_FOV;
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client_camera.has_stored_angles = false;
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in_camera = true;
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client_camera.next_roff_time = 0;
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previous_client_camera = client_camera;
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if ( &g_entities[0] && g_entities[0].client )
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{
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//Player zero not allowed to do anything
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VectorClear( g_entities[0].client->ps.velocity );
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g_entities[0].contents = 0;
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if ( cg.zoomMode )
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{
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// need to shut off some form of zooming
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cg.zoomMode = 0;
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}
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if ( g_entities[0].client->ps.saberInFlight && g_entities[0].client->ps.saberActive )
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{//saber is out
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gentity_t *saberent = &g_entities[g_entities[0].client->ps.saberEntityNum];
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if ( saberent )
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{
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WP_SaberCatch( &g_entities[0], saberent, qfalse );
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}
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}
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for ( int i = 0; i < NUM_FORCE_POWERS; i++ )
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{//deactivate any active force powers
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g_entities[0].client->ps.forcePowerDuration[i] = 0;
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extern void WP_ForcePowerStop( gentity_t *self, forcePowers_t forcePower );
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if ( g_entities[0].client->ps.forcePowerDuration[i] || (g_entities[0].client->ps.forcePowersActive&( 1 << i )) )
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{
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WP_ForcePowerStop( &g_entities[0], (forcePowers_t)i );
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}
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}
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}
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}
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/*
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-------------------------
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CGCam_Disable
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-------------------------
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*/
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void CGCam_Disable( void )
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{
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in_camera = false;
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client_camera.bar_alpha = 1.0f;
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client_camera.bar_time = cg.time;
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client_camera.bar_alpha_source = 1.0f;
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client_camera.bar_alpha_dest = 0.0f;
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client_camera.bar_height_source = 480/10;
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client_camera.bar_height_dest = 0.0f;
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client_camera.info_state |= CAMERA_BAR_FADING;
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if ( &g_entities[0] && g_entities[0].client )
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{
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g_entities[0].contents = CONTENTS_BODY;//MASK_PLAYERSOLID;
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}
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gi.SendServerCommand( 0, "cts");
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if ( cg_skippingcin.integer )
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{//We're skipping the cinematic and it's over now
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gi.cvar_set("timescale", "1");
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gi.cvar_set("skippingCinematic", "0");
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}
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//Now's a good time for a reset
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vr->take_snap = true;
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}
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/*
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-------------------------
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CGCam_SetPosition
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-------------------------
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*/
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void CGCam_SetPosition( vec3_t org )
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{
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VectorCopy( org, client_camera.origin );
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VectorCopy( client_camera.origin, cg.refdef.vieworg );
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}
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/*
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-------------------------
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CGCam_Move
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-------------------------
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*/
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void CGCam_Move( vec3_t dest, float duration )
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{
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if ( client_camera.info_state & CAMERA_ROFFING )
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{
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client_camera.info_state &= ~CAMERA_ROFFING;
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}
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CGCam_TrackDisable();
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CGCam_DistanceDisable();
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if ( !duration )
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{
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client_camera.info_state &= ~CAMERA_MOVING;
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CGCam_SetPosition( dest );
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return;
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}
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client_camera.info_state |= CAMERA_MOVING;
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VectorCopy( dest, client_camera.origin2 );
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client_camera.move_duration = duration;
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client_camera.move_time = cg.time;
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}
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/*
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-------------------------
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CGCam_SetAngles
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-------------------------
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*/
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void CGCam_SetAngles( vec3_t ang )
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{
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VectorCopy( ang, client_camera.angles );
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VectorCopy(client_camera.angles, cg.refdefViewAngles );
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}
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/*
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-------------------------
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CGCam_Pan
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-------------------------
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*/
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void CGCam_Pan( vec3_t dest, vec3_t panDirection, float duration )
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{
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//vec3_t panDirection = {0, 0, 0};
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int i;
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float delta1 , delta2;
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CGCam_FollowDisable();
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CGCam_DistanceDisable();
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if ( !duration )
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{
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CGCam_SetAngles( dest );
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client_camera.info_state &= ~CAMERA_PANNING;
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return;
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}
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//FIXME: make the dest an absolute value, and pass in a
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//panDirection as well. If a panDirection's axis value is
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//zero, find the shortest difference for that axis.
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//Store the delta in client_camera.angles2.
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for( i = 0; i < 3; i++ )
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{
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dest[i] = AngleNormalize360( dest[i] );
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delta1 = dest[i] - AngleNormalize360( client_camera.angles[i] );
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if ( delta1 < 0 )
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{
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delta2 = delta1 + 360;
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}
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else
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{
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delta2 = delta1 - 360;
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}
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if ( !panDirection[i] )
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{//Didn't specify a direction, pick shortest
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if( fabs(delta1) < fabs(delta2) )
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{
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client_camera.angles2[i] = delta1;
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}
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else
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{
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client_camera.angles2[i] = delta2;
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}
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}
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else if ( panDirection[i] < 0 )
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{
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if( delta1 < 0 )
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{
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client_camera.angles2[i] = delta1;
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}
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else if( delta1 > 0 )
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{
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client_camera.angles2[i] = delta2;
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}
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else
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{//exact
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client_camera.angles2[i] = 0;
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}
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}
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else if ( panDirection[i] > 0 )
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{
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if( delta1 > 0 )
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{
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client_camera.angles2[i] = delta1;
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}
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else if( delta1 < 0 )
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{
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client_camera.angles2[i] = delta2;
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}
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else
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{//exact
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client_camera.angles2[i] = 0;
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}
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}
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}
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//VectorCopy( dest, client_camera.angles2 );
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client_camera.info_state |= CAMERA_PANNING;
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client_camera.pan_duration = duration;
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client_camera.pan_time = cg.time;
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}
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/*
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-------------------------
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CGCam_SetRoll
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-------------------------
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*/
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void CGCam_SetRoll( float roll )
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{
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client_camera.angles[2] = roll;
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}
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/*
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-------------------------
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CGCam_Roll
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-------------------------
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*/
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void CGCam_Roll( float dest, float duration )
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{
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if ( !duration )
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{
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CGCam_SetRoll( dest );
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return;
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}
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//FIXME/NOTE: this will override current panning!!!
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client_camera.info_state |= CAMERA_PANNING;
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VectorCopy( client_camera.angles, client_camera.angles2 );
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client_camera.angles2[2] = AngleDelta( dest, client_camera.angles[2] );
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client_camera.pan_duration = duration;
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client_camera.pan_time = cg.time;
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}
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/*
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-------------------------
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CGCam_SetFOV
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-------------------------
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*/
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void CGCam_SetFOV( float FOV )
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{
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client_camera.FOV = FOV;
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}
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/*
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-------------------------
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CGCam_Zoom
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-------------------------
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*/
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void CGCam_Zoom( float FOV, float duration )
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{
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if ( !duration )
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{
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CGCam_SetFOV( FOV );
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return;
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}
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client_camera.info_state |= CAMERA_ZOOMING;
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client_camera.FOV_time = cg.time;
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client_camera.FOV2 = FOV;
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client_camera.FOV_duration = duration;
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}
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/*
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-------------------------
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CGCam_Fade
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-------------------------
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*/
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void CGCam_SetFade( vec4_t dest )
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{//Instant completion
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client_camera.info_state &= ~CAMERA_FADING;
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client_camera.fade_duration = 0;
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VectorCopy4( dest, client_camera.fade_source );
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VectorCopy4( dest, client_camera.fade_color );
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}
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/*
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-------------------------
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CGCam_Fade
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-------------------------
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*/
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void CGCam_Fade( vec4_t source, vec4_t dest, float duration )
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{
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if ( !duration )
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{
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CGCam_SetFade( dest );
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return;
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}
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VectorCopy4( source, client_camera.fade_source );
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VectorCopy4( dest, client_camera.fade_dest );
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client_camera.fade_duration = duration;
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client_camera.fade_time = cg.time;
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client_camera.info_state |= CAMERA_FADING;
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}
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void CGCam_FollowDisable( void )
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{
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client_camera.info_state &= ~CAMERA_FOLLOWING;
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client_camera.cameraGroup[0] = 0;
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client_camera.cameraGroupZOfs = 0;
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client_camera.cameraGroupTag[0] = 0;
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}
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void CGCam_TrackDisable( void )
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{
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client_camera.info_state &= ~CAMERA_TRACKING;
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client_camera.trackEntNum = ENTITYNUM_WORLD;
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}
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void CGCam_DistanceDisable( void )
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{
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client_camera.distance = 0;
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}
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/*
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-------------------------
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CGCam_Follow
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-------------------------
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*/
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void CGCam_Follow( const char *cameraGroup, float speed, float initLerp )
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{
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//Clear any previous
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CGCam_FollowDisable();
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if(!cameraGroup || !cameraGroup[0])
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{
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return;
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}
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if ( Q_stricmp("none", (char *)cameraGroup) == 0 )
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{//Turn off all aiming
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return;
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}
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if ( Q_stricmp("NULL", (char *)cameraGroup) == 0 )
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{//Turn off all aiming
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return;
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}
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//NOTE: if this interrupts a pan before it's done, need to copy the cg.refdef.viewAngles to the camera.angles!
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client_camera.info_state |= CAMERA_FOLLOWING;
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client_camera.info_state &= ~CAMERA_PANNING;
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//NULL terminate last char in case they type a name too long
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Q_strncpyz( client_camera.cameraGroup, cameraGroup, sizeof( client_camera.cameraGroup ) );
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if ( speed )
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{
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client_camera.followSpeed = speed;
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}
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else
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{
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client_camera.followSpeed = 100.0f;
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}
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if ( initLerp )
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{
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client_camera.followInitLerp = qtrue;
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}
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else
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{
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client_camera.followInitLerp = qfalse;
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}
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}
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/*
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-------------------------
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Q3_CameraAutoAim
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Keeps camera pointed at an entity, usually will be a misc_camera_focus
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misc_camera_focus can be on a track that stays closest to it's subjects on that
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path (like Q3_CameraAutoTrack) or is can simply always put itself between it's subjects.
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misc_camera_focus can also set FOV/camera dist needed to keep the subjects in frame
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-------------------------
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*/
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void CG_CameraAutoAim( const char *name )
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{
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/*
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gentity_t *aimEnt = NULL;
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//Clear any previous
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CGCam_FollowDisable();
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if(Q_stricmp("none", (char *)name) == 0)
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{//Turn off all aiming
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return;
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}
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aimEnt = G_Find(NULL, FOFS(targetname), (char *)name);
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if(!aimEnt)
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{
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gi.Printf(S_COLOR_RED"ERROR: %s camera aim target not found\n", name);
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return;
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}
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//Lerp time...
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//aimEnt->aimDebounceTime = level.time;//FIXME: over time
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client_camera.aimEntNum = aimEnt->s.number;
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CGCam_Follow( aimEnt->cameraGroup, aimEnt->speed, aimEnt->spawnflags&1 );
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*/
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}
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/*
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-------------------------
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CGCam_Track
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-------------------------
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*/
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//void CGCam_Track( char *trackName, float speed, float duration )
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void CGCam_Track( const char *trackName, float speed, float initLerp )
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{
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gentity_t *trackEnt = NULL;
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CGCam_TrackDisable();
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if(Q_stricmp("none", (char *)trackName) == 0)
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{//turn off tracking
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return;
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}
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//NOTE: if this interrupts a move before it's done, need to copy the cg.refdef.vieworg to the camera.origin!
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//This will find a path_corner now, not a misc_camera_track
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trackEnt = G_Find(NULL, FOFS(targetname), (char *)trackName);
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if ( !trackEnt )
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{
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gi.Printf(S_COLOR_RED"ERROR: %s camera track target not found\n", trackName);
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return;
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}
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client_camera.info_state |= CAMERA_TRACKING;
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client_camera.info_state &= ~CAMERA_MOVING;
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client_camera.trackEntNum = trackEnt->s.number;
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client_camera.initSpeed = speed/10.0f;
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client_camera.speed = speed;
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client_camera.nextTrackEntUpdateTime = cg.time;
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if ( initLerp )
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{
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client_camera.trackInitLerp = qtrue;
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}
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else
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{
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client_camera.trackInitLerp = qfalse;
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}
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/*
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if ( client_camera.info_state & CAMERA_FOLLOWING )
|
|
{//Used to snap angles? Do what...?
|
|
}
|
|
*/
|
|
|
|
//Set a moveDir
|
|
VectorSubtract( trackEnt->currentOrigin, client_camera.origin, client_camera.moveDir );
|
|
|
|
if ( !client_camera.trackInitLerp )
|
|
{//want to snap to first position
|
|
//Snap to trackEnt's origin
|
|
VectorCopy( trackEnt->currentOrigin, client_camera.origin );
|
|
|
|
//Set new moveDir if trackEnt has a next path_corner
|
|
//Possible that track has no next point, in which case we won't be moving anyway
|
|
if ( trackEnt->target && trackEnt->target[0] )
|
|
{
|
|
gentity_t *newTrackEnt = G_Find( NULL, FOFS(targetname), trackEnt->target );
|
|
if ( newTrackEnt )
|
|
{
|
|
VectorSubtract( newTrackEnt->currentOrigin, client_camera.origin, client_camera.moveDir );
|
|
}
|
|
}
|
|
}
|
|
|
|
VectorNormalize( client_camera.moveDir );
|
|
}
|
|
|
|
/*
|
|
-------------------------
|
|
Q3_CameraAutoTrack
|
|
|
|
Keeps camera a certain distance from target entity but on the specified CameraPath
|
|
The distance can be set in a script or derived from a misc_camera_focus.
|
|
Dist will interpolate when changed, can also set acceleration/deceleration values.
|
|
FOV will also interpolate.
|
|
|
|
CameraPath might be a MAX path or perhaps a series of path_corners on the map itself
|
|
-------------------------
|
|
*/
|
|
|
|
void CG_CameraAutoTrack( const char *name )
|
|
{
|
|
/*
|
|
gentity_t *trackEnt = NULL;
|
|
|
|
CGCam_TrackDisable();
|
|
|
|
if(Q_stricmp("none", (char *)name) == 0)
|
|
{//turn off tracking
|
|
return;
|
|
}
|
|
|
|
//This will find a path_corner now, not a misc_camera_track
|
|
trackEnt = G_Find(NULL, FOFS(targetname), (char *)name);
|
|
|
|
if(!trackEnt)
|
|
{
|
|
gi.Printf(S_COLOR_RED"ERROR: %s camera track target not found\n", name);
|
|
return;
|
|
}
|
|
|
|
//FIXME: last arg will be passed in
|
|
CGCam_Track( trackEnt->s.number, trackEnt->speed, qfalse );
|
|
//FIXME: this will be a seperate call
|
|
CGCam_Distance( trackEnt->radius, qtrue);
|
|
*/
|
|
}
|
|
|
|
/*
|
|
-------------------------
|
|
CGCam_Distance
|
|
-------------------------
|
|
*/
|
|
|
|
void CGCam_Distance( float distance, float initLerp )
|
|
{
|
|
client_camera.distance = distance;
|
|
|
|
if ( initLerp )
|
|
{
|
|
client_camera.distanceInitLerp = qtrue;
|
|
}
|
|
else
|
|
{
|
|
client_camera.distanceInitLerp = qfalse;
|
|
}
|
|
}
|
|
|
|
//========================================================================================
|
|
|
|
|
|
void CGCam_FollowUpdate ( void )
|
|
{
|
|
vec3_t center, dir, cameraAngles, vec, focus[MAX_CAMERA_GROUP_SUBJECTS];//No more than 16 subjects in a cameraGroup
|
|
gentity_t *from = NULL;
|
|
centity_t *fromCent = NULL;
|
|
int num_subjects = 0, i;
|
|
qboolean focused = qfalse;
|
|
|
|
if ( client_camera.cameraGroup[0] )
|
|
{
|
|
//Stay centered in my cameraGroup, if I have one
|
|
while( NULL != (from = G_Find(from, FOFS(cameraGroup), client_camera.cameraGroup)))
|
|
{
|
|
/*
|
|
if ( from->s.number == client_camera.aimEntNum )
|
|
{//This is the misc_camera_focus, we'll be removing this ent altogether eventually
|
|
continue;
|
|
}
|
|
*/
|
|
|
|
if ( num_subjects >= MAX_CAMERA_GROUP_SUBJECTS )
|
|
{
|
|
gi.Printf(S_COLOR_RED"ERROR: Too many subjects in shot composition %s\n", client_camera.cameraGroup);
|
|
break;
|
|
}
|
|
|
|
fromCent = &cg_entities[from->s.number];
|
|
if ( !fromCent )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
focused = qfalse;
|
|
if ( from->client && client_camera.cameraGroupTag[0] && fromCent->gent->ghoul2.size() )
|
|
{
|
|
int newBolt = gi.G2API_AddBolt( &fromCent->gent->ghoul2[from->playerModel], client_camera.cameraGroupTag );
|
|
if ( newBolt != -1 )
|
|
{
|
|
mdxaBone_t boltMatrix;
|
|
vec3_t fromAngles = {0,from->client->ps.legsYaw,0};
|
|
|
|
gi.G2API_GetBoltMatrix( fromCent->gent->ghoul2, from->playerModel, newBolt, &boltMatrix, fromAngles, fromCent->lerpOrigin, cg.time, cgs.model_draw, fromCent->currentState.modelScale );
|
|
gi.G2API_GiveMeVectorFromMatrix( boltMatrix, ORIGIN, focus[num_subjects] );
|
|
|
|
focused = qtrue;
|
|
}
|
|
}
|
|
if ( !focused )
|
|
{
|
|
if ( from->s.pos.trType != TR_STATIONARY )
|
|
// if ( from->s.pos.trType == TR_INTERPOLATE )
|
|
{//use interpolated origin?
|
|
if ( !VectorCompare( vec3_origin, fromCent->lerpOrigin ) )
|
|
{//hunh? Somehow we've never seen this gentity on the client, so there is no lerpOrigin, so cheat over to the game and use the currentOrigin
|
|
VectorCopy( from->currentOrigin, focus[num_subjects] );
|
|
}
|
|
else
|
|
{
|
|
VectorCopy( fromCent->lerpOrigin, focus[num_subjects] );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
VectorCopy(from->currentOrigin, focus[num_subjects]);
|
|
}
|
|
//FIXME: make a list here of their s.numbers instead so we can do other stuff with the list below
|
|
if ( from->client )
|
|
{//Track to their eyes - FIXME: maybe go off a tag?
|
|
//FIXME:
|
|
//Based on FOV and distance to subject from camera, pick the point that
|
|
//keeps eyes 3/4 up from bottom of screen... what about bars?
|
|
focus[num_subjects][2] += from->client->ps.viewheight;
|
|
}
|
|
}
|
|
if ( client_camera.cameraGroupZOfs )
|
|
{
|
|
focus[num_subjects][2] += client_camera.cameraGroupZOfs;
|
|
}
|
|
num_subjects++;
|
|
}
|
|
|
|
if ( !num_subjects ) // Bad cameragroup
|
|
{
|
|
#ifndef FINAL_BUILD
|
|
gi.Printf(S_COLOR_RED"ERROR: Camera Focus unable to locate cameragroup: %s\n", client_camera.cameraGroup);
|
|
#endif
|
|
return;
|
|
}
|
|
|
|
//Now average all points
|
|
VectorCopy( focus[0], center );
|
|
for( i = 1; i < num_subjects; i++ )
|
|
{
|
|
VectorAdd( focus[i], center, center );
|
|
}
|
|
VectorScale( center, 1.0f/((float)num_subjects), center );
|
|
}
|
|
else
|
|
{
|
|
return;
|
|
}
|
|
|
|
//Need to set a speed to keep a distance from
|
|
//the subject- fixme: only do this if have a distance
|
|
//set
|
|
VectorSubtract( client_camera.subjectPos, center, vec );
|
|
client_camera.subjectSpeed = VectorLengthSquared( vec ) * 100.0f / cg.frametime;
|
|
|
|
/*
|
|
if ( !cg_skippingcin.integer )
|
|
{
|
|
Com_Printf( S_COLOR_RED"org: %s\n", vtos(center) );
|
|
}
|
|
*/
|
|
VectorCopy( center, client_camera.subjectPos );
|
|
|
|
VectorSubtract( center, cg.refdef.vieworg, dir );//can't use client_camera.origin because it's not updated until the end of the move.
|
|
|
|
//Get desired angle
|
|
vectoangles(dir, cameraAngles);
|
|
|
|
if ( client_camera.followInitLerp )
|
|
{//Lerping
|
|
float frac = cg.frametime/100.0f * client_camera.followSpeed/100.f;
|
|
for( i = 0; i < 3; i++ )
|
|
{
|
|
cameraAngles[i] = AngleNormalize180( cameraAngles[i] );
|
|
cameraAngles[i] = AngleNormalize180( client_camera.angles[i] + frac * AngleNormalize180(cameraAngles[i] - client_camera.angles[i]) );
|
|
cameraAngles[i] = AngleNormalize180( cameraAngles[i] );
|
|
}
|
|
#if 0
|
|
Com_Printf( "%s\n", vtos(cameraAngles) );
|
|
#endif
|
|
}
|
|
else
|
|
{//Snapping, should do this first time if follow_lerp_to_start_duration is zero
|
|
//will lerp from this point on
|
|
client_camera.followInitLerp = qtrue;
|
|
for( i = 0; i < 3; i++ )
|
|
{//normalize so that when we start lerping, it doesn't freak out
|
|
cameraAngles[i] = AngleNormalize180( cameraAngles[i] );
|
|
}
|
|
//So tracker doesn't move right away thinking the first angle change
|
|
//is the subject moving... FIXME: shouldn't set this until lerp done OR snapped?
|
|
client_camera.subjectSpeed = 0;
|
|
}
|
|
|
|
//Point camera to lerp angles
|
|
/*
|
|
if ( !cg_skippingcin.integer )
|
|
{
|
|
Com_Printf( "ang: %s\n", vtos(cameraAngles) );
|
|
}
|
|
*/
|
|
VectorCopy( cameraAngles, client_camera.angles );
|
|
}
|
|
|
|
void CGCam_TrackEntUpdate ( void )
|
|
{//FIXME: only do every 100 ms
|
|
gentity_t *trackEnt = NULL;
|
|
gentity_t *newTrackEnt = NULL;
|
|
qboolean reached = qfalse;
|
|
vec3_t vec;
|
|
float dist;
|
|
|
|
if ( client_camera.trackEntNum >= 0 && client_camera.trackEntNum < ENTITYNUM_WORLD )
|
|
{//We're already heading to a path_corner
|
|
trackEnt = &g_entities[client_camera.trackEntNum];
|
|
VectorSubtract( trackEnt->currentOrigin, client_camera.origin, vec );
|
|
dist = VectorLengthSquared( vec );
|
|
if ( dist < 256 )//16 squared
|
|
{//FIXME: who should be doing the using here?
|
|
G_UseTargets( trackEnt, trackEnt );
|
|
reached = qtrue;
|
|
}
|
|
}
|
|
|
|
if ( trackEnt && reached )
|
|
{
|
|
|
|
if ( trackEnt->target && trackEnt->target[0] )
|
|
{//Find our next path_corner
|
|
newTrackEnt = G_Find( NULL, FOFS(targetname), trackEnt->target );
|
|
if ( newTrackEnt )
|
|
{
|
|
if ( newTrackEnt->radius < 0 )
|
|
{//Don't bother trying to maintain a radius
|
|
client_camera.distance = 0;
|
|
client_camera.speed = client_camera.initSpeed;
|
|
}
|
|
else if ( newTrackEnt->radius > 0 )
|
|
{
|
|
client_camera.distance = newTrackEnt->radius;
|
|
}
|
|
|
|
if ( newTrackEnt->speed < 0 )
|
|
{//go back to our default speed
|
|
client_camera.speed = client_camera.initSpeed;
|
|
}
|
|
else if ( newTrackEnt->speed > 0 )
|
|
{
|
|
client_camera.speed = newTrackEnt->speed/10.0f;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{//stop thinking if this is the last one
|
|
CGCam_TrackDisable();
|
|
}
|
|
}
|
|
|
|
if ( newTrackEnt )
|
|
{//Update will lerp this
|
|
client_camera.info_state |= CAMERA_TRACKING;
|
|
client_camera.trackEntNum = newTrackEnt->s.number;
|
|
VectorCopy( newTrackEnt->currentOrigin, client_camera.trackToOrg );
|
|
}
|
|
|
|
client_camera.nextTrackEntUpdateTime = cg.time + 100;
|
|
}
|
|
|
|
void CGCam_TrackUpdate ( void )
|
|
{
|
|
vec3_t goalVec, curVec, trackPos, vec;
|
|
float goalDist, dist;
|
|
//qboolean slowDown = qfalse;
|
|
|
|
if ( client_camera.nextTrackEntUpdateTime <= cg.time )
|
|
{
|
|
CGCam_TrackEntUpdate();
|
|
}
|
|
|
|
VectorSubtract( client_camera.trackToOrg, client_camera.origin, goalVec );
|
|
goalDist = VectorNormalize( goalVec );
|
|
if ( goalDist > 100 )
|
|
{
|
|
goalDist = 100;
|
|
}
|
|
else if ( goalDist < 10 )
|
|
{
|
|
goalDist = 10;
|
|
}
|
|
|
|
if ( client_camera.distance && client_camera.info_state & CAMERA_FOLLOWING )
|
|
{
|
|
float adjust = 0.0f, desiredSpeed = 0.0f;
|
|
float dot;
|
|
|
|
if ( !client_camera.distanceInitLerp )
|
|
{
|
|
VectorSubtract( client_camera.origin, client_camera.subjectPos, vec );
|
|
VectorNormalize( vec );
|
|
//FIXME: use client_camera.moveDir here?
|
|
VectorMA( client_camera.subjectPos, client_camera.distance, vec, client_camera.origin );
|
|
//Snap to first time only
|
|
client_camera.distanceInitLerp = qtrue;
|
|
return;
|
|
}
|
|
else if ( client_camera.subjectSpeed > 0.05f )
|
|
{//Don't start moving until subject moves
|
|
VectorSubtract( client_camera.subjectPos, client_camera.origin, vec );
|
|
dist = VectorNormalize(vec);
|
|
dot = DotProduct(goalVec, vec);
|
|
|
|
if ( dist > client_camera.distance )
|
|
{//too far away
|
|
if ( dot > 0 )
|
|
{//Camera is moving toward the subject
|
|
adjust = (dist - client_camera.distance);//Speed up
|
|
}
|
|
else if ( dot < 0 )
|
|
{//Camera is moving away from the subject
|
|
adjust = (dist - client_camera.distance) * -1.0f;//Slow down
|
|
}
|
|
}
|
|
else if ( dist < client_camera.distance )
|
|
{//too close
|
|
if(dot > 0)
|
|
{//Camera is moving toward the subject
|
|
adjust = (client_camera.distance - dist) * -1.0f;//Slow down
|
|
}
|
|
else if(dot < 0)
|
|
{//Camera is moving away from the subject
|
|
adjust = (client_camera.distance - dist);//Speed up
|
|
}
|
|
}
|
|
|
|
//Speed of the focus + our error
|
|
//desiredSpeed = aimCent->gent->speed + (adjust * cg.frametime/100.0f);//cg.frameInterpolation);
|
|
desiredSpeed = (adjust);// * cg.frametime/100.0f);//cg.frameInterpolation);
|
|
|
|
//self->moveInfo.speed = desiredSpeed;
|
|
|
|
//Don't change speeds faster than 10 every 10th of a second
|
|
float max_allowed_accel = MAX_ACCEL_PER_FRAME * (cg.frametime/100.0f);
|
|
|
|
if ( !client_camera.subjectSpeed )
|
|
{//full stop
|
|
client_camera.speed = desiredSpeed;
|
|
}
|
|
else if ( client_camera.speed - desiredSpeed > max_allowed_accel )
|
|
{//new speed much slower, slow down at max accel
|
|
client_camera.speed -= max_allowed_accel;
|
|
}
|
|
else if ( desiredSpeed - client_camera.speed > max_allowed_accel )
|
|
{//new speed much faster, speed up at max accel
|
|
client_camera.speed += max_allowed_accel;
|
|
}
|
|
else
|
|
{//remember this speed
|
|
client_camera.speed = desiredSpeed;
|
|
}
|
|
|
|
//Com_Printf("Speed: %4.2f (%4.2f)\n", self->moveInfo.speed, aimCent->gent->speed);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
//slowDown = qtrue;
|
|
}
|
|
|
|
|
|
//FIXME: this probably isn't right, round it out more
|
|
VectorScale( goalVec, cg.frametime/100.0f, goalVec );
|
|
VectorScale( client_camera.moveDir, (100.0f - cg.frametime)/100.0f, curVec );
|
|
VectorAdd( goalVec, curVec, client_camera.moveDir );
|
|
VectorNormalize( client_camera.moveDir );
|
|
/*if(slowDown)
|
|
{
|
|
VectorMA( client_camera.origin, client_camera.speed * goalDist/100.0f * cg.frametime/100.0f, client_camera.moveDir, trackPos );
|
|
}
|
|
else*/
|
|
{
|
|
VectorMA( client_camera.origin, client_camera.speed * cg.frametime/100.0f , client_camera.moveDir, trackPos );
|
|
}
|
|
|
|
//FIXME: Implement
|
|
//Need to find point on camera's path that is closest to the desired distance from subject
|
|
//OR: Need to intelligently pick this desired distance based on framing...
|
|
VectorCopy( trackPos, client_camera.origin );
|
|
}
|
|
|
|
//=========================================================================================
|
|
|
|
/*
|
|
-------------------------
|
|
CGCam_UpdateBarFade
|
|
-------------------------
|
|
*/
|
|
|
|
void CGCam_UpdateBarFade( void )
|
|
{
|
|
if ( client_camera.bar_time + BAR_DURATION < cg.time )
|
|
{
|
|
client_camera.bar_alpha = client_camera.bar_alpha_dest;
|
|
client_camera.info_state &= ~CAMERA_BAR_FADING;
|
|
client_camera.bar_height = client_camera.bar_height_dest;
|
|
}
|
|
else
|
|
{
|
|
client_camera.bar_alpha = client_camera.bar_alpha_source + ( ( client_camera.bar_alpha_dest - client_camera.bar_alpha_source ) / BAR_DURATION ) * ( cg.time - client_camera.bar_time );;
|
|
client_camera.bar_height = client_camera.bar_height_source + ( ( client_camera.bar_height_dest - client_camera.bar_height_source ) / BAR_DURATION ) * ( cg.time - client_camera.bar_time );;
|
|
}
|
|
}
|
|
|
|
/*
|
|
-------------------------
|
|
CGCam_UpdateFade
|
|
-------------------------
|
|
*/
|
|
|
|
void CGCam_UpdateFade( void )
|
|
{
|
|
if ( client_camera.info_state & CAMERA_FADING )
|
|
{
|
|
if ( client_camera.fade_time + client_camera.fade_duration < cg.time )
|
|
{
|
|
VectorCopy4( client_camera.fade_dest, client_camera.fade_color );
|
|
client_camera.info_state &= ~CAMERA_FADING;
|
|
}
|
|
else
|
|
{
|
|
for ( int i = 0; i < 4; i++ )
|
|
{
|
|
client_camera.fade_color[i] = client_camera.fade_source[i] + (( ( client_camera.fade_dest[i] - client_camera.fade_source[i] ) ) / client_camera.fade_duration ) * ( cg.time - client_camera.fade_time );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
/*
|
|
-------------------------
|
|
CGCam_Update
|
|
-------------------------
|
|
*/
|
|
static void CGCam_Roff( void );
|
|
|
|
void CGCam_Update( void )
|
|
{
|
|
int i;
|
|
qboolean checkFollow = qfalse;
|
|
qboolean checkTrack = qfalse;
|
|
|
|
// Apply new roff data to the camera as needed
|
|
if ( client_camera.info_state & CAMERA_ROFFING )
|
|
{
|
|
CGCam_Roff();
|
|
}
|
|
|
|
//Check for a zoom
|
|
if ( client_camera.info_state & CAMERA_ZOOMING )
|
|
{
|
|
float actualFOV_X;
|
|
|
|
if ( client_camera.FOV_time + client_camera.FOV_duration < cg.time )
|
|
{
|
|
actualFOV_X = client_camera.FOV = client_camera.FOV2;
|
|
client_camera.info_state &= ~CAMERA_ZOOMING;
|
|
}
|
|
else
|
|
{
|
|
actualFOV_X = client_camera.FOV + (( ( client_camera.FOV2 - client_camera.FOV ) ) / client_camera.FOV_duration ) * ( cg.time - client_camera.FOV_time );
|
|
}
|
|
float fov = vr && vr->immersive_cinematics ? vr->fov_x : actualFOV_X;
|
|
CG_CalcFOVFromX( fov );
|
|
}
|
|
else
|
|
{
|
|
float fov = vr && vr->immersive_cinematics ? vr->fov_x : client_camera.FOV;
|
|
CG_CalcFOVFromX( fov );
|
|
}
|
|
|
|
//Check for roffing angles
|
|
if ( (client_camera.info_state & CAMERA_ROFFING) && !(client_camera.info_state & CAMERA_FOLLOWING) )
|
|
{
|
|
for ( i = 0; i < 3; i++ )
|
|
{
|
|
cg.refdefViewAngles[i] = client_camera.angles[i] + ( client_camera.angles2[i] / client_camera.pan_duration ) * ( cg.time - client_camera.pan_time );
|
|
}
|
|
}
|
|
else if ( client_camera.info_state & CAMERA_PANNING )
|
|
{
|
|
//Note: does not actually change the camera's angles until the pan time is done!
|
|
if ( client_camera.pan_time + client_camera.pan_duration < cg.time )
|
|
{//finished panning
|
|
for ( i = 0; i < 3; i++ )
|
|
{
|
|
client_camera.angles[i] = AngleNormalize360( ( client_camera.angles[i] + client_camera.angles2[i] ) );
|
|
}
|
|
|
|
client_camera.info_state &= ~CAMERA_PANNING;
|
|
VectorCopy(client_camera.angles, cg.refdefViewAngles );
|
|
}
|
|
else
|
|
{//still panning
|
|
for ( i = 0; i < 3; i++ )
|
|
{
|
|
//NOTE: does not store the resultant angle in client_camera.angles until pan is done
|
|
cg.refdefViewAngles[i] = client_camera.angles[i] + ( client_camera.angles2[i] / client_camera.pan_duration ) * ( cg.time - client_camera.pan_time );
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
checkFollow = qtrue;
|
|
}
|
|
|
|
AnglesToAxis( cg.refdefViewAngles, cg.refdef.viewaxis );
|
|
|
|
//Check for movement
|
|
if ( client_camera.info_state & CAMERA_MOVING )
|
|
{
|
|
//NOTE: does not actually move the camera until the movement time is done!
|
|
if ( client_camera.move_time + client_camera.move_duration < cg.time )
|
|
{
|
|
VectorCopy( client_camera.origin2, client_camera.origin );
|
|
client_camera.info_state &= ~CAMERA_MOVING;
|
|
VectorCopy( client_camera.origin, cg.refdef.vieworg );
|
|
}
|
|
else
|
|
{
|
|
for ( i = 0; i < 3; i++ )
|
|
{
|
|
cg.refdef.vieworg[i] = client_camera.origin[i] + (( ( client_camera.origin2[i] - client_camera.origin[i] ) ) / client_camera.move_duration ) * ( cg.time - client_camera.move_time );
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
checkTrack = qtrue;
|
|
}
|
|
|
|
if ( checkFollow )
|
|
{
|
|
//Don't follow if immersive
|
|
if ( client_camera.info_state & CAMERA_FOLLOWING )
|
|
{//This needs to be done after camera movement
|
|
CGCam_FollowUpdate();
|
|
}
|
|
|
|
if (!vr->immersive_cinematics)
|
|
{
|
|
VectorCopy(client_camera.angles, cg.refdefViewAngles);
|
|
}
|
|
}
|
|
|
|
if ( checkTrack )
|
|
{
|
|
if ( client_camera.info_state & CAMERA_TRACKING )
|
|
{//This has to run AFTER Follow if the camera is following a cameraGroup
|
|
CGCam_TrackUpdate();
|
|
}
|
|
|
|
VectorCopy( client_camera.origin, cg.refdef.vieworg );
|
|
}
|
|
|
|
if (vr->immersive_cinematics)
|
|
{
|
|
//If no stored angles yet, store them
|
|
if (!client_camera.has_stored_angles)
|
|
{
|
|
client_camera.has_stored_angles = true;
|
|
vr->take_snap = true;
|
|
}
|
|
|
|
//if camera state has changed, store the angles and reset user's snap orientation
|
|
if (((client_camera.info_state & CAMERA_FOLLOWING) != (previous_client_camera.info_state & CAMERA_FOLLOWING)) ||
|
|
((client_camera.info_state & CAMERA_ROFFING) != (previous_client_camera.info_state & CAMERA_ROFFING)) ||
|
|
((client_camera.info_state & CAMERA_MOVING) != (previous_client_camera.info_state & CAMERA_MOVING)) ||
|
|
((client_camera.info_state & CAMERA_PANNING) != (previous_client_camera.info_state & CAMERA_PANNING)))
|
|
{
|
|
vr->take_snap = true;
|
|
}
|
|
|
|
//If the camera has changed position (by over half an in-game metre), but is not in moving mode (last frame)
|
|
//then it is a keyframe that requires a new snap
|
|
if (!(previous_client_camera.info_state & CAMERA_MOVING))
|
|
{
|
|
vec3_t delta;
|
|
VectorSubtract(client_camera.origin, previous_client_camera.origin, delta);
|
|
if (VectorLength(delta) > (0.5f * cg_worldScale.value))
|
|
{
|
|
vr->take_snap = true;
|
|
}
|
|
}
|
|
|
|
if (vr->take_snap)
|
|
{
|
|
VectorCopy(client_camera.angles, client_camera.stored_angles);
|
|
}
|
|
|
|
//Copy stored YAW angle to refdef whether it has changed or not, use pitch/roll direct from the hmd
|
|
float yaw = client_camera.stored_angles[YAW] + (vr->hmdorientation[YAW] - vr->hmdorientation_snap[YAW]) + vr->snapTurn;
|
|
VectorCopy(vr->hmdorientation, cg.refdefViewAngles);
|
|
cg.refdefViewAngles[YAW] = yaw;
|
|
|
|
//store previous state
|
|
previous_client_camera = client_camera;
|
|
}
|
|
|
|
//Bar fading
|
|
if ( client_camera.info_state & CAMERA_BAR_FADING )
|
|
{
|
|
CGCam_UpdateBarFade();
|
|
}
|
|
|
|
//Normal fading - separate call because can finish after camera is disabled
|
|
CGCam_UpdateFade();
|
|
|
|
//Update shaking if there's any
|
|
//CGCam_UpdateSmooth( cg.refdef.vieworg, cg.refdefViewAngles );
|
|
CGCam_UpdateShake( cg.refdef.vieworg, cg.refdefViewAngles );
|
|
AnglesToAxis( cg.refdefViewAngles, cg.refdef.viewaxis );
|
|
}
|
|
|
|
/*
|
|
-------------------------
|
|
CGCam_DrawWideScreen
|
|
-------------------------
|
|
*/
|
|
|
|
void CGCam_DrawWideScreen( void )
|
|
{
|
|
vec4_t modulate;
|
|
|
|
//Only draw if visible
|
|
if ( client_camera.bar_alpha )
|
|
{
|
|
CGCam_UpdateBarFade();
|
|
|
|
modulate[0] = modulate[1] = modulate[2] = 0.0f;
|
|
modulate[3] = client_camera.bar_alpha;
|
|
|
|
CG_FillRect( cg.refdef.x, cg.refdef.y, 640, client_camera.bar_height, modulate );
|
|
CG_FillRect( cg.refdef.x, cg.refdef.y + 480 - client_camera.bar_height, 640, client_camera.bar_height, modulate );
|
|
}
|
|
|
|
//NOTENOTE: Camera always draws the fades unless the alpha is 0
|
|
if ( client_camera.fade_color[3] == 0.0f )
|
|
return;
|
|
|
|
CG_FillRect( cg.refdef.x, cg.refdef.y, 640, 480, client_camera.fade_color );
|
|
}
|
|
|
|
/*
|
|
-------------------------
|
|
CGCam_RenderScene
|
|
-------------------------
|
|
*/
|
|
void CGCam_RenderScene( void )
|
|
{
|
|
CGCam_Update();
|
|
CG_CalcVrect();
|
|
}
|
|
|
|
/*
|
|
-------------------------
|
|
CGCam_Shake
|
|
-------------------------
|
|
*/
|
|
|
|
void CGCam_Shake( float intensity, int duration )
|
|
{
|
|
if ( intensity > MAX_SHAKE_INTENSITY )
|
|
intensity = MAX_SHAKE_INTENSITY;
|
|
|
|
client_camera.shake_intensity = intensity;
|
|
client_camera.shake_duration = duration;
|
|
client_camera.shake_start = cg.time;
|
|
}
|
|
|
|
/*
|
|
-------------------------
|
|
CGCam_UpdateShake
|
|
|
|
This doesn't actually affect the camera's info, but passed information instead
|
|
-------------------------
|
|
*/
|
|
|
|
void CGCam_UpdateShake( vec3_t origin, vec3_t angles )
|
|
{
|
|
vec3_t moveDir;
|
|
int i;
|
|
float intensity_scale, intensity;
|
|
|
|
if ( client_camera.shake_duration <= 0 )
|
|
return;
|
|
|
|
if ( cg.time > ( client_camera.shake_start + client_camera.shake_duration ) )
|
|
{
|
|
client_camera.shake_intensity = 0;
|
|
client_camera.shake_duration = 0;
|
|
client_camera.shake_start = 0;
|
|
return;
|
|
}
|
|
|
|
//intensity_scale now also takes into account FOV with 90.0 as normal
|
|
intensity_scale = 1.0f - ( (float) ( cg.time - client_camera.shake_start ) / (float) client_camera.shake_duration ) * (((client_camera.FOV+client_camera.FOV2)/2.0f)/90.0f);
|
|
|
|
intensity = client_camera.shake_intensity * intensity_scale;
|
|
|
|
for ( i = 0; i < 3; i++ )
|
|
{
|
|
moveDir[i] = ( Q_flrand(-1.0f, 1.0f) * intensity );
|
|
}
|
|
|
|
//FIXME: Lerp
|
|
|
|
//Move the camera
|
|
VectorAdd( origin, moveDir, origin );
|
|
|
|
for ( i=0; i < 2; i++ ) // Don't do ROLL
|
|
moveDir[i] = ( Q_flrand(-1.0f, 1.0f) * intensity );
|
|
|
|
//FIXME: Lerp
|
|
|
|
//Move the angles
|
|
VectorAdd( angles, moveDir, angles );
|
|
}
|
|
|
|
void CGCam_Smooth( float intensity, int duration )
|
|
{
|
|
client_camera.smooth_active=false; // means smooth_origin and angles are valid
|
|
if ( intensity>1.0f||intensity==0.0f||duration<1)
|
|
{
|
|
client_camera.info_state &= ~CAMERA_SMOOTHING;
|
|
return;
|
|
}
|
|
client_camera.info_state |= CAMERA_SMOOTHING;
|
|
client_camera.smooth_intensity = intensity;
|
|
client_camera.smooth_duration = duration;
|
|
client_camera.smooth_start = cg.time;
|
|
}
|
|
|
|
void CGCam_UpdateSmooth( vec3_t origin, vec3_t angles )
|
|
{
|
|
if (!(client_camera.info_state&CAMERA_SMOOTHING)||cg.time > ( client_camera.smooth_start + client_camera.smooth_duration ))
|
|
{
|
|
client_camera.info_state &= ~CAMERA_SMOOTHING;
|
|
return;
|
|
}
|
|
if (!client_camera.smooth_active)
|
|
{
|
|
client_camera.smooth_active=true;
|
|
VectorCopy(origin,client_camera.smooth_origin);
|
|
return;
|
|
}
|
|
float factor=client_camera.smooth_intensity;
|
|
if (client_camera.smooth_duration>200&&cg.time > ( client_camera.smooth_start + client_camera.smooth_duration-100 ))
|
|
{
|
|
factor+=(1.0f-client_camera.smooth_intensity)*
|
|
(100.0f-(client_camera.smooth_start + client_camera.smooth_duration-cg.time))/100.0f;
|
|
}
|
|
int i;
|
|
for (i=0;i<3;i++)
|
|
{
|
|
client_camera.smooth_origin[i]*=(1.0f-factor);
|
|
client_camera.smooth_origin[i]+=factor*origin[i];
|
|
origin[i]=client_camera.smooth_origin[i];
|
|
}
|
|
}
|
|
/*
|
|
-------------------------
|
|
CGCam_StartRoff
|
|
|
|
Sets up the camera to use
|
|
a rof file
|
|
-------------------------
|
|
*/
|
|
|
|
void CGCam_StartRoff( char *roff )
|
|
{
|
|
CGCam_FollowDisable();
|
|
CGCam_TrackDisable();
|
|
|
|
// Set up the roff state info..we'll hijack the moving and panning code until told otherwise
|
|
// ...CAMERA_FOLLOWING would be a case that could override this..
|
|
client_camera.info_state |= CAMERA_MOVING;
|
|
client_camera.info_state |= CAMERA_PANNING;
|
|
|
|
if ( !G_LoadRoff( roff ) )
|
|
{
|
|
// The load failed so don't turn on the roff playback...
|
|
Com_Printf( S_COLOR_RED"ROFF camera playback failed\n" );
|
|
return;
|
|
};
|
|
|
|
client_camera.info_state |= CAMERA_ROFFING;
|
|
|
|
Q_strncpyz(client_camera.sRoff,roff,sizeof(client_camera.sRoff));
|
|
client_camera.roff_frame = 0;
|
|
client_camera.next_roff_time = cg.time; // I can work right away
|
|
}
|
|
|
|
/*
|
|
-------------------------
|
|
CGCam_StopRoff
|
|
|
|
Stops camera rof
|
|
-------------------------
|
|
*/
|
|
|
|
static void CGCam_StopRoff( void )
|
|
{
|
|
// Clear the roff flag
|
|
client_camera.info_state &= ~CAMERA_ROFFING;
|
|
client_camera.info_state &= ~CAMERA_MOVING;
|
|
}
|
|
|
|
/*
|
|
------------------------------------------------------
|
|
CGCam_Roff
|
|
|
|
Applies the sampled roff data to the camera and does
|
|
the lerping itself...this is done because the current
|
|
camera interpolation doesn't seem to work all that
|
|
great when you are adjusting the camera org and angles
|
|
so often...or maybe I'm just on crack.
|
|
------------------------------------------------------
|
|
*/
|
|
|
|
static void CGCam_Roff( void )
|
|
{
|
|
while ( client_camera.next_roff_time <= cg.time )
|
|
{
|
|
|
|
int roff_id;
|
|
|
|
// Make sure that the roff is cached
|
|
roff_id = G_LoadRoff( client_camera.sRoff );
|
|
|
|
if ( !roff_id )
|
|
{
|
|
return;
|
|
}
|
|
|
|
roff_list_t *roff = &roffs[ roff_id - 1 ];
|
|
|
|
vec3_t org, ang;
|
|
|
|
if ( roff->type == 2 )
|
|
{
|
|
move_rotate2_t *data = &((move_rotate2_t *)roff->data)[ client_camera.roff_frame ];
|
|
VectorCopy( data->origin_delta, org );
|
|
VectorCopy( data->rotate_delta, ang );
|
|
}
|
|
else
|
|
{
|
|
move_rotate_t *data = &((move_rotate_t *)roff->data)[ client_camera.roff_frame ];
|
|
VectorCopy( data->origin_delta, org );
|
|
VectorCopy( data->rotate_delta, ang );
|
|
}
|
|
|
|
// Yeah, um, I guess this just has to be negated?
|
|
ang[PITCH] = -ang[PITCH];
|
|
ang[ROLL] = -ang[ROLL];
|
|
// might need to to yaw as well. need a test...
|
|
|
|
#ifdef _DEBUG
|
|
if ( cg_developer.integer )
|
|
{
|
|
Com_Printf( S_COLOR_GREEN"CamROFF : o:<%.2f %.2f %.2f> a:<%.2f %.2f %.2f>\n",
|
|
org[0], org[1], org[2],
|
|
ang[0], ang[1], ang[2] );
|
|
}
|
|
#endif
|
|
|
|
if ( client_camera.roff_frame )
|
|
{
|
|
// Don't mess with angles if we are following
|
|
if ( !(client_camera.info_state & CAMERA_FOLLOWING) )
|
|
{
|
|
VectorAdd( client_camera.angles, client_camera.angles2, client_camera.angles );
|
|
}
|
|
|
|
VectorCopy( client_camera.origin2, client_camera.origin );
|
|
}
|
|
|
|
// Don't mess with angles if we are following
|
|
if ( !(client_camera.info_state & CAMERA_FOLLOWING) )
|
|
{
|
|
VectorCopy( ang, client_camera.angles2 );
|
|
client_camera.pan_time = cg.time;
|
|
client_camera.pan_duration = roff->mFrameTime;
|
|
}
|
|
|
|
VectorAdd( client_camera.origin, org, client_camera.origin2 );
|
|
|
|
client_camera.move_time = cg.time;
|
|
client_camera.move_duration = roff->mFrameTime;
|
|
|
|
if ( ++client_camera.roff_frame >= roff->frames )
|
|
{
|
|
CGCam_StopRoff();
|
|
return;
|
|
}
|
|
|
|
// Check back in frameTime to get the next roff entry
|
|
client_camera.next_roff_time += roff->mFrameTime;
|
|
}
|
|
}
|
|
|
|
void CMD_CGCam_Disable( void )
|
|
{
|
|
vec4_t fade = {0, 0, 0, 0};
|
|
|
|
CGCam_Disable();
|
|
CGCam_SetFade( fade );
|
|
player_locked = qfalse;
|
|
}
|