openmohaa/code/fgame/camera.cpp
2023-07-05 20:52:55 +02:00

3644 lines
69 KiB
C++

/*
===========================================================================
Copyright (C) 2015 the OpenMoHAA team
This file is part of OpenMoHAA source code.
OpenMoHAA source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.
OpenMoHAA source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with OpenMoHAA source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
// camera.cpp: Camera. Duh.
//
#include "g_local.h"
#include "entity.h"
#include "trigger.h"
#include "camera.h"
#include "bspline.h"
#include "player.h"
#include "camera.h"
#include "debuglines.h"
#include "scriptexception.h"
#include "g_phys.h"
#define CAMERA_PATHFILE_VERSION 1
CameraManager CameraMan;
void CameraMoveState::Initialize( Camera * camera )
{
assert( camera );
pos = camera->origin;
angles = camera->angles;
movedir = vec_zero;
followEnt = NULL;
orbitEnt = NULL;
followingpath = false;
cameraTime = 0;
lastTime = 0;
newTime = 0;
cameraPath.Clear();
splinePath = NULL;
currentNode = NULL;
loopNode = NULL;
}
void CameraWatchState::Initialize( Camera * camera )
{
assert( camera );
watchAngles = camera->angles;
watchEnt = NULL;
watchNodes = true;
watchPath = false;
}
void CameraState::Initialize( Camera * camera )
{
assert( camera );
move.Initialize( camera );
watch.Initialize( camera );
fov = camera->Fov();
}
void CameraMoveState::DoNodeEvents
(
Camera * camera
)
{
SplinePath *node;
Entity *ent;
Event *event;
assert( camera );
node = currentNode;
if( node )
{
float fadeTime;
float newFov;
fadeTime = node->GetFadeTime();
if( fadeTime == -1 )
{
fadeTime = camera->fadeTime;
}
if( node->doWatch )
{
camera->Watch( node->GetWatch(), fadeTime );
}
newFov = node->GetFov();
if( newFov )
{
camera->SetFOV( newFov, fadeTime );
}
camera->Unregister( STRING_REACH );
if( node->triggertarget != "" )
{
ent = NULL;
do
{
ent = ( Entity * )G_FindTarget( ( SimpleEntity * )ent, node->triggertarget.c_str() );
if( !ent )
{
break;
}
event = new Event( EV_Activate );
event->AddEntity( camera );
ent->PostEvent( event, 0 );
} while( 1 );
}
}
}
void CameraMoveState::Evaluate
(
Camera * camera
)
{
Vector oldpos;
float speed_multiplier;
assert( camera );
oldpos = pos;
//
// check for node events
// we explicitly skip the first node because we process that
// when we begin the follow path command
//
if ( ( lastTime != newTime ) && currentNode )
{
if ( newTime > 1 )
{
DoNodeEvents( camera );
}
currentNode = currentNode->GetNext();
if ( !currentNode )
{
currentNode = loopNode;
}
}
lastTime = newTime;
//
// evaluate position
//
if ( followingpath )
{
speed_multiplier = cameraPath.Eval( cameraTime, pos, angles );
cameraTime += level.frametime * camera->camera_speed * speed_multiplier;
if ( orbitEnt )
{
pos += orbitEnt->origin;
if ( camera->orbit_dotrace )
{
trace_t trace;
Vector start, back;
start = orbitEnt->origin;
start[ 2 ] += orbitEnt->maxs[ 2 ];
back = start - pos;
back.normalize();
trace = G_Trace( start, vec_zero, vec_zero, pos, orbitEnt, camera->follow_mask, false, "Camera::EvaluatePosition" );
if ( trace.fraction < 1.0f )
{
pos = trace.endpos;
// step in a bit towards the followEng
pos += back * 16;
}
}
}
}
else
{
if ( followEnt )
{
trace_t trace;
Vector start, end, ang, back;
start = followEnt->origin;
start[ 2 ] += followEnt->maxs[ 2 ];
if ( camera->follow_yaw_fixed )
{
ang = vec_zero;
}
else
{
if ( followEnt->isSubclassOf( Player ) )
{
Entity * ent;
ent = followEnt;
( ( Player * )ent )->GetPlayerView( NULL, &ang );
}
else
{
ang = followEnt->angles;
}
}
ang.y += camera->follow_yaw;
ang.AngleVectors( &back, NULL, NULL );
end = start - back * camera->follow_dist;
end[ 2 ] += 24;
trace = G_Trace( start, vec_zero, vec_zero, end, followEnt, camera->follow_mask, false, "Camera::EvaluatePosition - Orbit" );
pos = trace.endpos;
// step in a bit towards the followEnt
pos += back * 16;
}
}
//
// update times for node events
//
newTime = cameraTime + 2.0f;
if ( newTime < 0 )
{
newTime = 0;
}
//
// set movedir
//
movedir = pos - oldpos;
}
void CameraWatchState::Evaluate
(
Camera * camera,
CameraMoveState * move
)
{
assert( camera );
assert( move );
//
// evaluate orientation
//
if ( watchEnt )
{
Vector watchPos;
watchPos.x = watchEnt->origin.x;
watchPos.y = watchEnt->origin.y;
watchPos.z = watchEnt->absmax.z;
watchPos -= camera->origin;
watchPos.normalize();
watchAngles = watchPos.toAngles();
}
else if ( watchNodes )
{
watchAngles = move->angles;
}
else if ( watchPath )
{
float length;
Vector delta;
delta = move->movedir;
length = delta.length();
if ( length > 0.05f )
{
delta *= 1.0f / length;
watchAngles = delta.toAngles();
}
}
watchAngles[ 0 ] = AngleMod( watchAngles[ 0 ] );
watchAngles[ 1 ] = AngleMod( watchAngles[ 1 ] );
watchAngles[ 2 ] = AngleMod( watchAngles[ 2 ] );
}
void CameraState::Evaluate
(
Camera * camera
)
{
move.Evaluate( camera );
watch.Evaluate( camera, &move );
}
Event EV_Camera_CameraThink
(
"camera_think",
EV_DEFAULT,
NULL,
NULL,
"Called each frame to allow the camera to adjust its position.",
EV_NORMAL
);
Event EV_Camera_StartMoving
(
"start",
EV_DEFAULT,
NULL,
NULL,
"Start camera moving.",
EV_NORMAL
);
Event EV_Camera_Pause
(
"pause",
EV_DEFAULT,
NULL,
NULL,
"Pause the camera.",
EV_NORMAL
);
Event EV_Camera_Continue
(
"continue",
EV_DEFAULT,
NULL,
NULL,
"Continue the camera movement.",
EV_NORMAL
);
Event EV_Camera_StopMoving
( "stop",
EV_CONSOLE,
NULL,
NULL,
"Stop the camera movement.",
EV_NORMAL
);
Event EV_Camera_SetSpeed
(
"speed",
EV_DEFAULT,
"f",
"speed",
"Sets the camera speed.",
EV_NORMAL
);
Event EV_Camera_SetFOV
(
"fov",
EV_CONSOLE,
"fF",
"fov fadeTime",
"Sets the camera's field of view (fov).\n"
"if fadeTime is specified, camera will fade over that time\n"
"if fov is less than 3, than an auto_fov will be assumed\n"
"the value of fov will be the ratio used for keeping a watch\n"
"entity in the view at the right scale",
EV_NORMAL
);
//
// FOLLOW EVENTS
//
Event EV_Camera_Follow
(
"follow",
EV_DEFAULT,
"eE",
"targetEnt targetWatchEnt",
"Makes the camera follow an entity and optionally watch an entity.",
EV_NORMAL
);
Event EV_Camera_SetFollowDistance
(
"follow_distance",
EV_DEFAULT,
"f",
"distance",
"Sets the camera follow distance.",
EV_NORMAL
);
Event EV_Camera_SetFollowYaw
(
"follow_yaw",
EV_DEFAULT,
"f",
"yaw",
"Sets the yaw offset of the camera following an entity.",
EV_NORMAL
);
Event EV_Camera_AbsoluteYaw
(
"follow_yaw_absolute",
EV_DEFAULT,
NULL,
NULL,
"Makes the follow camera yaw absolute.",
EV_NORMAL
);
Event EV_Camera_RelativeYaw
(
"follow_yaw_relative",
EV_DEFAULT,
NULL,
NULL,
"Makes the follow camera yaw relative (not absolute).",
EV_NORMAL
);
//
// ORBIT Events
//
Event EV_Camera_Orbit
(
"orbit",
EV_DEFAULT,
"eE",
"targetEnt targetWatchEnt",
"Makes the camera orbit around an entity and optionally watch an entity.",
EV_NORMAL
);
Event EV_Camera_SetOrbitHeight
(
"orbit_height",
EV_DEFAULT,
"f",
"height",
"Sets the orbit camera's height.",
EV_NORMAL
);
//
// Watch Events
//
Event EV_Camera_Watch
(
"watch",
EV_CONSOLE,
"eF",
"watchEnt fadeTime",
"Makes the camera watch an entity.\n"
"if fadeTime is specified, camera will fade over that time",
EV_NORMAL
);
Event EV_Camera_WatchPath
(
"watchpath",
EV_CONSOLE,
"F",
"fadeTime",
"Makes the camera look along the path of travel.\n"
"if fadeTime is specified, camera will fade over that time",
EV_NORMAL
);
Event EV_Camera_WatchNodes
(
"watchnode",
EV_CONSOLE,
"F",
"fadeTime",
"Makes the camera watch based on what is stored\n"
"in the camera nodes.\n"
"if fadeTime is specified, camera will fade over that time",
EV_NORMAL
);
Event EV_Camera_NoWatch
(
"nowatch",
EV_CONSOLE,
"F",
"fadeTime",
"Stop watching an entity or looking along a path.\n"
"Camera is now static as far as orientation.\n"
"if fadeTime is specified, camera will fade over that time",
EV_NORMAL
);
//
// Camera positioning events
//
Event EV_Camera_LookAt
(
"lookat",
EV_DEFAULT,
"e",
"ent",
"Makes the camera look at an entity.",
EV_NORMAL
);
Event EV_Camera_TurnTo
(
"turnto",
EV_DEFAULT,
"v",
"angle",
"Makes the camera look in the specified direction.",
EV_NORMAL
);
Event EV_Camera_MoveToEntity
(
"moveto",
EV_DEFAULT,
"e",
"ent",
"Move the camera's position to that of the specified entities.",
EV_NORMAL
);
Event EV_Camera_MoveToPos
(
"movetopos",
EV_DEFAULT,
"v",
"position",
"Move the camera's position to the specified position.",
EV_NORMAL
);
//
// Camera Transitioning events
//
Event EV_Camera_FadeTime
(
"fadetime",
EV_DEFAULT,
"f",
"fadetime",
"Sets the fade time for camera transitioning.",
EV_NORMAL
);
Event EV_Camera_Cut
(
"cut",
EV_DEFAULT,
NULL,
NULL,
"switch camera states immediately, do not transition",
EV_NORMAL
);
Event EV_Camera_SetNextCamera
(
"nextcamera",
EV_DEFAULT,
"s",
"nextCamera",
"Sets the next camera to use.",
EV_NORMAL
);
Event EV_Camera_SetAutoState
(
"auto_state",
EV_DEFAULT,
"sSSSSS",
"state1 state2 state3 state4 state5 state6",
"Sets the states the player needs to be in for this camera to activate.",
EV_NORMAL
);
Event EV_Camera_SetAutoRadius
(
"auto_radius",
EV_DEFAULT,
"f",
"newRadius",
"Sets the radius of the automatic camera.",
EV_NORMAL
);
Event EV_Camera_SetAutoActive
(
"auto_active",
EV_DEFAULT,
"b",
"newActiveState",
"Whether or not the auto camera is active.",
EV_NORMAL
);
Event EV_Camera_SetAutoStartTime
(
"auto_starttime",
EV_DEFAULT,
"f",
"newTime",
"Sets how long it takes for the camera to be switched to.",
EV_NORMAL
);
Event EV_Camera_SetAutoStopTime
(
"auto_stoptime",
EV_DEFAULT,
"f",
"newTime",
"Sets how long it takes for the camera switch back to the player.",
EV_NORMAL
);
Event EV_Camera_SetMaximumAutoFOV
(
"auto_maxfov",
EV_DEFAULT,
"f",
"maxFOV",
"Sets the maximum FOV that should be used when automatically calculating FOV.",
EV_NORMAL
);
Event EV_Camera_SetShowQuakes
(
"showquakes",
EV_DEFAULT,
"b",
"showquakes",
"Sets the camera to show or not show earthquake effects from the player triggered either from the earthquake command, or a viewjitter."
);
//
// general setup functions
//
Event EV_Camera_SetupCamera
(
"_setupcamera",
EV_DEFAULT,
NULL,
NULL,
"setup the camera, post spawn.",
EV_NORMAL
);
/*****************************************************************************/
/* func_camera (0 0.25 0.5) (-8 -8 0) (8 8 16) ORBIT START_ON AUTOMATIC NO_TRACE NO_WATCH LEVEL_EXIT
Camera used for cinematic sequences.
"target" points to the target to orbit or follow. If it points to a path,
the camera will follow the path.
"speed" specifies how fast to move on the path or orbit. (default 1).
"fov" specifies fov of camera, default 90.
if fov is less than 3 than an auto-fov feature is assumed. The fov will then
specify the ratio to be used to keep a watched entity zoomed in and on the screen
"follow_yaw" specifies yaw of the follow camera, default 0.
"follow_distance" the distance to follow or orbit if the target is not a path. (default 128).
"orbit_height" specifies height of camera from origin for orbiting, default 128.
"nextcamera" a link to the next camera in a chain of cameras
"thread" a thread label that will be fired when the camera is looked through
"auto_state" if specified, denotes the state the player must be in for the camera to engage
any number of states can be specified and only the first few letters need be specified as well
a state of 'pipe' would mean that any player state that started with 'pipe' would trigger this
camera
"auto_radius" the radius, in which the camera will automatically turn on (default 512)
"auto_starttime" how long it takes for the camera to be switched to (default 0.2)
"auto_stoptime" how long it takes for the camera to switch back to the player (default 0.2)
"auto_maxfov" Sets the maximum FOV that should be used when automatically calculating FOV. (default 90)
ORBIT tells the camera to create a circular path around the object it points to.
It the camera points to a path, it will loop when it gets to the end of the path.
START_ON causes the camera to be moving as soon as it is spawned.
AUTOMATIC causes the camera to be switched to automatically when the player is within
a certain radius, if "thread" is specified, that thread will be triggered when the camers is activated
NO_TRACE when the camera is in automatic mode, it will try to trace to the player before
switching automatically, this turns off that feature
NO_WATCH if this is an automatic camera, the camera will automatically watch the player
unless this is set, camera's "score" will be affected by how close to the middle of the camera
the player is.
LEVEL_EXIT if the camera is being used, the level exit state will be set
******************************************************************************/
CLASS_DECLARATION( Entity, Camera, "func_camera" )
{
{ &EV_Camera_CameraThink, &Camera::CameraThink },
{ &EV_Activate, &Camera::StartMoving },
{ &EV_Camera_StartMoving, &Camera::StartMoving },
{ &EV_Camera_StopMoving, &Camera::StopMoving },
{ &EV_Camera_Pause, &Camera::Pause },
{ &EV_Camera_Continue, &Camera::Continue },
{ &EV_Camera_SetSpeed, &Camera::SetSpeed },
{ &EV_Camera_SetFollowDistance, &Camera::SetFollowDistance },
{ &EV_Camera_SetFollowYaw, &Camera::SetFollowYaw },
{ &EV_Camera_AbsoluteYaw, &Camera::AbsoluteYaw },
{ &EV_Camera_RelativeYaw, &Camera::RelativeYaw },
{ &EV_Camera_SetOrbitHeight, &Camera::SetOrbitHeight },
{ &EV_Camera_SetFOV, &Camera::SetFOV },
{ &EV_Camera_Orbit, &Camera::OrbitEvent },
{ &EV_Camera_Follow, &Camera::FollowEvent },
{ &EV_Camera_Watch, &Camera::WatchEvent },
{ &EV_Camera_WatchPath, &Camera::WatchPathEvent },
{ &EV_Camera_WatchNodes, &Camera::WatchNodesEvent },
{ &EV_Camera_NoWatch, &Camera::NoWatchEvent },
{ &EV_Camera_LookAt, &Camera::LookAt },
{ &EV_Camera_TurnTo, &Camera::TurnTo },
{ &EV_Camera_MoveToEntity, &Camera::MoveToEntity },
{ &EV_Camera_MoveToPos, &Camera::MoveToPos },
{ &EV_Camera_Cut, &Camera::Cut },
{ &EV_Camera_FadeTime, &Camera::FadeTime },
{ &EV_Camera_SetNextCamera, &Camera::SetNextCamera },
{ &EV_Camera_SetupCamera, &Camera::SetupCamera },
{ &EV_SetAngles, &Camera::SetAnglesEvent },
{ &EV_Camera_SetAutoState, &Camera::SetAutoStateEvent },
{ &EV_Camera_SetAutoRadius, &Camera::SetAutoRadiusEvent },
{ &EV_Camera_SetAutoStartTime, &Camera::SetAutoStartTimeEvent },
{ &EV_Camera_SetAutoStopTime, &Camera::SetAutoStopTimeEvent },
{ &EV_Camera_SetMaximumAutoFOV, &Camera::SetMaximumAutoFOVEvent },
{ &EV_Camera_SetAutoActive, &Camera::SetAutoActiveEvent },
{ &EV_Camera_SetShowQuakes, &Camera::SetShowQuakes },
{ NULL, NULL }
};
Camera::Camera()
{
Vector ang;
entflags |= EF_CAMERA;
AddWaitTill(STRING_START);
AddWaitTill(STRING_TRIGGER);
camera_fov = 90;
camera_speed = 1;
orbit_height = 128;
orbit_dotrace = qtrue;
follow_yaw = 0;
follow_yaw_fixed = false;
follow_dist = 128;
follow_mask = MASK_SOLID;
auto_fov = 0;
automatic_maxFOV = 90;
watchTime = 0;
followTime = 0;
fovTime = 0;
fadeTime = 2.0f;
setSolidType( SOLID_NOT );
setMoveType( MOVETYPE_NONE );
showcamera = sv_showcameras->integer;
if( showcamera )
{
setModel( "func_camera.tik" );
showModel();
}
else
{
hideModel();
}
automatic_active = qtrue;
automatic_radius = 512;
automatic_states.ClearObjectList();
automatic_startTime = 0.7f;
automatic_stopTime = 0.7f;
if( !LoadingSavegame )
{
PostEvent( EV_Camera_SetupCamera, EV_POSTSPAWN );
}
}
void Camera::SetupCamera
(
Event *ev
)
{
currentstate.Initialize( this );
newstate.Initialize( this );
if ( spawnflags & START_ON )
{
PostEvent( EV_Camera_StartMoving, 0 );
}
if ( spawnflags & AUTOMATIC )
{
level.AddAutomaticCamera( this );
}
}
qboolean Camera::IsAutomatic
(
void
)
{
return ( spawnflags & AUTOMATIC );
}
qboolean Camera::IsLevelExit
(
void
)
{
return ( spawnflags & LEVEL_EXIT );
}
float Camera::CalculateScore
(
Entity * player,
str state
)
{
int i;
float range;
float score;
qboolean found;
if ( !automatic_active )
{
return 10;
}
range = Vector( player->origin - origin ).length() / automatic_radius;
// bias the range so that we don't immediately jump out of the camera if we are out of range
range -= 0.1f;
score = range;
//
// early exit if our score exceeds 1
//
if ( score > 1.0f )
return score;
// find out if we match a state
found = qfalse;
for( i = 1; i <= automatic_states.NumObjects(); i++ )
{
str *auto_state;
auto_state = &automatic_states.ObjectAt( i );
if ( !state.icmpn( state, auto_state->c_str(), auto_state->length() ) )
{
found = qtrue;
break;
}
}
// if we are comparing states and we haven't found a valid one...
if ( automatic_states.NumObjects() && !found )
{
// if we aren't in the right state, push our score out significantly
score += 2.0f;
return score;
}
// perform a trace to the player if necessary
if ( !( spawnflags & NO_TRACE ) && !( spawnflags & NO_WATCH ) )
{
trace_t trace;
trace = G_Trace( origin, vec_zero, vec_zero, player->centroid, player, follow_mask, false, "Camera::CalculateScore" );
if ( trace.startsolid || trace.allsolid || trace.fraction < 1.0f )
{
// if we are blocked, push our score out, but not too much since this may be a temporary thing
if ( trace.startsolid || trace.allsolid )
{
score += 2.0f;
return score;
}
else
{
score += 1.0f - trace.fraction;
}
}
}
// perform a dot product test for no watch cameras
if ( spawnflags & NO_WATCH )
{
trace_t trace;
float limit;
float threshold;
float dot;
Vector dir;
dir = player->centroid - origin;
dir.normalize();
dot = dir * orientation[ 0 ];
threshold = cos( DEG2RAD( ( camera_fov * 0.25f ) ) );
if ( dot <= threshold )
{
limit = cos( DEG2RAD( ( camera_fov * 0.45f ) ) );
if ( dot <= limit )
{
// we are outside the viewing cone
score += 2.0f;
return score;
}
else
{
// our score is a scale between the two values
score += ( threshold - dot ) / ( limit );
}
}
trace = G_Trace( origin, vec_zero, vec_zero, player->origin, player, follow_mask, false, "Camera::CalculateScore" );
if ( trace.startsolid || trace.allsolid || trace.fraction < 1.0f )
{
// if we are blocked, push our score out, but not too much since this may be a temporary thing
if ( trace.startsolid || trace.allsolid )
{
score += 2.0f;
return score;
}
else
{
score += 1.0f - trace.fraction;
}
}
}
return score;
}
float Camera::AutomaticStart
(
Entity * player
)
{
if( !( spawnflags & NO_WATCH ) && player )
{
Watch( player, 0 );
Cut( NULL );
}
Unregister( STRING_START );
return automatic_startTime;
}
float Camera::AutomaticStop
(
Entity * player
)
{
Stop();
return automatic_stopTime;
}
void Camera::UpdateStates
(
void
)
{
if ( followTime && watchTime )
{
newstate.Evaluate( this );
}
else if ( watchTime )
{
newstate.watch.Evaluate( this, &currentstate.move );
}
else if ( followTime )
{
newstate.move.Evaluate( this );
}
currentstate.Evaluate( this );
}
Vector Camera::CalculatePosition
(
void
)
{
int i;
float t;
Vector pos;
//
// calcualte position
//
if ( followTime )
{
t = followTime - level.time;
//
// are we still fading?
//
if ( t <= 0 )
{
//
// if not zero out the fade
//
t = 0;
currentstate.move = newstate.move;
newstate.move.Initialize( this );
followTime = 0;
pos = currentstate.move.pos;
}
else
{
//
// if we are lerp over followFadeTime
//
t = ( followFadeTime - t ) / followFadeTime;
for ( i = 0; i < 3; i++ )
{
pos[ i ] = currentstate.move.pos[ i ] + ( t * ( newstate.move.pos[ i ] - currentstate.move.pos[ i ] ) );
}
}
}
else
{
pos = currentstate.move.pos;
}
return pos;
}
Vector Camera::CalculateOrientation
(
void
)
{
int i;
float t;
Vector ang;
//
// calculate orientation
//
if( watchTime )
{
t = watchTime - level.time;
//
// are we still fading?
//
if( t <= 0 )
{
//
// if not zero out the fade
//
t = 0;
currentstate.watch = newstate.watch;
newstate.watch.Initialize( this );
watchTime = 0;
ang = currentstate.watch.watchAngles;
}
else
{
t = ( watchFadeTime - t ) / watchFadeTime;
for( i = 0; i<3; i++ )
{
ang[ i ] = LerpAngleFromCurrent
(
currentstate.watch.watchAngles[ i ],
newstate.watch.watchAngles[ i ],
this->angles[ i ],
t
);
}
/*
warning("", "%.2f a x%.0f y%.0f z%.0f c x%.0f y%.0f z%.0f n x%.0f y%.0f z%.0f\n",
t,
ang[ 0 ],
ang[ 1 ],
ang[ 2 ],
currentstate.watch.watchAngles[ 0 ],
currentstate.watch.watchAngles[ 1 ],
currentstate.watch.watchAngles[ 2 ],
newstate.watch.watchAngles[ 0 ],
newstate.watch.watchAngles[ 1 ],
newstate.watch.watchAngles[ 2 ]
);
*/
}
}
else
{
ang = currentstate.watch.watchAngles;
}
return ang;
}
float Camera::CalculateFov
(
void
)
{
float fov;
float t;
//
// calculate fov
//
// check if we have an auto_fov
if ( auto_fov > 0 )
{
if ( currentstate.watch.watchEnt )
{
float distance;
float size;
float new_fov;
Entity * ent;
ent = currentstate.watch.watchEnt;
size = ent->maxs[ 2 ] - ent->mins[ 2 ];
size = ent->edict->r.radius / 2;
// cap the size
if ( size < 16 )
size = 16;
distance = Vector( ent->centroid - origin ).length();
new_fov = RAD2DEG( 2.0f * atan2( size, distance * auto_fov ) );
if ( new_fov > automatic_maxFOV )
new_fov = automatic_maxFOV;
else if ( new_fov < 5 )
new_fov = 5;
return new_fov;
}
else
{
return 90;
}
}
// if we get here, we don't have an auto_fov, or we have an invalid watch target
if ( fovTime )
{
t = fovTime - level.time;
//
// are we still fading?
//
if ( t <= 0 )
{
//
// if not zero out the fade
//
t = 0;
currentstate.fov = newstate.fov;
fovTime = 0;
fov = currentstate.fov;
}
else
{
//
// if we are lerp over fovFadeTime
//
t = ( fovFadeTime - t ) / fovFadeTime;
fov = currentstate.fov + ( t * ( newstate.fov - currentstate.fov ) );
}
}
else
{
fov = currentstate.fov;
}
return fov;
}
void Camera::CameraThink
(
Event *ev
)
{
UpdateStates();
if( edict->s.parent == ENTITYNUM_NONE )
{
setOrigin( CalculatePosition() );
setAngles( CalculateOrientation() );
}
else
{
setOrigin();
if( edict->s.attach_use_angles )
{
orientation_t orient;
Vector ang;
Entity *ent = G_GetEntity( edict->s.parent );
ent->GetTag( edict->s.tag_num & TAG_MASK, &orient );
MatrixToEulerAngles( orient.axis, ang );
setAngles( ang );
}
else
{
setAngles( CalculateOrientation() );
}
}
camera_fov = CalculateFov();
if( m_bShowquakes && level.earthquake_magnitude )
{
Vector randomness;
// smooth earthquake
randomness[ 0 ] = G_CRandom( 1.0f );
randomness[ 1 ] = G_CRandom( 1.0f );
randomness[ 2 ] = G_CRandom( 1.0f );
angles += randomness * level.earthquake_magnitude;
}
//
// debug info
//
if( sv_showcameras->integer != showcamera )
{
showcamera = sv_showcameras->integer;
if( showcamera )
{
showModel();
}
else
{
hideModel();
}
}
if( sv_showcameras->integer != showcamera )
{
showcamera = sv_showcameras->integer;
if( showcamera )
{
showModel();
}
else
{
hideModel();
}
}
if( showcamera && currentstate.move.followingpath )
{
G_Color3f( 1, 1, 0 );
if( currentstate.move.orbitEnt )
{
currentstate.move.cameraPath.DrawCurve( currentstate.move.orbitEnt->origin, 10 );
}
else
{
currentstate.move.cameraPath.DrawCurve( 10 );
}
}
CancelEventsOfType( EV_Camera_CameraThink );
PostEvent( EV_Camera_CameraThink, 0.05f );
}
void Camera::LookAt
(
Event *ev
)
{
Vector pos, delta;
Entity * ent;
ent = ev->GetEntity( 1 );
if ( !ent )
return;
pos.x = ent->origin.x;
pos.y = ent->origin.y;
pos.z = ent->absmax.z;
delta = pos - origin;
delta.normalize();
currentstate.watch.watchAngles = delta.toAngles();
setAngles( currentstate.watch.watchAngles );
}
void Camera::TurnTo
(
Event *ev
)
{
currentstate.watch.watchAngles = ev->GetVector( 1 );
setAngles( currentstate.watch.watchAngles );
}
void Camera::MoveToEntity
(
Event *ev
)
{
Entity * ent;
ent = ev->GetEntity( 1 );
if ( ent )
currentstate.move.pos = ent->origin;
setOrigin( currentstate.move.pos );
}
void Camera::MoveToPos
(
Event *ev
)
{
currentstate.move.pos = ev->GetVector( 1 );
setOrigin( currentstate.move.pos );
}
void Camera::Stop
(
void
)
{
if ( followTime )
{
currentstate.move = newstate.move;
newstate.move.Initialize( this );
}
if ( watchTime )
{
currentstate.watch = newstate.watch;
newstate.watch.Initialize( this );
}
CancelEventsOfType( EV_Camera_CameraThink );
watchTime = 0;
followTime = 0;
}
void Camera::CreateOrbit
(
Vector pos,
float radius,
Vector &forward,
Vector &left
)
{
newstate.move.cameraPath.Clear();
newstate.move.cameraPath.SetType( SPLINE_LOOP );
newstate.move.cameraPath.AppendControlPoint( pos + radius * forward );
newstate.move.cameraPath.AppendControlPoint( pos + radius * left );
newstate.move.cameraPath.AppendControlPoint( pos - radius * forward );
newstate.move.cameraPath.AppendControlPoint( pos - radius * left );
}
void Camera::CreatePath
(
SplinePath *path,
splinetype_t type
)
{
SplinePath *node;
SplinePath *loop;
newstate.move.cameraPath.Clear();
newstate.move.cameraPath.SetType( type );
newstate.move.splinePath = path;
newstate.move.currentNode = path;
newstate.move.loopNode = NULL;
node = path;
while( node != NULL )
{
newstate.move.cameraPath.AppendControlPoint( node->origin, node->angles, node->speed );
loop = node->GetLoop();
if ( loop && ( type == SPLINE_LOOP ) )
{
newstate.move.loopNode = loop;
newstate.move.cameraPath.SetLoopPoint( loop->origin );
}
node = node->GetNext();
if ( node == path )
{
break;
}
}
if ( ( type == SPLINE_LOOP ) && ( !newstate.move.loopNode ) )
{
newstate.move.loopNode = path;
}
}
void Camera::FollowPath
(
SplinePath *path,
qboolean loop,
Entity * watch
)
{
// make sure we process any setup events before continuing
ProcessPendingEvents();
Stop();
if ( loop )
{
CreatePath( path, SPLINE_LOOP );
}
else
{
CreatePath( path, SPLINE_CLAMP );
}
newstate.move.cameraTime = -2;
newstate.move.lastTime = 0;
newstate.move.newTime = 0;
newstate.move.currentNode = path;
// evaluate the first node events
newstate.move.DoNodeEvents( this );
if ( watch )
{
newstate.watch.watchEnt = watch;
}
else
{
Watch( newstate.move.currentNode->GetWatch(), newstate.move.currentNode->GetFadeTime() );
}
followFadeTime = fadeTime;
watchFadeTime = fadeTime;
newstate.move.followingpath = true;
followTime = level.time + followFadeTime;
watchTime = level.time + watchFadeTime;
PostEvent( EV_Camera_CameraThink, FRAMETIME );
}
void Camera::Orbit
(
Entity *ent,
float dist,
Entity *watch,
float yaw_offset,
qboolean dotrace
)
{
Vector ang, forward, left;
// make sure we process any setup events before continuing
ProcessPendingEvents();
Stop();
if ( watch )
{
ang = watch->angles;
ang.y += yaw_offset;
}
else
{
ang = vec_zero;
ang.y += yaw_offset;
}
ang.AngleVectors( &forward, &left, NULL );
orbit_dotrace = dotrace;
CreateOrbit( Vector( 0, 0, orbit_height ), dist, forward, left );
newstate.move.cameraTime = -2;
newstate.move.lastTime = 0;
newstate.move.newTime = 0;
newstate.move.orbitEnt = ent;
followFadeTime = fadeTime;
watchFadeTime = fadeTime;
newstate.move.followingpath = true;
followTime = level.time + followFadeTime;
watchTime = level.time + watchFadeTime;
newstate.move.currentNode = NULL;
if ( watch )
{
newstate.watch.watchEnt = watch;
}
else
{
newstate.watch.watchEnt = ent;
}
PostEvent( EV_Camera_CameraThink, FRAMETIME );
}
void Camera::FollowEntity
(
Entity *ent,
float dist,
int mask,
Entity *watch
)
{
// make sure we process any setup events before continuing
ProcessPendingEvents();
assert( ent );
Stop();
if ( ent )
{
newstate.move.followEnt = ent;
newstate.move.followingpath = false;
followFadeTime = fadeTime;
watchFadeTime = fadeTime;
newstate.move.cameraTime = -2;
newstate.move.lastTime = 0;
newstate.move.newTime = 0;
newstate.move.currentNode = NULL;
followTime = level.time + followFadeTime;
watchTime = level.time + watchFadeTime;
if ( watch )
{
newstate.watch.watchEnt = watch;
}
else
{
newstate.watch.watchEnt = ent;
}
follow_dist = dist;
follow_mask = mask;
PostEvent( EV_Camera_CameraThink, 0 );
}
}
void Camera::StartMoving
(
Event *ev
)
{
Entity *targetEnt;
Entity *targetWatchEnt;
Entity *ent;
SplinePath *path;
if ( ev->NumArgs() > 0 )
{
targetEnt = ev->GetEntity( 1 );
}
else
{
targetEnt = NULL;
}
if ( ev->NumArgs() > 1 )
{
targetWatchEnt = ev->GetEntity( 2 );
}
else
{
targetWatchEnt = NULL;
}
if ( ( spawnflags & START_ON ) && ( !Q_stricmp( Target(), "" ) ) )
{
gi.Error( ERR_DROP, "Camera '%s' with START_ON selected, but no target specified.", TargetName().c_str() );
}
if ( !targetEnt )
{
ent = ( Entity * )G_FindTarget( NULL, Target() );
if ( !ent )
{
//
// we took this out just because of too many warnings, oh well
//warning("StartMoving", "Can't find target for camera\n" );
//
// I put it back in as an error. Fuck em! Yeeeeeha!
//
gi.Error( ERR_DROP, "Can't find target '%s' for camera\n", Target().c_str() );
return;
}
}
else
{
ent = targetEnt;
}
if ( ent->isSubclassOf( SplinePath ) )
{
path = ( SplinePath * )ent;
FollowPath( path, spawnflags & ORBIT, targetWatchEnt );
}
else
{
if ( spawnflags & ORBIT )
{
Orbit( ent, follow_dist, targetWatchEnt );
}
else
{
FollowEntity( ent, follow_dist, follow_mask, targetWatchEnt );
}
}
}
void Camera::SetAutoStateEvent
(
Event *ev
)
{
int i;
for( i = 1; i <= ev->NumArgs(); i++ )
{
char *buffer;
char com_token[ MAX_QPATH ];
char com_buffer[MAX_STRING_CHARS];
strcpy( com_buffer, ev->GetString( i ) );
buffer = com_buffer;
// get the rest of the line
while( 1 )
{
strcpy( com_token, COM_ParseExt( &buffer, qfalse ) );
if (!com_token[0])
break;
automatic_states.AddUniqueObject( str( com_token ) );
}
}
}
void Camera::SetMaximumAutoFOVEvent
(
Event *ev
)
{
automatic_maxFOV = ev->GetFloat( 1 );
}
void Camera::SetAutoRadiusEvent
(
Event *ev
)
{
automatic_radius = ev->GetFloat( 1 );
}
void Camera::SetAutoActiveEvent
(
Event *ev
)
{
automatic_active = ev->GetBoolean( 1 );
}
void Camera::SetAutoStartTimeEvent
(
Event *ev
)
{
automatic_startTime = ev->GetFloat( 1 );
}
void Camera::SetAutoStopTimeEvent
(
Event *ev
)
{
automatic_stopTime = ev->GetFloat( 1 );
}
void Camera::StopMoving
(
Event *ev
)
{
Stop();
}
void Camera::Pause
(
Event *ev
)
{
CancelEventsOfType( EV_Camera_CameraThink );
}
void Camera::Continue
(
Event *ev
)
{
CancelEventsOfType( EV_Camera_CameraThink );
PostEvent( EV_Camera_CameraThink, 0 );
}
void Camera::SetAnglesEvent
(
Event *ev
)
{
Vector ang;
ang = ev->GetVector( 1 );
setAngles( ang );
}
void Camera::SetSpeed
(
Event *ev
)
{
camera_speed = ev->GetFloat( 1 );
}
void Camera::SetFollowDistance
(
Event *ev
)
{
follow_dist = ev->GetFloat( 1 );
}
void Camera::SetOrbitHeight
(
float height
)
{
orbit_height = height;
}
void Camera::SetOrbitHeight
(
Event *ev
)
{
orbit_height = ev->GetFloat( 1 );
}
void Camera::SetFollowYaw
(
Event *ev
)
{
follow_yaw = ev->GetFloat( 1 );
}
void Camera::AbsoluteYaw
(
Event *ev
)
{
follow_yaw_fixed = true;
}
void Camera::RelativeYaw
(
Event *ev
)
{
follow_yaw_fixed = false;
}
void Camera::SetNextCamera
(
Event *ev
)
{
nextCamera = ev->GetString( 1 );
}
void Camera::Cut
(
Event *ev
)
{
int j;
if ( followTime )
{
currentstate.move = newstate.move;
newstate.move.Initialize( this );
followTime = 0;
}
if ( watchTime )
{
currentstate.watch = newstate.watch;
newstate.watch.Initialize( this );
watchTime = 0;
}
if ( fovTime )
{
currentstate.fov = newstate.fov;
newstate.fov = camera_fov;
fovTime = 0;
}
CancelEventsOfType( EV_Camera_CameraThink );
ProcessEvent( EV_Camera_CameraThink );
//
// let any clients know that this camera has just cut
//
for( j = 0; j < game.maxclients; j++ )
{
gentity_t *other;
Player *client;
other = &g_entities[ j ];
if ( other->inuse && other->client )
{
client = ( Player * )other->entity;
client->CameraCut( this );
}
}
}
void Camera::FadeTime
(
Event *ev
)
{
fadeTime = ev->GetFloat( 1 );
}
void Camera::OrbitEvent
(
Event *ev
)
{
Entity *ent;
spawnflags |= ORBIT;
ent = ev->GetEntity( 1 );
if ( ent )
{
Event * event;
event = new Event( EV_Camera_StartMoving );
event->AddEntity( ent );
if ( ev->NumArgs() > 1 )
{
event->AddEntity( ev->GetEntity( 2 ) );
}
Stop();
ProcessEvent( event );
}
}
void Camera::FollowEvent
(
Event *ev
)
{
Entity *ent;
spawnflags &= ~ORBIT;
ent = ev->GetEntity( 1 );
if ( ent )
{
Event * event;
event = new Event( EV_Camera_StartMoving );
event->AddEntity( ent );
if ( ev->NumArgs() > 1 )
{
event->AddEntity( ev->GetEntity( 2 ) );
}
Stop();
ProcessEvent( event );
}
}
void Camera::SetFOV
(
Event *ev
)
{
float time;
if ( ev->NumArgs() > 1 )
{
time = ev->GetFloat( 2 );
}
else
{
time = fadeTime;
}
SetFOV( ev->GetFloat( 1 ), time );
}
void Camera::WatchEvent
(
Event *ev
)
{
float time;
if ( ev->NumArgs() > 1 )
{
time = ev->GetFloat( 2 );
}
else
{
time = fadeTime;
}
Watch( ev->GetString( 1 ), time );
}
Entity * GetWatchEntity
(
str watch
)
{
const char *name;
Entity * ent;
//
// if empty just return
//
if ( watch == "" )
{
return NULL;
}
//
// ignore all the reserved words
//
if (
( watch == "path" ) ||
( watch == "none" ) ||
( watch == "node" )
)
{
return NULL;
}
name = watch.c_str();
if ( name[ 0 ] == '*' )
{
if ( !IsNumeric( &name[ 1 ] ) )
{
gi.DPrintf( "GetWatchEntity :: Expecting a numeric value but found '%s'.", &name[ 1 ] );
return NULL;
}
else
{
ent = G_GetEntity( atoi( &name[ 1 ] ) );
if ( !ent )
{
gi.DPrintf( "GetWatchEntity :: Entity with targetname of '%s' not found", &name[ 1 ] );
return NULL;
}
}
}
else if ( name[ 0 ] == '$' )
{
ent = ( Entity * )G_FindTarget( NULL, &name[ 1 ] );
if ( !ent )
{
gi.DPrintf( "GetWatchEntity :: Entity with targetname of '%s' not found", &name[ 1 ] );
return NULL;
}
}
else
{
gi.DPrintf( "GetWatchEntity :: Entity with targetname of '%s' not found", name );
return NULL;
}
return ent;
}
void Camera::Watch
(
str watch,
float time
)
{
// make sure we process any setup events before continuing
ProcessPendingEvents();
//
// if empty just return
//
if ( watch == "" )
return;
//
// clear out the watch variables
//
watchFadeTime = time;
newstate.watch.watchPath = false;
newstate.watch.watchNodes = false;
newstate.watch.watchEnt = NULL;
watchTime = level.time + watchFadeTime;
//
// really a watchpath command
//
if ( watch == "path" )
{
newstate.watch.watchPath = true;
}
//
// really a watchnodes command
//
else if ( watch == "node" )
{
newstate.watch.watchNodes = true;
}
//
// really a watchnodes command
//
else if ( watch == "none" )
{
// intentionally blank
}
//
// just a normal watch command
//
else
{
Entity * ent = GetWatchEntity( watch );
newstate.watch.watchEnt = ent;
}
}
void Camera::Watch
(
Entity * ent,
float time
)
{
//
// clear out the watch variables
//
watchFadeTime = time;
newstate.watch.watchPath = false;
newstate.watch.watchNodes = false;
watchTime = level.time + watchFadeTime;
newstate.watch.watchEnt = ent;
}
void Camera::SetFOV
(
float fov,
float time
)
{
// if it is less than 3, then we are setting an auto_fov state
if ( fov < 3 )
{
auto_fov = fov;
}
else
{
// if we are explicitly setting the fov, turn the auto_fov off
auto_fov = 0;
fovFadeTime = time;
fovTime = level.time + fovFadeTime;
currentstate.fov = newstate.fov;
newstate.fov = fov;
}
}
void Camera::WatchPathEvent
(
Event *ev
)
{
if ( ev->NumArgs() > 1 )
{
watchFadeTime = ev->GetFloat( 2 );
}
else
{
watchFadeTime = fadeTime;
}
watchTime = level.time + watchFadeTime;
newstate.watch.watchEnt = NULL;
newstate.watch.watchNodes = false;
newstate.watch.watchPath = true;
}
void Camera::WatchNodesEvent
(
Event *ev
)
{
if ( ev->NumArgs() > 1 )
{
watchFadeTime = ev->GetFloat( 2 );
}
else
{
watchFadeTime = fadeTime;
}
watchTime = level.time + watchFadeTime;
newstate.watch.watchEnt = NULL;
newstate.watch.watchPath = false;
newstate.watch.watchNodes = true;
}
void Camera::NoWatchEvent
(
Event *ev
)
{
if ( ev->NumArgs() > 1 )
{
watchFadeTime = ev->GetFloat( 2 );
}
else
{
watchFadeTime = fadeTime;
}
watchTime = level.time + watchFadeTime;
newstate.watch.watchEnt = NULL;
newstate.watch.watchPath = false;
newstate.watch.watchNodes = false;
}
void Camera::SetShowQuakes( Event * ev )
{
if( ev->NumArgs() > 0 )
{
m_bShowquakes = ev->GetBoolean( 1 );
}
else
{
m_bShowquakes = 1;
}
}
void SetCamera
(
Entity *ent,
float switchTime
)
{
int j;
gentity_t *other;
Camera *cam;
Player *client;
if ( ent && !ent->isSubclassOf( Camera ) )
{
return;
}
cam = ( Camera * )ent;
for( j = 0; j < game.maxclients; j++ )
{
other = &g_entities[ j ];
if ( other->inuse && other->client )
{
client = ( Player * )other->entity;
client->SetCamera( cam, switchTime );
}
}
}
str &Camera::NextCamera
(
void
)
{
return nextCamera;
}
float Camera::Fov
(
void
)
{
return camera_fov;
}
void Camera::Reset
(
Vector org,
Vector ang
)
{
setOrigin( org );
setAngles( ang );
currentstate.Initialize( this );
newstate.Initialize( this );
}
void Camera::bind
(
Entity *master,
qboolean use_my_angles
)
{
Entity::bind( master, use_my_angles );
currentstate.move.pos = localorigin;
}
void Camera::unbind
(
void
)
{
Entity::unbind();
currentstate.move.pos = origin;
}
/******************************************************************************
Camera Manager
******************************************************************************/
Event EV_CameraManager_NewPath
(
"new",
EV_CONSOLE,
NULL,
NULL,
"Starts a new path.",
EV_NORMAL
);
Event EV_CameraManager_SetPath
(
"setpath",
EV_CONSOLE,
"e",
"path",
"Sets the new path.",
EV_NORMAL
);
Event EV_CameraManager_SetTargetName
(
"settargetname",
EV_CONSOLE,
"s",
"targetname",
"Set the targetname.",
EV_NORMAL
);
Event EV_CameraManager_SetTarget
(
"settarget",
EV_CONSOLE,
"s",
"target",
"Set the trigger target.",
EV_NORMAL
);
Event EV_CameraManager_AddPoint
(
"add",
EV_CONSOLE,
NULL,
NULL,
"Add a new point to the camera path where the player is standing.",
EV_NORMAL
);
Event EV_CameraManager_DeletePoint
(
"delete",
EV_CONSOLE,
NULL,
NULL,
"Delete the current path node.",
EV_NORMAL
);
Event EV_CameraManager_MovePlayer
(
"moveplayer",
EV_CONSOLE,
NULL,
NULL,
"Move the player to the current path node position.",
EV_NORMAL
);
Event EV_CameraManager_ReplacePoint
(
"replace",
EV_CONSOLE,
NULL,
NULL,
"Replace the current path node position/angle with the player's.",
EV_NORMAL
);
Event EV_CameraManager_NextPoint
(
"next",
EV_CONSOLE,
NULL,
NULL,
"Go to the next path node.",
EV_NORMAL
);
Event EV_CameraManager_PreviousPoint
(
"prev",
EV_CONSOLE,
NULL,
NULL,
"Go to the previous path node.",
EV_NORMAL
);
Event EV_CameraManager_ShowPath
(
"show",
EV_CONSOLE,
"E",
"path",
"Shows the specified path.",
EV_NORMAL
);
Event EV_CameraManager_ShowingPath
(
"_showing_path",
EV_CONSOLE,
NULL,
NULL,
"Internal event for showing the path.",
EV_NORMAL
);
Event EV_CameraManager_HidePath
(
"hide",
EV_CONSOLE,
NULL,
NULL,
"Hides the paths.",
EV_NORMAL
);
Event EV_CameraManager_PlayPath
(
"play",
EV_CONSOLE,
"E",
"path",
"Play the current path or the specified one once.",
EV_NORMAL
);
Event EV_CameraManager_LoopPath
(
"loop",
EV_CONSOLE,
"E",
"path",
"Loop the current path or the specified one.",
EV_NORMAL
);
Event EV_CameraManager_StopPlayback
(
"stop",
EV_CONSOLE,
NULL,
NULL,
"Stop the camera playing path.",
EV_NORMAL
);
Event EV_CameraManager_Watch
(
"watch",
EV_CONSOLE,
"s",
"watch",
"Set the current path node to watch something.",
EV_NORMAL
);
Event EV_CameraManager_NoWatch
(
"nowatch",
EV_CONSOLE,
NULL,
NULL,
"Set the current path node to watch nothing.",
EV_NORMAL
);
Event EV_CameraManager_Fov
(
"setfov",
EV_CONSOLE,
"s",
"newFOV",
"Set the fov at the current path node.",
EV_NORMAL
);
Event EV_CameraManager_FadeTime
(
"setfadetime",
EV_CONSOLE,
"f",
"newFadeTime",
"Set the fadetime of the current path node.",
EV_NORMAL
);
Event EV_CameraManager_Speed
(
"setspeed",
EV_CONSOLE,
"f",
"speed",
"Set the speed of the camera at the current path node.",
EV_NORMAL
);
Event EV_CameraManager_Save
(
"save",
EV_CONSOLE,
"s",
"filename",
"Saves the camera path.",
EV_NORMAL
);
Event EV_CameraManager_Load
(
"load",
EV_CONSOLE,
"s",
"filename",
"Loads a camera path.",
EV_NORMAL
);
Event EV_CameraManager_SaveMap
(
"savemap",
EV_CONSOLE,
"s",
"filename",
"Saves the camera path to a map file.",
EV_NORMAL
);
Event EV_CameraManager_UpdateInput
(
"updateinput",
EV_CONSOLE,
NULL,
NULL,
"Updates the current node with user interface values.",
EV_NORMAL
);
Event EV_CameraManager_NextPath
(
"nextpath",
EV_CONSOLE,
NULL,
NULL,
"Go to the next path.",
EV_NORMAL
);
Event EV_CameraManager_PreviousPath
(
"prevpath",
EV_CONSOLE,
NULL,
NULL,
"Go to the previous path.",
EV_NORMAL
);
Event EV_CameraManager_RenamePath
(
"renamepath",
EV_CONSOLE,
"s",
"newName",
"Rename the path to the new name.",
EV_NORMAL
);
CLASS_DECLARATION( Listener, CameraManager, NULL )
{
{ &EV_CameraManager_NewPath, &CameraManager::NewPath },
{ &EV_CameraManager_SetPath, &CameraManager::SetPath },
{ &EV_CameraManager_SetTargetName, &CameraManager::SetTargetName },
{ &EV_CameraManager_SetTarget, &CameraManager::SetTarget },
{ &EV_CameraManager_SetPath, &CameraManager::SetPath },
{ &EV_CameraManager_AddPoint, &CameraManager::AddPoint },
{ &EV_CameraManager_ReplacePoint, &CameraManager::ReplacePoint },
{ &EV_CameraManager_DeletePoint, &CameraManager::DeletePoint },
{ &EV_CameraManager_MovePlayer, &CameraManager::MovePlayer },
{ &EV_CameraManager_NextPoint, &CameraManager::NextPoint },
{ &EV_CameraManager_PreviousPoint, &CameraManager::PreviousPoint },
{ &EV_CameraManager_ShowPath, &CameraManager::ShowPath },
{ &EV_CameraManager_ShowingPath, &CameraManager::ShowingPath },
{ &EV_CameraManager_HidePath, &CameraManager::HidePath },
{ &EV_CameraManager_PlayPath, &CameraManager::PlayPath },
{ &EV_CameraManager_LoopPath, &CameraManager::LoopPath },
{ &EV_CameraManager_StopPlayback, &CameraManager::StopPlayback },
{ &EV_CameraManager_Watch, &CameraManager::Watch },
{ &EV_CameraManager_NoWatch, &CameraManager::NoWatch },
{ &EV_CameraManager_Fov, &CameraManager::Fov },
{ &EV_CameraManager_FadeTime, &CameraManager::FadeTime },
{ &EV_CameraManager_Speed, &CameraManager::Speed },
{ &EV_CameraManager_Save, &CameraManager::Save },
{ &EV_CameraManager_Load, &CameraManager::Load },
{ &EV_CameraManager_SaveMap, &CameraManager::SaveMap },
{ &EV_CameraManager_UpdateInput, &CameraManager::UpdateEvent },
{ &EV_CameraManager_NextPath, &CameraManager::NextPath },
{ &EV_CameraManager_PreviousPath, &CameraManager::PreviousPath },
{ &EV_CameraManager_RenamePath, &CameraManager::RenamePath },
{ NULL, NULL }
};
Player *CameraManager_GetPlayer
(
void
)
{
assert( g_entities[ 0 ].entity && g_entities[ 0 ].entity->isSubclassOf( Player ) );
if ( !g_entities[ 0 ].entity || !( g_entities[ 0 ].entity->isSubclassOf( Player ) ) )
{
gi.Printf( "No player found.\n" );
return NULL;
}
return ( Player * )g_entities[ 0 ].entity;
}
CameraManager::CameraManager()
{
pathList.ClearObjectList();
path = NULL;
current = NULL;
cameraPath_dirty = qtrue;
speed = 1;
watch = 0;
cam = NULL;
}
void CameraManager::UpdateUI
(
void
)
{
int num;
SplinePath *next;
float temp;
//
// set path name
//
gi.Cvar_Set( "cam_filename", pathName );
if ( current )
{
gi.Cvar_Set( "cam_origin", va( "%.2f %.2f %.2f", current->origin[ 0 ], current->origin[ 1 ], current->origin[ 2 ] ) );
gi.Cvar_Set( "cam_angles_yaw", va( "%.1f", current->angles[ YAW ] ) );
gi.Cvar_Set( "cam_angles_pitch", va( "%.1f", current->angles[ PITCH ] ) );
gi.Cvar_Set( "cam_angles_roll", va( "%.1f", current->angles[ ROLL ] ) );
gi.Cvar_Set( "cam_thread", current->thread.c_str() );
gi.Cvar_Set( "cam_target", current->triggertarget.c_str() );
gi.Cvar_Set( "cam_watch", current->watchEnt.c_str() );
temp = current->GetFov();
if ( temp )
{
gi.Cvar_Set( "cam_fov", va( "%.1f", temp ) );
}
else
{
gi.Cvar_Set( "cam_fov", "Default" );
}
temp = current->GetFadeTime();
if ( temp != -1 )
{
gi.Cvar_Set( "cam_fadetime", va( "%.2f", temp ) );
}
else
{
gi.Cvar_Set( "cam_fadetime", "Default" );
}
gi.Cvar_Set( "cam_speed", va( "%.1f", current->speed ) );
//
// set node num
//
num = 0;
next = path;
while ( next && ( next != current ) )
{
next = next->GetNext();
num++;
}
gi.Cvar_Set( "cam_nodenum", va( "%d", num ) );
}
}
void CameraManager::UpdateEvent
(
Event *ev
)
{
Vector tempvec;
cvar_t * cvar;
if ( !current )
{
return;
}
// get origin
cvar = gi.Cvar_Get( "cam_origin", "", 0 );
sscanf( cvar->string, "%f %f %f", &tempvec[ 0 ], &tempvec[ 1 ], &tempvec[ 2 ] );
current->setOrigin( tempvec );
// get angles yaw
cvar = gi.Cvar_Get( "cam_angles_yaw", "", 0 );
current->angles[ YAW ] = cvar->value;
// get angles pitch
cvar = gi.Cvar_Get( "cam_angles_pitch", "", 0 );
current->angles[ PITCH ] = cvar->value;
// get angles roll
cvar = gi.Cvar_Get( "cam_angles_roll", "", 0 );
current->angles[ ROLL ] = cvar->value;
current->setAngles( current->angles );
// get target
cvar = gi.Cvar_Get( "cam_target", "", 0 );
current->SetTriggerTarget( cvar->string );
// get watch
cvar = gi.Cvar_Get( "cam_watch", "", 0 );
current->SetWatch( cvar->string );
// get fov
cvar = gi.Cvar_Get( "cam_fov", "", 0 );
current->SetFov( cvar->value );
// get fadetime
cvar = gi.Cvar_Get( "cam_fadetime", "", 0 );
current->SetFadeTime( cvar->value );
// get speed
cvar = gi.Cvar_Get( "cam_speed", "", 0 );
current->speed = cvar->value;
}
void CameraManager::SetPathName
(
str name
)
{
pathName = name;
UpdateUI();
}
void CameraManager::NewPath
(
Event *ev
)
{
if ( path )
{
cameraPath_dirty = qtrue;
path = NULL;
current = NULL;
}
SetPathName( "untitled" );
ShowPath();
}
void CameraManager::RenamePath
(
Event *ev
)
{
str name;
if ( !ev->NumArgs() )
{
cvar_t * cvar;
//
// get the path name from the cvar
//
cvar = gi.Cvar_Get( "cam_filename", "", 0 );
if ( cvar->string[ 0 ] )
{
name = cvar->string;
}
else
{
ScriptError( "Usage: cam renamepath [pathname]" );
return;
}
}
else
{
name = ev->GetString( 1 );
}
if ( pathList.ObjectInList( name ) )
{
// remove the old name
pathList.RemoveObject( name );
}
SetPathName( name );
pathList.AddUniqueObject( name );
}
void CameraManager::SetPath
(
str pathName
)
{
Entity * ent;
SplinePath *node;
ent = ( Entity * )G_FindTarget( NULL, pathName );
if ( !ent )
{
warning( "SetPath", "Could not find path named '%s'.", pathName.c_str() );
return;
}
if ( !ent->isSubclassOf( SplinePath ) )
{
warning( "SetPath", "'%s' is not a camera path.", pathName.c_str() );
return;
}
node = ( SplinePath * )ent;
SetPathName( pathName );
cameraPath_dirty = qtrue;
path = node;
current = node;
UpdateUI();
}
void CameraManager::SetPath
(
Event *ev
)
{
if ( !ev->NumArgs() )
{
ScriptError( "Usage: cam setpath [pathname]" );
return;
}
SetPath( ev->GetString( 1 ) );
}
void CameraManager::SetTargetName
(
Event *ev
)
{
if ( ev->NumArgs() != 1 )
{
ScriptError( "Usage: cam targetname [name]" );
return;
}
if ( !path )
{
ScriptError( "Camera path not set." );
return;
}
path->SetTargetName( ev->GetString( 1 ) );
UpdateUI();
}
void CameraManager::SetTarget
(
Event *ev
)
{
if ( ev->NumArgs() != 1 )
{
ScriptError( "Usage: cam target [name]" );
return;
}
if ( !current )
{
ScriptError( "Camera path not set." );
return;
}
current->SetTriggerTarget( ev->GetString( 1 ) );
UpdateUI();
}
void CameraManager::AddPoint
(
Event *ev
)
{
Player *player;
SplinePath *prev;
SplinePath *next;
Vector ang;
Vector pos;
player = CameraManager_GetPlayer();
if ( player )
{
prev = current;
if ( current )
{
next = current->GetNext();
}
else
{
next = NULL;
}
player->GetPlayerView( &pos, &ang );
current = new SplinePath;
current->setOrigin( pos );
current->setAngles( ang );
current->speed = speed;
current->SetPrev( prev );
current->SetNext( next );
if ( !path )
{
path = current;
}
ShowPath();
}
cameraPath_dirty = qtrue;
UpdateUI();
}
void CameraManager::ReplacePoint
(
Event *ev
)
{
Player *player;
Vector ang;
Vector pos;
player = CameraManager_GetPlayer();
if ( current && player )
{
player->GetPlayerView( &pos, &ang );
current->setOrigin( pos );
current->setAngles( ang );
current->speed = speed;
}
cameraPath_dirty = qtrue;
UpdateUI();
}
void CameraManager::DeletePoint
(
Event *ev
)
{
SplinePath *node;
if ( current )
{
node = current->GetNext();
if ( !node )
{
node = current->GetPrev();
}
if ( ( SplinePath * )path == ( SplinePath * )current )
{
path = current->GetNext();
}
delete current;
current = node;
}
cameraPath_dirty = qtrue;
UpdateUI();
}
void CameraManager::MovePlayer
(
Event *ev
)
{
Player *player;
Vector pos;
player = CameraManager_GetPlayer();
if ( current && player )
{
player->GetPlayerView( &pos, NULL );
player->setOrigin( current->origin - pos + player->origin );
player->SetViewAngles( current->angles );
player->SetFov( current->fov );
}
}
void CameraManager::NextPoint
(
Event *ev
)
{
SplinePath *next;
if ( current )
{
next = current->GetNext();
if ( next )
{
current = next;
}
}
UpdateUI();
}
void CameraManager::PreviousPoint
(
Event *ev
)
{
SplinePath *prev;
if ( current )
{
prev = current->GetPrev();
if ( prev )
{
current = prev;
}
}
UpdateUI();
}
void CameraManager::NextPath
(
Event *ev
)
{
int index;
//
// find current path in container of paths
//
index = pathList.IndexOfObject( pathName );
if ( index < pathList.NumObjects() )
index++;
if ( index > 0 )
{
SetPath( pathList.ObjectAt( index ) );
UpdateUI();
}
}
void CameraManager::PreviousPath
(
Event *ev
)
{
int index;
//
// find current path in container of paths
//
index = pathList.IndexOfObject( pathName );
if ( index > 1 )
index--;
if ( index > 0 )
{
SetPath( pathList.ObjectAt( index ) );
UpdateUI();
}
}
void CameraManager::ShowingPath
(
Event *ev
)
{
int count;
SplinePath *node;
SplinePath *prev;
Vector mins( -8, -8, -8 );
Vector maxs( 8, 8, 8 );
prev = NULL;
for( node = path; node != NULL; node = node->GetNext() )
{
if ( prev )
{
G_LineStipple( 4, ( unsigned short )( 0xF0F0F0F0 >> ( 7 - ( level.framenum & 7 ) ) ) );
G_DebugLine( prev->origin, node->origin, 0.4f, 0.4f, 0.4f, 0.1f );
G_LineStipple( 1, 0xffff );
}
if ( current == node )
{
G_DrawDebugNumber( node->origin + Vector( 0, 0, 20 ), node->speed, 0.5, 0, 1, 0, 1 );
if ( current->GetFov() )
G_DrawDebugNumber( node->origin + Vector( 0, 0, 30 ), node->GetFov(), 0.5, 0, 0, 1, 0 );
G_DebugBBox( node->origin, mins, maxs, 1, 1, 0, 1 );
}
else
{
G_DebugBBox( node->origin, mins, maxs, 1, 0, 0, 1 );
}
//
// draw watch
//
if ( node->doWatch )
{
Entity *watchEnt;
Vector ang;
Vector delta;
Vector left;
Vector up;
Vector endpoint;
watchEnt = GetWatchEntity( node->GetWatch() );
if ( watchEnt )
{
delta.x = watchEnt->origin.x;
delta.y = watchEnt->origin.y;
delta.z = watchEnt->absmax.z;
delta -= node->origin;
delta.normalize();
ang = delta.toAngles();
ang.AngleVectors( NULL, &left, &up );
G_LineWidth( 1 );
endpoint = node->origin + delta * 48;
G_DebugLine( node->origin, endpoint, 0.5, 1, 1, 1 );
G_DebugLine( endpoint, endpoint + (left * 8) - (delta * 8), 0.5, 1, 1, 1 );
G_DebugLine( endpoint, endpoint - (left * 8) - (delta * 8), 0.5, 1, 1, 1 );
G_DebugLine( endpoint, endpoint - (up * 8) - (delta * 8), 0.5, 1, 1, 1 );
G_DebugLine( endpoint, endpoint + (up * 8) - (delta * 8), 0.5, 1, 1, 1 );
}
}
G_LineWidth( 3 );
G_DebugLine( node->origin, node->origin + Vector( node->orientation[ 0 ] ) * 16, 1, 0, 0, 1 );
G_DebugLine( node->origin, node->origin + Vector( node->orientation[ 1 ] ) * 16, 0, 1, 0, 1 );
G_DebugLine( node->origin, node->origin + Vector( node->orientation[ 2 ] ) * 16, 0, 0, 1, 1 );
G_LineWidth( 1 );
prev = node;
}
if ( cameraPath_dirty )
{
cameraPath_dirty = qfalse;
cameraPath.Clear();
cameraPath.SetType( SPLINE_CLAMP );
node = path;
while( node != NULL )
{
cameraPath.AppendControlPoint( node->origin, node->angles, node->speed );
node = node->GetNext();
if ( node == path )
{
break;
}
}
}
// draw the curve itself
G_Color3f( 1, 1, 0 );
cameraPath.DrawCurve( 10 );
// draw all the nodes
for( node = path, count = -1; node != NULL; node = node->GetNext(), count++ )
{
Vector dir, angles;
dir = cameraPath.Eval( ( float )count - 0.9f ) - cameraPath.Eval( count - 1 );
angles = dir.toAngles();
if ( node->doWatch || node->GetFov() || ( node->thread != "" ) || ( node->triggertarget != "" ) )
{
G_DebugOrientedCircle( cameraPath.Eval( count - 1 ), 5, 0, 1, 1, 1, angles );
}
else
{
G_DebugOrientedCircle( cameraPath.Eval( count - 1 ), 2, 0, 0, 1, 0.2f, angles );
}
// if we are the first node, we need to skip the count so that we properly go to the next node
if ( count == -1 )
{
count = 0;
}
}
PostEvent( EV_CameraManager_ShowingPath, FRAMETIME );
}
void CameraManager::ShowPath
(
void
)
{
CancelEventsOfType( EV_CameraManager_ShowingPath );
PostEvent( EV_CameraManager_ShowingPath, FRAMETIME );
UpdateUI();
}
void CameraManager::ShowPath
(
Event *ev
)
{
if ( ev->NumArgs() )
{
SetPath( ev->GetString( 1 ) );
}
ShowPath();
}
void CameraManager::HidePath
(
Event *ev
)
{
CancelEventsOfType( EV_CameraManager_ShowingPath );
UpdateUI();
}
void CameraManager::StopPlayback
(
Event *ev
)
{
if ( cam )
{
cam->Stop();
SetCamera( NULL, 0 );
}
}
void CameraManager::PlayPath
(
Event *ev
)
{
if ( cam )
{
SetCamera( NULL, 0 );
}
if ( ev->NumArgs() )
{
SetPath( ev->GetString( 1 ) );
}
if ( path )
{
if ( !cam )
{
cam = new Camera;
cam->SetTargetName( "_loadedcamera" );
cam->ProcessPendingEvents();
}
cam->Reset( path->origin, path->angles );
cam->FollowPath( path, false, NULL );
cam->Cut( NULL );
SetCamera( cam, 0 );
}
}
void CameraManager::LoopPath
(
Event *ev
)
{
if ( cam )
{
SetCamera( NULL, 0 );
}
if ( ev->NumArgs() )
{
SetPath( ev->GetString( 1 ) );
}
if ( path )
{
if ( !cam )
{
cam = new Camera;
cam->SetTargetName( "_loadedcamera" );
cam->ProcessPendingEvents();
}
cam->Reset( path->origin, path->angles );
cam->FollowPath( path, true, NULL );
cam->Cut( NULL );
SetCamera( cam, 0 );
}
}
void CameraManager::Watch
(
Event *ev
)
{
if ( current )
{
current->SetWatch( ev->GetString( 1 ) );
}
UpdateUI();
}
void CameraManager::NoWatch
(
Event *ev
)
{
if ( current )
{
current->NoWatch();
}
UpdateUI();
}
void CameraManager::Fov
(
Event *ev
)
{
if ( current )
{
current->SetFov( ev->GetFloat( 1 ) );
}
UpdateUI();
}
void CameraManager::FadeTime
(
Event *ev
)
{
if ( current )
{
current->SetFadeTime( ev->GetFloat( 1 ) );
}
UpdateUI();
}
void CameraManager::Speed
(
Event *ev
)
{
speed = ev->GetFloat( 1 );
if ( current )
{
current->speed = speed;
}
cameraPath_dirty = qtrue;
UpdateUI();
}
void CameraManager::SavePath
(
str pathName
)
{
SplinePath *node;
str buf;
str filename;
int num;
int index;
num = 0;
for( node = path; node != NULL; node = node->GetNext() )
{
num++;
}
if ( num == 0 )
{
warning( "CameraManager::SavePath", "Can't save. No points in path." );
return;
}
filename = "cams/";
filename += pathName;
filename += ".cam";
path->SetTargetName( pathName );
gi.Printf( "Saving camera path to '%s'...\n", filename.c_str() );
buf = "";
buf += va( "//\n" );
buf += va( "// Camera Path \"%s\", %d Nodes.\n", pathName.c_str(), num );
buf += va( "//\n" );
index = 0;
for( node = path; node != NULL; node = node->GetNext() )
{
//
// start off the spawn command
//
buf += "spawn SplinePath";
//
// set the targetname
//
if ( !index )
{
buf += va( " targetname %s", pathName.c_str() );
}
else
{
buf += va( " targetname camnode_%s_%d", pathName.c_str(), index );
}
//
// set the target
//
if ( index < ( num - 1 ) )
{
buf += va( " target camnode_%s_%d", pathName.c_str(), index + 1 );
}
//
// set the trigger target
//
if ( node->triggertarget != "" )
{
buf += va( " triggertarget %s", node->triggertarget.c_str() );
}
//
// set the thread
//
if ( node->thread != "" )
{
buf += va( " thread %s", node->thread.c_str() );
}
//
// set the origin
//
buf += va( " origin \"%.2f %.2f %.2f\"", node->origin.x, node->origin.y, node->origin.z );
//
// set the angles
//
buf += va( " angles \"%.1f %.1f %.1f\"", AngleMod( node->angles.x ), AngleMod( node->angles.y ), AngleMod( node->angles.z ) );
//
// set the speed
//
buf += va( " speed %.1f", node->speed );
//
// set the watch
//
if ( node->doWatch && node->watchEnt != "" )
{
buf += va( " watch %s", node->watchEnt.c_str() );
}
//
// set the fov
//
if ( node->GetFov() )
{
buf += va( " fov %.1f", node->GetFov() );
}
//
// set the fadetime
//
if ( node->GetFadeTime() )
{
buf += va( " fadetime %.1f", node->GetFadeTime() );
}
buf += "\n";
index++;
}
buf += "end\n";
gi.FS_WriteFile( filename.c_str(), ( void *)buf.c_str(), buf.length() + 1 );
gi.Printf( "done.\n" );
}
void CameraManager::Save
(
Event *ev
)
{
str filename;
str name;
if ( ev->NumArgs() != 1 )
{
cvar_t * cvar;
//
// get the path name from the cvar
//
cvar = gi.Cvar_Get( "cam_filename", "", 0 );
if ( cvar->string[ 0 ] )
{
name = cvar->string;
}
else
{
ScriptError( "Usage: cam save [filename]" );
return;
}
}
else
{
name = ev->GetString( 1 );
}
SavePath( name );
pathList.AddUniqueObject( name );
}
void CameraManager::Load
(
Event *ev
)
{
qboolean show;
str filename;
str name;
if ( ev->NumArgs() != 1 )
{
cvar_t * cvar;
//
// get the path name from the cvar
//
cvar = gi.Cvar_Get( "cam_filename", "", 0 );
if ( cvar->string[ 0 ] )
{
show = true;
name = cvar->string;
}
else
{
ScriptError( "Usage: cam load [filename]" );
return;
}
}
else
{
show = false;
name = ev->GetString( 1 );
}
if ( pathList.ObjectInList( name ) && show )
{
gi.Printf( "Camera path '%s' already loaded...\n", name.c_str() );
return;
}
filename = "cams/";
filename += name;
filename += ".cam";
gi.Printf( "Loading camera path from '%s'...", filename.c_str() );
}
void CameraManager::SaveMap
(
Event *ev
)
{
SplinePath *node;
str buf;
str filename;
int num;
int index;
if ( ev->NumArgs() != 1 )
{
ScriptError( "Usage: cam savemap [filename]" );
return;
}
num = 0;
for( node = path; node != NULL; node = node->GetNext() )
{
num++;
}
if ( num == 0 )
{
ScriptError( "Can't save. No points in path." );
return;
}
filename = "cams/";
filename += ev->GetString( 1 );
filename += ".map";
if ( !path->targetname.length() )
{
path->SetTargetName( ev->GetString( 1 ) );
gi.Printf( "Targetname set to '%s'\n", path->targetname.c_str() );
}
gi.Printf( "Saving camera path to map '%s'...\n", filename.c_str() );
buf = "";
index = 0;
for( node = path; node != NULL; node = node->GetNext() )
{
buf += va( "// pathnode %d\n", index );
buf += "{\n";
buf += va( "\"classname\" \"info_splinepath\"\n" );
if ( index < ( num - 1 ) )
{
buf += va( "\"target\" \"camnode_%s_%d\"\n", ev->GetString( 1 ).c_str(), index + 1 );
}
if ( !index )
{
buf += va( "\"targetname\" \"%s\"\n", ev->GetString( 1 ).c_str() );
}
else
{
buf += va( "\"targetname\" \"camnode_%s_%d\"\n", ev->GetString( 1 ).c_str(), index );
}
if ( node->triggertarget != "" )
{
buf += va( "\"triggertarget\" \"%s\"\n", node->triggertarget.c_str() );
}
if ( node->thread != "" )
{
buf += va( "\"thread\" \"%s\"\n", node->thread.c_str() );
}
buf += va( "\"origin\" \"%d %d %d\"\n", ( int )node->origin.x, ( int )node->origin.y, ( int )node->origin.z );
buf += va( "\"angles\" \"%d %d %d\"\n", ( int )AngleMod( node->angles.x ), ( int )AngleMod( node->angles.y ), ( int )AngleMod( node->angles.z ) );
buf += va( "\"speed\" \"%.3f\"\n", node->speed );
buf += "}\n";
index++;
}
gi.FS_WriteFile( filename.c_str(), ( void * )buf.c_str(), buf.length() + 1 );
gi.Printf( "done.\n" );
}