source-engine/game/client/replay/replaycamera.h
FluorescentCIAAfricanAmerican 3bf9df6b27 1
2020-04-22 12:56:21 -04:00

160 lines
4.7 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#if defined( REPLAY_ENABLED )
#ifndef REPLAYCAMERA_H
#define REPLAYCAMERA_H
#ifdef _WIN32
#pragma once
#endif
#include "replay/ireplaycamera.h"
#include "GameEventListener.h"
class C_ReplayCamera : public CGameEventListener,
public IReplayCamera
{
public:
C_ReplayCamera();
virtual ~C_ReplayCamera();
void Init();
void Reset();
//
// IReplayCamera:
//
virtual void ClearOverrideView();
void EnableInput( bool bEnable );
void OverrideView( const Vector *pOrigin, const QAngle *pAngles, float flFov );
void GetCachedView( Vector &origin, QAngle &angles, float &fov );
void CalcView(Vector& origin, QAngle& angles, float& fov);
void FireGameEvent( IGameEvent *event );
void SetMode(int iMode);
void SetChaseCamParams( float flOffset, float flDistance, float flTheta, float flPhi );
void SpecNextPlayer( bool bInverse );
// See UTIL_PlayerByCommandArg for what all might go in here.
void SpecPlayerByPredicate( const char *szPlayerSearch );
bool IsPVSLocked();
void SetAutoDirector( bool bActive );
int GetMode(); // returns current camera mode
C_BaseEntity *GetPrimaryTarget(); // return primary target
inline int GetPrimaryTargetIndex() { return m_iTarget1; }
void SetPrimaryTarget( int nEntity); // set the primary obs target
void CreateMove(CUserCmd *cmd);
void FixupMovmentParents();
void PostEntityPacketReceived();
const char* GetTitleText() { return m_szTitleText; }
int GetNumSpectators() { return m_nNumSpectators; }
void SmoothFov( float flDelta );
float m_flRoamingAccel;
float m_flRoamingSpeed;
float m_flRoamingFov[2]; // FOV for roaming only - current and target - smoothing done by replay editor
float m_flRoamingRotFilterFactor;
float m_flRoamingShakeAmount;
float m_flRoamingShakeSpeed;
float m_flRoamingShakeDir;
protected:
void InitRoamingKeys();
bool ShouldUseDefaultRoamingSettings() const;
void CalcChaseCamView( Vector& eyeOrigin, QAngle& eyeAngles, float& fov, float flDelta );
void CalcFixedView( Vector& eyeOrigin, QAngle& eyeAngles, float& fov, float flDelta );
void CalcInEyeCamView( Vector& eyeOrigin, QAngle& eyeAngles, float& fov, float flDelta );
void CalcRoamingView(Vector& eyeOrigin, QAngle& eyeAngles, float& fov, float flDelta);
void SmoothCameraAngle( QAngle& targetAngle );
void SetCameraAngle( QAngle& targetAngle );
void Accelerate( Vector& wishdir, float wishspeed, float accel, float flDelta );
bool ShouldOverrideView( Vector& origin, QAngle& angles, float& fov ); // Fills with override data if m_bOverrideView is set
struct View_t
{
Vector origin;
QAngle angles;
float fov;
};
bool m_bInputEnabled;
bool m_bOverrideView;
View_t m_OverrideViewData;
View_t m_CachedView;
float m_flOldTime; // Time of last CalcView() (uses gpGlobals->realtime)
int m_nCameraMode; // current camera mode
Vector m_vCamOrigin; //current camera origin
QAngle m_aCamAngle; //current camera angle
QAngle m_aSmoothedRoamingAngles;
int m_iTarget1; // first tracked target or 0
int m_iTarget2; // second tracked target or 0
float m_flFOV; // current FOV
float m_flOffset; // z-offset from target origin
float m_flDistance; // distance to traget origin+offset
float m_flLastDistance; // too smooth distance
float m_flTheta; // view angle horizontal
float m_flPhi; // view angle vertical
float m_flInertia; // camera inertia 0..100
float m_flLastAngleUpdateTime;
bool m_bEntityPacketReceived; // true after a new packet was received
int m_nNumSpectators;
char m_szTitleText[64];
CUserCmd m_LastCmd;
Vector m_vecVelocity;
enum Dir_t
{
DIR_FWD,
DIR_BACK,
DIR_LEFT,
DIR_RIGHT,
DIR_UP,
DIR_DOWN,
NUM_DIRS
};
ButtonCode_t m_aMovementButtons[NUM_DIRS];
float m_flNoiseSample;
};
//-----------------------------------------------------------------------------
C_ReplayCamera *ReplayCamera();
//-----------------------------------------------------------------------------
#define FREE_CAM_ACCEL_MIN 1.1f
#define FREE_CAM_ACCEL_MAX 10.0f
#define FREE_CAM_SPEED_MIN 0.1f
#define FREE_CAM_SPEED_MAX 20.0f
#define FREE_CAM_FOV_MIN 10.0f
#define FREE_CAM_FOV_MAX 130.0f
#define FREE_CAM_ROT_FILTER_MIN 30.0f
#define FREE_CAM_ROT_FILTER_MAX 5.0f
#define FREE_CAM_SHAKE_SPEED_MIN 0.1f
#define FREE_CAM_SHAKE_SPEED_MAX 15.0f
#define FREE_CAM_SHAKE_AMOUNT_MIN 0.0f
#define FREE_CAM_SHAKE_AMOUNT_MAX 35.0f
#define FREE_CAM_SHAKE_DIR_MIN -1.0f
#define FREE_CAM_SHAKE_DIR_MAX 1.0f
//-----------------------------------------------------------------------------
#endif // REPLAYCAMERA_H
#endif