void CC_PickerShader ( const CCommand &args )
{
	C_BasePlayer *pPlayer = (C_BasePlayer *) C_BasePlayer::GetLocalPlayer();
	if ( !pPlayer )
		return;

	trace_t tr;
	Vector vecAbsStart, vecAbsEnd, vecDir;

	AngleVectors( pPlayer->EyeAngles(), &vecDir );

	vecAbsStart = pPlayer->EyePosition();
	vecAbsEnd = vecAbsStart + (vecDir * MAX_TRACE_LENGTH);

	UTIL_TraceLine( vecAbsStart, vecAbsEnd, MASK_ALL, pPlayer, COLLISION_GROUP_NONE, &tr );

	if ( tr.DidHitWorld() )
	{
		IMaterial *pMaterial = materials->FindMaterial( tr.surface.name, TEXTURE_GROUP_PRECACHED );
		if ( !IsErrorMaterial( pMaterial ) )
		{
			const char* shadername = pMaterial->GetShaderName();
			Msg("Material shader name: %s\n", shadername);
		}
		else
		{
			Msg("Could not get material shader name.\n");
		}
	}
	else
	{
		Msg("This command only supports world geometry.\n");
	}
}
bool CClientTools::GetLocalPlayerEyePosition( Vector& org, QAngle& ang, float &fov )
{
	C_BasePlayer *pl = C_BasePlayer::GetLocalPlayer();
	if ( pl == NULL )
		return false;

	org = pl->EyePosition();
	ang = pl->EyeAngles();
	fov = pl->GetFOV();
	return true;
}
bool CClientTools::GetLocalPlayerEyePosition( Vector& org, QAngle& ang, float &fov )
{
	ACTIVE_SPLITSCREEN_PLAYER_GUARD( 0 );
	C_BasePlayer *pl = C_BasePlayer::GetLocalPlayer();
	if ( pl == NULL )
		return false;

	org = pl->EyePosition();
	ang = pl->EyeAngles();
	fov = pl->GetFOV();
	return true;
}
Example #4
0
void C_HLTVCamera::CalcInEyeCamView( Vector& eyeOrigin, QAngle& eyeAngles, float& fov )
{
	C_BasePlayer *pPlayer = UTIL_PlayerByIndex( m_iTraget1 );

	if ( !pPlayer )
		return;

	if ( !pPlayer->IsAlive() )
	{
		// if dead, show from 3rd person
		CalcChaseCamView( eyeOrigin, eyeAngles, fov );
		return;
	}

	m_aCamAngle	= pPlayer->EyeAngles();
	m_vCamOrigin = pPlayer->GetAbsOrigin();
	m_flFOV = pPlayer->GetFOV();

	if ( pPlayer->GetFlags() & FL_DUCKING )
	{
		m_vCamOrigin += VEC_DUCK_VIEW;
	}
	else
	{
		m_vCamOrigin += VEC_VIEW;
	}

	eyeOrigin = m_vCamOrigin;
	eyeAngles = m_aCamAngle;
	fov = m_flFOV;

	pPlayer->CalcViewModelView( eyeOrigin, eyeAngles);

	C_BaseViewModel *pViewModel = pPlayer->GetViewModel( 0 );

	if ( pViewModel )
	{
		Assert( pViewModel->GetOwner() == pPlayer );
		pViewModel->UpdateVisibility();
	}
}
Example #5
0
//-----------------------------------------------------------------------------
// Purpose: Deal with input
//-----------------------------------------------------------------------------
void C_VGuiScreen::ClientThink( void )
{
	BaseClass::ClientThink();

	// FIXME: We should really be taking bob, shake, and roll into account
	// but if we did, then all the inputs would be generated multiple times
	// if the world was rendered multiple times (for things like water, etc.)

	vgui::Panel *pPanel = m_PanelWrapper.GetPanel();
	if (!pPanel)
		return;
	
	C_BasePlayer *pLocalPlayer = C_BasePlayer::GetLocalPlayer();
	if (!pLocalPlayer)
		return;

	// Generate a ray along the view direction
	Vector vecEyePosition = pLocalPlayer->EyePosition();
	
	QAngle viewAngles = pLocalPlayer->EyeAngles( );

	Vector viewDir, endPos;
	AngleVectors( viewAngles, &viewDir );
	VectorMA( vecEyePosition, 1000.0f, viewDir, endPos );

	// Compute cursor position...
	Ray_t lookDir;
	lookDir.Init( vecEyePosition, endPos );
	
	float u, v;

	if (!IntersectWithRay( lookDir, &u, &v, NULL ))
		return;

	if ( ((u < 0) || (v < 0) || (u > 1) || (v > 1)) && !m_bLooseThinkNextFrame)
		return;

	// This will cause our panel to grab all input!
	g_pClientMode->ActivateInGameVGuiContext( pPanel );

	// Convert (u,v) into (px,py)
	int px = (int)(u * m_nPixelWidth + 0.5f);
	int py = (int)(v * m_nPixelHeight + 0.5f);

	// Generate mouse input commands
	if ((px != m_nOldPx) || (py != m_nOldPy))
	{
		g_InputInternal->InternalCursorMoved( px, py );
		m_nOldPx = px;
		m_nOldPy = py;
	}

	if (m_nButtonPressed & IN_ATTACK)
	{
		g_InputInternal->InternalMousePressed(vgui::MOUSE_LEFT);
	}
	if (m_nButtonPressed & IN_ATTACK2)
	{
		g_InputInternal->InternalMousePressed(vgui::MOUSE_RIGHT);
	}
	if ( (m_nButtonReleased & IN_ATTACK) || m_bLooseThinkNextFrame) // for a button release on loosing focus
	{
		g_InputInternal->InternalMouseReleased(vgui::MOUSE_LEFT);
	}
	if (m_nButtonReleased & IN_ATTACK2)
	{
		g_InputInternal->InternalMouseReleased(vgui::MOUSE_RIGHT);
	}

	if ( m_bLooseThinkNextFrame == true )
	{
		m_bLooseThinkNextFrame = false;
		SetNextClientThink( CLIENT_THINK_NEVER );
	}


	g_pClientMode->DeactivateInGameVGuiContext( );
}
void CSDKMapOverview::UpdatePlayers()
{
	C_SDK_PlayerResource *pSDKPR = (C_SDK_PlayerResource*)GameResources();
	if ( !pSDKPR )
		return;

	CBasePlayer *localPlayer = C_BasePlayer::GetLocalPlayer();
	if( localPlayer == NULL )
		return;

	MapPlayer_t *localMapPlayer = GetPlayerByUserID(localPlayer->GetUserID());
	if( localMapPlayer == NULL )
		return;

	for ( int i = 1; i<= gpGlobals->maxClients; i++)
	{
		MapPlayer_t *player = &m_Players[i-1];
		SDKMapPlayer_t *playerSDK = GetSDKInfoForPlayerIndex(i-1);

		if ( !playerSDK )
			continue;

		// update from global player resources
		if ( pSDKPR->IsConnected(i) )
		{
			player->health = pSDKPR->GetHealth( i );

			if ( !pSDKPR->IsAlive( i ) )
			{
				// Safety actually happens after a TKPunish.
				player->health = 0;
				playerSDK->isDead = true;
			}

			if ( player->team != pSDKPR->GetTeam( i ) )
			{
				player->team = pSDKPR->GetTeam( i );

				if( player == localMapPlayer )
					player->icon = m_TeamIconsSelf[ GetIconNumberFromTeamNumber(player->team) ];
				else
					player->icon = m_TeamIcons[ GetIconNumberFromTeamNumber(player->team) ];

				player->color = m_TeamColors[ GetIconNumberFromTeamNumber(player->team) ];
			}
		}

		Vector position = player->position;
		QAngle angles = player->angle;
		C_BasePlayer *pPlayer = UTIL_PlayerByIndex( i );
		if ( pPlayer && !pPlayer->IsDormant() )
		{
			// update position of active players in our PVS
			position = pPlayer->EyePosition();
			angles = pPlayer->EyeAngles();

			SetPlayerPositions( i-1, position, angles );
		}
	}

}
void CSDKMapOverview::DrawCamera()
{
	C_BasePlayer *localPlayer = C_BasePlayer::GetLocalPlayer();

	if (!localPlayer)
		return;

	if( localPlayer->GetObserverMode() == OBS_MODE_ROAMING )
	{
		// Instead of the programmer-art red dot, we'll draw an icon for when our camera is roaming.
		int alpha = 255;
		DrawIconSDK(m_cameraIconFree, m_cameraIconFree, localPlayer->GetAbsOrigin(), m_flIconSize * 3.0f, localPlayer->EyeAngles()[YAW], alpha);
	}
	else if( localPlayer->GetObserverMode() == OBS_MODE_IN_EYE )
	{
		if( localPlayer->GetObserverTarget() )
		{
			// Fade it if it is on top of a player dot.  And don't rotate it.
			int alpha = 255 * 0.5f;
			DrawIconSDK(m_cameraIconFirst, m_cameraIconFirst, localPlayer->GetObserverTarget()->GetAbsOrigin(), m_flIconSize * 1.5f, GetViewAngle(), alpha);
		}
	}
	else if( localPlayer->GetObserverMode() == OBS_MODE_CHASE )
	{
		if( localPlayer->GetObserverTarget() )
		{
			// Or Draw the third-camera a little bigger. (Needs room to be off the dot being followed)
			int alpha = 255;
			DrawIconSDK(m_cameraIconThird, m_cameraIconThird, localPlayer->GetObserverTarget()->GetAbsOrigin(), m_flIconSize * 3.0f, localPlayer->EyeAngles()[YAW], alpha);
		}
	}
}
//-----------------------------------------------------------------------------
// Purpose: First-person function call after viewmodel has been drawn
//-----------------------------------------------------------------------------
void CWeaponGravityGun::ViewModelDrawn( C_BaseViewModel *pBaseViewModel )
{
	if ( !m_active )
		return;

	// Render our effects
	C_BasePlayer *pOwner = ToBasePlayer( GetOwner() );

	if ( !pOwner )
		return;

	Vector points[3];
	QAngle tmpAngle;

	C_BaseEntity *pObject = m_hObject;
	//if ( pObject == NULL )
	//	return;

	pBaseViewModel->GetAttachment( 1, points[0], tmpAngle );

	// a little noise 11t & 13t should be somewhat non-periodic looking
	//points[1].z += 4*sin( gpGlobals->curtime*11 ) + 5*cos( gpGlobals->curtime*13 );
	if ( pObject == NULL )
	{
		//points[2] = m_targetPosition;
		trace_t tr;
		TraceLine( &tr );
		points[2] = tr.endpos;
	}
	else
	{
		pObject->EntityToWorldSpace(m_worldPosition, &points[2]);
	}

	Vector forward, right, up;
	QAngle playerAngles = pOwner->EyeAngles();
	AngleVectors( playerAngles, &forward, &right, &up );
	Vector vecSrc = pOwner->Weapon_ShootPosition( );
	points[1] = vecSrc + 0.5f * (forward * points[2].DistTo(points[0]));
	
	IMaterial *pMat = materials->FindMaterial( "sprites/physbeam1", TEXTURE_GROUP_CLIENT_EFFECTS );
	if ( pObject )
		pMat = materials->FindMaterial( "sprites/physbeam", TEXTURE_GROUP_CLIENT_EFFECTS );
	Vector color;
	color.Init(1,1,1);

	// Now draw it.
	CViewSetup beamView = *view->GetPlayerViewSetup();

	Frustum dummyFrustum;
	render->Push3DView( beamView, 0, NULL, dummyFrustum );

	float scrollOffset = gpGlobals->curtime - (int)gpGlobals->curtime;
	CMatRenderContextPtr pRenderContext( materials );
	pRenderContext->Bind( pMat );
#if 1
	// HACK HACK:  Munge the depth range to prevent view model from poking into walls, etc.
	// Force clipped down range
	pRenderContext->DepthRange( 0.1f, 0.2f );
#endif
	DrawBeamQuadratic( points[0], points[1], points[2], pObject ? 13/3.0f : 13/5.0f, color, scrollOffset );
	DrawBeamQuadratic( points[0], points[1], points[2], pObject ? 13/3.0f : 13/5.0f, color, -scrollOffset );

	IMaterial *pMaterial = materials->FindMaterial( "sprites/physglow", TEXTURE_GROUP_CLIENT_EFFECTS );

	color32 clr={0,64,255,255};
	if ( pObject )
	{
		clr.r = 186;
		clr.g = 253;
		clr.b = 247;
		clr.a = 255;
	}

	float scale = random->RandomFloat( 3, 5 ) * ( pObject ? 3 : 2 );

	// Draw the sprite
	pRenderContext->Bind( pMaterial );
	for ( int i = 0; i < 3; i++ )
	{
		DrawSprite( points[2], scale, scale, clr );
	}
#if 1
	pRenderContext->DepthRange( 0.0f, 1.0f );
#endif

	render->PopView( dummyFrustum );

	// Pass this back up
	BaseClass::ViewModelDrawn( pBaseViewModel );
}
//-----------------------------------------------------------------------------
// Purpose: Third-person function call to render world model
//-----------------------------------------------------------------------------
int CWeaponGravityGun::DrawModel( int flags )
{
	// Only render these on the transparent pass
	if ( flags & STUDIO_TRANSPARENCY )
	{
		if ( !m_active )
			return 0;

		C_BasePlayer *pOwner = ToBasePlayer( GetOwner() );

		if ( !pOwner )
			return 0;

		Vector points[3];
		QAngle tmpAngle;

		C_BaseEntity *pObject = m_hObject;
		//if ( pObject == NULL )
		//	return 0;

		GetAttachment( 1, points[0], tmpAngle );

		// a little noise 11t & 13t should be somewhat non-periodic looking
		//points[1].z += 4*sin( gpGlobals->curtime*11 ) + 5*cos( gpGlobals->curtime*13 );
		if ( pObject == NULL )
		{
			//points[2] = m_targetPosition;
			trace_t tr;
			TraceLine( &tr );
			points[2] = tr.endpos;
		}
		else
		{
			pObject->EntityToWorldSpace( m_worldPosition, &points[2] );
		}

		Vector forward, right, up;
		QAngle playerAngles = pOwner->EyeAngles();
		AngleVectors( playerAngles, &forward, &right, &up );
		if ( pObject == NULL )
		{
			Vector vecDir = points[2] - points[0];
			VectorNormalize( vecDir );
			points[1] = points[0] + 0.5f * (vecDir * points[2].DistTo(points[0]));
		}
		else
		{
			Vector vecSrc = pOwner->Weapon_ShootPosition( );
			points[1] = vecSrc + 0.5f * (forward * points[2].DistTo(points[0]));
		}
		
		IMaterial *pMat = materials->FindMaterial( "sprites/physbeam1", TEXTURE_GROUP_CLIENT_EFFECTS );
		if ( pObject )
			pMat = materials->FindMaterial( "sprites/physbeam", TEXTURE_GROUP_CLIENT_EFFECTS );
		Vector color;
		color.Init(1,1,1);

		float scrollOffset = gpGlobals->curtime - (int)gpGlobals->curtime;
		CMatRenderContextPtr pRenderContext( materials );
		pRenderContext->Bind( pMat );
		DrawBeamQuadratic( points[0], points[1], points[2], pObject ? 13/3.0f : 13/5.0f, color, scrollOffset );
		DrawBeamQuadratic( points[0], points[1], points[2], pObject ? 13/3.0f : 13/5.0f, color, -scrollOffset );

		IMaterial *pMaterial = materials->FindMaterial( "sprites/physglow", TEXTURE_GROUP_CLIENT_EFFECTS );

		color32 clr={0,64,255,255};
		if ( pObject )
		{
			clr.r = 186;
			clr.g = 253;
			clr.b = 247;
			clr.a = 255;
		}

		float scale = random->RandomFloat( 3, 5 ) * ( pObject ? 3 : 2 );

		// Draw the sprite
		pRenderContext->Bind( pMaterial );
		for ( int i = 0; i < 3; i++ )
		{
			DrawSprite( points[2], scale, scale, clr );
		}
		return 1;
	}

	// Only do this on the opaque pass
	return BaseClass::DrawModel( flags );
}
//-----------------------------------------------------------------------------
// Purpose: Deal with input
//-----------------------------------------------------------------------------
void C_VGuiScreen::ClientThink( void )
{
	int nButtonsChanged = m_nOldButtonState ^ m_nButtonState;

	m_nOldButtonState = m_nButtonState;

	// Debounced button codes for pressed/released
	// UNDONE: Do we need auto-repeat?
	m_nButtonPressed =  nButtonsChanged & m_nButtonState;		// The changed ones still down are "pressed"
	m_nButtonReleased = nButtonsChanged & (~m_nButtonState);	// The ones not down are "released"

	BaseClass::ClientThink();

	// FIXME: We should really be taking bob, shake, and roll into account
	// but if we did, then all the inputs would be generated multiple times
	// if the world was rendered multiple times (for things like water, etc.)

	vgui::Panel *pPanel = m_PanelWrapper.GetPanel();
	if (!pPanel)
		return;
	
	C_BasePlayer *pLocalPlayer = C_BasePlayer::GetLocalPlayer();
	if (!pLocalPlayer)
		return;

	// Generate a ray along the view direction
	Vector vecEyePosition = pLocalPlayer->EyePosition();
	
	QAngle viewAngles = pLocalPlayer->EyeAngles( );

	// Compute cursor position...
	Ray_t lookDir;
	Vector endPos;
	
	float u, v;

	// Viewmodel attached screens that take input need to have a moving cursor
	// Do a pick under the cursor as our selection
	Vector viewDir;
	AngleVectors( viewAngles, &viewDir );
	VectorMA( vecEyePosition, 1000.0f, viewDir, endPos );
	lookDir.Init( vecEyePosition, endPos );

	if (!IntersectWithRay( lookDir, &u, &v, NULL ))
		return;

	if ( ((u < 0) || (v < 0) || (u > 1) || (v > 1)) && !m_bLoseThinkNextFrame)
		return;

	// This will cause our panel to grab all input!
	g_pClientMode->ActivateInGameVGuiContext( pPanel );

	// Convert (u,v) into (px,py)
	int px = (int)(u * m_nPixelWidth + 0.5f);
	int py = (int)(v * m_nPixelHeight + 0.5f);

	// Generate mouse input commands
	if ((px != m_nOldPx) || (py != m_nOldPy))
	{
		g_InputInternal->InternalCursorMoved( px, py );
		m_nOldPx = px;
		m_nOldPy = py;
	}

	if (m_nButtonPressed & IN_ATTACK)
	{
		g_InputInternal->SetMouseCodeState( MOUSE_LEFT, vgui::BUTTON_PRESSED );
		g_InputInternal->InternalMousePressed(MOUSE_LEFT);
	}
	if (m_nButtonPressed & IN_ATTACK2)
	{
		g_InputInternal->SetMouseCodeState( MOUSE_RIGHT, vgui::BUTTON_PRESSED );
		g_InputInternal->InternalMousePressed( MOUSE_RIGHT );
	}
	if ( (m_nButtonReleased & IN_ATTACK) || m_bLoseThinkNextFrame) // for a button release on loosing focus
	{
		g_InputInternal->SetMouseCodeState( MOUSE_LEFT, vgui::BUTTON_RELEASED );
		g_InputInternal->InternalMouseReleased( MOUSE_LEFT );
	}
	if (m_nButtonReleased & IN_ATTACK2)
	{
		g_InputInternal->SetMouseCodeState( MOUSE_RIGHT, vgui::BUTTON_RELEASED );
		g_InputInternal->InternalMouseReleased( MOUSE_RIGHT );
	}

	if ( m_bLoseThinkNextFrame == true )
	{
		m_bLoseThinkNextFrame = false;
		SetNextClientThink( CLIENT_THINK_NEVER );
	}

	g_pClientMode->DeactivateInGameVGuiContext( );
}
Example #11
0
//-----------------------------------------------------------------------------
// Purpose: Apply TrackIR to CUserCmd creation
// Input  : frametime - 
//			*cmd - 
//-----------------------------------------------------------------------------
void CInput::TrackIRMove( float frametime, CUserCmd *cmd )
{
#if !defined( _X360 )
	if ( !IsHeadTrackingEnabled() )
		return;

	// complete initialization if first time in ( needed as cvars are not available at initialization time )
	// verify TrackIR is available and that the user wants to use it
	if (!m_fTrackIRAvailable )
	{
		return; 
	}

	if (tir_start.GetFloat() == 1.0)
	{
		Init_TrackIR();
		tir_start.SetValue(0);
	}

	if (tir_stop.GetFloat() == 1.0)
	{
		Shutdown_TrackIR();
		tir_stop.SetValue(0);
	}

	// grab the data from the TrackIR
	TRACKIRDATA tid;
	NPRESULT    result;

	// Go get the latest data
	result = NPS_GetData(&tid);
	if( NP_OK == result )
	{
		QAngle viewangles;
		QAngle engineview;

		// get the current player
		C_BasePlayer * pPlayer = C_BasePlayer::GetLocalPlayer();

		// calculate the amount of rotation from TrackIR
		viewangles[YAW] = g_angleCenter[YAW] + (tid.fNPYaw / (float) TIR_MAX_VALUE) * tir_maxyaw.GetFloat();
		viewangles[PITCH] = g_angleCenter[PITCH] + (tid.fNPPitch / (float) TIR_MAX_VALUE) * tir_maxpitch.GetFloat();
		viewangles[ROLL] = g_angleCenter[ROLL] + (tid.fNPRoll / (float) TIR_MAX_VALUE) * tir_maxroll.GetFloat() * -1.0;

		// get the direction the player is facing
		QAngle eyeAngle;
		eyeAngle = pPlayer->EyeAngles();

		// add in the head rotation
		eyeAngle += viewangles;

		// get the rotation matrix for the head
		matrix3x4_t mat;
		AngleMatrix( pPlayer->EyeAngles(), mat );

		// create a normalized vector based on the TIR input
		Vector tirForward, tirEye;

		tirForward.x = (tid.fNPZ / (float) TIR_MAX_VALUE) * -1;
		tirForward.y = (tid.fNPX / (float) TIR_MAX_VALUE);
		tirForward.z = (tid.fNPY / (float) TIR_MAX_VALUE);

		// now rotate the vector based on the eye angle
		VectorRotate(tirForward, mat, tirEye);

		// scale the translation vector
		tirEye.x *= tir_maxz.GetFloat();
		tirEye.y *= tir_maxx.GetFloat();
		tirEye.z *= tir_maxy.GetFloat();

		// save the values for later
		pPlayer->SetEyeOffset(tirEye);
		pPlayer->SetEyeAngleOffset(viewangles);

		cmd->headangles = viewangles;
		cmd->headoffset = tirEye;
	}
#endif
}