//----------------------------------------------------------------------------- // Purpose: // Input : pData - // vehicleEyeAngles - //----------------------------------------------------------------------------- void RemapViewAngles( ViewSmoothingData_t *pData, QAngle &vehicleEyeAngles ) { QAngle vecEyeAnglesRemapped; // Clamp pitch. RemapAngleRange_CurvePart_t ePitchCurvePart; vecEyeAnglesRemapped.x = RemapAngleRange( pData->flPitchCurveZero, pData->flPitchCurveLinear, vehicleEyeAngles.x, &ePitchCurvePart ); vehicleEyeAngles.z = vecEyeAnglesRemapped.z = AngleNormalize( vehicleEyeAngles.z ); // Blend out the roll dampening as our pitch approaches 90 degrees, to avoid gimbal lock problems. float flBlendRoll = 1.0; if ( fabs( vehicleEyeAngles.x ) > 60 ) { flBlendRoll = RemapValClamped( fabs( vecEyeAnglesRemapped.x ), 60, 80, 1, 0); } RemapAngleRange_CurvePart_t eRollCurvePart; float flRollDamped = RemapAngleRange( pData->flRollCurveZero, pData->flRollCurveLinear, vecEyeAnglesRemapped.z, &eRollCurvePart ); vecEyeAnglesRemapped.z = Lerp( flBlendRoll, vecEyeAnglesRemapped.z, flRollDamped ); //Msg("PITCH "); vehicleEyeAngles.x = ApplyViewLocking( vehicleEyeAngles.x, vecEyeAnglesRemapped.x, pData->pitchLockData, ePitchCurvePart ); //Msg("ROLL "); vehicleEyeAngles.z = ApplyViewLocking( vehicleEyeAngles.z, vecEyeAnglesRemapped.z, pData->rollLockData, eRollCurvePart ); }
void CAPC2FourWheelServerVehicle::GetVehicleViewPosition( int nRole, Vector *pAbsOrigin, QAngle *pAbsAngles ) { //FixMe, wtf? #ifndef DEBUG Assert( nRole == VEHICLE_DRIVER ); #endif CBaseCombatCharacter *pPlayer = GetPassenger( VEHICLE_ROLE_DRIVER ); Assert( pPlayer ); float flPitchFactor=1.0; *pAbsAngles = pPlayer->EyeAngles(); matrix3x4_t vehicleEyePosToWorld; Vector vehicleEyeOrigin; QAngle vehicleEyeAngles; GetAPC()->GetAttachment( "cannon_muzzle", vehicleEyeOrigin, vehicleEyeAngles ); Vector up,forward; GetAPC()->GetVectors(NULL,&forward,&up); vehicleEyeOrigin+=(forward*37)+(up*35); AngleMatrix( vehicleEyeAngles, vehicleEyePosToWorld ); //#ifdef HL2_DLL // // View dampening. // if ( r_VehicleViewDampen.GetInt() ) // { // GetAPC()->DampenEyePosition( vehicleEyeOrigin, vehicleEyeAngles ); // } //#endif // Compute the relative rotation between the unperterbed eye attachment + the eye angles matrix3x4_t cameraToWorld; AngleMatrix( *pAbsAngles, cameraToWorld ); matrix3x4_t worldToEyePos; MatrixInvert( vehicleEyePosToWorld, worldToEyePos ); matrix3x4_t vehicleCameraToEyePos; ConcatTransforms( worldToEyePos, cameraToWorld, vehicleCameraToEyePos ); // Now perterb the attachment point vehicleEyeAngles.x = RemapAngleRange( PITCH_CURVE_ZERO * flPitchFactor, PITCH_CURVE_LINEAR, vehicleEyeAngles.x ); vehicleEyeAngles.z = RemapAngleRange( ROLL_CURVE_ZERO * flPitchFactor, ROLL_CURVE_LINEAR, vehicleEyeAngles.z ); AngleMatrix( vehicleEyeAngles, vehicleEyeOrigin, vehicleEyePosToWorld ); // Now treat the relative eye angles as being relative to this new, perterbed view position... matrix3x4_t newCameraToWorld; ConcatTransforms( vehicleEyePosToWorld, vehicleCameraToEyePos, newCameraToWorld ); // output new view abs angles MatrixAngles( newCameraToWorld, *pAbsAngles ); // UNDONE: *pOrigin would already be correct in single player if the HandleView() on the server ran after vphysics MatrixGetColumn( newCameraToWorld, 3, *pAbsOrigin ); }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CChoreoGenericServerVehicle::GetVehicleViewPosition( int nRole, Vector *pAbsOrigin, QAngle *pAbsAngles, float *pFOV /*= NULL*/ ) { // FIXME: This needs to be reconciled with the other versions of this function! Assert( nRole == VEHICLE_ROLE_DRIVER ); CBasePlayer *pPlayer = ToBasePlayer( GetDrivableVehicle()->GetDriver() ); Assert( pPlayer ); // Use the player's eyes instead of the attachment point if ( GetVehicle()->m_bForcePlayerEyePoint ) { // Call to BaseClass because CBasePlayer::EyePosition calls this function. *pAbsOrigin = pPlayer->CBaseCombatCharacter::EyePosition(); *pAbsAngles = pPlayer->CBaseCombatCharacter::EyeAngles(); return; } *pAbsAngles = pPlayer->EyeAngles(); // yuck. this is an in/out parameter. float flPitchFactor = 1.0; matrix3x4_t vehicleEyePosToWorld; Vector vehicleEyeOrigin; QAngle vehicleEyeAngles; GetVehicle()->GetAttachment( "vehicle_driver_eyes", vehicleEyeOrigin, vehicleEyeAngles ); AngleMatrix( vehicleEyeAngles, vehicleEyePosToWorld ); // Compute the relative rotation between the unperterbed eye attachment + the eye angles matrix3x4_t cameraToWorld; AngleMatrix( *pAbsAngles, cameraToWorld ); matrix3x4_t worldToEyePos; MatrixInvert( vehicleEyePosToWorld, worldToEyePos ); matrix3x4_t vehicleCameraToEyePos; ConcatTransforms( worldToEyePos, cameraToWorld, vehicleCameraToEyePos ); // Now perterb the attachment point vehicleEyeAngles.x = RemapAngleRange( PITCH_CURVE_ZERO * flPitchFactor, PITCH_CURVE_LINEAR, vehicleEyeAngles.x ); vehicleEyeAngles.z = RemapAngleRange( ROLL_CURVE_ZERO * flPitchFactor, ROLL_CURVE_LINEAR, vehicleEyeAngles.z ); AngleMatrix( vehicleEyeAngles, vehicleEyeOrigin, vehicleEyePosToWorld ); // Now treat the relative eye angles as being relative to this new, perterbed view position... matrix3x4_t newCameraToWorld; ConcatTransforms( vehicleEyePosToWorld, vehicleCameraToEyePos, newCameraToWorld ); // output new view abs angles MatrixAngles( newCameraToWorld, *pAbsAngles ); // UNDONE: *pOrigin would already be correct in single player if the HandleView() on the server ran after vphysics MatrixGetColumn( newCameraToWorld, 3, *pAbsOrigin ); }
//----------------------------------------------------------------------------- // Shared code to compute the vehicle view position //----------------------------------------------------------------------------- void CFourWheelVehiclePhysics::GetVehicleViewPosition( const char *pViewAttachment, float flPitchFactor, Vector *pAbsOrigin, QAngle *pAbsAngles ) { matrix3x4_t vehicleEyePosToWorld; Vector vehicleEyeOrigin; QAngle vehicleEyeAngles; GetAttachment( pViewAttachment, vehicleEyeOrigin, vehicleEyeAngles ); AngleMatrix( vehicleEyeAngles, vehicleEyePosToWorld ); #ifdef HL2_DLL // View dampening. if ( r_VehicleViewDampen.GetInt() ) { m_pOuterServerVehicle->GetFourWheelVehicle()->DampenEyePosition( vehicleEyeOrigin, vehicleEyeAngles ); } #endif // Compute the relative rotation between the unperterbed eye attachment + the eye angles matrix3x4_t cameraToWorld; AngleMatrix( *pAbsAngles, cameraToWorld ); matrix3x4_t worldToEyePos; MatrixInvert( vehicleEyePosToWorld, worldToEyePos ); matrix3x4_t vehicleCameraToEyePos; ConcatTransforms( worldToEyePos, cameraToWorld, vehicleCameraToEyePos ); // Now perterb the attachment point vehicleEyeAngles.x = RemapAngleRange( PITCH_CURVE_ZERO * flPitchFactor, PITCH_CURVE_LINEAR, vehicleEyeAngles.x ); vehicleEyeAngles.z = RemapAngleRange( ROLL_CURVE_ZERO * flPitchFactor, ROLL_CURVE_LINEAR, vehicleEyeAngles.z ); AngleMatrix( vehicleEyeAngles, vehicleEyeOrigin, vehicleEyePosToWorld ); // Now treat the relative eye angles as being relative to this new, perterbed view position... matrix3x4_t newCameraToWorld; ConcatTransforms( vehicleEyePosToWorld, vehicleCameraToEyePos, newCameraToWorld ); // output new view abs angles MatrixAngles( newCameraToWorld, *pAbsAngles ); // UNDONE: *pOrigin would already be correct in single player if the HandleView() on the server ran after vphysics MatrixGetColumn( newCameraToWorld, 3, *pAbsOrigin ); }