void C_HLTVCamera::CalcChaseCamView( Vector& eyeOrigin, QAngle& eyeAngles, float& fov ) { bool bManual = !spec_autodirector.GetBool(); // chase camera controlled manually Vector targetOrigin1, targetOrigin2, cameraOrigin, forward; if ( m_iTraget1 == 0 ) return; // get primary target, also translates to ragdoll C_BaseEntity *target1 = GetPrimaryTarget(); if ( !target1 ) return; if ( target1->IsAlive() && target1->IsDormant() ) return; targetOrigin1 = target1->GetRenderOrigin(); if ( !target1->IsAlive() ) { targetOrigin1 += VEC_DEAD_VIEWHEIGHT; } else if ( target1->GetFlags() & FL_DUCKING ) { targetOrigin1 += VEC_DUCK_VIEW; } else { targetOrigin1 += VEC_VIEW; } // get secondary target if set C_BaseEntity *target2 = NULL; if ( m_iTraget2 > 0 && (m_iTraget2 != m_iTraget1) && !bManual ) { target2 = ClientEntityList().GetBaseEntity( m_iTraget2 ); // if target is out PVS and not dead, it's not valid if ( target2 && target2->IsDormant() && target2->IsAlive() ) target2 = NULL; if ( target2 ) { targetOrigin2 = target2->GetRenderOrigin(); if ( !target2->IsAlive() ) { targetOrigin2 += VEC_DEAD_VIEWHEIGHT; } else if ( target2->GetFlags() & FL_DUCKING ) { targetOrigin2 += VEC_DUCK_VIEW; } else { targetOrigin2 += VEC_VIEW; } } } // apply angle offset & smoothing QAngle angleOffset( m_flPhi, m_flTheta, 0 ); QAngle cameraAngles = m_aCamAngle; if ( bManual ) { // let spectator choose the view angles engine->GetViewAngles( cameraAngles ); } else if ( target2 ) { // look into direction of second target forward = targetOrigin2 - targetOrigin1; VectorAngles( forward, cameraAngles ); cameraAngles.z = 0; // no ROLL } else if ( m_iTraget2 == 0 || m_iTraget2 == m_iTraget1) { // look into direction where primary target is looking cameraAngles = target1->EyeAngles(); cameraAngles.x = 0; // no PITCH cameraAngles.z = 0; // no ROLL } else { // target2 is missing, just keep angelsm, reset offset angleOffset.Init(); } if ( !bManual ) { if ( !target1->IsAlive() ) { angleOffset.x = 15; } cameraAngles += angleOffset; } AngleVectors( cameraAngles, &forward ); VectorNormalize( forward ); // calc optimal camera position VectorMA(targetOrigin1, -m_flDistance, forward, cameraOrigin ); targetOrigin1.z += m_flOffset; // add offset // clip against walls trace_t trace; C_BaseEntity::PushEnableAbsRecomputations( false ); // HACK don't recompute positions while doing RayTrace UTIL_TraceHull( targetOrigin1, cameraOrigin, WALL_MIN, WALL_MAX, MASK_SOLID, target1, COLLISION_GROUP_NONE, &trace ); C_BaseEntity::PopEnableAbsRecomputations(); float dist = VectorLength( trace.endpos - targetOrigin1 ); // grow distance by 32 unit a second m_flLastDistance += gpGlobals->frametime * 32.0f; if ( dist > m_flLastDistance ) { VectorMA(targetOrigin1, -m_flLastDistance, forward, cameraOrigin ); } else { cameraOrigin = trace.endpos; m_flLastDistance = dist; } if ( target2 ) { // if we have 2 targets look at point between them forward = (targetOrigin1+targetOrigin2)/2 - cameraOrigin; QAngle angle; VectorAngles( forward, angle ); cameraAngles.y = angle.y; NormalizeAngles( cameraAngles ); cameraAngles.x = clamp( cameraAngles.x, -60, 60 ); SmoothCameraAngle( cameraAngles ); } else { SetCameraAngle( cameraAngles ); } VectorCopy( cameraOrigin, m_vCamOrigin ); VectorCopy( m_aCamAngle, eyeAngles ); VectorCopy( m_vCamOrigin, eyeOrigin ); }
void C_HLTVCamera::FireGameEvent( IGameEvent * event) { if ( !g_bEngineIsHLTV ) return; // not in HLTV mode const char *type = event->GetName(); if ( Q_strcmp( "game_newmap", type ) == 0 ) { Reset(); // reset all camera settings // show spectator UI if ( !GetViewPortInterface() ) return; if ( engine->IsPlayingDemo() ) { // for demo playback show full menu GetViewPortInterface()->ShowPanel( PANEL_SPECMENU, true ); SetMode( OBS_MODE_ROAMING ); } else { // during live broadcast only show black bars GetViewPortInterface()->ShowPanel( PANEL_SPECGUI, true ); } return; } if ( Q_strcmp( "hltv_message", type ) == 0 ) { wchar_t outputBuf[1024]; const char *pszText = event->GetString( "text", "" ); char *tmpStr = hudtextmessage->LookupString( pszText ); const wchar_t *pBuf = g_pVGuiLocalize->Find( tmpStr ); if ( pBuf ) { // Copy pBuf into szBuf[i]. int nMaxChars = sizeof( outputBuf ) / sizeof( wchar_t ); wcsncpy( outputBuf, pBuf, nMaxChars ); outputBuf[nMaxChars-1] = 0; } else { g_pVGuiLocalize->ConvertANSIToUnicode( tmpStr, outputBuf, sizeof(outputBuf) ); } GetCenterPrint()->Print( ConvertCRtoNL( outputBuf ) ); return ; } if ( Q_strcmp( "hltv_title", type ) == 0 ) { Q_strncpy( m_szTitleText, event->GetString( "text", "" ), sizeof(m_szTitleText) ); return; } if ( Q_strcmp( "hltv_status", type ) == 0 ) { int nNumProxies = event->GetInt( "proxies" ); m_nNumSpectators = event->GetInt( "clients" ) - nNumProxies; return; } // after this only auto-director commands follow // don't execute them is autodirector is off and PVS is unlocked if ( !spec_autodirector.GetBool() && !IsPVSLocked() ) return; if ( Q_strcmp( "hltv_cameraman", type ) == 0 ) { Reset(); m_nCameraMode = OBS_MODE_ROAMING; m_iCameraMan = event->GetInt( "index" ); return; } if ( Q_strcmp( "hltv_fixed", type ) == 0 ) { m_iCameraMan = 0; m_vCamOrigin.x = event->GetInt( "posx" ); m_vCamOrigin.y = event->GetInt( "posy" ); m_vCamOrigin.z = event->GetInt( "posz" ); QAngle angle; angle.x = event->GetInt( "theta" ); angle.y = event->GetInt( "phi" ); angle.z = 0; // no roll yet if ( m_nCameraMode != OBS_MODE_FIXED ) { SetMode( OBS_MODE_FIXED ); SetCameraAngle( angle ); m_flFOV = event->GetFloat( "fov", 90 ); } SetPrimaryTarget( event->GetInt( "target" ) ); if ( m_iTraget1 == 0 ) { SetCameraAngle( angle ); } return; } if ( Q_strcmp( "hltv_chase", type ) == 0 ) { bool bInEye = event->GetBool( "ineye" ); // check if we are already in a player chase mode bool bIsInChaseMode = (m_nCameraMode==OBS_MODE_IN_EYE)|| (m_nCameraMode==OBS_MODE_CHASE); // if we are in auto director or not in a valid chase mode, set new mode now if ( spec_autodirector.GetBool() || !bIsInChaseMode ) { SetMode( bInEye?OBS_MODE_IN_EYE:OBS_MODE_CHASE ); } m_iCameraMan = 0; m_iTraget2 = event->GetInt( "target2" ); m_flDistance = event->GetFloat( "distance", m_flDistance ); m_flOffset = event->GetFloat( "offset", m_flOffset ); m_flTheta = event->GetFloat( "theta", m_flTheta ); m_flPhi = event->GetFloat( "phi", m_flPhi ); m_flFOV = event->GetFloat( "fov", 90 ); m_flInertia = event->GetFloat( "inertia", 30.f ) / 10.f; // if inertia is not set use standard value if ( m_flInertia <= 0 ) m_flInertia = 3.0f; SetPrimaryTarget( event->GetInt( "target1" ) ); return; } }
//---カメラを正面にセット void CrBattleCharacter::SetCameraFront(int camera /* = 0*/) { SetCameraAngle(ANGLE(180),5.0f,camera); }