示例#1
0
void CUIHUD3D::UpdateView(const SViewParams &viewParams)
{
    CActor* pLocalPlayer = (CActor*)g_pGame->GetIGameFramework()->GetClientActor();

    if (gEnv->IsEditor() && !gEnv->IsEditing() && !m_pHUDRootEntity)
        SpawnHudEntities();

    if (m_pHUDRootEntity && pLocalPlayer)
    {
        Vec3 position = viewParams.position;
        const Vec3 viewDir = viewParams.rotation.GetColumn1();
        Vec3 vOffset(0,0,0);

        if (!pLocalPlayer->IsDead() && pLocalPlayer->GetLinkedVehicle() == NULL)
        {
            const Vec3 eyePos = pLocalPlayer->GetLocalEyePos2();
            const Vec3 cameraXAxis = viewParams.rotation.GetColumn0();
            const float difZ = (eyePos.z - 1.68f) * 0.4f;
            const float difX = (eyePos.x - 0.12f) * 0.15f;

            vOffset += cameraXAxis * difX;
            vOffset += Vec3(0, 0, difZ);
        }

        const float distance = g_pGameCVars->g_hud3D_cameraOverride ? g_pGameCVars->g_hud3d_cameraDistance : m_fHudDist;
        const float offset = g_pGameCVars->g_hud3D_cameraOverride ? g_pGameCVars->g_hud3d_cameraOffsetZ  : m_fHudZOffset;
        vOffset += Vec3(0, 0, offset);

        position += vOffset;
        position += viewDir * distance;

        static const Quat rot90Deg = Quat::CreateRotationXYZ( Ang3(gf_PI * 0.5f, 0, 0) );
        const Quat rotation = viewParams.rotation * rot90Deg; // rotate 90 degrees around X-Axis

        m_pHUDRootEntity->SetPos(position);
        m_pHUDRootEntity->SetRotation(rotation);
    }
}