//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: Used to calculate the player's view in the vehicle // //============================================================================= #include "cbase.h" #include "vehicle_viewblend_shared.h" #ifdef CLIENT_DLL // Client includes #include "c_prop_vehicle.h" #include "view.h" #else // Server include #include "vehicle_base.h" #endif // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" #ifdef CLIENT_DLL extern ConVar default_fov; #define CPropVehicleDriveable C_PropVehicleDriveable #endif // CLIENT_DLL extern ConVar r_VehicleViewDampen; BEGIN_SIMPLE_DATADESC( ViewSmoothingData_t ) DEFINE_FIELD( vecAnglesSaved, FIELD_VECTOR ), DEFINE_FIELD( vecOriginSaved, FIELD_POSITION_VECTOR ), DEFINE_FIELD( vecAngleDiffSaved, FIELD_VECTOR ), DEFINE_FIELD( vecAngleDiffMin, FIELD_VECTOR ), DEFINE_FIELD( bRunningEnterExit, FIELD_BOOLEAN ), DEFINE_FIELD( bWasRunningAnim, FIELD_BOOLEAN ), DEFINE_FIELD( flEnterExitStartTime, FIELD_FLOAT ), DEFINE_FIELD( flEnterExitDuration, FIELD_FLOAT ), DEFINE_FIELD( flFOV, FIELD_FLOAT ), // These are filled out in the vehicle's constructor: //CBaseAnimating *pVehicle; //bool bClampEyeAngles; //float flPitchCurveZero; //float flPitchCurveLinear; //float flRollCurveZero; //float flRollCurveLinear; //ViewLockData_t pitchLockData; //ViewLockData_t rollLockData; //bool bDampenEyePosition; END_DATADESC() // remaps an angular variable to a 3 band function: // 0 <= t < start : f(t) = 0 // start <= t <= end : f(t) = end * spline(( t-start) / (end-start) ) // s curve between clamped and linear // end < t : f(t) = t float RemapAngleRange( float startInterval, float endInterval, float value, RemapAngleRange_CurvePart_t *peCurvePart ) { // Fixup the roll value = AngleNormalize( value ); float absAngle = fabs(value); // beneath cutoff? if ( absAngle < startInterval ) { if ( peCurvePart ) { *peCurvePart = RemapAngleRange_CurvePart_Zero; } value = 0; } // in spline range? else if ( absAngle <= endInterval ) { float newAngle = SimpleSpline( (absAngle - startInterval) / (endInterval-startInterval) ) * endInterval; // grab the sign from the initial value if ( value < 0 ) { newAngle *= -1; } if ( peCurvePart ) { *peCurvePart = RemapAngleRange_CurvePart_Spline; } value = newAngle; } // else leave it alone, in linear range else if ( peCurvePart ) { *peCurvePart = RemapAngleRange_CurvePart_Linear; } return value; } //----------------------------------------------------------------------------- // Purpose: For a given degree of freedom, blends between the raw and clamped // view depending on this vehicle's preferences. When vehicles wreck // catastrophically, it's often better to lock the view for a little // while until things settle down than to keep trying to clamp/flatten // the view artificially because we can never really catch up with // the chaotic flipping. //----------------------------------------------------------------------------- float ApplyViewLocking( float flAngleRaw, float flAngleClamped, ViewLockData_t &lockData, RemapAngleRange_CurvePart_t eCurvePart ) { // If we're set up to never lock this degree of freedom, return the clamped value. if ( lockData.flLockInterval == 0 ) return flAngleClamped; float flAngleOut = flAngleClamped; // Lock the view if we're in the linear part of the curve, and keep it locked // until some duration after we return to the flat (zero) part of the curve. if ( ( eCurvePart == RemapAngleRange_CurvePart_Linear ) || ( lockData.bLocked && ( eCurvePart == RemapAngleRange_CurvePart_Spline ) ) ) { //Msg( "LOCKED\n" ); lockData.bLocked = true; lockData.flUnlockTime = gpGlobals->curtime + lockData.flLockInterval; flAngleOut = flAngleRaw; } else { if ( ( lockData.bLocked ) && ( gpGlobals->curtime > lockData.flUnlockTime ) ) { lockData.bLocked = false; if ( lockData.flUnlockBlendInterval > 0 ) { lockData.flUnlockTime = gpGlobals->curtime; } else { lockData.flUnlockTime = 0; } } if ( !lockData.bLocked ) { if ( lockData.flUnlockTime != 0 ) { // Blend out from the locked raw view (no remapping) to a remapped view. float flBlend = RemapValClamped( gpGlobals->curtime - lockData.flUnlockTime, 0, lockData.flUnlockBlendInterval, 0, 1 ); //Msg( "BLEND %f\n", flBlend ); flAngleOut = Lerp( flBlend, flAngleRaw, flAngleClamped ); if ( flBlend >= 1.0f ) { lockData.flUnlockTime = 0; } } else { // Not blending out from a locked view to a remapped view. //Msg( "CLAMPED\n" ); flAngleOut = flAngleClamped; } } else { //Msg( "STILL LOCKED\n" ); flAngleOut = flAngleRaw; } } return flAngleOut; } //----------------------------------------------------------------------------- // 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 ); } //----------------------------------------------------------------------------- // Purpose: Vehicle dampening shared between server and client //----------------------------------------------------------------------------- void SharedVehicleViewSmoothing(CBasePlayer *pPlayer, Vector *pAbsOrigin, QAngle *pAbsAngles, bool bEnterAnimOn, bool bExitAnimOn, const Vector &vecEyeExitEndpoint, ViewSmoothingData_t *pData, float *pFOV ) { int eyeAttachmentIndex = pData->pVehicle->LookupAttachment( "vehicle_driver_eyes" ); matrix3x4_t vehicleEyePosToWorld; Vector vehicleEyeOrigin; QAngle vehicleEyeAngles; pData->pVehicle->GetAttachment( eyeAttachmentIndex, vehicleEyeOrigin, vehicleEyeAngles ); AngleMatrix( vehicleEyeAngles, vehicleEyePosToWorld ); // Dampen the eye positional change as we drive around. *pAbsAngles = pPlayer->EyeAngles(); if ( r_VehicleViewDampen.GetInt() && pData->bDampenEyePosition ) { CPropVehicleDriveable *pDriveable = assert_cast(pData->pVehicle); pDriveable->DampenEyePosition( vehicleEyeOrigin, vehicleEyeAngles ); } // Started running an entry or exit anim? bool bRunningAnim = ( bEnterAnimOn || bExitAnimOn ); if ( bRunningAnim && !pData->bWasRunningAnim ) { pData->bRunningEnterExit = true; pData->flEnterExitStartTime = gpGlobals->curtime; pData->flEnterExitDuration = pData->pVehicle->SequenceDuration( pData->pVehicle->GetSequence() ); #ifdef CLIENT_DLL pData->vecOriginSaved = PrevMainViewOrigin(); pData->vecAnglesSaved = PrevMainViewAngles(); #endif // Save our initial angular error, which we will blend out over the length of the animation. pData->vecAngleDiffSaved.x = AngleDiff( vehicleEyeAngles.x, pData->vecAnglesSaved.x ); pData->vecAngleDiffSaved.y = AngleDiff( vehicleEyeAngles.y, pData->vecAnglesSaved.y ); pData->vecAngleDiffSaved.z = AngleDiff( vehicleEyeAngles.z, pData->vecAnglesSaved.z ); pData->vecAngleDiffMin = pData->vecAngleDiffSaved; } pData->bWasRunningAnim = bRunningAnim; float frac = 0; float flFracFOV = 0; // If we're in an enter/exit animation, blend the player's eye angles to the attachment's if ( bRunningAnim || pData->bRunningEnterExit ) { *pAbsAngles = vehicleEyeAngles; // Forward integrate to determine the elapsed time in this entry/exit anim. frac = ( gpGlobals->curtime - pData->flEnterExitStartTime ) / pData->flEnterExitDuration; frac = clamp( frac, 0.0f, 1.0f ); flFracFOV = ( gpGlobals->curtime - pData->flEnterExitStartTime ) / ( pData->flEnterExitDuration * 0.85f ); flFracFOV = clamp( flFracFOV, 0.0f, 1.0f ); //Msg("Frac: %f\n", frac ); if ( frac < 1.0 ) { // Blend to the desired vehicle eye origin //Vector vecToView = (vehicleEyeOrigin - PrevMainViewOrigin()); //vehicleEyeOrigin = PrevMainViewOrigin() + (vecToView * SimpleSpline(frac)); //debugoverlay->AddBoxOverlay( vehicleEyeOrigin, -Vector(1,1,1), Vector(1,1,1), vec3_angle, 0,255,255, 64, 10 ); } else { pData->bRunningEnterExit = false; // Enter animation has finished, align view with the eye attachment point // so they can start mouselooking around. if ( !bExitAnimOn ) { Vector localEyeOrigin; QAngle localEyeAngles; pData->pVehicle->GetAttachmentLocal( eyeAttachmentIndex, localEyeOrigin, localEyeAngles ); #ifdef CLIENT_DLL engine->SetViewAngles( localEyeAngles ); #endif } } } // Compute the relative rotation between the unperturbed eye attachment + the eye angles matrix3x4_t cameraToWorld; AngleMatrix( *pAbsAngles, cameraToWorld ); matrix3x4_t worldToEyePos; MatrixInvert( vehicleEyePosToWorld, worldToEyePos ); matrix3x4_t vehicleCameraToEyePos; ConcatTransforms( worldToEyePos, cameraToWorld, vehicleCameraToEyePos ); // Damp out some of the vehicle motion (neck/head would do this) if ( pData->bClampEyeAngles ) { RemapViewAngles( pData, vehicleEyeAngles ); } AngleMatrix( vehicleEyeAngles, vehicleEyeOrigin, vehicleEyePosToWorld ); // Now treat the relative eye angles as being relative to this new, perturbed 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 ); float flDefaultFOV; #ifdef CLIENT_DLL flDefaultFOV = default_fov.GetFloat(); #else flDefaultFOV = pPlayer->GetDefaultFOV(); #endif // If we're playing an entry or exit animation... if ( bRunningAnim || pData->bRunningEnterExit ) { float flSplineFrac = clamp( SimpleSpline( frac ), 0.f, 1.f ); // Blend out the error between the player's initial eye angles and the animation's initial // eye angles over the duration of the animation. QAngle vecAngleDiffBlend = ( ( 1 - flSplineFrac ) * pData->vecAngleDiffSaved ); // If our current error is less than the error amount that we're blending // out, use that. This lets the angles converge as quickly as possible. QAngle vecAngleDiffCur; vecAngleDiffCur.x = AngleDiff( vehicleEyeAngles.x, pData->vecAnglesSaved.x ); vecAngleDiffCur.y = AngleDiff( vehicleEyeAngles.y, pData->vecAnglesSaved.y ); vecAngleDiffCur.z = AngleDiff( vehicleEyeAngles.z, pData->vecAnglesSaved.z ); // In either case, never increase the error, so track the minimum error and clamp to that. for (int i = 0; i < 3; i++) { if ( fabs(vecAngleDiffCur[i] ) < fabs( pData->vecAngleDiffMin[i] ) ) { pData->vecAngleDiffMin[i] = vecAngleDiffCur[i]; } if ( fabs(vecAngleDiffBlend[i] ) < fabs( pData->vecAngleDiffMin[i] ) ) { pData->vecAngleDiffMin[i] = vecAngleDiffBlend[i]; } } // Add the error to the animation's eye angles. *pAbsAngles -= pData->vecAngleDiffMin; // Use this as the basis for the next error calculation. pData->vecAnglesSaved = *pAbsAngles; //if ( gpGlobals->frametime ) //{ // Msg("Angle : %.2f %.2f %.2f\n", target.x, target.y, target.z ); //} //Msg("Prev: %.2f %.2f %.2f\n", pData->vecAnglesSaved.x, pData->vecAnglesSaved.y, pData->vecAnglesSaved.z ); Vector vecAbsOrigin = *pAbsOrigin; // If we're exiting, our desired position is the server-sent exit position if ( bExitAnimOn ) { //debugoverlay->AddBoxOverlay( vecEyeExitEndpoint, -Vector(1,1,1), Vector(1,1,1), vec3_angle, 255,255,255, 64, 10 ); // Blend to the exit position *pAbsOrigin = Lerp( flSplineFrac, vecAbsOrigin, vecEyeExitEndpoint ); if ( pFOV != NULL ) { if ( pData->flFOV > flDefaultFOV ) { *pFOV = Lerp( flFracFOV, pData->flFOV, flDefaultFOV ); } } } else { // Blend from our starting position to the desired origin *pAbsOrigin = Lerp( flSplineFrac, pData->vecOriginSaved, vecAbsOrigin ); if ( pFOV != NULL ) { if ( pData->flFOV > flDefaultFOV ) { *pFOV = Lerp( flFracFOV, flDefaultFOV, pData->flFOV ); } } } } else if ( pFOV != NULL ) { if ( pData->flFOV > flDefaultFOV ) { // Not running an entry/exit anim. Just use the vehicle's FOV. *pFOV = pData->flFOV; } } }