2010-05-29 07:25:38 +00:00
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#include <engine/shared/config.h>
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2008-08-27 15:48:50 +00:00
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2010-05-29 07:25:38 +00:00
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#include <base/math.h>
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#include <game/collision.h>
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#include <game/client/gameclient.h>
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#include <game/client/component.h>
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2008-08-27 15:48:50 +00:00
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2010-05-29 07:25:38 +00:00
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#include "camera.h"
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#include "controls.h"
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2008-08-27 15:48:50 +00:00
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2010-05-29 07:25:38 +00:00
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CCamera::CCamera()
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2008-08-27 15:48:50 +00:00
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{
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}
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2010-05-29 07:25:38 +00:00
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void CCamera::OnRender()
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2008-08-27 15:48:50 +00:00
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{
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//vec2 center;
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2010-05-29 07:25:38 +00:00
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m_Zoom = 1.0f;
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2008-10-14 12:11:42 +00:00
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// update camera center
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2010-05-29 07:25:38 +00:00
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if(m_pClient->m_Snap.m_Spectate)
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m_Center = m_pClient->m_pControls->m_MousePos;
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2008-08-27 15:48:50 +00:00
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else
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{
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2010-05-29 07:25:38 +00:00
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float l = length(m_pClient->m_pControls->m_MousePos);
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float DeadZone = g_Config.m_ClMouseDeadzone;
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float FollowFactor = g_Config.m_ClMouseFollowfactor/100.0f;
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vec2 CameraOffset(0, 0);
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2008-08-27 15:48:50 +00:00
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2010-05-29 07:25:38 +00:00
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float OffsetAmount = max(l-DeadZone, 0.0f) * FollowFactor;
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2008-08-27 15:48:50 +00:00
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if(l > 0.0001f) // make sure that this isn't 0
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2010-05-29 07:25:38 +00:00
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CameraOffset = normalize(m_pClient->m_pControls->m_MousePos)*OffsetAmount;
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2008-08-27 15:48:50 +00:00
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2010-05-29 07:25:38 +00:00
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m_Center = m_pClient->m_LocalCharacterPos + CameraOffset;
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2008-08-27 15:48:50 +00:00
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}
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}
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