ddnet/src/game/client/components/camera.cpp

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/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */
/* If you are missing that file, acquire a complete release at teeworlds.com. */
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#include <base/tl/string.h>
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#include <engine/shared/config.h>
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#include <base/math.h>
#include <game/client/component.h>
#include <game/client/gameclient.h>
#include <game/collision.h>
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#include "camera.h"
#include "controls.h"
#include <engine/serverbrowser.h>
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#include <limits>
const float ZoomStep = 0.866025f;
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CCamera::CCamera()
{
m_CamType = CAMTYPE_UNDEFINED;
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m_ZoomSet = false;
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m_Zoom = 1.0f;
m_Zooming = false;
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m_ForceFreeviewPos = vec2(-1, -1);
}
float CCamera::ZoomProgress(float CurrentTime) const
{
return (CurrentTime - m_ZoomSmoothingStart) / (m_ZoomSmoothingEnd - m_ZoomSmoothingStart);
}
void CCamera::ScaleZoom(float Factor)
{
float CurrentTarget = m_Zooming ? m_ZoomSmoothingTarget : m_Zoom;
ChangeZoom(CurrentTarget * Factor);
}
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float CCamera::MaxZoomLevel()
{
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return (g_Config.m_ClLimitMaxZoomLevel) ? ((Graphics()->IsTileBufferingEnabled() ? 60 : 30)) : std::numeric_limits<float>::max();
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}
float CCamera::MinZoomLevel()
{
return 0.01f;
}
void CCamera::ChangeZoom(float Target)
{
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if(Target > MaxZoomLevel() || Target < MinZoomLevel())
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{
return;
}
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float Now = Client()->LocalTime();
float Current = m_Zoom;
float Derivative = 0.0f;
if(m_Zooming)
{
float Progress = ZoomProgress(Now);
Current = m_ZoomSmoothing.Evaluate(Progress);
Derivative = m_ZoomSmoothing.Derivative(Progress);
}
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m_ZoomSmoothingTarget = Target;
m_ZoomSmoothing = CCubicBezier::With(Current, Derivative, 0, m_ZoomSmoothingTarget);
m_ZoomSmoothingStart = Now;
m_ZoomSmoothingEnd = Now + (float)g_Config.m_ClSmoothZoomTime / 1000;
m_Zooming = true;
}
void CCamera::OnRender()
{
if(m_Zooming)
{
float Time = Client()->LocalTime();
if(Time >= m_ZoomSmoothingEnd)
{
m_Zoom = m_ZoomSmoothingTarget;
m_Zooming = false;
}
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else
{
m_Zoom = m_ZoomSmoothing.Evaluate(ZoomProgress(Time));
}
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m_Zoom = clamp(m_Zoom, MinZoomLevel(), MaxZoomLevel());
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}
if(!(m_pClient->m_Snap.m_SpecInfo.m_Active || GameClient()->m_GameInfo.m_AllowZoom || Client()->State() == IClient::STATE_DEMOPLAYBACK))
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{
m_ZoomSet = false;
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m_Zoom = 1.0f;
m_Zooming = false;
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}
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else if(!m_ZoomSet && g_Config.m_ClDefaultZoom != 10)
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{
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m_ZoomSet = true;
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OnReset();
}
// update camera center
if(m_pClient->m_Snap.m_SpecInfo.m_Active && !m_pClient->m_Snap.m_SpecInfo.m_UsePosition)
{
if(m_CamType != CAMTYPE_SPEC)
{
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m_LastPos[g_Config.m_ClDummy] = m_pClient->m_Controls.m_MousePos[g_Config.m_ClDummy];
m_pClient->m_Controls.m_MousePos[g_Config.m_ClDummy] = m_PrevCenter;
m_pClient->m_Controls.ClampMousePos();
m_CamType = CAMTYPE_SPEC;
}
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m_Center = m_pClient->m_Controls.m_MousePos[g_Config.m_ClDummy];
}
else
{
if(m_CamType != CAMTYPE_PLAYER)
{
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if((m_LastPos[g_Config.m_ClDummy].x < g_Config.m_ClMouseMinDistance) || (m_LastPos[g_Config.m_ClDummy].x < g_Config.m_ClDyncamMinDistance))
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m_pClient->m_Controls.m_MousePos[g_Config.m_ClDummy].x = m_LastPos[g_Config.m_ClDummy].x + g_Config.m_ClMouseMinDistance + g_Config.m_ClDyncamMinDistance;
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else
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m_pClient->m_Controls.m_MousePos[g_Config.m_ClDummy] = m_LastPos[g_Config.m_ClDummy];
m_pClient->m_Controls.ClampMousePos();
m_CamType = CAMTYPE_PLAYER;
}
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float DeltaTime = Client()->RenderFrameTime();
static vec2 s_LastMousePos(0, 0);
static vec2 s_CurrentCameraOffset[2] = {vec2(0, 0), vec2(0, 0)};
static float s_SpeedBias = 0.5f;
if(g_Config.m_ClDyncamSmoothness > 0)
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{
float CameraSpeed = (1.0f - (g_Config.m_ClDyncamSmoothness / 100.0f)) * 9.5f + 0.5f;
float CameraStabilizingFactor = 1 + g_Config.m_ClDyncamStabilizing / 100.0f;
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s_SpeedBias += CameraSpeed * DeltaTime;
if(g_Config.m_ClDyncam)
{
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s_SpeedBias -= length(m_pClient->m_Controls.m_MousePos[g_Config.m_ClDummy] - s_LastMousePos) * log10f(CameraStabilizingFactor) * 0.02f;
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s_SpeedBias = clamp(s_SpeedBias, 0.5f, CameraSpeed);
}
else
{
s_SpeedBias = maximum(5.0f, CameraSpeed); // make sure toggle back is fast
}
}
vec2 TargetCameraOffset(0, 0);
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s_LastMousePos = m_pClient->m_Controls.m_MousePos[g_Config.m_ClDummy];
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float l = length(s_LastMousePos);
if(l > 0.0001f) // make sure that this isn't 0
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{
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float DeadZone = g_Config.m_ClDyncam ? g_Config.m_ClDyncamDeadzone : g_Config.m_ClMouseDeadzone;
float FollowFactor = (g_Config.m_ClDyncam ? g_Config.m_ClDyncamFollowFactor : g_Config.m_ClMouseFollowfactor) / 100.0f;
float OffsetAmount = maximum(l - DeadZone, 0.0f) * FollowFactor;
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TargetCameraOffset = normalize(m_pClient->m_Controls.m_MousePos[g_Config.m_ClDummy]) * OffsetAmount;
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}
if(g_Config.m_ClDyncamSmoothness > 0)
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s_CurrentCameraOffset[g_Config.m_ClDummy] += (TargetCameraOffset - s_CurrentCameraOffset[g_Config.m_ClDummy]) * minimum(DeltaTime * s_SpeedBias, 1.0f);
else
s_CurrentCameraOffset[g_Config.m_ClDummy] = TargetCameraOffset;
if(m_pClient->m_Snap.m_SpecInfo.m_Active)
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m_Center = m_pClient->m_Snap.m_SpecInfo.m_Position + s_CurrentCameraOffset[g_Config.m_ClDummy];
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else
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m_Center = m_pClient->m_LocalCharacterPos + s_CurrentCameraOffset[g_Config.m_ClDummy];
}
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if(m_ForceFreeviewPos != vec2(-1, -1) && m_CamType == CAMTYPE_SPEC)
{
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m_Center = m_pClient->m_Controls.m_MousePos[g_Config.m_ClDummy] = m_ForceFreeviewPos;
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m_ForceFreeviewPos = vec2(-1, -1);
}
m_PrevCenter = m_Center;
}
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void CCamera::OnConsoleInit()
{
Console()->Register("zoom+", "", CFGFLAG_CLIENT, ConZoomPlus, this, "Zoom increase");
Console()->Register("zoom-", "", CFGFLAG_CLIENT, ConZoomMinus, this, "Zoom decrease");
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Console()->Register("zoom", "?i", CFGFLAG_CLIENT, ConZoom, this, "Change zoom");
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Console()->Register("set_view", "i[x]i[y]", CFGFLAG_CLIENT, ConSetView, this, "Set camera position to x and y in the map");
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}
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void CCamera::OnReset()
{
m_Zoom = pow(ZoomStep, g_Config.m_ClDefaultZoom - 10);
m_Zooming = false;
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}
void CCamera::ConZoomPlus(IConsole::IResult *pResult, void *pUserData)
{
CCamera *pSelf = (CCamera *)pUserData;
if(pSelf->m_pClient->m_Snap.m_SpecInfo.m_Active || pSelf->GameClient()->m_GameInfo.m_AllowZoom || pSelf->Client()->State() == IClient::STATE_DEMOPLAYBACK)
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{
pSelf->ScaleZoom(ZoomStep);
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}
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}
void CCamera::ConZoomMinus(IConsole::IResult *pResult, void *pUserData)
{
CCamera *pSelf = (CCamera *)pUserData;
if(pSelf->m_pClient->m_Snap.m_SpecInfo.m_Active || pSelf->GameClient()->m_GameInfo.m_AllowZoom || pSelf->Client()->State() == IClient::STATE_DEMOPLAYBACK)
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{
pSelf->ScaleZoom(1 / ZoomStep);
}
}
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void CCamera::ConZoom(IConsole::IResult *pResult, void *pUserData)
{
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float TargetLevel = pResult->NumArguments() ? clamp<float>(pResult->GetFloat(0), 0, 20) : g_Config.m_ClDefaultZoom;
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((CCamera *)pUserData)->ChangeZoom(pow(ZoomStep, TargetLevel - 10));
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}
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void CCamera::ConSetView(IConsole::IResult *pResult, void *pUserData)
{
CCamera *pSelf = (CCamera *)pUserData;
// wait until free view camera type to update the position
pSelf->m_ForceFreeviewPos = vec2(
clamp(pResult->GetInteger(0) * 32.0f, 200.0f, pSelf->Collision()->GetWidth() * 32 - 200.0f),
clamp(pResult->GetInteger(1) * 32.0f, 200.0f, pSelf->Collision()->GetWidth() * 32 - 200.0f));
}