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

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extern "C" {
#include <engine/e_config.h>
#include <engine/e_client_interface.h>
}
#include <base/math.hpp>
#include <game/collision.hpp>
#include <game/client/gameclient.hpp>
#include <game/client/component.hpp>
#include "camera.hpp"
#include "controls.hpp"
CAMERA::CAMERA()
{
}
void CAMERA::on_render()
{
//vec2 center;
zoom = 1.0f;
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// update camera center
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if(gameclient.snap.spectate)
center = gameclient.controls->mouse_pos;
else
{
float l = length(gameclient.controls->mouse_pos);
float deadzone = config.cl_mouse_deadzone;
float follow_factor = config.cl_mouse_followfactor/100.0f;
vec2 camera_offset(0, 0);
float offset_amount = max(l-deadzone, 0.0f) * follow_factor;
if(l > 0.0001f) // make sure that this isn't 0
camera_offset = normalize(gameclient.controls->mouse_pos)*offset_amount;
center = gameclient.local_character_pos + camera_offset;
}
}