/* (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. */ #include #include #include #include #include #include "camera.h" #include "controls.h" CCamera::CCamera() { m_CamType = CAMTYPE_UNDEFINED; } void CCamera::OnRender() { //vec2 center; m_Zoom = 1.0f; // 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) { m_pClient->m_pControls->m_MousePos = m_PrevCenter; m_pClient->m_pControls->ClampMousePos(); m_CamType = CAMTYPE_SPEC; } m_Center = m_pClient->m_pControls->m_MousePos; } else { if(m_CamType != CAMTYPE_PLAYER) { m_pClient->m_pControls->ClampMousePos(); m_CamType = CAMTYPE_PLAYER; } vec2 CameraOffset(0, 0); float l = length(m_pClient->m_pControls->m_MousePos); if(l > 0.0001f) // make sure that this isn't 0 { float DeadZone = g_Config.m_ClMouseDeadzone; float FollowFactor = g_Config.m_ClMouseFollowfactor/100.0f; float OffsetAmount = max(l-DeadZone, 0.0f) * FollowFactor; CameraOffset = normalize(m_pClient->m_pControls->m_MousePos)*OffsetAmount; } if(m_pClient->m_Snap.m_SpecInfo.m_Active) m_Center = m_pClient->m_Snap.m_SpecInfo.m_Position + CameraOffset; else m_Center = m_pClient->m_LocalCharacterPos + CameraOffset; } m_PrevCenter = m_Center; }