/* (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" #include const float ZoomStep = 0.866025f; CCamera::CCamera() { m_CamType = CAMTYPE_UNDEFINED; m_ZoomSet = false; m_Zoom = 1.0f; m_Zooming = false; 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, g_Config.m_ClSmoothZoomTime); } float CCamera::MaxZoomLevel() { return (g_Config.m_ClLimitMaxZoomLevel) ? ((Graphics()->IsTileBufferingEnabled() ? 60 : 30)) : std::numeric_limits::max(); } float CCamera::MinZoomLevel() { return 0.01f; } void CCamera::ChangeZoom(float Target, int Smoothness) { if(Target > MaxZoomLevel() || Target < MinZoomLevel()) { return; } 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); } m_ZoomSmoothingTarget = Target; m_ZoomSmoothing = CCubicBezier::With(Current, Derivative, 0, m_ZoomSmoothingTarget); m_ZoomSmoothingStart = Now; m_ZoomSmoothingEnd = Now + (float)Smoothness / 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; } else { const float OldLevel = m_Zoom; m_Zoom = m_ZoomSmoothing.Evaluate(ZoomProgress(Time)); if((OldLevel < m_ZoomSmoothingTarget && m_Zoom > m_ZoomSmoothingTarget) || (OldLevel > m_ZoomSmoothingTarget && m_Zoom < m_ZoomSmoothingTarget)) { m_Zoom = m_ZoomSmoothingTarget; m_Zooming = false; } } m_Zoom = clamp(m_Zoom, MinZoomLevel(), MaxZoomLevel()); } if(!(m_pClient->m_Snap.m_SpecInfo.m_Active || GameClient()->m_GameInfo.m_AllowZoom || Client()->State() == IClient::STATE_DEMOPLAYBACK)) { m_ZoomSet = false; m_Zoom = 1.0f; m_Zooming = false; } else if(!m_ZoomSet && g_Config.m_ClDefaultZoom != 10) { m_ZoomSet = true; 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) { m_aLastPos[g_Config.m_ClDummy] = m_pClient->m_Controls.m_aMousePos[g_Config.m_ClDummy]; m_pClient->m_Controls.m_aMousePos[g_Config.m_ClDummy] = m_PrevCenter; m_pClient->m_Controls.ClampMousePos(); m_CamType = CAMTYPE_SPEC; } m_Center = m_pClient->m_Controls.m_aMousePos[g_Config.m_ClDummy]; } else { if(m_CamType != CAMTYPE_PLAYER) { m_pClient->m_Controls.m_aMousePos[g_Config.m_ClDummy] = m_aLastPos[g_Config.m_ClDummy]; m_pClient->m_Controls.ClampMousePos(); m_CamType = CAMTYPE_PLAYER; } float DeltaTime = Client()->RenderFrameTime(); static vec2 s_LastMousePos(0, 0); static vec2 s_aCurrentCameraOffset[NUM_DUMMIES] = {vec2(0, 0), vec2(0, 0)}; static float s_SpeedBias = 0.5f; if(g_Config.m_ClDyncamSmoothness > 0) { float CameraSpeed = (1.0f - (g_Config.m_ClDyncamSmoothness / 100.0f)) * 9.5f + 0.5f; float CameraStabilizingFactor = 1 + g_Config.m_ClDyncamStabilizing / 100.0f; s_SpeedBias += CameraSpeed * DeltaTime; if(g_Config.m_ClDyncam) { s_SpeedBias -= length(m_pClient->m_Controls.m_aMousePos[g_Config.m_ClDummy] - s_LastMousePos) * std::log10(CameraStabilizingFactor) * 0.02f; 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); s_LastMousePos = m_pClient->m_Controls.m_aMousePos[g_Config.m_ClDummy]; float l = length(s_LastMousePos); if(l > 0.0001f) // make sure that this isn't 0 { 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; TargetCameraOffset = normalize(m_pClient->m_Controls.m_aMousePos[g_Config.m_ClDummy]) * OffsetAmount; } if(g_Config.m_ClDyncamSmoothness > 0) s_aCurrentCameraOffset[g_Config.m_ClDummy] += (TargetCameraOffset - s_aCurrentCameraOffset[g_Config.m_ClDummy]) * minimum(DeltaTime * s_SpeedBias, 1.0f); else s_aCurrentCameraOffset[g_Config.m_ClDummy] = TargetCameraOffset; if(m_pClient->m_Snap.m_SpecInfo.m_Active) m_Center = m_pClient->m_Snap.m_SpecInfo.m_Position + s_aCurrentCameraOffset[g_Config.m_ClDummy]; else m_Center = m_pClient->m_LocalCharacterPos + s_aCurrentCameraOffset[g_Config.m_ClDummy]; } if(m_ForceFreeviewPos != vec2(-1, -1) && m_CamType == CAMTYPE_SPEC) { m_Center = m_pClient->m_Controls.m_aMousePos[g_Config.m_ClDummy] = m_ForceFreeviewPos; m_ForceFreeviewPos = vec2(-1, -1); } m_PrevCenter = m_Center; } void CCamera::OnConsoleInit() { Console()->Register("zoom+", "", CFGFLAG_CLIENT, ConZoomPlus, this, "Zoom increase"); Console()->Register("zoom-", "", CFGFLAG_CLIENT, ConZoomMinus, this, "Zoom decrease"); Console()->Register("zoom", "?i", CFGFLAG_CLIENT, ConZoom, this, "Change zoom"); Console()->Register("set_view", "i[x]i[y]", CFGFLAG_CLIENT, ConSetView, this, "Set camera position to x and y in the map"); Console()->Register("goto_switch", "i[number]?i[offset]", CFGFLAG_CLIENT, ConGotoSwitch, this, "View switch found (at offset) with given number"); Console()->Register("goto_tele", "i[number]?i[offset]", CFGFLAG_CLIENT, ConGotoTele, this, "View tele found (at offset) with given number"); } void CCamera::OnReset() { m_Zoom = std::pow(ZoomStep, g_Config.m_ClDefaultZoom - 10); m_Zooming = false; } 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) { pSelf->ScaleZoom(ZoomStep); if(pSelf->GameClient()->m_MultiViewActivated) pSelf->GameClient()->m_MultiViewPersonalZoom++; } } 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) { pSelf->ScaleZoom(1 / ZoomStep); if(pSelf->GameClient()->m_MultiViewActivated) pSelf->GameClient()->m_MultiViewPersonalZoom--; } } void CCamera::ConZoom(IConsole::IResult *pResult, void *pUserData) { CCamera *pSelf = (CCamera *)pUserData; float TargetLevel = pResult->NumArguments() ? pResult->GetFloat(0) : g_Config.m_ClDefaultZoom; pSelf->ChangeZoom(std::pow(ZoomStep, TargetLevel - 10), g_Config.m_ClSmoothZoomTime); if(pSelf->GameClient()->m_MultiViewActivated) pSelf->GameClient()->m_MultiViewPersonalZoom = 0; } void CCamera::ConSetView(IConsole::IResult *pResult, void *pUserData) { CCamera *pSelf = (CCamera *)pUserData; // wait until free view camera type to update the position pSelf->SetView(ivec2(pResult->GetInteger(0), pResult->GetInteger(1))); } void CCamera::ConGotoSwitch(IConsole::IResult *pResult, void *pUserData) { CCamera *pSelf = (CCamera *)pUserData; pSelf->GotoSwitch(pResult->GetInteger(0), pResult->NumArguments() > 1 ? pResult->GetInteger(1) : -1); } void CCamera::ConGotoTele(IConsole::IResult *pResult, void *pUserData) { CCamera *pSelf = (CCamera *)pUserData; pSelf->GotoTele(pResult->GetInteger(0), pResult->NumArguments() > 1 ? pResult->GetInteger(1) : -1); } void CCamera::SetView(ivec2 Pos) { m_ForceFreeviewPos = vec2( clamp(Pos.x * 32.0f, 200.0f, Collision()->GetWidth() * 32 - 200.0f), clamp(Pos.y * 32.0f, 200.0f, Collision()->GetWidth() * 32 - 200.0f)); } void CCamera::GotoSwitch(int Number, int Offset) { int Match = -1; ivec2 MatchPos = ivec2(-1, -1); auto FindTile = [this, &Match, &MatchPos, &Number, &Offset]() { for(int x = 0; x < Collision()->GetWidth(); x++) { for(int y = 0; y < Collision()->GetHeight(); y++) { int i = y * Collision()->GetWidth() + x; if(Number == Collision()->GetSwitchNumber(i)) { Match++; if(Offset != -1) { if(Match == Offset) { MatchPos = ivec2(x, y); m_GotoSwitchOffset = Match; return; } continue; } MatchPos = ivec2(x, y); if(Match == m_GotoSwitchOffset) return; } } } }; FindTile(); if(MatchPos == ivec2(-1, -1)) return; if(Match < m_GotoSwitchOffset) m_GotoSwitchOffset = -1; SetView(MatchPos); m_GotoSwitchOffset++; } void CCamera::GotoTele(int Number, int Offset) { int Match = -1; ivec2 MatchPos = ivec2(-1, -1); auto FindTile = [this, &Match, &MatchPos, &Number, &Offset]() { for(int x = 0; x < Collision()->GetWidth(); x++) { for(int y = 0; y < Collision()->GetHeight(); y++) { int i = y * Collision()->GetWidth() + x; int Tele = Collision()->TeleLayer()[i].m_Number; if(Number == Tele) { Match++; if(Offset != -1) { if(Match == Offset) { MatchPos = ivec2(x, y); m_GotoTeleOffset = Match; return; } continue; } MatchPos = ivec2(x, y); if(m_GotoTeleLastPos != ivec2(-1, -1)) { if(distance(m_GotoTeleLastPos, MatchPos) < 10.0f) { m_GotoTeleOffset++; continue; } } m_GotoTeleLastPos = MatchPos; if(Match == m_GotoTeleOffset) return; } } } }; FindTile(); if(MatchPos == ivec2(-1, -1)) return; if(Match < m_GotoTeleOffset) m_GotoTeleOffset = -1; SetView(MatchPos); m_GotoTeleOffset++; } void CCamera::SetZoom(float Target, int Smoothness) { ChangeZoom(Target, Smoothness); }