/* (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_WasSpectator = false; } void CCamera::OnRender() { //vec2 center; m_Zoom = 1.0f; // update camera center if(m_pClient->m_Snap.m_Spectate && (!m_pClient->m_Snap.m_pSpectatorInfo || m_pClient->m_Snap.m_pSpectatorInfo->m_SpectatorID == SPEC_FREEVIEW)) { if(!m_WasSpectator) { m_pClient->m_pControls->ClampMousePos(); m_WasSpectator = true; } m_Center = m_pClient->m_pControls->m_MousePos; } else { if(m_WasSpectator) { m_pClient->m_pControls->ClampMousePos(); m_WasSpectator = false; } 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_Spectate) m_Center = m_pClient->m_Snap.m_SpectatorPos + CameraOffset; else m_Center = m_pClient->m_LocalCharacterPos + CameraOffset; } }