/* (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 #include "camera.h" #include "controls.h" #include #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); } 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) { 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)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; } else { m_Zoom = m_ZoomSmoothing.Evaluate(ZoomProgress(Time)); } 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_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; } m_Center = m_pClient->m_Controls.m_MousePos[g_Config.m_ClDummy]; } else { if(m_CamType != CAMTYPE_PLAYER) { if((m_LastPos[g_Config.m_ClDummy].x < g_Config.m_ClMouseMinDistance) || (m_LastPos[g_Config.m_ClDummy].x < g_Config.m_ClDyncamMinDistance)) 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; else 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; } 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) { 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_MousePos[g_Config.m_ClDummy] - s_LastMousePos) * log10f(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_MousePos[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_MousePos[g_Config.m_ClDummy]) * OffsetAmount; } if(g_Config.m_ClDyncamSmoothness > 0) 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) m_Center = m_pClient->m_Snap.m_SpecInfo.m_Position + s_CurrentCameraOffset[g_Config.m_ClDummy]; else m_Center = m_pClient->m_LocalCharacterPos + s_CurrentCameraOffset[g_Config.m_ClDummy]; } if(m_ForceFreeviewPos != vec2(-1, -1) && m_CamType == CAMTYPE_SPEC) { m_Center = m_pClient->m_Controls.m_MousePos[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"); } void CCamera::OnReset() { m_Zoom = 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); } } 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); } } void CCamera::ConZoom(IConsole::IResult *pResult, void *pUserData) { float TargetLevel = pResult->NumArguments() ? pResult->GetFloat(0) : g_Config.m_ClDefaultZoom; ((CCamera *)pUserData)->ChangeZoom(pow(ZoomStep, TargetLevel - 10)); } 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)); }