//========= Copyright 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "c_prop_vehicle.h"
#include "hud.h"
#include <vgui_controls/Controls.h>
#include <Color.h>
#include "view.h"
#include "engine/IVDebugOverlay.h"
#include "movevars_shared.h"
#include "iviewrender.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
int ScreenTransform( const Vector& point, Vector& screen );
extern ConVar default_fov;
BEGIN_SIMPLE_DATADESC( ViewSmoothingData_t )
DEFINE_FIELD( vecAnglesSaved, FIELD_VECTOR ),
DEFINE_FIELD( vecOriginSaved, FIELD_POSITION_VECTOR ),
DEFINE_FIELD( vecAngleDiffSaved, FIELD_VECTOR ),
DEFINE_FIELD( vecAngleDiffMin, FIELD_VECTOR ),
DEFINE_FIELD( bRunningEnterExit, FIELD_BOOLEAN ),
DEFINE_FIELD( bWasRunningAnim, FIELD_BOOLEAN ),
DEFINE_FIELD( flAnimTimeElapsed, FIELD_FLOAT ),
DEFINE_FIELD( flEnterExitDuration, FIELD_FLOAT ),
// These are filled out in the vehicle's constructor:
//CBaseAnimating *pVehicle;
//bool bClampEyeAngles;
//float flPitchCurveZero;
//float flPitchCurveLinear;
//float flRollCurveZero;
//float flRollCurveLinear;
//ViewLockData_t pitchLockData;
//ViewLockData_t rollLockData;
//bool bDampenEyePosition;
END_DATADESC()
IMPLEMENT_CLIENTCLASS_DT(C_PropVehicleDriveable, DT_PropVehicleDriveable, CPropVehicleDriveable)
RecvPropEHandle( RECVINFO(m_hPlayer) ),
RecvPropInt( RECVINFO( m_nSpeed ) ),
RecvPropInt( RECVINFO( m_nRPM ) ),
RecvPropFloat( RECVINFO( m_flThrottle ) ),
RecvPropInt( RECVINFO( m_nBoostTimeLeft ) ),
RecvPropInt( RECVINFO( m_nHasBoost ) ),
RecvPropInt( RECVINFO( m_nScannerDisabledWeapons ) ),
RecvPropInt( RECVINFO( m_nScannerDisabledVehicle ) ),
RecvPropInt( RECVINFO( m_bEnterAnimOn ) ),
RecvPropInt( RECVINFO( m_bExitAnimOn ) ),
RecvPropInt( RECVINFO( m_bUnableToFire ) ),
RecvPropVector( RECVINFO( m_vecEyeExitEndpoint ) ),
RecvPropBool( RECVINFO( m_bHasGun ) ),
RecvPropVector( RECVINFO( m_vecGunCrosshair ) ),
END_RECV_TABLE()
BEGIN_DATADESC( C_PropVehicleDriveable )
DEFINE_EMBEDDED( m_ViewSmoothingData ),
END_DATADESC()
#define ROLL_CURVE_ZERO 20 // roll less than this is clamped to zero
#define ROLL_CURVE_LINEAR 90 // roll greater than this is copied out
#define PITCH_CURVE_ZERO 10 // pitch less than this is clamped to zero
#define PITCH_CURVE_LINEAR 45 // pitch greater than this is copied out
// spline in between
ConVar r_VehicleViewClamp( "r_VehicleViewClamp", "1", FCVAR_CHEAT );
// remaps an angular variable to a 3 band function:
// 0 <= t < start : f(t) = 0
// start <= t <= end : f(t) = end * spline(( t-start) / (end-start) ) // s curve between clamped and linear
// end < t : f(t) = t
float RemapAngleRange( float startInterval, float endInterval, float value, RemapAngleRange_CurvePart_t *peCurvePart )
{
// Fixup the roll
value = AngleNormalize( value );
float absAngle = fabs(value);
// beneath cutoff?
if ( absAngle < startInterval )
{
if ( peCurvePart )
{
*peCurvePart = RemapAngleRange_CurvePart_Zero;
}
value = 0;
}
// in spline range?
else if ( absAngle <= endInterval )
{
float newAngle = SimpleSpline( (absAngle - startInterval) / (endInterval-startInterval) ) * endInterval;
// grab the sign from the initial value
if ( value < 0 )
{
newAngle *= -1;
}
if ( peCurvePart )
{
*peCurvePart = RemapAngleRange_CurvePart_Spline;
}
value = newAngle;
}
// else leave it alone, in linear range
else if ( peCurvePart )
{
*peCurvePart = RemapAngleRange_CurvePart_Linear;
}
return value;
}
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
C_PropVehicleDriveable::C_PropVehicleDriveable() :
m_iv_vecGunCrosshair( "C_PropVehicleDriveable::m_iv_vecGunCrosshair" )
{
m_hPrevPlayer = NULL;
memset( &m_ViewSmoothingData, 0, sizeof( m_ViewSmoothingData ) );
m_ViewSmoothingData.pVehicle = this;
m_ViewSmoothingData.bClampEyeAngles = true;
m_ViewSmoothingData.bDampenEyePosition = true;
m_ViewSmoothingData.flPitchCurveZero = PITCH_CURVE_ZERO;
m_ViewSmoothingData.flPitchCurveLinear = PITCH_CURVE_LINEAR;
m_ViewSmoothingData.flRollCurveZero = ROLL_CURVE_ZERO;
m_ViewSmoothingData.flRollCurveLinear = ROLL_CURVE_LINEAR;
m_flFOV = 0.0f;
AddVar( &m_vecGunCrosshair, &m_iv_vecGunCrosshair, LATCH_SIMULATION_VAR );
}
//-----------------------------------------------------------------------------
// Purpose: De-constructor
//-----------------------------------------------------------------------------
C_PropVehicleDriveable::~C_PropVehicleDriveable()
{
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
C_BaseCombatCharacter *C_PropVehicleDriveable::GetPassenger( int nRole )
{
if ( nRole == VEHICLE_ROLE_DRIVER )
return m_hPlayer.Get();
return NULL;
}
//-----------------------------------------------------------------------------
// Returns the role of the passenger
//-----------------------------------------------------------------------------
int C_PropVehicleDriveable::GetPassengerRole( C_BaseCombatCharacter *pPassenger )
{
if ( m_hPlayer.Get() == pPassenger )
return VEHICLE_ROLE_DRIVER;
return VEHICLE_ROLE_NONE;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : updateType -
//-----------------------------------------------------------------------------
void C_PropVehicleDriveable::OnPreDataChanged( DataUpdateType_t updateType )
{
BaseClass::OnPreDataChanged( updateType );
m_hPrevPlayer = m_hPlayer;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_PropVehicleDriveable::OnDataChanged( DataUpdateType_t updateType )
{
BaseClass::OnDataChanged( updateType );
if ( m_hPlayer && !m_hPrevPlayer )
{
OnEnteredVehicle( m_hPlayer );
SetNextClientThink( CLIENT_THINK_ALWAYS );
}
else if ( !m_hPlayer && m_hPrevPlayer )
{
// They have just exited the vehicle.
// Sometimes we never reach the end of our exit anim, such as if the
// animation doesn't have fadeout 0 specified in the QC, so we fail to
// catch it in VehicleViewSmoothing. Catch it here instead.
m_ViewSmoothingData.bWasRunningAnim = false;
SetNextClientThink( CLIENT_THINK_NEVER );
}
}
//-----------------------------------------------------------------------------
// Should this object cast render-to-texture shadows?
//-----------------------------------------------------------------------------
ShadowType_t C_PropVehicleDriveable::ShadowCastType()
{
CStudioHdr *pStudioHdr = GetModelPtr();
if ( !pStudioHdr )
return SHADOWS_NONE;
if ( IsEffectActive(EF_NODRAW | EF_NOSHADOW) )
return SHADOWS_NONE;
// Always use render-to-texture. We'll always the dirty bits in our think function
return SHADOWS_RENDER_TO_TEXTURE;
}
//-----------------------------------------------------------------------------
// Mark the shadow as dirty while the vehicle is being driven
//-----------------------------------------------------------------------------
void C_PropVehicleDriveable::ClientThink( void )
{
// The vehicle is always dirty owing to pose parameters while it's being driven.
g_pClientShadowMgr->MarkRenderToTextureShadowDirty( GetShadowHandle() );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_PropVehicleDriveable::DampenEyePosition( Vector &vecVehicleEyePos, QAngle &vecVehicleEyeAngles )
{
}
//-----------------------------------------------------------------------------
// Purpose: Modify the player view/camera while in a vehicle
//-----------------------------------------------------------------------------
void C_PropVehicleDriveable::GetVehicleViewPosition( int nRole, Vector *pAbsOrigin, QAngle *pAbsAngles )
{
VehicleViewSmoothing( m_hPlayer, pAbsOrigin, pAbsAngles, m_bEnterAnimOn, m_bExitAnimOn, &m_vecEyeExitEndpoint, &m_ViewSmoothingData, &m_flFOV );
}
//-----------------------------------------------------------------------------
// Futzes with the clip planes
//-----------------------------------------------------------------------------
void C_PropVehicleDriveable::GetVehicleClipPlanes( float &flZNear, float &flZFar ) const
{
// FIXME: Need something a better long-term, this fixes the buggy.
flZNear = 6;
}
//-----------------------------------------------------------------------------
// Renders hud elements
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Simply used to return intensity value based upon current timer passed in
//-----------------------------------------------------------------------------
int GetFlashColorIntensity( int LowIntensity, int HighIntensity, bool Dimming, int Increment, int Timer )
{
if ( Dimming )
return ( HighIntensity - Timer * Increment );
else
return ( LowIntensity + Timer * Increment );
}
#define TRIANGULATED_CROSSHAIR 1
void C_PropVehicleDriveable::DrawHudElements( )
{
CHudTexture *pIcon;
int iIconX, iIconY;
if (m_bHasGun)
{
// draw crosshairs for vehicle gun
pIcon = gHUD.GetIcon( "gunhair" );
if ( pIcon != NULL )
{
float x, y;
Vector screen;
x = ScreenWidth()/2;
y = ScreenHeight()/2;
#if TRIANGULATED_CROSSHAIR
ScreenTransform( m_vecGunCrosshair, screen );
x += 0.5 * screen[0] * ScreenWidth() + 0.5;
y -= 0.5 * screen[1] * ScreenHeight() + 0.5;
#endif
x -= pIcon->Width() / 2;
y -= pIcon->Height() / 2;
Color clr = ( m_bUnableToFire ) ? gHUD.m_clrCaution : gHUD.m_clrNormal;
pIcon->DrawSelf( x, y, clr );
}
if ( m_nScannerDisabledWeapons )
{
// Draw icons for scanners "weps disabled"
pIcon = gHUD.GetIcon( "dmg_bio" );
if ( pIcon )
{
iIconY = 467 - pIcon->Height() / 2;
iIconX = 385;
if ( !m_bScannerWepIcon )
{
pIcon->DrawSelf( XRES(iIconX), YRES(iIconY), Color( 0, 0, 255, 255 ) );
m_bScannerWepIcon = true;
m_iScannerWepFlashTimer = 0;
m_bScannerWepDim = true;
}
else
{
pIcon->DrawSelf( XRES(iIconX), YRES(iIconY), Color( 0, 0, GetFlashColorIntensity(55, 255, m_bScannerWepDim, 10, m_iScannerWepFlashTimer), 255 ) );
m_iScannerWepFlashTimer++;
m_iScannerWepFlashTimer %= 20;
if(!m_iScannerWepFlashTimer)
m_bScannerWepDim ^= 1;
}
}
}
}
if ( m_nScannerDisabledVehicle )
{
// Draw icons for scanners "vehicle disabled"
pIcon = gHUD.GetIcon( "dmg_bio" );
if ( pIcon )
{
iIconY = 467 - pIcon->Height() / 2;
iIconX = 410;
if ( !m_bScannerVehicleIcon )
{
pIcon->DrawSelf( XRES(iIconX), YRES(iIconY), Color( 0, 0, 255, 255 ) );
m_bScannerVehicleIcon = true;
m_iScannerVehicleFlashTimer = 0;
m_bScannerVehicleDim = true;
}
else
{
pIcon->DrawSelf( XRES(iIconX), YRES(iIconY), Color( 0, 0, GetFlashColorIntensity(55, 255, m_bScannerVehicleDim, 10, m_iScannerVehicleFlashTimer), 255 ) );
m_iScannerVehicleFlashTimer++;
m_iScannerVehicleFlashTimer %= 20;
if(!m_iScannerVehicleFlashTimer)
m_bScannerVehicleDim ^= 1;
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_PropVehicleDriveable::RestrictView( float *pYawBounds, float *pPitchBounds,
float *pRollBounds, QAngle &vecViewAngles )
{
int eyeAttachmentIndex = LookupAttachment( "vehicle_driver_eyes" );
Vector vehicleEyeOrigin;
QAngle vehicleEyeAngles;
GetAttachmentLocal( eyeAttachmentIndex, vehicleEyeOrigin, vehicleEyeAngles );
// Limit the yaw.
if ( pYawBounds )
{
float flAngleDiff = AngleDiff( vecViewAngles.y, vehicleEyeAngles.y );
flAngleDiff = clamp( flAngleDiff, pYawBounds[0], pYawBounds[1] );
vecViewAngles.y = vehicleEyeAngles.y + flAngleDiff;
}
// Limit the pitch.
if ( pPitchBounds )
{
float flAngleDiff = AngleDiff( vecViewAngles.x, vehicleEyeAngles.x );
flAngleDiff = clamp( flAngleDiff, pPitchBounds[0], pPitchBounds[1] );
vecViewAngles.x = vehicleEyeAngles.x + flAngleDiff;
}
// Limit the roll.
if ( pRollBounds )
{
float flAngleDiff = AngleDiff( vecViewAngles.z, vehicleEyeAngles.z );
flAngleDiff = clamp( flAngleDiff, pRollBounds[0], pRollBounds[1] );
vecViewAngles.z = vehicleEyeAngles.z + flAngleDiff;
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_PropVehicleDriveable::UpdateViewAngles( C_BasePlayer *pLocalPlayer, CUserCmd *pCmd )
{
if ( r_VehicleViewClamp.GetInt() )
{
float pitchBounds[2] = { -85.0f, 25.0f };
RestrictView( NULL, pitchBounds, NULL, pCmd->viewangles );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_PropVehicleDriveable::OnEnteredVehicle( C_BaseCombatCharacter *pPassenger )
{
}
//=============================================================================================
// VEHICLE VIEW SMOOTHING. See iclientvehicle.h for details.
//=============================================================================================
//-----------------------------------------------------------------------------
// Purpose: For a given degree of freedom, blends between the raw and clamped
// view depending on this vehicle's preferences. When vehicles wreck
// catastrophically, it's often better to lock the view for a little
// while until things settle down than to keep trying to clamp/flatten
// the view artificially because we can never really catch up with
// the chaotic flipping.
//-----------------------------------------------------------------------------
float ApplyViewLocking( float flAngleRaw, float flAngleClamped, ViewLockData_t &lockData, RemapAngleRange_CurvePart_t eCurvePart )
{
// If we're set up to never lock this degree of freedom, return the clamped value.
if ( lockData.flLockInterval == 0 )
return flAngleClamped;
float flAngleOut = flAngleClamped;
// Lock the view if we're in the linear part of the curve, and keep it locked
// until some duration after we return to the flat (zero) part of the curve.
if ( ( eCurvePart == RemapAngleRange_CurvePart_Linear ) ||
( lockData.bLocked && ( eCurvePart == RemapAngleRange_CurvePart_Spline ) ) )
{
//Msg( "LOCKED\n" );
lockData.bLocked = true;
lockData.flUnlockTime = gpGlobals->curtime + lockData.flLockInterval;
flAngleOut = flAngleRaw;
}
else
{
if ( ( lockData.bLocked ) && ( gpGlobals->curtime > lockData.flUnlockTime ) )
{
lockData.bLocked = false;
if ( lockData.flUnlockBlendInterval > 0 )
{
lockData.flUnlockTime = gpGlobals->curtime;
}
else
{
lockData.flUnlockTime = 0;
}
}
if ( !lockData.bLocked )
{
if ( lockData.flUnlockTime != 0 )
{
// Blend out from the locked raw view (no remapping) to a remapped view.
float flBlend = RemapValClamped( gpGlobals->curtime - lockData.flUnlockTime, 0, lockData.flUnlockBlendInterval, 0, 1 );
//Msg( "BLEND %f\n", flBlend );
flAngleOut = Lerp( flBlend, flAngleRaw, flAngleClamped );
if ( flBlend >= 1.0f )
{
lockData.flUnlockTime = 0;
}
}
else
{
// Not blending out from a locked view to a remapped view.
//Msg( "CLAMPED\n" );
flAngleOut = flAngleClamped;
}
}
else
{
//Msg( "STILL LOCKED\n" );
flAngleOut = flAngleRaw;
}
}
return flAngleOut;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : pData -
// vehicleEyeAngles -
//-----------------------------------------------------------------------------
void RemapViewAngles( ViewSmoothingData_t *pData, QAngle &vehicleEyeAngles )
{
QAngle vecEyeAnglesRemapped;
// Clamp pitch.
RemapAngleRange_CurvePart_t ePitchCurvePart;
vecEyeAnglesRemapped.x = RemapAngleRange( pData->flPitchCurveZero, pData->flPitchCurveLinear, vehicleEyeAngles.x, &ePitchCurvePart );
vehicleEyeAngles.z = vecEyeAnglesRemapped.z = AngleNormalize( vehicleEyeAngles.z );
// Blend out the roll dampening as our pitch approaches 90 degrees, to avoid gimbal lock problems.
float flBlendRoll = 1.0;
if ( fabs( vehicleEyeAngles.x ) > 60 )
{
flBlendRoll = RemapValClamped( fabs( vecEyeAnglesRemapped.x ), 60, 80, 1, 0);
}
RemapAngleRange_CurvePart_t eRollCurvePart;
float flRollDamped = RemapAngleRange( pData->flRollCurveZero, pData->flRollCurveLinear, vecEyeAnglesRemapped.z, &eRollCurvePart );
vecEyeAnglesRemapped.z = Lerp( flBlendRoll, vecEyeAnglesRemapped.z, flRollDamped );
//Msg("PITCH ");
vehicleEyeAngles.x = ApplyViewLocking( vehicleEyeAngles.x, vecEyeAnglesRemapped.x, pData->pitchLockData, ePitchCurvePart );
//Msg("ROLL ");
vehicleEyeAngles.z = ApplyViewLocking( vehicleEyeAngles.z, vecEyeAnglesRemapped.z, pData->rollLockData, eRollCurvePart );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pAbsOrigin -
// *pAbsAngles -
// bEnterAnimOn -
// bExitAnimOn -
// *vecEyeExitEndpoint -
// *pData -
//-----------------------------------------------------------------------------
void VehicleViewSmoothing( CBasePlayer *pPlayer, Vector *pAbsOrigin, QAngle *pAbsAngles, bool bEnterAnimOn, bool bExitAnimOn, Vector *vecEyeExitEndpoint, ViewSmoothingData_t *pData,
float *pFOV )
{
int eyeAttachmentIndex = pData->pVehicle->LookupAttachment( "vehicle_driver_eyes" );
matrix3x4_t vehicleEyePosToWorld;
Vector vehicleEyeOrigin;
QAngle vehicleEyeAngles;
pData->pVehicle->GetAttachment( eyeAttachmentIndex, vehicleEyeOrigin, vehicleEyeAngles );
AngleMatrix( vehicleEyeAngles, vehicleEyePosToWorld );
// Dampen the eye positional change as we drive around.
*pAbsAngles = pPlayer->EyeAngles();
if ( r_VehicleViewDampen.GetInt() && pData->bDampenEyePosition )
{
C_PropVehicleDriveable *pDriveable = assert_cast<C_PropVehicleDriveable*>(pData->pVehicle);
pDriveable->DampenEyePosition( vehicleEyeOrigin, vehicleEyeAngles );
}
// Started running an entry or exit anim?
bool bRunningAnim = ( bEnterAnimOn || bExitAnimOn );
if ( bRunningAnim && !pData->bWasRunningAnim )
{
pData->bRunningEnterExit = true;
pData->flAnimTimeElapsed = 0.01;
pData->flEnterExitDuration = pData->pVehicle->SequenceDuration( pData->pVehicle->GetSequence() );
pData->vecAnglesSaved = PrevMainViewAngles();
pData->vecOriginSaved = PrevMainViewOrigin();
// Save our initial angular error, which we will blend out over the length of the animation.
pData->vecAngleDiffSaved.x = AngleDiff( vehicleEyeAngles.x, pData->vecAnglesSaved.x );
pData->vecAngleDiffSaved.y = AngleDiff( vehicleEyeAngles.y, pData->vecAnglesSaved.y );
pData->vecAngleDiffSaved.z = AngleDiff( vehicleEyeAngles.z, pData->vecAnglesSaved.z );
pData->vecAngleDiffMin = pData->vecAngleDiffSaved;
}
pData->bWasRunningAnim = bRunningAnim;
float frac = 0;
float flFracFOV = 0;
// If we're in an enter/exit animation, blend the player's eye angles to the attachment's
if ( bRunningAnim || pData->bRunningEnterExit )
{
*pAbsAngles = vehicleEyeAngles;
// Forward integrate to determine the elapsed time in this entry/exit anim.
frac = pData->flAnimTimeElapsed / pData->flEnterExitDuration;
frac = clamp( frac, 0.0f, 1.0f );
flFracFOV = pData->flAnimTimeElapsed / ( pData->flEnterExitDuration * 0.85f );
flFracFOV = clamp( flFracFOV, 0.0f, 1.0f );
//Msg("Frac: %f\n", frac );
if ( frac < 1.0 )
{
// Blend to the desired vehicle eye origin
//Vector vecToView = (vehicleEyeOrigin - PrevMainViewOrigin());
//vehicleEyeOrigin = PrevMainViewOrigin() + (vecToView * SimpleSpline(frac));
//debugoverlay->AddBoxOverlay( vehicleEyeOrigin, -Vector(1,1,1), Vector(1,1,1), vec3_angle, 0,255,255, 64, 10 );
}
else
{
pData->bRunningEnterExit = false;
// Enter animation has finished, align view with the eye attachment point
// so they can start mouselooking around.
if ( !bExitAnimOn )
{
Vector localEyeOrigin;
QAngle localEyeAngles;
pData->pVehicle->GetAttachmentLocal( eyeAttachmentIndex, localEyeOrigin, localEyeAngles );
engine->SetViewAngles( localEyeAngles );
}
}
pData->flAnimTimeElapsed += gpGlobals->frametime;
}
// Compute the relative rotation between the unperturbed eye attachment + the eye angles
matrix3x4_t cameraToWorld;
AngleMatrix( *pAbsAngles, cameraToWorld );
matrix3x4_t worldToEyePos;
MatrixInvert( vehicleEyePosToWorld, worldToEyePos );
matrix3x4_t vehicleCameraToEyePos;
ConcatTransforms( worldToEyePos, cameraToWorld, vehicleCameraToEyePos );
// Damp out some of the vehicle motion (neck/head would do this)
if ( pData->bClampEyeAngles )
{
RemapViewAngles( pData, vehicleEyeAngles );
}
AngleMatrix( vehicleEyeAngles, vehicleEyeOrigin, vehicleEyePosToWorld );
// Now treat the relative eye angles as being relative to this new, perturbed view position...
matrix3x4_t newCameraToWorld;
ConcatTransforms( vehicleEyePosToWorld, vehicleCameraToEyePos, newCameraToWorld );
// output new view abs angles
MatrixAngles( newCameraToWorld, *pAbsAngles );
// UNDONE: *pOrigin would already be correct in single player if the HandleView() on the server ran after vphysics
MatrixGetColumn( newCameraToWorld, 3, *pAbsOrigin );
// If we're playing an extry or exit animation...
if ( bRunningAnim || pData->bRunningEnterExit )
{
float flSplineFrac = clamp( SimpleSpline( frac ), 0, 1 );
// Blend out the error between the player's initial eye angles and the animation's initial
// eye angles over the duration of the animation.
QAngle vecAngleDiffBlend = ( ( 1 - flSplineFrac ) * pData->vecAngleDiffSaved );
// If our current error is less than the error amount that we're blending
// out, use that. This lets the angles converge as quickly as possible.
QAngle vecAngleDiffCur;
vecAngleDiffCur.x = AngleDiff( vehicleEyeAngles.x, pData->vecAnglesSaved.x );
vecAngleDiffCur.y = AngleDiff( vehicleEyeAngles.y, pData->vecAnglesSaved.y );
vecAngleDiffCur.z = AngleDiff( vehicleEyeAngles.z, pData->vecAnglesSaved.z );
// In either case, never increase the error, so track the minimum error and clamp to that.
for (int i = 0; i < 3; i++)
{
if ( fabs(vecAngleDiffCur[i] ) < fabs( pData->vecAngleDiffMin[i] ) )
{
pData->vecAngleDiffMin[i] = vecAngleDiffCur[i];
}
if ( fabs(vecAngleDiffBlend[i] ) < fabs( pData->vecAngleDiffMin[i] ) )
{
pData->vecAngleDiffMin[i] = vecAngleDiffBlend[i];
}
}
// Add the error to the animation's eye angles.
*pAbsAngles -= pData->vecAngleDiffMin;
// Use this as the basis for the next error calculation.
pData->vecAnglesSaved = *pAbsAngles;
//if ( gpGlobals->frametime )
//{
// Msg("Angle : %.2f %.2f %.2f\n", target.x, target.y, target.z );
//}
//Msg("Prev: %.2f %.2f %.2f\n", pData->vecAnglesSaved.x, pData->vecAnglesSaved.y, pData->vecAnglesSaved.z );
Vector vecAbsOrigin = *pAbsOrigin;
// If we're exiting, our desired position is the server-sent exit position
if ( bExitAnimOn )
{
//debugoverlay->AddBoxOverlay( vecEyeExitEndpoint, -Vector(1,1,1), Vector(1,1,1), vec3_angle, 255,255,255, 64, 10 );
// Blend to the exit position
*pAbsOrigin = Lerp( flSplineFrac, vecAbsOrigin, *vecEyeExitEndpoint );
if ( ( pData->flFOV != 0.0f ) && pFOV )
{
*pFOV = Lerp( flFracFOV, pData->flFOV, default_fov.GetFloat() );
}
}
else
{
// Blend from our starting position to the desired origin
*pAbsOrigin = Lerp( flSplineFrac, pData->vecOriginSaved, vecAbsOrigin );
if ( ( pData->flFOV != 0.0f ) && pFOV )
{
*pFOV = Lerp( flFracFOV, default_fov.GetFloat(), pData->flFOV );
}
}
}
else if ( pFOV )
{
// Not running an entry/exit anim. Just use the vehicle's FOV.
*pFOV = pData->flFOV;
}
}