Benny/gamemodes/benny/gamemode/modules/player/cl_camera.lua

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--
BENNY.Cameras = {}
BENNY.Cameras["main"] = {
Type = "Standard",
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Pos = Vector( -892, 0, 268 ),
Ang = Angle( 35, 0, 0 ),
FOV = 90,
Checks = {
{
Vector( -448, 510, 0 ),
Vector( -911, -509, -70 ),
},
},
iX1 = -550,
iX2 = -800,
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Special = function( self, ply )
local pos = Vector()
pos:Set( self.Pos )
local ang = Angle()
ang:Set( self.Ang )
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local ppos = ply:GetPos()
pos.y = ppos.y
do -- Angle
local amt = math.TimeFraction( self.iX1, self.iX2, ppos.x )
amt = math.Clamp( amt, 0, 1 )
amt = math.ease.InOutCubic( amt )
ang.p = ang.p + ( 35 * (amt) )
end
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return pos, ang, self.FOV
end
}
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BENNY.Cameras["grass"] = {
Pos = Vector( -1822, -214, 284 ),
Ang = Angle( 60, 0, 0 ),
FOV = 90,
Checks = {
{
Vector( -931, -130, 0 ),
Vector( -1311, -319, -70 ),
},
{
Vector( -1321, 506, 0 ),
Vector( -1813, -503, -70 ),
},
},
iX1 = -900,
iX2 = -1300,
Special = function( self, ply )
local pos = Vector()
pos:Set( self.Pos )
local ang = Angle()
ang:Set( self.Ang )
local fov = self.FOV
local ppos = ply:GetPos()
pos.y = ppos.y
do -- far
local amt = math.TimeFraction( self.iX1, self.iX2, ppos.x )
amt = 1-math.Clamp( amt, 0, 1 )
amt = math.ease.InOutCubic( amt )
ang.p = ang.p - ( 22 * amt )
pos.x = pos.x + ( 400 * amt )
fov = fov - ( 22 * amt )
end
return pos, ang, fov
end
}
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--[[ BENNY.Cameras["hall"] = {
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Type = "Fixed",
Pos = Vector( 794, -40, 84 ),
Ang = Angle( 29, 180, 0 ),
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Checks = {
{
Vector( 273, -111, 0 ),
Vector( 751, 99, -130 ),
},
},
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v1 = Vector( 400, 0, -128 ),
v2 = Vector( 630, 0, -128 ),
FOV = 67,
Special = function( self, ply )
local pos = Vector()
pos:Set( self.Pos )
local ang = Angle()
ang:Set( self.Ang )
debugoverlay.Cross( self.v1, 8, 0, color_white, true )
debugoverlay.Cross( self.v2, 8, 0, color_white, true )
local amt = math.TimeFraction( self.v1.x, self.v2.x, ply:GetPos().x )
amt = math.Clamp( amt, 0, 1 )
ang.p = ang.p + ( 32 * amt )
pos.x = pos.x - ( 50 * (1-amt) )
return pos, ang, self.FOV
end
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} ]]
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--[[ BENNY.Cameras["racks"] = {
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Type = "Standard",
Pos = Vector( 120, 0, 280 ),
Ang = Angle( 60, 180, 0 ),
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Checks = {
{
Vector( 890, 135, 0 ),
Vector( -253, 765, -130 )
},
},
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v1 = Vector( 870, 135, -130 ),
v2 = Vector( 760, 135, -130 ),
v3 = Vector( 890, 135, -130 ),
v4 = Vector( -253, 135, -130 ),
FOV = 75,
Special = function( self, ply )
local pos = Vector()
pos:Set( ply:GetPos() )
pos:Add( self.Pos )
local ang = Angle()
ang:Set( self.Ang )
debugoverlay.Cross( self.v1, 8, 0, color_white, true )
debugoverlay.Cross( self.v2, 8, 0, color_white, true )
pos.x = math.Clamp( pos.x, -200, 890 )
pos.y = math.Clamp( pos.y, 300, 600 )
do -- close to back wall
local amt = math.TimeFraction( self.v1.x, self.v2.x, ply:GetPos().x )
amt = math.Clamp( amt, 0, 1 )
-- pos.x = pos.x - ( (150) * (1-amt) )
ang.p = ang.p + ( 10 * (1-amt) )
end
do -- stretch
local amt = math.TimeFraction( self.v3.x, self.v4.x, ply:GetPos().x )
amt = math.Clamp( amt, 0, 1 )
-- pos.x = pos.x - ( (1143) * (amt) )
end
return pos, ang, self.FOV
end
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} ]]
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BENNY_ACTIVECAMERA = nil
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local c_over = CreateConVar( "benny_cam_override", "" )
local c_unlock = CreateConVar( "benny_cam_unlock", 0 )
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local function decide_active()
for name, camera in pairs( BENNY.Cameras ) do
if camera.Checks then
for i, v in ipairs(camera.Checks) do
if LocalPlayer():GetPos():WithinAABox( v[1], v[2] ) then
print( LocalPlayer():GetPos() )--print( CurTime(), name, v[1], v[2] )
return name
end
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end
end
end
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end
hook.Add( "CalcView", "MyCalcView", function( ply, pos, ang, fov )
if c_unlock:GetBool() then return end
if ply:GetMoveType() == MOVETYPE_NOCLIP then return end
local da = decide_active()
if da then
BENNY_ACTIVECAMERA = da
end
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local camera = BENNY.Cameras[BENNY_ACTIVECAMERA]
if camera then
local view = {
origin = camera.Pos,
angles = camera.Ang,
fov = camera.FOV or 60,
drawviewer = true
}
if camera.Special then
view.origin, view.angles, view.fov = camera.Special( camera, ply )
end
local st = c_over:GetString()
if st != "" then
local st = string.Explode( " ", st )
view.origin.x = tonumber(st[1])
view.origin.y = tonumber(st[2])
view.origin.z = tonumber(st[3])
view.angles.x = tonumber(st[4])
view.angles.y = tonumber(st[5])
view.angles.z = tonumber(st[6])
view.fov = tonumber(st[7])
end
view.fov = Convert( view.fov, (ScrH()/ScrW())/(3/4) )
return view
end
end )
function Convert( fovDegrees, ratio )
local halfAngleRadians = fovDegrees * ( 0.5 * math.pi / 180 )
local t = math.tan( halfAngleRadians )
t = t * ratio
local retDegrees = ( 180 / math.pi ) * math.atan( t )
return retDegrees * 2
end
concommand.Add("benny_cam_panel", function()
if IsValid( CamPanel ) then CamPanel:Remove() end
CamPanel = vgui.Create( "DFrame" )
local a = CamPanel
a:SetSize( 320, 280 )
a:Center()
a:MakePopup()
local st = c_over:GetString()
if st == "" then
st = "0 0 0 0 0 0 90"
end
st = string.Explode( " ", st )
for i=1, 3 do
local t = a:Add("DLabel")
t:SetSize( 300, 14 )
t:DockMargin( 20, 2, 20, 2 )
t:Dock( TOP )
t:SetText( i==1 and "Hold CONTROL to Right/Forward/Up" or
i==2 and "Hold SHIFT to multiply 10x" or
i==3 and "Hold ALT to multiply 2x" )
end
local bloink = {}
for i=1, 3 do
local b = vgui.Create("DNumberWang")
bloink[i] = b
b:SetSize( 200, 20 )
b:DockMargin( 20, 2, 20, 2 )
b:SetText( st[i] )
b:SetMinMax( -math.huge, math.huge )
b.OnValueChanged = function(self)
st[i] = self:GetValue()
c_over:SetString( table.concat( st, " " ) )
end
local d = vgui.Create("DPanel")
for u=1, 6 do
local bu = d:Add("DButton")
bu:Dock( LEFT )
bu:SetSize( 29, 24 )
bu:DockMargin( 0, 0, 2, 0 )
local wa = 0
if u==1 then
wa = -10
elseif u==2 then
wa = -5
elseif u==3 then
wa = -1
elseif u==4 then
wa = 1
elseif u==5 then
wa = 5
elseif u==6 then
wa = 10
end
bu:SetText( wa )
function bu:DoClick( )
local wa = wa
if input.IsKeyDown( KEY_LALT ) then
wa = wa * 2
end
if input.IsKeyDown( KEY_LSHIFT ) then
wa = wa * 10
end
if input.IsKeyDown( KEY_LCONTROL ) then
local wawa = Vector()
local new = Angle( st[4], st[5], st[6] )
wawa = i==1 and new:Right() or i==2 and new:Forward() or new:Up()
wawa:Mul(wa)
st[1] = st[1] + wawa[1]
st[2] = st[2] + wawa[2]
st[3] = st[3] + wawa[3]
bloink[1]:SetValue( st[1] )
bloink[2]:SetValue( st[2] )
bloink[3]:SetValue( st[3] )
return
end
b:SetValue( b:GetValue() + wa )
end
end
local c = a:Add("DHorizontalDivider")
c:Dock( TOP )
c:DockMargin( 10, 0, 10, 0 )
c:SetLeft(b)
c:SetRight(d)
end
for i=1, 3 do
local b = a:Add("DNumSlider")
bloink[i+3] = b
b:SetSize( 200, 20 )
b:Dock( TOP )
b:DockMargin( 20, 2, 20, 2 )
b:SetText( i==1 and "Pitch" or i==2 and "Yaw" or "Roll" )
b:SetMin( -360 )
b:SetMax( 360 )
b:SetValue( st[i+3] )
b:SetDecimals( 1 )
b.OnValueChanged = function( self, val )
val = math.NormalizeAngle( val )
self:SetValue( val )
st[i+3] = val
c_over:SetString( table.concat( st, " " ) )
end
end
do
local b = a:Add("DNumSlider")
bloink[7] = b
b:SetSize( 200, 20 )
b:Dock( TOP )
b:DockMargin( 20, 2, 20, 2 )
b:SetText( "Field of View" )
b:SetMin( 0 )
b:SetMax( 90 )
b:SetValue( st[7] )
b.OnValueChanged = function(self)
st[7] = self:GetValue()
c_over:SetString( table.concat( st, " " ) )
end
end
do
local b = vgui.Create("DButton")
b:SetText( "Steal from current" )
function b:DoClick()
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local ply = LocalPlayer()
local ppos = ply:EyePos()
local pang = ply:EyeAngles()
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for i=1, 7 do
if i==1 then
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bloink[i]:SetValue( ppos[1] )
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elseif i==2 then
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bloink[i]:SetValue( ppos[2] )
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elseif i==3 then
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bloink[i]:SetValue( ppos[3] )
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elseif i==4 then
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bloink[i]:SetValue( pang[1] )
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elseif i==5 then
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bloink[i]:SetValue( pang[2] )
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elseif i==6 then
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bloink[i]:SetValue( pang[3] )
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elseif i==7 then
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bloink[i]:SetValue( 90 )
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end
c_over:SetString( table.concat( st, " " ) )
end
end
local d = vgui.Create("DButton")
d:SetText( "Reset" )
function d:DoClick()
for i=1, 7 do
bloink[i]:SetValue( i==7 and 90 or 0 )
end
c_over:SetString("")
end
local c = a:Add("DHorizontalDivider")
c:Dock( TOP )
c:DockMargin( 10, 0, 10, 0 )
c:SetLeft(b)
c:SetRight(d)
end
end)
concommand.Add( "benny_dev_eyetrace", function( ply )
local tr = ply:GetEyeTrace()
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print( string.format("Vector( %i, %i, %i )", math.Round( tr.HitPos.x ), math.Round( tr.HitPos.y ), math.Round( tr.HitPos.z ) ) )
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print( tr.Entity )
end)