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

507 lines
11 KiB
Lua

--
local debugcolor = Color( 255, 0, 255, 1 )
local function QuickDrag( self, dist, ply )
local spos = ply:GetPos()
self.QuickDrag = self.QuickDrag or Vector()
-- debugoverlay.Box( self.last, Vector( -dist, -dist, 0 ), Vector( dist, dist, 64 ), 0, Color( 0, 0, 255, 0 ) )
if spos.x > (self.QuickDrag.x+dist) then
self.QuickDrag.x = spos.x-dist
elseif spos.x < (self.QuickDrag.x-dist) then
self.QuickDrag.x = spos.x+dist
end
if spos.y > (self.QuickDrag.y+dist) then
self.QuickDrag.y = spos.y-dist
elseif spos.y < (self.QuickDrag.y-dist) then
self.QuickDrag.y = spos.y+dist
end
return spos
end
tempmapcameras = {}
tempmapcameras["benny_caramelldansen"] = {}
tempmapcameras["benny_caramelldansen"]["main"] = {
Type = "Standard",
Pos = Vector( -510, 0, 128 ),
Ang = Angle( 44, 0, 0 ),
FOV = 90,
Checks = {
{
Vector( -512, -512, 64 ),
Vector( 512, 512, -64 ),
},
},
Special = function( self, ply )
local pos = Vector()
pos:Set( self.Pos )
local ang = Angle()
ang:Set( self.Ang )
pos:Set( QuickDrag( self, 40, ply ) )
pos.x = pos.x - 130
pos.z = 180
return pos, ang, self.FOV
end
}
tempmapcameras["benny_test"] = {}
tempmapcameras["benny_test"]["main"] = {
Type = "Standard",
Pos = Vector( -692, 0, 268 ),
Ang = Angle( 55, 0, 0 ),
FOV = 90,
Checks = {
{
Vector( -390, 510, 0 ),
Vector( -924, -509, -90 ),
},
},
iX1 = -550,
iX2 = -800,
Special = function( self, ply )
local pos = Vector()
pos:Set( self.Pos )
local ang = Angle()
ang:Set( self.Ang )
local ppos = ply:GetPos()
pos.y = ppos.y
do -- Angle
local amt = math.TimeFraction( self.iX1, self.iX2, ppos.x )
debugoverlay.Line( Vector( self.iX1, 0, 0 ), Vector( self.iX2, 0, 0 ), 0, debugcolor, true )
amt = math.Clamp( amt, 0, 1 )
amt = math.ease.InOutCubic( amt )
ang.p = ang.p + ( 25 * (amt) )
pos.x = pos.x - ( 170 * (amt) )
end
return pos, ang, self.FOV
end
}
tempmapcameras["benny_test"]["grass"] = {
Pos = Vector( -1622, -214, 284 ),
Ang = Angle( 70, 0, 0 ),
FOV = 90,
Checks = {
{
Vector( -931, -130, 0 ),
Vector( -1311, -319, -70 ),
},
{
Vector( -1321, 506, 0 ),
Vector( -1813, -503, -70 ),
},
},
iX1 = -900,
iX2 = -1330,
iX3 = -1400,
iX4 = -1750,
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 )
debugoverlay.Line( Vector( self.iX1, ppos.y, ppos.z ), Vector( self.iX2, ppos.y, ppos.z ), 0, debugcolor, true )
amt = 1-math.Clamp( amt, 0, 1 )
amt = math.ease.InOutSine( amt )
ang.p = ang.p - ( 11 * amt )
pos.x = pos.x + ( 400 * amt )
fov = fov - ( 22 * amt )
end
do -- close
local amt = math.TimeFraction( self.iX3, self.iX4, ppos.x )
debugoverlay.Line( Vector( self.iX3, ppos.y, ppos.z ), Vector( self.iX4, ppos.y, ppos.z ), 0, debugcolor, true )
amt = math.Clamp( amt, 0, 1 )
amt = math.ease.InOutCubic( amt )
pos.x = pos.x - ( 150 * (amt) )
ang.p = ang.p + ( 0 * (amt) )
end
return pos, ang, fov
end
}
tempmapcameras["benny_test"]["barber"] = {
Pos = Vector( -64, 0, 80 ),
Ang = Angle( 34, 0, 0 ),
FOV = 90,
Checks = {
{
Vector( -382, 128, 0 ),
Vector( 128, -128, -70 ),
},
},
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.x = pos.x + ppos.x
pos.y = pos.y + ppos.y
pos.x = math.max( pos.x, -400 )
return pos, ang, fov
end
}
BENNY_ACTIVECAMERA = nil
local c_over = CreateConVar( "benny_cam_override", "" )
local c_unlock = CreateConVar( "benny_cam_unlock", 0 )
local si = 4
local ctrace = {
start = nil,
endpos = nil,
mins = Vector( -si, -si, -si ),
maxs = Vector( si, si, si ),
mask = MASK_SHOT_HULL,
filter = nil,
}
local tempcam = {
FOV = 90,
Special = function( self, ply )
local pos = Vector()
local ang = Angle( 22, 0, 0 )
pos:Set( QuickDrag( self, 40, ply ) )
pos.x = pos.x - 30
pos.z = pos.z + 80
return pos, ang, self.FOV
end
}
local fixer = Angle( 0, -90, 90 )
local fixer2 = Angle( 0, -90, 90 )
local cscam = {
Special = function( self, ply )
local pos = Vector()
local ang = Angle()
local fov = 90
cuts:SetupBones()
local mat = cuts:GetBoneMatrix( cuts:LookupBone( "camera" ) )
local matf = cuts:GetBoneMatrix( cuts:LookupBone( "camera.fov" ) )
pos:Set( mat:GetTranslation() )
ang:Set( mat:GetAngles() )
ang:Sub( fixer )
local fix, fixa = matf:GetTranslation(), matf:GetAngles()
fix:Sub( cuts:GetPos() )
fov = fix.z
do
local x, y, z = pos.x, pos.y, pos.z
end
do
local p, y, r = ang.p, ang.y, ang.r
ang.p = -r
ang.r = 0
end
fov = Convert( fov, (4/3) ) -- Convert to vertical FOV.. somehow
fov = Convert( fov, (ScrH()/ScrW())/(3/4) ) -- Shut up default Source FOV widescreen magic
return pos, ang, fov
end
}
local function decide_active()
-- print( LocalPlayer():GetPos() )
-- BENNY_ACTIVECAMERA = tempcam
local csent = ents.FindByClass( "benny_cutscene" )[1]
if IsValid( csent ) then
BENNY_ACTIVECAMERA = cscam
cuts = csent
return true
end
if tempmapcameras[ game.GetMap() ] then
for name, camera in pairs( tempmapcameras[ game.GetMap() ] ) do
if camera.Checks then
for i, v in ipairs(camera.Checks) do
debugoverlay.Box( vector_origin, v[1], v[2], 0, debugcolor )
if LocalPlayer():GetPos():WithinAABox( v[1], v[2] ) then
BENNY_ACTIVECAMERA = camera
return true
end
end
end
end
end
return false
end
function bennyfp( origin, angles, fov )
local ply = LocalPlayer()
if !IsValid( ply:GetActiveWeapon() ) then return origin, angles, fov end
local pos, ang = ply:CamSpot( TPSOverride )
return pos, ang, 90
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
decide_active()
local camera = BENNY_ACTIVECAMERA
local view = {}
view.origin = pos
view.angles = ang
view.fov = 90
if false and camera then
view.origin = camera.Pos
view.angles = camera.Ang
view.fov = camera.FOV or 60
if camera.Special then
view.origin, view.angles, view.fov = camera.Special( camera, ply )
end
end
-- PROTO: Add correct benny weapon check
if true or IsValid(ply:GetActiveWeapon()) and ply:GetActiveWeapon():GetAim() > 0 then
view.drawviewer = true
view.origin, view.angles, view.fov = bennyfp( view.origin, view.angles, view.fov )
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
if globhit then
globhit:Set( view.origin )
globang:Set( view.angles )
end
view.fov = Convert( view.fov, (ScrH()/ScrW())/(3/4) )
return view
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()
local ply = LocalPlayer()
local ppos = ply:EyePos()
local pang = ply:EyeAngles()
for i=1, 7 do
if i==1 then
bloink[i]:SetValue( ppos[1] )
elseif i==2 then
bloink[i]:SetValue( ppos[2] )
elseif i==3 then
bloink[i]:SetValue( ppos[3] )
elseif i==4 then
bloink[i]:SetValue( pang[1] )
elseif i==5 then
bloink[i]:SetValue( pang[2] )
elseif i==6 then
bloink[i]:SetValue( pang[3] )
elseif i==7 then
bloink[i]:SetValue( 90 )
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()
print( string.format("Vector( %i, %i, %i )", math.Round( tr.HitPos.x ), math.Round( tr.HitPos.y ), math.Round( tr.HitPos.z ) ) )
print( tr.Entity )
end)