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camera.zs
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camera.zs
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class DoomBuilderCamera : Actor
{
States
{
Spawn:
TNT1 A 1;
Stop;
}
}
class SecurityCamera : Actor
{
default
{
+NOBLOCKMAP
+NOGRAVITY
+DONTSPLASH
RenderStyle "None";
CameraHeight 0;
}
double Center;
double Acc;
double Delta;
double Range;
override void PostBeginPlay ()
{
Super.PostBeginPlay ();
Center = Angle;
if (args[2])
Delta = 360. / (args[2] * GameTicRate / 8);
else
Delta = 0.;
if (args[1])
Delta /= 2;
Acc = 0.;
int arg = (args[0] << 24) >> 24; // make sure the value has the intended sign.
Pitch = clamp(arg, -89, 89);
Range = args[1];
}
override void Tick ()
{
Acc += Delta;
if (Range != 0)
Angle = Center + Range * sin(Acc);
else if (Delta != 0)
Angle = Acc;
}
}
class AimingCamera : SecurityCamera
{
double MaxPitchChange;
override void PostBeginPlay ()
{
int changepitch = args[2];
args[2] = 0;
Super.PostBeginPlay ();
MaxPitchChange = double(changepitch) / GameTicRate;
Range /= GameTicRate;
ActorIterator it = Level.CreateActorIterator(args[3]);
tracer = it.Next ();
if (tracer == NULL)
{
if (args[3] != 0)
{
console.Printf ("AimingCamera %d: Can't find TID %d\n", tid, args[3]);
}
}
else
{ // Don't try for a new target upon losing this one.
args[3] = 0;
}
}
override void Tick ()
{
if (tracer == NULL && args[3] != 0)
{ // Recheck, in case something with this TID was created since the last time.
ActorIterator it = Level.CreateActorIterator(args[3]);
tracer = it.Next ();
}
if (tracer != NULL)
{
double dir = deltaangle(angle, AngleTo(tracer));
double delta = abs(dir);
if (delta > Range)
{
delta = Range;
}
if (dir > 0)
{
Angle += delta;
}
else
{
Angle -= delta;
}
if (MaxPitchChange != 0)
{ // Aim camera's pitch; use floats for precision
Vector2 vect = tracer.Vec2To(self);
double dz = pos.z - tracer.pos.z - tracer.Height/2;
double dist = vect.Length();
double desiredPitch = dist != 0.f ? VectorAngle(dist, dz) : 0.;
double diff = deltaangle(pitch, desiredPitch);
if (abs (diff) < MaxPitchChange)
{
pitch = desiredPitch;
}
else if (diff < 0)
{
pitch -= MaxPitchChange;
}
else
{
pitch += MaxPitchChange;
}
}
}
}
}