From: terencehill Date: Sun, 14 Jul 2024 18:50:47 +0000 (+0200) Subject: Optimize arc beam code by snapping beam direction to shot direction in client code... X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=14110f87fc127bc961134edbf8c868e879415ab7;p=xonotic%2Fxonotic-data.pk3dir.git Optimize arc beam code by snapping beam direction to shot direction in client code too. Existing server-side snapping code wasn't optimized enough so I replaced it with the new one I added to the client code --- diff --git a/qcsrc/common/weapons/weapon/arc.qc b/qcsrc/common/weapons/weapon/arc.qc index 6561f6575..809e160b9 100644 --- a/qcsrc/common/weapons/weapon/arc.qc +++ b/qcsrc/common/weapons/weapon/arc.qc @@ -327,20 +327,17 @@ void W_Arc_Beam_Think(entity this) if(this.beam_dir != w_shotdir) { // calculate how much we're going to move the end of the beam to the want position - // WEAPONTODO (server and client): - // blendfactor never actually becomes 0 in this situation, which is a problem - // regarding precision... this means that this.beam_dir and w_shotdir approach - // eachother, however they never actually become the same value with this method. - // Perhaps we should do some form of rounding/snapping? float angle = vlen(w_shotdir - this.beam_dir) * RAD2DEG; - float max_blendfactor = 1; - if(angle && (angle > WEP_CVAR(arc, beam_maxangle))) - max_blendfactor = WEP_CVAR(arc, beam_maxangle) / angle; - float blendfactor = bound(0, (1 - (WEP_CVAR(arc, beam_returnspeed) * frametime)), max_blendfactor); - if(vdist(this.beam_dir - w_shotdir, <, 0.01)) - this.beam_dir = w_shotdir; + if (angle < 0.01) // snap only when very close so it's impossible to notice + this.beam_dir = w_shotdir; // snap otherwise vectors will never actually be the same else + { + float max_blendfactor = 1; + if(angle && (angle > WEP_CVAR(arc, beam_maxangle))) + max_blendfactor = WEP_CVAR(arc, beam_maxangle) / angle; + float blendfactor = bound(0, (1 - (WEP_CVAR(arc, beam_returnspeed) * frametime)), max_blendfactor); this.beam_dir = normalize((w_shotdir * (1 - blendfactor)) + (this.beam_dir * blendfactor)); + } // network information: beam direction this.SendFlags |= ARC_SF_BEAMDIR; @@ -986,30 +983,30 @@ void Draw_ArcBeam(entity this) if(this.beam_dir != wantdir) { // calculate how much we're going to move the end of the beam to the want position - // WEAPONTODO (server and client): - // blendfactor never actually becomes 0 in this situation, which is a problem - // regarding precision... this means that this.beam_dir and w_shotdir approach - // eachother, however they never actually become the same value with this method. - // Perhaps we should do some form of rounding/snapping? float angle = vlen(wantdir - this.beam_dir) * RAD2DEG; - float max_blendfactor = 1; - if(angle && (angle > this.beam_maxangle)) - max_blendfactor = this.beam_maxangle / angle; - float blendfactor = bound(0, (1 - (this.beam_returnspeed * dt)), max_blendfactor); - this.beam_dir = normalize((wantdir * (1 - blendfactor)) + (this.beam_dir * blendfactor)); - - // calculate how many segments are needed - float max_allowed_segments = ARC_MAX_SEGMENTS; - if(this.beam_distancepersegment) + if (angle < 0.01) // snap only when very close so it's impossible to notice + this.beam_dir = wantdir; // snap otherwise vectors will never actually be the same + else { - max_allowed_segments = 1 + (vlen(wantdir / this.beam_distancepersegment)); - max_allowed_segments = bound(1, max_allowed_segments, ARC_MAX_SEGMENTS); - } + float max_blendfactor = 1; + if(angle && (angle > this.beam_maxangle)) + max_blendfactor = this.beam_maxangle / angle; + float blendfactor = bound(0, (1 - (this.beam_returnspeed * dt)), max_blendfactor); + this.beam_dir = normalize((wantdir * (1 - blendfactor)) + (this.beam_dir * blendfactor)); + + // calculate how many segments are needed + float max_allowed_segments = ARC_MAX_SEGMENTS; + if(this.beam_distancepersegment) + { + max_allowed_segments = 1 + (vlen(wantdir / this.beam_distancepersegment)); + max_allowed_segments = bound(1, max_allowed_segments, ARC_MAX_SEGMENTS); + } - if(this.beam_degreespersegment) - { - segments = min(angle, this.beam_maxangle) / this.beam_degreespersegment; - segments = bound(1, segments, max_allowed_segments); + if(this.beam_degreespersegment) + { + segments = min(angle, this.beam_maxangle) / this.beam_degreespersegment; + segments = bound(1, segments, max_allowed_segments); + } } }