From: divverent Date: Mon, 14 Nov 2011 09:18:06 +0000 (+0000) Subject: factor V_CalcRefdef into two functions X-Git-Tag: xonotic-v0.6.0~163^2~5 X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=9b4c3eb871aad7d21f56ecad69bb55282ac58629;p=xonotic%2Fdarkplaces.git factor V_CalcRefdef into two functions with the later goal of making it callable after CSQC prediction git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@11554 d7cf8633-e32d-0410-b094-e92efae38249 --- diff --git a/cl_input.c b/cl_input.c index b16a7f27..af5289f5 100644 --- a/cl_input.c +++ b/cl_input.c @@ -1646,15 +1646,6 @@ void CL_ClientMovement_Replay(void) if (s.onground) cl.onground = true; } - - // react to onground state changes (for gun bob) - if (cl.onground) - { - if (!cl.oldonground) - cl.hitgroundtime = cl.movecmd[0].time; - cl.lastongroundtime = cl.movecmd[0].time; - } - cl.oldonground = cl.onground; } static void QW_MSG_WriteDeltaUsercmd(sizebuf_t *buf, usercmd_t *from, usercmd_t *to) diff --git a/view.c b/view.c index 8afabbee..0db5c012 100644 --- a/view.c +++ b/view.c @@ -428,9 +428,8 @@ static void highpass3_limited(vec3_t value, vec_t fracx, vec_t limitx, vec_t fra out[2] = highpass_limited(value[2], fracz, limitz, &store[2]); } -void V_CalcRefdef (void) +void V_CalcRefdefUsing (const matrix4x4_t *entrendermatrix, const vec3_t clviewangles, qboolean teleported, qboolean clonground, qboolean clcmdjump) { - entity_t *ent; float vieworg[3], viewangles[3], smoothtime; float gunorg[3], gunangles[3]; matrix4x4_t tmpmatrix; @@ -444,377 +443,402 @@ void V_CalcRefdef (void) // end of chase camera bounding box size for proper collisions by Alexander Zubov #endif trace_t trace; + + // react to clonground state changes (for gun bob) + if (clonground) + { + if (!cl.oldonground) + cl.hitgroundtime = cl.movecmd[0].time; + cl.lastongroundtime = cl.movecmd[0].time; + } + cl.oldonground = clonground; + VectorClear(gunorg); viewmodelmatrix_nobob = identitymatrix; viewmodelmatrix_withbob = identitymatrix; r_refdef.view.matrix = identitymatrix; - if (cls.state == ca_connected && cls.signon == SIGNONS) - { - // ent is the view entity (visible when out of body) - ent = &cl.entities[cl.viewentity]; - // player can look around, so take the origin from the entity, - // and the angles from the input system - Matrix4x4_OriginFromMatrix(&ent->render.matrix, vieworg); - VectorCopy(cl.viewangles, viewangles); - // calculate how much time has passed since the last V_CalcRefdef - smoothtime = bound(0, cl.time - cl.stairsmoothtime, 0.1); - cl.stairsmoothtime = cl.time; + // player can look around, so take the origin from the entity, + // and the angles from the input system + Matrix4x4_OriginFromMatrix(entrendermatrix, vieworg); + VectorCopy(clviewangles, viewangles); - // fade damage flash - if (v_dmg_time > 0) - v_dmg_time -= bound(0, smoothtime, 0.1); + // calculate how much time has passed since the last V_CalcRefdef + smoothtime = bound(0, cl.time - cl.stairsmoothtime, 0.1); + cl.stairsmoothtime = cl.time; - if (cl.intermission) + // fade damage flash + if (v_dmg_time > 0) + v_dmg_time -= bound(0, smoothtime, 0.1); + + if (cl.intermission) + { + // entity is a fixed camera, just copy the matrix + if (cls.protocol == PROTOCOL_QUAKEWORLD) + Matrix4x4_CreateFromQuakeEntity(&r_refdef.view.matrix, cl.qw_intermission_origin[0], cl.qw_intermission_origin[1], cl.qw_intermission_origin[2], cl.qw_intermission_angles[0], cl.qw_intermission_angles[1], cl.qw_intermission_angles[2], 1); + else { - // entity is a fixed camera, just copy the matrix - if (cls.protocol == PROTOCOL_QUAKEWORLD) - Matrix4x4_CreateFromQuakeEntity(&r_refdef.view.matrix, cl.qw_intermission_origin[0], cl.qw_intermission_origin[1], cl.qw_intermission_origin[2], cl.qw_intermission_angles[0], cl.qw_intermission_angles[1], cl.qw_intermission_angles[2], 1); - else - { - r_refdef.view.matrix = ent->render.matrix; - Matrix4x4_AdjustOrigin(&r_refdef.view.matrix, 0, 0, cl.stats[STAT_VIEWHEIGHT]); - } - Matrix4x4_Copy(&viewmodelmatrix_nobob, &r_refdef.view.matrix); - Matrix4x4_ConcatScale(&viewmodelmatrix_nobob, cl_viewmodel_scale.value); - Matrix4x4_Copy(&viewmodelmatrix_withbob, &viewmodelmatrix_nobob); + r_refdef.view.matrix = *entrendermatrix; + Matrix4x4_AdjustOrigin(&r_refdef.view.matrix, 0, 0, cl.stats[STAT_VIEWHEIGHT]); } + Matrix4x4_Copy(&viewmodelmatrix_nobob, &r_refdef.view.matrix); + Matrix4x4_ConcatScale(&viewmodelmatrix_nobob, cl_viewmodel_scale.value); + Matrix4x4_Copy(&viewmodelmatrix_withbob, &viewmodelmatrix_nobob); + } + else + { + // smooth stair stepping, but only if clonground and enabled + if (!clonground || cl_stairsmoothspeed.value <= 0 || teleported) + cl.stairsmoothz = vieworg[2]; else { - // smooth stair stepping, but only if onground and enabled - if (!cl.onground || cl_stairsmoothspeed.value <= 0 || !ent->persistent.trail_allowed) // FIXME use a better way to detect teleport/warp - cl.stairsmoothz = vieworg[2]; - else - { - if (cl.stairsmoothz < vieworg[2]) - vieworg[2] = cl.stairsmoothz = bound(vieworg[2] - cl.movevars_stepheight, cl.stairsmoothz + smoothtime * cl_stairsmoothspeed.value, vieworg[2]); - else if (cl.stairsmoothz > vieworg[2]) - vieworg[2] = cl.stairsmoothz = bound(vieworg[2], cl.stairsmoothz - smoothtime * cl_stairsmoothspeed.value, vieworg[2] + cl.movevars_stepheight); - } + if (cl.stairsmoothz < vieworg[2]) + vieworg[2] = cl.stairsmoothz = bound(vieworg[2] - cl.movevars_stepheight, cl.stairsmoothz + smoothtime * cl_stairsmoothspeed.value, vieworg[2]); + else if (cl.stairsmoothz > vieworg[2]) + vieworg[2] = cl.stairsmoothz = bound(vieworg[2], cl.stairsmoothz - smoothtime * cl_stairsmoothspeed.value, vieworg[2] + cl.movevars_stepheight); + } - // apply qw weapon recoil effect (this did not work in QW) - // TODO: add a cvar to disable this - viewangles[PITCH] += cl.qw_weaponkick; + // apply qw weapon recoil effect (this did not work in QW) + // TODO: add a cvar to disable this + viewangles[PITCH] += cl.qw_weaponkick; - // apply the viewofs (even if chasecam is used) - // Samual: Lets add smoothing for this too so that things like crouching are done with a transition. - viewheight = bound(0, (cl.time - cl.oldtime) / max(0.0001, cl_smoothviewheight.value), 1); - viewheightavg = viewheightavg * (1 - viewheight) + cl.stats[STAT_VIEWHEIGHT] * viewheight; - vieworg[2] += viewheightavg; + // apply the viewofs (even if chasecam is used) + // Samual: Lets add smoothing for this too so that things like crouching are done with a transition. + viewheight = bound(0, (cl.time - cl.oldtime) / max(0.0001, cl_smoothviewheight.value), 1); + viewheightavg = viewheightavg * (1 - viewheight) + cl.stats[STAT_VIEWHEIGHT] * viewheight; + vieworg[2] += viewheightavg; - if (chase_active.value) - { - // observing entity from third person. Added "campitch" by Alexander "motorsep" Zubov - vec_t camback, camup, dist, campitch, forward[3], chase_dest[3]; + if (chase_active.value) + { + // observing entity from third person. Added "campitch" by Alexander "motorsep" Zubov + vec_t camback, camup, dist, campitch, forward[3], chase_dest[3]; - camback = chase_back.value; - camup = chase_up.value; - campitch = chase_pitchangle.value; + camback = chase_back.value; + camup = chase_up.value; + campitch = chase_pitchangle.value; - AngleVectors(viewangles, forward, NULL, NULL); + AngleVectors(viewangles, forward, NULL, NULL); - if (chase_overhead.integer) - { + if (chase_overhead.integer) + { #if 1 - vec3_t offset; - vec3_t bestvieworg; + vec3_t offset; + vec3_t bestvieworg; #endif - vec3_t up; - viewangles[PITCH] = 0; - AngleVectors(viewangles, forward, NULL, up); - // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range) - chase_dest[0] = vieworg[0] - forward[0] * camback + up[0] * camup; - chase_dest[1] = vieworg[1] - forward[1] * camback + up[1] * camup; - chase_dest[2] = vieworg[2] - forward[2] * camback + up[2] * camup; + vec3_t up; + viewangles[PITCH] = 0; + AngleVectors(viewangles, forward, NULL, up); + // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range) + chase_dest[0] = vieworg[0] - forward[0] * camback + up[0] * camup; + chase_dest[1] = vieworg[1] - forward[1] * camback + up[1] * camup; + chase_dest[2] = vieworg[2] - forward[2] * camback + up[2] * camup; #if 0 #if 1 - //trace = CL_TraceLine(vieworg, eyeboxmins, eyeboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false); - trace = CL_TraceLine(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false); + //trace = CL_TraceLine(vieworg, eyeboxmins, eyeboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false); + trace = CL_TraceLine(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false); #else - //trace = CL_TraceBox(vieworg, eyeboxmins, eyeboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false); - trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false); + //trace = CL_TraceBox(vieworg, eyeboxmins, eyeboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false); + trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false); #endif - VectorCopy(trace.endpos, vieworg); - vieworg[2] -= 8; + VectorCopy(trace.endpos, vieworg); + vieworg[2] -= 8; #else - // trace from first person view location to our chosen third person view location + // trace from first person view location to our chosen third person view location #if 1 - trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false, true); + trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false, true); #else - trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false); + trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false); #endif - VectorCopy(trace.endpos, bestvieworg); - offset[2] = 0; - for (offset[0] = -16;offset[0] <= 16;offset[0] += 8) + VectorCopy(trace.endpos, bestvieworg); + offset[2] = 0; + for (offset[0] = -16;offset[0] <= 16;offset[0] += 8) + { + for (offset[1] = -16;offset[1] <= 16;offset[1] += 8) { - for (offset[1] = -16;offset[1] <= 16;offset[1] += 8) - { - AngleVectors(viewangles, NULL, NULL, up); - chase_dest[0] = vieworg[0] - forward[0] * camback + up[0] * camup + offset[0]; - chase_dest[1] = vieworg[1] - forward[1] * camback + up[1] * camup + offset[1]; - chase_dest[2] = vieworg[2] - forward[2] * camback + up[2] * camup + offset[2]; + AngleVectors(viewangles, NULL, NULL, up); + chase_dest[0] = vieworg[0] - forward[0] * camback + up[0] * camup + offset[0]; + chase_dest[1] = vieworg[1] - forward[1] * camback + up[1] * camup + offset[1]; + chase_dest[2] = vieworg[2] - forward[2] * camback + up[2] * camup + offset[2]; #if 1 - trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false, true); + trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false, true); #else - trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false); + trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false); #endif - if (bestvieworg[2] > trace.endpos[2]) - bestvieworg[2] = trace.endpos[2]; - } + if (bestvieworg[2] > trace.endpos[2]) + bestvieworg[2] = trace.endpos[2]; } - bestvieworg[2] -= 8; - VectorCopy(bestvieworg, vieworg); -#endif - viewangles[PITCH] = campitch; } - else + bestvieworg[2] -= 8; + VectorCopy(bestvieworg, vieworg); +#endif + viewangles[PITCH] = campitch; + } + else + { + if (gamemode == GAME_GOODVSBAD2 && chase_stevie.integer) { - if (gamemode == GAME_GOODVSBAD2 && chase_stevie.integer) - { - // look straight down from high above - viewangles[PITCH] = 90; - camback = 2048; - VectorSet(forward, 0, 0, -1); - } - - // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range) - dist = -camback - 8; - chase_dest[0] = vieworg[0] + forward[0] * dist; - chase_dest[1] = vieworg[1] + forward[1] * dist; - chase_dest[2] = vieworg[2] + forward[2] * dist + camup; - trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false, true); - VectorMAMAM(1, trace.endpos, 8, forward, 4, trace.plane.normal, vieworg); + // look straight down from high above + viewangles[PITCH] = 90; + camback = 2048; + VectorSet(forward, 0, 0, -1); } + + // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range) + dist = -camback - 8; + chase_dest[0] = vieworg[0] + forward[0] * dist; + chase_dest[1] = vieworg[1] + forward[1] * dist; + chase_dest[2] = vieworg[2] + forward[2] * dist + camup; + trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false, true); + VectorMAMAM(1, trace.endpos, 8, forward, 4, trace.plane.normal, vieworg); } - else + } + else + { + // first person view from entity + // angles + if (cl.stats[STAT_HEALTH] <= 0 && v_deathtilt.integer) + viewangles[ROLL] = v_deathtiltangle.value; + VectorAdd(viewangles, cl.punchangle, viewangles); + viewangles[ROLL] += V_CalcRoll(cl.viewangles, cl.velocity); + if (v_dmg_time > 0) + { + viewangles[ROLL] += v_dmg_time/v_kicktime.value*v_dmg_roll; + viewangles[PITCH] += v_dmg_time/v_kicktime.value*v_dmg_pitch; + } + // origin + VectorAdd(vieworg, cl.punchvector, vieworg); + if (cl.stats[STAT_HEALTH] > 0) { - // first person view from entity - // angles - if (cl.stats[STAT_HEALTH] <= 0 && v_deathtilt.integer) - viewangles[ROLL] = v_deathtiltangle.value; - VectorAdd(viewangles, cl.punchangle, viewangles); - viewangles[ROLL] += V_CalcRoll(cl.viewangles, cl.velocity); - if (v_dmg_time > 0) + double xyspeed, bob, bobfall; + float cycle; + vec_t frametime; + + //frametime = cl.realframetime * cl.movevars_timescale; + frametime = (cl.time - cl.oldtime) * cl.movevars_timescale; + + // 1. if we teleported, clear the frametime... the lowpass will recover the previous value then + if(teleported) { - viewangles[ROLL] += v_dmg_time/v_kicktime.value*v_dmg_roll; - viewangles[PITCH] += v_dmg_time/v_kicktime.value*v_dmg_pitch; + // try to fix the first highpass; result is NOT + // perfect! TODO find a better fix + VectorCopy(viewangles, cl.gunangles_prev); + VectorCopy(vieworg, cl.gunorg_prev); } - // origin - VectorAdd(vieworg, cl.punchvector, vieworg); - if (cl.stats[STAT_HEALTH] > 0) + + // 2. for the gun origin, only keep the high frequency (non-DC) parts, which is "somewhat like velocity" + VectorAdd(cl.gunorg_highpass, cl.gunorg_prev, cl.gunorg_highpass); + highpass3_limited(vieworg, frametime*cl_followmodel_side_highpass1.value, cl_followmodel_side_limit.value, frametime*cl_followmodel_side_highpass1.value, cl_followmodel_side_limit.value, frametime*cl_followmodel_up_highpass1.value, cl_followmodel_up_limit.value, cl.gunorg_highpass, gunorg); + VectorCopy(vieworg, cl.gunorg_prev); + VectorSubtract(cl.gunorg_highpass, cl.gunorg_prev, cl.gunorg_highpass); + + // in the highpass, we _store_ the DIFFERENCE to the actual view angles... + VectorAdd(cl.gunangles_highpass, cl.gunangles_prev, cl.gunangles_highpass); + cl.gunangles_highpass[PITCH] += 360 * floor((viewangles[PITCH] - cl.gunangles_highpass[PITCH]) / 360 + 0.5); + cl.gunangles_highpass[YAW] += 360 * floor((viewangles[YAW] - cl.gunangles_highpass[YAW]) / 360 + 0.5); + cl.gunangles_highpass[ROLL] += 360 * floor((viewangles[ROLL] - cl.gunangles_highpass[ROLL]) / 360 + 0.5); + highpass3_limited(viewangles, frametime*cl_leanmodel_up_highpass1.value, cl_leanmodel_up_limit.value, frametime*cl_leanmodel_side_highpass1.value, cl_leanmodel_side_limit.value, 0, 0, cl.gunangles_highpass, gunangles); + VectorCopy(viewangles, cl.gunangles_prev); + VectorSubtract(cl.gunangles_highpass, cl.gunangles_prev, cl.gunangles_highpass); + + // 3. calculate the RAW adjustment vectors + gunorg[0] *= (cl_followmodel.value ? -cl_followmodel_side_speed.value : 0); + gunorg[1] *= (cl_followmodel.value ? -cl_followmodel_side_speed.value : 0); + gunorg[2] *= (cl_followmodel.value ? -cl_followmodel_up_speed.value : 0); + + gunangles[PITCH] *= (cl_leanmodel.value ? -cl_leanmodel_up_speed.value : 0); + gunangles[YAW] *= (cl_leanmodel.value ? -cl_leanmodel_side_speed.value : 0); + gunangles[ROLL] = 0; + + // 4. perform highpass/lowpass on the adjustment vectors (turning velocity into acceleration!) + // trick: we must do the lowpass LAST, so the lowpass vector IS the final vector! + highpass3(gunorg, frametime*cl_followmodel_side_highpass.value, frametime*cl_followmodel_side_highpass.value, frametime*cl_followmodel_up_highpass.value, cl.gunorg_adjustment_highpass, gunorg); + lowpass3(gunorg, frametime*cl_followmodel_side_lowpass.value, frametime*cl_followmodel_side_lowpass.value, frametime*cl_followmodel_up_lowpass.value, cl.gunorg_adjustment_lowpass, gunorg); + // we assume here: PITCH = 0, YAW = 1, ROLL = 2 + highpass3(gunangles, frametime*cl_leanmodel_up_highpass.value, frametime*cl_leanmodel_side_highpass.value, 0, cl.gunangles_adjustment_highpass, gunangles); + lowpass3(gunangles, frametime*cl_leanmodel_up_lowpass.value, frametime*cl_leanmodel_side_lowpass.value, 0, cl.gunangles_adjustment_lowpass, gunangles); + + // 5. use the adjusted vectors + VectorAdd(vieworg, gunorg, gunorg); + VectorAdd(viewangles, gunangles, gunangles); + + // bounded XY speed, used by several effects below + xyspeed = bound (0, sqrt(cl.velocity[0]*cl.velocity[0] + cl.velocity[1]*cl.velocity[1]), 400); + + // vertical view bobbing code + if (cl_bob.value && cl_bobcycle.value) { - double xyspeed, bob, bobfall; - float cycle; - vec_t frametime; - - //frametime = cl.realframetime * cl.movevars_timescale; - frametime = (cl.time - cl.oldtime) * cl.movevars_timescale; - - // 1. if we teleported, clear the frametime... the lowpass will recover the previous value then - if(!ent->persistent.trail_allowed) // FIXME improve this check - { - // try to fix the first highpass; result is NOT - // perfect! TODO find a better fix - VectorCopy(viewangles, cl.gunangles_prev); - VectorCopy(vieworg, cl.gunorg_prev); - } + // LordHavoc: this code is *weird*, but not replacable (I think it + // should be done in QC on the server, but oh well, quake is quake) + // LordHavoc: figured out bobup: the time at which the sin is at 180 + // degrees (which allows lengthening or squishing the peak or valley) + cycle = cl.time / cl_bobcycle.value; + cycle -= (int) cycle; + if (cycle < cl_bobup.value) + cycle = sin(M_PI * cycle / cl_bobup.value); + else + cycle = sin(M_PI + M_PI * (cycle-cl_bobup.value)/(1.0 - cl_bobup.value)); + // bob is proportional to velocity in the xy plane + // (don't count Z, or jumping messes it up) + bob = xyspeed * bound(0, cl_bob.value, 0.05); + bob = bob*0.3 + bob*0.7*cycle; + vieworg[2] += bob; + // we also need to adjust gunorg, or this appears like pushing the gun! + // In the old code, this was applied to vieworg BEFORE copying to gunorg, + // but this is not viable with the new followmodel code as that would mean + // that followmodel would work on the munged-by-bob vieworg and do feedback + gunorg[2] += bob; + } - // 2. for the gun origin, only keep the high frequency (non-DC) parts, which is "somewhat like velocity" - VectorAdd(cl.gunorg_highpass, cl.gunorg_prev, cl.gunorg_highpass); - highpass3_limited(vieworg, frametime*cl_followmodel_side_highpass1.value, cl_followmodel_side_limit.value, frametime*cl_followmodel_side_highpass1.value, cl_followmodel_side_limit.value, frametime*cl_followmodel_up_highpass1.value, cl_followmodel_up_limit.value, cl.gunorg_highpass, gunorg); - VectorCopy(vieworg, cl.gunorg_prev); - VectorSubtract(cl.gunorg_highpass, cl.gunorg_prev, cl.gunorg_highpass); - - // in the highpass, we _store_ the DIFFERENCE to the actual view angles... - VectorAdd(cl.gunangles_highpass, cl.gunangles_prev, cl.gunangles_highpass); - cl.gunangles_highpass[PITCH] += 360 * floor((viewangles[PITCH] - cl.gunangles_highpass[PITCH]) / 360 + 0.5); - cl.gunangles_highpass[YAW] += 360 * floor((viewangles[YAW] - cl.gunangles_highpass[YAW]) / 360 + 0.5); - cl.gunangles_highpass[ROLL] += 360 * floor((viewangles[ROLL] - cl.gunangles_highpass[ROLL]) / 360 + 0.5); - highpass3_limited(viewangles, frametime*cl_leanmodel_up_highpass1.value, cl_leanmodel_up_limit.value, frametime*cl_leanmodel_side_highpass1.value, cl_leanmodel_side_limit.value, 0, 0, cl.gunangles_highpass, gunangles); - VectorCopy(viewangles, cl.gunangles_prev); - VectorSubtract(cl.gunangles_highpass, cl.gunangles_prev, cl.gunangles_highpass); - - // 3. calculate the RAW adjustment vectors - gunorg[0] *= (cl_followmodel.value ? -cl_followmodel_side_speed.value : 0); - gunorg[1] *= (cl_followmodel.value ? -cl_followmodel_side_speed.value : 0); - gunorg[2] *= (cl_followmodel.value ? -cl_followmodel_up_speed.value : 0); - - gunangles[PITCH] *= (cl_leanmodel.value ? -cl_leanmodel_up_speed.value : 0); - gunangles[YAW] *= (cl_leanmodel.value ? -cl_leanmodel_side_speed.value : 0); - gunangles[ROLL] = 0; - - // 4. perform highpass/lowpass on the adjustment vectors (turning velocity into acceleration!) - // trick: we must do the lowpass LAST, so the lowpass vector IS the final vector! - highpass3(gunorg, frametime*cl_followmodel_side_highpass.value, frametime*cl_followmodel_side_highpass.value, frametime*cl_followmodel_up_highpass.value, cl.gunorg_adjustment_highpass, gunorg); - lowpass3(gunorg, frametime*cl_followmodel_side_lowpass.value, frametime*cl_followmodel_side_lowpass.value, frametime*cl_followmodel_up_lowpass.value, cl.gunorg_adjustment_lowpass, gunorg); - // we assume here: PITCH = 0, YAW = 1, ROLL = 2 - highpass3(gunangles, frametime*cl_leanmodel_up_highpass.value, frametime*cl_leanmodel_side_highpass.value, 0, cl.gunangles_adjustment_highpass, gunangles); - lowpass3(gunangles, frametime*cl_leanmodel_up_lowpass.value, frametime*cl_leanmodel_side_lowpass.value, 0, cl.gunangles_adjustment_lowpass, gunangles); - - // 5. use the adjusted vectors - VectorAdd(vieworg, gunorg, gunorg); - VectorAdd(viewangles, gunangles, gunangles); - - // bounded XY speed, used by several effects below - xyspeed = bound (0, sqrt(cl.velocity[0]*cl.velocity[0] + cl.velocity[1]*cl.velocity[1]), 400); - - // vertical view bobbing code - if (cl_bob.value && cl_bobcycle.value) + // horizontal view bobbing code + if (cl_bob2.value && cl_bob2cycle.value) + { + vec3_t bob2vel; + vec3_t forward, right, up; + float side, front; + + cycle = cl.time / cl_bob2cycle.value; + cycle -= (int) cycle; + if (cycle < 0.5) + cycle = cos(M_PI * cycle / 0.5); // cos looks better here with the other view bobbing using sin + else + cycle = cos(M_PI + M_PI * (cycle-0.5)/0.5); + bob = bound(0, cl_bob2.value, 0.05) * cycle; + + // this value slowly decreases from 1 to 0 when we stop touching the ground. + // The cycle is later multiplied with it so the view smooths back to normal + if (clonground && !clcmdjump) // also block the effect while the jump button is pressed, to avoid twitches when bunny-hopping + cl.bob2_smooth = 1; + else { - // LordHavoc: this code is *weird*, but not replacable (I think it - // should be done in QC on the server, but oh well, quake is quake) - // LordHavoc: figured out bobup: the time at which the sin is at 180 - // degrees (which allows lengthening or squishing the peak or valley) - cycle = cl.time / cl_bobcycle.value; - cycle -= (int) cycle; - if (cycle < cl_bobup.value) - cycle = sin(M_PI * cycle / cl_bobup.value); + if(cl.bob2_smooth > 0) + cl.bob2_smooth -= bound(0, cl_bob2smooth.value, 1); else - cycle = sin(M_PI + M_PI * (cycle-cl_bobup.value)/(1.0 - cl_bobup.value)); - // bob is proportional to velocity in the xy plane - // (don't count Z, or jumping messes it up) - bob = xyspeed * bound(0, cl_bob.value, 0.05); - bob = bob*0.3 + bob*0.7*cycle; - vieworg[2] += bob; - // we also need to adjust gunorg, or this appears like pushing the gun! - // In the old code, this was applied to vieworg BEFORE copying to gunorg, - // but this is not viable with the new followmodel code as that would mean - // that followmodel would work on the munged-by-bob vieworg and do feedback - gunorg[2] += bob; + cl.bob2_smooth = 0; } - // horizontal view bobbing code - if (cl_bob2.value && cl_bob2cycle.value) - { - vec3_t bob2vel; - vec3_t forward, right, up; - float side, front; - - cycle = cl.time / cl_bob2cycle.value; - cycle -= (int) cycle; - if (cycle < 0.5) - cycle = cos(M_PI * cycle / 0.5); // cos looks better here with the other view bobbing using sin - else - cycle = cos(M_PI + M_PI * (cycle-0.5)/0.5); - bob = bound(0, cl_bob2.value, 0.05) * cycle; + // calculate the front and side of the player between the X and Y axes + AngleVectors(viewangles, forward, right, up); + // now get the speed based on those angles. The bounds should match the same value as xyspeed's + side = bound(-400, DotProduct (cl.velocity, right) * cl.bob2_smooth, 400); + front = bound(-400, DotProduct (cl.velocity, forward) * cl.bob2_smooth, 400); + VectorScale(forward, bob, forward); + VectorScale(right, bob, right); + // we use side with forward and front with right, so the bobbing goes + // to the side when we walk forward and to the front when we strafe + VectorMAMAM(side, forward, front, right, 0, up, bob2vel); + vieworg[0] += bob2vel[0]; + vieworg[1] += bob2vel[1]; + // we also need to adjust gunorg, or this appears like pushing the gun! + // In the old code, this was applied to vieworg BEFORE copying to gunorg, + // but this is not viable with the new followmodel code as that would mean + // that followmodel would work on the munged-by-bob vieworg and do feedback + gunorg[0] += bob2vel[0]; + gunorg[1] += bob2vel[1]; + } - // this value slowly decreases from 1 to 0 when we stop touching the ground. - // The cycle is later multiplied with it so the view smooths back to normal - if (cl.onground && !cl.cmd.jump) // also block the effect while the jump button is pressed, to avoid twitches when bunny-hopping - cl.bob2_smooth = 1; + // fall bobbing code + // causes the view to swing down and back up when touching the ground + if (cl_bobfall.value && cl_bobfallcycle.value) + { + if (!clonground) + { + cl.bobfall_speed = bound(-400, cl.velocity[2], 0) * bound(0, cl_bobfall.value, 0.1); + if (cl.velocity[2] < -cl_bobfallminspeed.value) + cl.bobfall_swing = 1; else - { - if(cl.bob2_smooth > 0) - cl.bob2_smooth -= bound(0, cl_bob2smooth.value, 1); - else - cl.bob2_smooth = 0; - } - - // calculate the front and side of the player between the X and Y axes - AngleVectors(viewangles, forward, right, up); - // now get the speed based on those angles. The bounds should match the same value as xyspeed's - side = bound(-400, DotProduct (cl.velocity, right) * cl.bob2_smooth, 400); - front = bound(-400, DotProduct (cl.velocity, forward) * cl.bob2_smooth, 400); - VectorScale(forward, bob, forward); - VectorScale(right, bob, right); - // we use side with forward and front with right, so the bobbing goes - // to the side when we walk forward and to the front when we strafe - VectorMAMAM(side, forward, front, right, 0, up, bob2vel); - vieworg[0] += bob2vel[0]; - vieworg[1] += bob2vel[1]; - // we also need to adjust gunorg, or this appears like pushing the gun! - // In the old code, this was applied to vieworg BEFORE copying to gunorg, - // but this is not viable with the new followmodel code as that would mean - // that followmodel would work on the munged-by-bob vieworg and do feedback - gunorg[0] += bob2vel[0]; - gunorg[1] += bob2vel[1]; + cl.bobfall_swing = 0; // TODO really? } - - // fall bobbing code - // causes the view to swing down and back up when touching the ground - if (cl_bobfall.value && cl_bobfallcycle.value) + else { - if (!cl.onground) - { - cl.bobfall_speed = bound(-400, cl.velocity[2], 0) * bound(0, cl_bobfall.value, 0.1); - if (cl.velocity[2] < -cl_bobfallminspeed.value) - cl.bobfall_swing = 1; - else - cl.bobfall_swing = 0; // TODO really? - } - else - { - cl.bobfall_swing = max(0, cl.bobfall_swing - cl_bobfallcycle.value * frametime); + cl.bobfall_swing = max(0, cl.bobfall_swing - cl_bobfallcycle.value * frametime); - bobfall = sin(M_PI * cl.bobfall_swing) * cl.bobfall_speed; - vieworg[2] += bobfall; - gunorg[2] += bobfall; - } + bobfall = sin(M_PI * cl.bobfall_swing) * cl.bobfall_speed; + vieworg[2] += bobfall; + gunorg[2] += bobfall; } + } - // gun model bobbing code - if (cl_bobmodel.value) + // gun model bobbing code + if (cl_bobmodel.value) + { + // calculate for swinging gun model + // the gun bobs when running on the ground, but doesn't bob when you're in the air. + // Sajt: I tried to smooth out the transitions between bob and no bob, which works + // for the most part, but for some reason when you go through a message trigger or + // pick up an item or anything like that it will momentarily jolt the gun. + vec3_t forward, right, up; + float bspeed; + float s; + float t; + + s = cl.time * cl_bobmodel_speed.value; + if (clonground) { - // calculate for swinging gun model - // the gun bobs when running on the ground, but doesn't bob when you're in the air. - // Sajt: I tried to smooth out the transitions between bob and no bob, which works - // for the most part, but for some reason when you go through a message trigger or - // pick up an item or anything like that it will momentarily jolt the gun. - vec3_t forward, right, up; - float bspeed; - float s; - float t; - - s = cl.time * cl_bobmodel_speed.value; - if (cl.onground) - { - if (cl.time - cl.hitgroundtime < 0.2) - { - // just hit the ground, speed the bob back up over the next 0.2 seconds - t = cl.time - cl.hitgroundtime; - t = bound(0, t, 0.2); - t *= 5; - } - else - t = 1; - } - else + if (cl.time - cl.hitgroundtime < 0.2) { - // recently left the ground, slow the bob down over the next 0.2 seconds - t = cl.time - cl.lastongroundtime; - t = 0.2 - bound(0, t, 0.2); + // just hit the ground, speed the bob back up over the next 0.2 seconds + t = cl.time - cl.hitgroundtime; + t = bound(0, t, 0.2); t *= 5; } - - bspeed = xyspeed * 0.01f; - AngleVectors (gunangles, forward, right, up); - bob = bspeed * cl_bobmodel_side.value * cl_viewmodel_scale.value * sin (s) * t; - VectorMA (gunorg, bob, right, gunorg); - bob = bspeed * cl_bobmodel_up.value * cl_viewmodel_scale.value * cos (s * 2) * t; - VectorMA (gunorg, bob, up, gunorg); + else + t = 1; + } + else + { + // recently left the ground, slow the bob down over the next 0.2 seconds + t = cl.time - cl.lastongroundtime; + t = 0.2 - bound(0, t, 0.2); + t *= 5; } + + bspeed = xyspeed * 0.01f; + AngleVectors (gunangles, forward, right, up); + bob = bspeed * cl_bobmodel_side.value * cl_viewmodel_scale.value * sin (s) * t; + VectorMA (gunorg, bob, right, gunorg); + bob = bspeed * cl_bobmodel_up.value * cl_viewmodel_scale.value * cos (s * 2) * t; + VectorMA (gunorg, bob, up, gunorg); } } - // calculate a view matrix for rendering the scene - if (v_idlescale.value) - { - viewangles[0] += v_idlescale.value * sin(cl.time*v_ipitch_cycle.value) * v_ipitch_level.value; - viewangles[1] += v_idlescale.value * sin(cl.time*v_iyaw_cycle.value) * v_iyaw_level.value; - viewangles[2] += v_idlescale.value * sin(cl.time*v_iroll_cycle.value) * v_iroll_level.value; - } - Matrix4x4_CreateFromQuakeEntity(&r_refdef.view.matrix, vieworg[0], vieworg[1], vieworg[2], viewangles[0], viewangles[1], viewangles[2], 1); + } + // calculate a view matrix for rendering the scene + if (v_idlescale.value) + { + viewangles[0] += v_idlescale.value * sin(cl.time*v_ipitch_cycle.value) * v_ipitch_level.value; + viewangles[1] += v_idlescale.value * sin(cl.time*v_iyaw_cycle.value) * v_iyaw_level.value; + viewangles[2] += v_idlescale.value * sin(cl.time*v_iroll_cycle.value) * v_iroll_level.value; + } + Matrix4x4_CreateFromQuakeEntity(&r_refdef.view.matrix, vieworg[0], vieworg[1], vieworg[2], viewangles[0], viewangles[1], viewangles[2], 1); - // calculate a viewmodel matrix for use in view-attached entities - Matrix4x4_Copy(&viewmodelmatrix_nobob, &r_refdef.view.matrix); - Matrix4x4_ConcatScale(&viewmodelmatrix_nobob, cl_viewmodel_scale.value); + // calculate a viewmodel matrix for use in view-attached entities + Matrix4x4_Copy(&viewmodelmatrix_nobob, &r_refdef.view.matrix); + Matrix4x4_ConcatScale(&viewmodelmatrix_nobob, cl_viewmodel_scale.value); - Matrix4x4_CreateFromQuakeEntity(&viewmodelmatrix_withbob, gunorg[0], gunorg[1], gunorg[2], gunangles[0], gunangles[1], gunangles[2], cl_viewmodel_scale.value); - VectorCopy(vieworg, cl.csqc_vieworiginfromengine); - VectorCopy(viewangles, cl.csqc_viewanglesfromengine); + Matrix4x4_CreateFromQuakeEntity(&viewmodelmatrix_withbob, gunorg[0], gunorg[1], gunorg[2], gunangles[0], gunangles[1], gunangles[2], cl_viewmodel_scale.value); + VectorCopy(vieworg, cl.csqc_vieworiginfromengine); + VectorCopy(viewangles, cl.csqc_viewanglesfromengine); - Matrix4x4_Invert_Simple(&tmpmatrix, &r_refdef.view.matrix); - Matrix4x4_Concat(&cl.csqc_viewmodelmatrixfromengine, &tmpmatrix, &viewmodelmatrix_withbob); - } + Matrix4x4_Invert_Simple(&tmpmatrix, &r_refdef.view.matrix); + Matrix4x4_Concat(&cl.csqc_viewmodelmatrixfromengine, &tmpmatrix, &viewmodelmatrix_withbob); + } +} + +void V_CalcRefdef (void) +{ + entity_t *ent; + + if (cls.state == ca_connected && cls.signon == SIGNONS) + { + // ent is the view entity (visible when out of body) + ent = &cl.entities[cl.viewentity]; + + V_CalcRefdefUsing(&ent->render.matrix, cl.viewangles, !ent->persistent.trail_allowed, cl.onground, cl.cmd.jump); // FIXME use a better way to detect teleport/warp than trail_allowed + } + else + { + viewmodelmatrix_nobob = identitymatrix; + viewmodelmatrix_withbob = identitymatrix; + r_refdef.view.matrix = identitymatrix; } }