From 3d8ae327c01bfd257950984b7f5b28f728a9d499 Mon Sep 17 00:00:00 2001 From: divverent Date: Sun, 2 May 2010 14:03:31 +0000 Subject: [PATCH] Gun model leaning effect when looking around (eg. the faster you look up the more your weapon model lowers itself). Things that need to be done before this is ready: TODO 1: Fix bug where model does a 360* turn when YAW jumps around the 0 - 360 rotation border. TODO 2: Implement limits (weapon model must not lean past a certain limit) TODO 3: Cvar everything once the first TODOs are ready. Sister project (can be separate and done some other time): Push / pull the weapon model based on the direction you are running in. From: MirceaKitsune git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@10123 d7cf8633-e32d-0410-b094-e92efae38249 ::stable-branch::merge=b47413e8cd93060c1a18827c08358e46ad9e9ec4 --- view.c | 29 ++++++++++++++++++++++++++--- 1 file changed, 26 insertions(+), 3 deletions(-) diff --git a/view.c b/view.c index 8b55d0c3..7b915b4b 100644 --- a/view.c +++ b/view.c @@ -353,10 +353,11 @@ V_CalcRefdef static vec3_t eyeboxmins = {-16, -16, -24}; static vec3_t eyeboxmaxs = { 16, 16, 32}; #endif +float viewmodel_push_x, viewmodel_push_y; void V_CalcRefdef (void) { entity_t *ent; - float vieworg[3], gunorg[3], viewangles[3], smoothtime; + float vieworg[3], gunorg[3], viewangles[3], gunangles[3], smoothtime; #if 0 // begin of chase camera bounding box size for proper collisions by Alexander Zubov vec3_t camboxmins = {-3, -3, -3}; @@ -576,12 +577,34 @@ void V_CalcRefdef (void) } bspeed = bound (0, xyspeed, 400) * 0.01f; - AngleVectors (viewangles, forward, right, up); + 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); } + + // gun model leaning code + + // TODO 1: Fix bug where model does a 360* turn when YAW jumps around the 0 - 360 rotation border. + // [18:53:17] <@div0> search for AnglesFromVectors and AngleVectors + // [18:53:27] <@div0> I am quite sure interpolation (lerp) uses it + + // TODO 2: Implement limits (weapon model must not lean past a certain limit) + + // TODO 3: Cvar everything once the first TODOs are ready. + + if(viewmodel_push_x < cl.viewangles[PITCH]) + viewmodel_push_x += (cl.viewangles[PITCH] - viewmodel_push_x) * 0.01; + else if(viewmodel_push_x > cl.viewangles[PITCH]) + viewmodel_push_x -= (viewmodel_push_x - cl.viewangles[PITCH]) * 0.01; + + if(viewmodel_push_y < cl.viewangles[YAW]) + viewmodel_push_y += (cl.viewangles[YAW] - viewmodel_push_y) * 0.01; + else if(viewmodel_push_y > cl.viewangles[YAW]) + viewmodel_push_y -= (viewmodel_push_y - cl.viewangles[YAW]) * 0.01; + + VectorSet(gunangles, viewmodel_push_x, viewmodel_push_y, viewangles[2]); } } // calculate a view matrix for rendering the scene @@ -590,7 +613,7 @@ void V_CalcRefdef (void) else Matrix4x4_CreateFromQuakeEntity(&r_refdef.view.matrix, vieworg[0], vieworg[1], vieworg[2], viewangles[0], viewangles[1], viewangles[2] + v_idlescale.value * sin(cl.time*v_iroll_cycle.value) * v_iroll_level.value, 1); // calculate a viewmodel matrix for use in view-attached entities - Matrix4x4_CreateFromQuakeEntity(&viewmodelmatrix, gunorg[0], gunorg[1], gunorg[2], viewangles[0], viewangles[1], viewangles[2], cl_viewmodel_scale.value); + Matrix4x4_CreateFromQuakeEntity(&viewmodelmatrix, gunorg[0], gunorg[1], gunorg[2], gunangles[0], gunangles[1], gunangles[2], cl_viewmodel_scale.value); VectorCopy(vieworg, cl.csqc_origin); VectorCopy(viewangles, cl.csqc_angles); } -- 2.39.2