From 613cfb9371cf40a1e95e3707548923e06eee18e5 Mon Sep 17 00:00:00 2001 From: havoc Date: Tue, 11 Oct 2016 01:05:53 +0000 Subject: [PATCH] Added cl_bob_limit cvar which limits the maximum rage of view bobbing in a smooth way (rather than limiting the velocity and cl_bob independently, it limits the strength of the bob before the sinewave is applied). By default this is 7 (inspired by the quake limit of +4 to -7 range). Added cl_bob_limit_heightcheck cvar (off by default) which uses tracelines to limit the maximum value of cl_bob_limit based on the ceiling and floor height. Added cl_bob_velocity_limit cvar which replaces the hard-coded 400 in a few places for xyspeed purposes. git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@12286 d7cf8633-e32d-0410-b094-e92efae38249 ::stable-branch::merge=b7a1b307d1b7cb5fec3221d2f2b15af74791663d --- view.c | 46 ++++++++++++++++++++++++++++++++++++++++------ 1 file changed, 40 insertions(+), 6 deletions(-) diff --git a/view.c b/view.c index 082365d4..6f86ac7b 100644 --- a/view.c +++ b/view.c @@ -48,6 +48,10 @@ cvar_t cl_bobmodel = {CVAR_SAVE, "cl_bobmodel", "1", "enables gun bobbing"}; cvar_t cl_bobmodel_side = {CVAR_SAVE, "cl_bobmodel_side", "0.15", "gun bobbing sideways sway amount"}; cvar_t cl_bobmodel_up = {CVAR_SAVE, "cl_bobmodel_up", "0.06", "gun bobbing upward movement amount"}; cvar_t cl_bobmodel_speed = {CVAR_SAVE, "cl_bobmodel_speed", "7", "gun bobbing speed"}; +cvar_t cl_bob_limit = {CVAR_SAVE, "cl_bob_limit", "7", "limits bobbing to this much distance from view_ofs"}; +cvar_t cl_bob_limit_heightcheck = {CVAR_SAVE, "cl_bob_limit_heightcheck", "0", "check ceiling and floor height against cl_bob_limit and scale down all view bobbing if could result in camera being in solid"}; +cvar_t cl_bob_limit_heightcheck_dontcrosswatersurface = {CVAR_SAVE, "cl_bob_limit_heightcheck_dontcrosswatersurface", "1", "limit cl_bob_limit to not crossing liquid surfaces also"}; +cvar_t cl_bob_velocity_limit = {CVAR_SAVE, "cl_bob_velocity_limit", "400", "limits the xyspeed value in the bobbing code"}; cvar_t cl_leanmodel = {CVAR_SAVE, "cl_leanmodel", "0", "enables gun leaning"}; cvar_t cl_leanmodel_side_speed = {CVAR_SAVE, "cl_leanmodel_side_speed", "0.7", "gun leaning sideways speed"}; @@ -661,7 +665,7 @@ void V_CalcRefdefUsing (const matrix4x4_t *entrendermatrix, const vec3_t clviewa if (!cldead) { double xyspeed, bob, bobfall; - float cycle; + double cycle; // double-precision because cl.time can be a very large number, where float would get stuttery at high time values vec_t frametime; frametime = (cl.time - cl.calcrefdef_prevtime) * cl.movevars_timescale; @@ -712,11 +716,36 @@ void V_CalcRefdefUsing (const matrix4x4_t *entrendermatrix, const vec3_t clviewa VectorAdd(viewangles, gunangles, gunangles); // bounded XY speed, used by several effects below - xyspeed = bound (0, sqrt(clvelocity[0]*clvelocity[0] + clvelocity[1]*clvelocity[1]), 400); + xyspeed = bound (0, sqrt(clvelocity[0]*clvelocity[0] + clvelocity[1]*clvelocity[1]), cl_bob_velocity_limit.value); // vertical view bobbing code if (cl_bob.value && cl_bobcycle.value) { + float bob_limit = cl_bob_limit.value; + + if (cl_bob_limit_heightcheck.integer) + { + // use traces to determine what range the view can bob in, and scale down the bob as needed + float trace1fraction; + float trace2fraction; + vec3_t bob_height_check_dest; + + // these multipliers are expanded a bit (the actual bob sin range is from -0.4 to 1.0) to reduce nearclip issues, especially on water surfaces + bob_height_check_dest[0] = vieworg[0]; + bob_height_check_dest[1] = vieworg[1]; + bob_height_check_dest[2] = vieworg[2] + cl_bob_limit.value * 1.1f; + trace = CL_TraceLine(vieworg, bob_height_check_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY | (cl_bob_limit_heightcheck_dontcrosswatersurface.integer ? SUPERCONTENTS_LIQUIDSMASK : 0), collision_extendmovelength.value, true, false, NULL, false, true); + trace1fraction = trace.fraction; + + bob_height_check_dest[0] = vieworg[0]; + bob_height_check_dest[1] = vieworg[1]; + bob_height_check_dest[2] = vieworg[2] + cl_bob_limit.value * -0.5f; + trace = CL_TraceLine(vieworg, bob_height_check_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY | (cl_bob_limit_heightcheck_dontcrosswatersurface.integer ? SUPERCONTENTS_LIQUIDSMASK : 0), collision_extendmovelength.value, true, false, NULL, false, true); + trace2fraction = trace.fraction; + + bob_limit *= min(trace1fraction, trace2fraction); + } + // 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 @@ -729,7 +758,8 @@ void V_CalcRefdefUsing (const matrix4x4_t *entrendermatrix, const vec3_t clviewa 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 = xyspeed * cl_bob.value; + bob = bound(0, bob, bob_limit); bob = bob*0.3 + bob*0.7*cycle; vieworg[2] += bob; // we also need to adjust gunorg, or this appears like pushing the gun! @@ -752,7 +782,7 @@ void V_CalcRefdefUsing (const matrix4x4_t *entrendermatrix, const vec3_t clviewa 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; + bob = cl_bob2.value * 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 @@ -769,8 +799,8 @@ void V_CalcRefdefUsing (const matrix4x4_t *entrendermatrix, const vec3_t clviewa // 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 (clvelocity, right) * cl.bob2_smooth, 400); - front = bound(-400, DotProduct (clvelocity, forward) * cl.bob2_smooth, 400); + side = bound(-cl_bob_velocity_limit.value, DotProduct (clvelocity, right) * cl.bob2_smooth, cl_bob_velocity_limit.value); + front = bound(-cl_bob_velocity_limit.value, DotProduct (clvelocity, forward) * cl.bob2_smooth, cl_bob_velocity_limit.value); VectorScale(forward, bob, forward); VectorScale(right, bob, right); // we use side with forward and front with right, so the bobbing goes @@ -1104,6 +1134,10 @@ void V_Init (void) Cvar_RegisterVariable (&cl_bobmodel_side); Cvar_RegisterVariable (&cl_bobmodel_up); Cvar_RegisterVariable (&cl_bobmodel_speed); + Cvar_RegisterVariable (&cl_bob_limit); + Cvar_RegisterVariable (&cl_bob_limit_heightcheck); + Cvar_RegisterVariable (&cl_bob_limit_heightcheck_dontcrosswatersurface); + Cvar_RegisterVariable (&cl_bob_velocity_limit); Cvar_RegisterVariable (&cl_leanmodel); Cvar_RegisterVariable (&cl_leanmodel_side_speed); -- 2.39.2