X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=view.c;h=48a5dd4ba8ae284cf625fae84dc3b083402de23f;hb=52bda2e01c2fe584bb98477d158be3ef68dfb210;hp=f542c7a5b4f70a77a7bcfc659fb903c38e35e318;hpb=625c75ef5d167e769b8b65c8d47238c4b0710872;p=xonotic%2Fdarkplaces.git diff --git a/view.c b/view.c index f542c7a5..48a5dd4b 100644 --- a/view.c +++ b/view.c @@ -39,25 +39,40 @@ cvar_t cl_rollangle = {0, "cl_rollangle", "2.0", "how much to tilt the view when cvar_t cl_bob = {CVAR_SAVE, "cl_bob","0.02", "view bobbing amount"}; cvar_t cl_bobcycle = {CVAR_SAVE, "cl_bobcycle","0.6", "view bobbing speed"}; cvar_t cl_bobup = {CVAR_SAVE, "cl_bobup","0.5", "view bobbing adjustment that makes the up or down swing of the bob last longer"}; - +cvar_t cl_bob2 = {CVAR_SAVE, "cl_bob2","0", "sideways view bobbing amount"}; +cvar_t cl_bob2cycle = {CVAR_SAVE, "cl_bob2cycle","0.6", "sideways view bobbing speed"}; +cvar_t cl_bob2smooth = {CVAR_SAVE, "cl_bob2smooth","0.05", "how fast the view goes back when you stop touching the ground"}; +cvar_t cl_bobfall = {CVAR_SAVE, "cl_bobfall","0", "how much the view swings down when falling (influenced by the speed you hit the ground with)"}; +cvar_t cl_bobfallcycle = {CVAR_SAVE, "cl_bobfallcycle","3", "speed of the bobfall swing"}; +cvar_t cl_bobfallminspeed = {CVAR_SAVE, "cl_bobfallminspeed","200", "necessary amount of speed for bob-falling to occur"}; 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_leanmodel_side = {CVAR_SAVE, "cl_leanmodel_side", "1", "enables gun leaning sideways"}; -cvar_t cl_leanmodel_side_speed = {CVAR_SAVE, "cl_leanmodel_side_speed", "2.5", "gun leaning sideways speed"}; -cvar_t cl_leanmodel_side_limit = {CVAR_SAVE, "cl_leanmodel_side_limit", "7.5", "gun leaning sideways limit"}; -cvar_t cl_leanmodel_up = {CVAR_SAVE, "cl_leanmodel_up", "1", "enables gun leaning upward"}; -cvar_t cl_leanmodel_up_speed = {CVAR_SAVE, "cl_leanmodel_up_speed", "2", "gun leaning upward speed"}; -cvar_t cl_leanmodel_up_limit = {CVAR_SAVE, "cl_leanmodel_up_limit", "5", "gun leaning upward limit"}; - -cvar_t cl_followmodel_side = {CVAR_SAVE, "cl_followmodel_side", "1", "enables gun following sideways"}; -cvar_t cl_followmodel_side_speed = {CVAR_SAVE, "cl_followmodel_side_speed", "4", "gun following sideways speed"}; -cvar_t cl_followmodel_side_limit = {CVAR_SAVE, "cl_followmodel_side_limit", "2", "gun following sideways limit"}; -cvar_t cl_followmodel_up = {CVAR_SAVE, "cl_followmodel_up", "1", "enables gun following upward"}; -cvar_t cl_followmodel_up_speed = {CVAR_SAVE, "cl_followmodel_up_speed", "3", "gun following upward speed"}; -cvar_t cl_followmodel_up_limit = {CVAR_SAVE, "cl_followmodel_up_limit", "1", "gun following upward limit"}; +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"}; +cvar_t cl_leanmodel_side_limit = {CVAR_SAVE, "cl_leanmodel_side_limit", "35", "gun leaning sideways limit"}; +cvar_t cl_leanmodel_side_highpass1 = {CVAR_SAVE, "cl_leanmodel_side_highpass1", "30", "gun leaning sideways pre-highpass in 1/s"}; +cvar_t cl_leanmodel_side_highpass = {CVAR_SAVE, "cl_leanmodel_side_highpass", "3", "gun leaning sideways highpass in 1/s"}; +cvar_t cl_leanmodel_side_lowpass = {CVAR_SAVE, "cl_leanmodel_side_lowpass", "20", "gun leaning sideways lowpass in 1/s"}; +cvar_t cl_leanmodel_up_speed = {CVAR_SAVE, "cl_leanmodel_up_speed", "0.65", "gun leaning upward speed"}; +cvar_t cl_leanmodel_up_limit = {CVAR_SAVE, "cl_leanmodel_up_limit", "50", "gun leaning upward limit"}; +cvar_t cl_leanmodel_up_highpass1 = {CVAR_SAVE, "cl_leanmodel_up_highpass1", "5", "gun leaning upward pre-highpass in 1/s"}; +cvar_t cl_leanmodel_up_highpass = {CVAR_SAVE, "cl_leanmodel_up_highpass", "15", "gun leaning upward highpass in 1/s"}; +cvar_t cl_leanmodel_up_lowpass = {CVAR_SAVE, "cl_leanmodel_up_lowpass", "20", "gun leaning upward lowpass in 1/s"}; + +cvar_t cl_followmodel = {CVAR_SAVE, "cl_followmodel", "0", "enables gun following"}; +cvar_t cl_followmodel_side_speed = {CVAR_SAVE, "cl_followmodel_side_speed", "0.25", "gun following sideways speed"}; +cvar_t cl_followmodel_side_limit = {CVAR_SAVE, "cl_followmodel_side_limit", "6", "gun following sideways limit"}; +cvar_t cl_followmodel_side_highpass1 = {CVAR_SAVE, "cl_followmodel_side_highpass1", "30", "gun following sideways pre-highpass in 1/s"}; +cvar_t cl_followmodel_side_highpass = {CVAR_SAVE, "cl_followmodel_side_highpass", "5", "gun following sideways highpass in 1/s"}; +cvar_t cl_followmodel_side_lowpass = {CVAR_SAVE, "cl_followmodel_side_lowpass", "10", "gun following sideways lowpass in 1/s"}; +cvar_t cl_followmodel_up_speed = {CVAR_SAVE, "cl_followmodel_up_speed", "0.5", "gun following upward speed"}; +cvar_t cl_followmodel_up_limit = {CVAR_SAVE, "cl_followmodel_up_limit", "5", "gun following upward limit"}; +cvar_t cl_followmodel_up_highpass1 = {CVAR_SAVE, "cl_followmodel_up_highpass1", "60", "gun following upward pre-highpass in 1/s"}; +cvar_t cl_followmodel_up_highpass = {CVAR_SAVE, "cl_followmodel_up_highpass", "2", "gun following upward highpass in 1/s"}; +cvar_t cl_followmodel_up_lowpass = {CVAR_SAVE, "cl_followmodel_up_lowpass", "10", "gun following upward lowpass in 1/s"}; cvar_t cl_viewmodel_scale = {0, "cl_viewmodel_scale", "1", "changes size of gun model, lower values prevent poking into walls but cause strange artifacts on lighting and especially r_stereo/vid_stereobuffer options where the size of the gun becomes visible"}; @@ -367,12 +382,55 @@ V_CalcRefdef static vec3_t eyeboxmins = {-16, -16, -24}; static vec3_t eyeboxmaxs = { 16, 16, 32}; #endif -float viewmodel_push_x, viewmodel_push_y; -vec3_t gunorg_follow; + +static vec_t lowpass(vec_t value, vec_t frac, vec_t *store) +{ + frac = bound(0, frac, 1); + return (*store = *store * (1 - frac) + value * frac); +} + +static vec_t lowpass_limited(vec_t value, vec_t frac, vec_t limit, vec_t *store) +{ + lowpass(value, frac, store); + return (*store = bound(value - limit, *store, value + limit)); +} + +static vec_t highpass(vec_t value, vec_t frac, vec_t *store) +{ + return value - lowpass(value, frac, store); +} + +static vec_t highpass_limited(vec_t value, vec_t frac, vec_t limit, vec_t *store) +{ + return value - lowpass_limited(value, frac, limit, store); +} + +static void lowpass3(vec3_t value, vec_t fracx, vec_t fracy, vec_t fracz, vec3_t store, vec3_t out) +{ + out[0] = lowpass(value[0], fracx, &store[0]); + out[1] = lowpass(value[1], fracy, &store[1]); + out[2] = lowpass(value[2], fracz, &store[2]); +} + +static void highpass3(vec3_t value, vec_t fracx, vec_t fracy, vec_t fracz, vec3_t store, vec3_t out) +{ + out[0] = highpass(value[0], fracx, &store[0]); + out[1] = highpass(value[1], fracy, &store[1]); + out[2] = highpass(value[2], fracz, &store[2]); +} + +static void highpass3_limited(vec3_t value, vec_t fracx, vec_t limitx, vec_t fracy, vec_t limity, vec_t fracz, vec_t limitz, vec3_t store, vec3_t out) +{ + out[0] = highpass_limited(value[0], fracx, limitx, &store[0]); + out[1] = highpass_limited(value[1], fracy, limity, &store[1]); + out[2] = highpass_limited(value[2], fracz, limitz, &store[2]); +} + void V_CalcRefdef (void) { entity_t *ent; - float vieworg[3], gunorg[3], viewangles[3], gunangles[3], smoothtime; + float vieworg[3], viewangles[3], smoothtime; + float gunorg[3], gunangles[3]; #if 0 // begin of chase camera bounding box size for proper collisions by Alexander Zubov vec3_t camboxmins = {-3, -3, -3}; @@ -415,14 +473,14 @@ void V_CalcRefdef (void) else { // smooth stair stepping, but only if onground and enabled - if (!cl.onground || cl_stairsmoothspeed.value <= 0) + 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] - 16, cl.stairsmoothz + smoothtime * cl_stairsmoothspeed.value, 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] + 16); + 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) @@ -523,7 +581,7 @@ void V_CalcRefdef (void) 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.movement_velocity); + viewangles[ROLL] += V_CalcRoll(cl.viewangles, cl.velocity); if (v_dmg_time > 0) { viewangles[ROLL] += v_dmg_time/v_kicktime.value*v_dmg_roll; @@ -533,156 +591,156 @@ void V_CalcRefdef (void) VectorAdd(vieworg, cl.punchvector, vieworg); if (cl.stats[STAT_HEALTH] > 0) { - float ef_speed = cl.realframetime * cl_leanmodel_up_speed.value; + double xyspeed, bob, bobfall; + float cycle; + vec_t frametime; - // gun model leaning code - - // TODO 1 (done): Fix bug where model does a 360* turn when YAW jumps around the 0 - 360 rotation border - // TODO 2 (done): Implement limits (weapon model must not lean past a certain limit) - // TODO 3 (done): Cvar everything once the first TODOs are ready + frametime = cl.realframetime * cl.movevars_timescale; - if(cl_leanmodel_up.value && cl_leanmodel_up_speed.value * ef_speed < 1) // bad things happen if this goes over 1, so prevent the effect + // 1. if we teleported, clear the frametime... the lowpass will recover the previous value then + if(!ent->persistent.trail_allowed) // FIXME improve this check { - // prevent the gun from doing a 360* rotation when going around the 0 <-> 360 border - if(cl.viewangles[PITCH] - viewmodel_push_x >= 180) - viewmodel_push_x += 360; - if(viewmodel_push_x - cl.viewangles[PITCH] >= 180) - viewmodel_push_x -= 360; - - if(viewmodel_push_x < cl.viewangles[PITCH]) - { - if(cl.viewangles[PITCH] - viewmodel_push_x > cl_leanmodel_up_limit.value) - viewmodel_push_x = cl.viewangles[PITCH] - cl_leanmodel_up_limit.value; - else - viewmodel_push_x += (cl.viewangles[PITCH] - viewmodel_push_x) * cl_leanmodel_up_speed.value * ef_speed; - } - if(viewmodel_push_x > cl.viewangles[PITCH]) - { - if(viewmodel_push_x - cl.viewangles[PITCH] > cl_leanmodel_up_limit.value) - viewmodel_push_x = cl.viewangles[PITCH] + cl_leanmodel_up_limit.value; - else - viewmodel_push_x -= (viewmodel_push_x - cl.viewangles[PITCH]) * cl_leanmodel_up_speed.value * ef_speed; - } + // 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); } - else - viewmodel_push_x = cl.viewangles[PITCH]; - if(cl_leanmodel_side.value && cl_leanmodel_side_speed.value * ef_speed < 1) // bad things happen if this goes over 1, so prevent the effect + // 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) { - // prevent the gun from doing a 360* rotation when going around the 0 <-> 360 border - if(cl.viewangles[YAW] - viewmodel_push_y >= 180) - viewmodel_push_y += 360; - if(viewmodel_push_y - cl.viewangles[YAW] >= 180) - viewmodel_push_y -= 360; - - if(viewmodel_push_y < cl.viewangles[YAW]) - { - if(cl.viewangles[YAW] - viewmodel_push_y > cl_leanmodel_side_limit.value) - viewmodel_push_y = cl.viewangles[YAW] - cl_leanmodel_side_limit.value; - else - viewmodel_push_y += (cl.viewangles[YAW] - viewmodel_push_y) * cl_leanmodel_side_speed.value * ef_speed; - } - if(viewmodel_push_y > cl.viewangles[YAW]) - { - if(viewmodel_push_y - cl.viewangles[YAW] > cl_leanmodel_side_limit.value) - viewmodel_push_y = cl.viewangles[YAW] + cl_leanmodel_side_limit.value; - else - viewmodel_push_y -= (viewmodel_push_y - cl.viewangles[YAW]) * cl_leanmodel_side_speed.value * ef_speed; - } + // 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; } - else - viewmodel_push_y = cl.viewangles[YAW]; - VectorSet(gunangles, viewmodel_push_x, viewmodel_push_y, viewangles[2]); + // horizontal view bobbing code + if (cl_bob2.value && cl_bob2cycle.value) + { + vec3_t bob2vel; + vec3_t forward, right, up; + float side, front; - // gun model following code + 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; - if(cl_followmodel_side.value && cl_followmodel_side_speed.value * ef_speed < 1) // bad things happen if this goes over 1, so prevent the effect - { - if(gunorg_follow[0] < vieworg[0]) - { - if(vieworg[0] - gunorg_follow[0] > cl_followmodel_side_limit.value) - gunorg_follow[0] = vieworg[0] - cl_followmodel_side_limit.value; - else - gunorg_follow[0] += (vieworg[0] - gunorg_follow[0]) * cl_followmodel_side_speed.value * ef_speed; - } - if(gunorg_follow[0] > vieworg[0]) + // 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; + else { - if(gunorg_follow[0] - vieworg[0] > cl_followmodel_side_limit.value) - gunorg_follow[0] = vieworg[0] + cl_followmodel_side_limit.value; + if(cl.bob2_smooth > 0) + cl.bob2_smooth -= bound(0, cl_bob2smooth.value, 1); else - gunorg_follow[0] -= (gunorg_follow[0] - vieworg[0]) * cl_followmodel_side_speed.value * ef_speed; + cl.bob2_smooth = 0; } - if(gunorg_follow[1] < vieworg[1]) - { - if(vieworg[1] - gunorg_follow[1] > cl_followmodel_side_limit.value) - gunorg_follow[1] = vieworg[1] - cl_followmodel_side_limit.value; - else - gunorg_follow[1] += (vieworg[1] - gunorg_follow[1]) * cl_followmodel_side_speed.value * ef_speed; - } - if(gunorg_follow[1] > vieworg[1]) - { - if(gunorg_follow[1] - vieworg[1] > cl_followmodel_side_limit.value) - gunorg_follow[1] = vieworg[1] + cl_followmodel_side_limit.value; - else - gunorg_follow[1] -= (gunorg_follow[1] - vieworg[1]) * cl_followmodel_side_speed.value * ef_speed; - } - } - else - { - gunorg_follow[0] = vieworg[0]; - gunorg_follow[1] = vieworg[1]; + // 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]; } - if(cl_followmodel_up.value && cl_followmodel_up_speed.value * ef_speed < 1) // bad things happen if this goes over 1, so prevent the effect + // fall bobbing code + // causes the view to swing down and back up when touching the ground + if (cl_bobfall.value && cl_bobfallcycle.value) { - if(gunorg_follow[2] < vieworg[2]) + if (!cl.onground) { - if(vieworg[2] - gunorg_follow[2] > cl_followmodel_up_limit.value) - gunorg_follow[2] = vieworg[2] - cl_followmodel_up_limit.value; + 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 - gunorg_follow[2] += (vieworg[2] - gunorg_follow[2]) * cl_followmodel_up_speed.value * ef_speed; + cl.bobfall_swing = 0; // TODO really? } - if(gunorg_follow[2] > vieworg[2]) + else { - if(gunorg_follow[2] - vieworg[2] > cl_followmodel_up_limit.value) - gunorg_follow[2] = vieworg[2] + cl_followmodel_up_limit.value; - else - gunorg_follow[2] -= (gunorg_follow[2] - vieworg[2]) * cl_followmodel_up_speed.value * ef_speed; + 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; } } - else - gunorg_follow[2] = vieworg[2]; - - VectorCopy(gunorg_follow, gunorg); // gun model bobbing code - - double xyspeed, bob; - - xyspeed = sqrt(cl.movement_velocity[0]*cl.movement_velocity[0] + cl.movement_velocity[1]*cl.movement_velocity[1]); - if (cl_bob.value && cl_bobcycle.value) - { - float cycle; - // 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 * cl_bob.value; - bob = bob*0.3 + bob*0.7*cycle; - vieworg[2] += bound(-7, bob, 4); - } - - if (cl_bob.value && cl_bobmodel.value) + 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. @@ -715,7 +773,7 @@ void V_CalcRefdef (void) t *= 5; } - bspeed = bound (0, xyspeed, 400) * 0.01f; + 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); @@ -728,7 +786,7 @@ void V_CalcRefdef (void) if (v_idlescale.value) Matrix4x4_CreateFromQuakeEntity(&r_refdef.view.matrix, vieworg[0], vieworg[1], vieworg[2], 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, 1); 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); + 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_CreateFromQuakeEntity(&viewmodelmatrix, gunorg[0], gunorg[1], gunorg[2], gunangles[0], gunangles[1], gunangles[2], cl_viewmodel_scale.value); VectorCopy(vieworg, cl.csqc_origin); @@ -915,24 +973,40 @@ void V_Init (void) Cvar_RegisterVariable (&cl_bob); Cvar_RegisterVariable (&cl_bobcycle); Cvar_RegisterVariable (&cl_bobup); + Cvar_RegisterVariable (&cl_bob2); + Cvar_RegisterVariable (&cl_bob2cycle); + Cvar_RegisterVariable (&cl_bob2smooth); + Cvar_RegisterVariable (&cl_bobfall); + Cvar_RegisterVariable (&cl_bobfallcycle); + Cvar_RegisterVariable (&cl_bobfallminspeed); Cvar_RegisterVariable (&cl_bobmodel); Cvar_RegisterVariable (&cl_bobmodel_side); Cvar_RegisterVariable (&cl_bobmodel_up); Cvar_RegisterVariable (&cl_bobmodel_speed); - Cvar_RegisterVariable (&cl_leanmodel_side); + Cvar_RegisterVariable (&cl_leanmodel); Cvar_RegisterVariable (&cl_leanmodel_side_speed); Cvar_RegisterVariable (&cl_leanmodel_side_limit); - Cvar_RegisterVariable (&cl_leanmodel_up); + Cvar_RegisterVariable (&cl_leanmodel_side_highpass1); + Cvar_RegisterVariable (&cl_leanmodel_side_lowpass); + Cvar_RegisterVariable (&cl_leanmodel_side_highpass); Cvar_RegisterVariable (&cl_leanmodel_up_speed); Cvar_RegisterVariable (&cl_leanmodel_up_limit); + Cvar_RegisterVariable (&cl_leanmodel_up_highpass1); + Cvar_RegisterVariable (&cl_leanmodel_up_lowpass); + Cvar_RegisterVariable (&cl_leanmodel_up_highpass); - Cvar_RegisterVariable (&cl_followmodel_side); + Cvar_RegisterVariable (&cl_followmodel); Cvar_RegisterVariable (&cl_followmodel_side_speed); Cvar_RegisterVariable (&cl_followmodel_side_limit); - Cvar_RegisterVariable (&cl_followmodel_up); + Cvar_RegisterVariable (&cl_followmodel_side_highpass1); + Cvar_RegisterVariable (&cl_followmodel_side_lowpass); + Cvar_RegisterVariable (&cl_followmodel_side_highpass); Cvar_RegisterVariable (&cl_followmodel_up_speed); Cvar_RegisterVariable (&cl_followmodel_up_limit); + Cvar_RegisterVariable (&cl_followmodel_up_highpass1); + Cvar_RegisterVariable (&cl_followmodel_up_lowpass); + Cvar_RegisterVariable (&cl_followmodel_up_highpass); Cvar_RegisterVariable (&cl_viewmodel_scale);