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"};
cvar_t v_idlescale = {0, "v_idlescale", "0", "how much of the quake 'drunken view' effect to use"};
+cvar_t v_isometric = {0, "v_isometric", "0", "changes view to isometric (non-perspective)"};
+cvar_t v_isometric_verticalfov = { 0, "v_isometric_verticalfov", "512", "vertical field of view in game units (horizontal is computed using aspect ratio based on this)"};
+cvar_t v_isometric_xx = {0, "v_isometric_xx", "1", "camera matrix"};
+cvar_t v_isometric_xy = {0, "v_isometric_xy", "0", "camera matrix"};
+cvar_t v_isometric_xz = {0, "v_isometric_xz", "0", "camera matrix"};
+cvar_t v_isometric_yx = {0, "v_isometric_yx", "0", "camera matrix"};
+cvar_t v_isometric_yy = {0, "v_isometric_yy", "1", "camera matrix"};
+cvar_t v_isometric_yz = {0, "v_isometric_yz", "0", "camera matrix"};
+cvar_t v_isometric_zx = {0, "v_isometric_zx", "0", "camera matrix"};
+cvar_t v_isometric_zy = {0, "v_isometric_zy", "0", "camera matrix"};
+cvar_t v_isometric_zz = {0, "v_isometric_zz", "1", "camera matrix"};
+cvar_t v_isometric_tx = {0, "v_isometric_tx", "0", "camera position (player-relative)"};
+cvar_t v_isometric_ty = {0, "v_isometric_ty", "0", "camera position (player-relative)"};
+cvar_t v_isometric_tz = {0, "v_isometric_tz", "0", "camera position (player-relative)"};
+cvar_t v_isometric_rot_pitch = {0, "v_isometric_rot_pitch", "60", "camera rotation"};
+cvar_t v_isometric_rot_yaw = {0, "v_isometric_rot_yaw", "135", "camera rotation"};
+cvar_t v_isometric_rot_roll = {0, "v_isometric_rot_roll", "0", "camera rotation"};
+cvar_t v_isometric_relx = {0, "v_isometric_relx", "0", "camera position*forward"};
+cvar_t v_isometric_rely = {0, "v_isometric_rely", "0", "camera position*left"};
+cvar_t v_isometric_relz = {0, "v_isometric_relz", "0", "camera position*up"};
+cvar_t v_isometric_flipcullface = {0, "v_isometric_flipcullface", "0", "flips the backface culling"};
+cvar_t v_isometric_locked_orientation = {0, "v_isometric_locked_orientation", "1", "camera rotation is fixed"};
+cvar_t v_isometric_usevieworiginculling = {0, "v_isometric_usevieworiginculling", "0", "check visibility to the player location (can look pretty weird)"};
+
cvar_t crosshair = {CVAR_SAVE, "crosshair", "0", "selects crosshair to use (0 is none)"};
cvar_t v_centermove = {0, "v_centermove", "0.15", "how long before the view begins to center itself (if freelook/+mlook/+jlook/+klook are off)"};
// Prophecy camera pitchangle by Alexander "motorsep" Zubov
cvar_t chase_pitchangle = {CVAR_SAVE, "chase_pitchangle", "55", "chase cam pitch angle"};
+cvar_t v_yshearing = {0, "v_yshearing", "0", "be all out of gum (set this to the maximum angle to allow Y shearing for - try values like 75)"};
+
float v_dmg_time, v_dmg_roll, v_dmg_pitch;
Used by view and sv_user
===============
*/
-float V_CalcRoll (vec3_t angles, vec3_t velocity)
+float V_CalcRoll (const vec3_t angles, const vec3_t velocity)
{
vec3_t right;
float sign;
out[2] = highpass_limited(value[2], fracz, limitz, &store[2]);
}
-void V_CalcRefdefUsing (const matrix4x4_t *entrendermatrix, const vec3_t clviewangles, qboolean teleported, qboolean clonground, qboolean clcmdjump, float clstatsviewheight)
+/*
+ * State:
+ * cl.bob2_smooth
+ * cl.bobfall_speed
+ * cl.bobfall_swing
+ * cl.gunangles_adjustment_highpass
+ * cl.gunangles_adjustment_lowpass
+ * cl.gunangles_highpass
+ * cl.gunangles_prev
+ * cl.gunorg_adjustment_highpass
+ * cl.gunorg_adjustment_lowpass
+ * cl.gunorg_highpass
+ * cl.gunorg_prev
+ * cl.hitgroundtime
+ * cl.lastongroundtime
+ * cl.oldongrounbd
+ * cl.stairsmoothtime
+ * cl.stairsmoothz
+ * cl.calcrefdef_prevtime
+ * Extra input:
+ * cl.movecmd[0].time
+ * cl.movevars_stepheight
+ * cl.movevars_timescale
+ * cl.oldtime
+ * cl.punchangle
+ * cl.punchvector
+ * cl.qw_intermission_angles
+ * cl.qw_intermission_origin
+ * cl.qw_weaponkick
+ * cls.protocol
+ * cl.time
+ * Output:
+ * cl.csqc_viewanglesfromengine
+ * cl.csqc_viewmodelmatrixfromengine
+ * cl.csqc_vieworiginfromengine
+ * r_refdef.view.matrix
+ * viewmodelmatrix_nobob
+ * viewmodelmatrix_withbob
+ */
+void V_CalcRefdefUsing (const matrix4x4_t *entrendermatrix, const vec3_t clviewangles, qboolean teleported, qboolean clonground, qboolean clcmdjump, float clstatsviewheight, qboolean cldead, qboolean clintermission, const vec3_t clvelocity)
{
float vieworg[3], viewangles[3], smoothtime;
float gunorg[3], gunangles[3];
cl.lastongroundtime = cl.movecmd[0].time;
}
cl.oldonground = clonground;
+ cl.calcrefdef_prevtime = max(cl.calcrefdef_prevtime, cl.oldtime);
+ VectorClear(gunangles);
VectorClear(gunorg);
viewmodelmatrix_nobob = identitymatrix;
viewmodelmatrix_withbob = identitymatrix;
if (v_dmg_time > 0)
v_dmg_time -= bound(0, smoothtime, 0.1);
- if (cl.intermission)
+ if (clintermission)
{
// entity is a fixed camera, just copy the matrix
if (cls.protocol == PROTOCOL_QUAKEWORLD)
else
{
r_refdef.view.matrix = *entrendermatrix;
- Matrix4x4_AdjustOrigin(&r_refdef.view.matrix, 0, 0, cl.stats[STAT_VIEWHEIGHT]);
+ Matrix4x4_AdjustOrigin(&r_refdef.view.matrix, 0, 0, clstatsviewheight);
}
+ if (v_yshearing.value > 0)
+ Matrix4x4_QuakeToDuke3D(&r_refdef.view.matrix, &r_refdef.view.matrix, v_yshearing.value);
Matrix4x4_Copy(&viewmodelmatrix_nobob, &r_refdef.view.matrix);
Matrix4x4_ConcatScale(&viewmodelmatrix_nobob, cl_viewmodel_scale.value);
Matrix4x4_Copy(&viewmodelmatrix_withbob, &viewmodelmatrix_nobob);
-
+
VectorCopy(vieworg, cl.csqc_vieworiginfromengine);
VectorCopy(viewangles, cl.csqc_viewanglesfromengine);
+
+ Matrix4x4_Invert_Simple(&tmpmatrix, &r_refdef.view.matrix);
+ Matrix4x4_CreateScale(&cl.csqc_viewmodelmatrixfromengine, cl_viewmodel_scale.value);
}
else
{
// 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);
+ viewheight = bound(0, (cl.time - cl.calcrefdef_prevtime) / max(0.0001, cl_smoothviewheight.value), 1);
viewheightavg = viewheightavg * (1 - viewheight) + clstatsviewheight * viewheight;
vieworg[2] += viewheightavg;
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_SKY, 0, true, false, NULL, false);
+ trace = CL_TraceLine(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, 0, 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_SKY, 0, true, false, NULL, false);
+ trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, 0, true, false, NULL, false);
#endif
VectorCopy(trace.endpos, vieworg);
vieworg[2] -= 8;
#else
// 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_SKY, 0, MATERIALFLAGMASK_TRANSLUCENT, collision_extendmovelength.value, 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_SKY, 0, MATERIALFLAGMASK_TRANSLUCENT, collision_extendmovelength.value, true, false, NULL, false);
#endif
VectorCopy(trace.endpos, bestvieworg);
offset[2] = 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_SKY, 0, MATERIALFLAGMASK_TRANSLUCENT, collision_extendmovelength.value, 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_SKY, 0, MATERIALFLAGMASK_TRANSLUCENT, collision_extendmovelength.value, true, false, NULL, false);
#endif
if (bestvieworg[2] > trace.endpos[2])
bestvieworg[2] = trace.endpos[2];
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);
+ trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, 0, MATERIALFLAGMASK_TRANSLUCENT, collision_extendmovelength.value, true, false, NULL, false, true);
VectorMAMAM(1, trace.endpos, 8, forward, 4, trace.plane.normal, vieworg);
}
}
{
// first person view from entity
// angles
- if (cl.stats[STAT_HEALTH] <= 0 && v_deathtilt.integer)
+ if (cldead && v_deathtilt.integer)
viewangles[ROLL] = v_deathtiltangle.value;
VectorAdd(viewangles, cl.punchangle, viewangles);
- viewangles[ROLL] += V_CalcRoll(cl.viewangles, cl.velocity);
+ viewangles[ROLL] += V_CalcRoll(clviewangles, clvelocity);
if (v_dmg_time > 0)
{
viewangles[ROLL] += v_dmg_time/v_kicktime.value*v_dmg_roll;
}
// origin
VectorAdd(vieworg, cl.punchvector, vieworg);
- if (cl.stats[STAT_HEALTH] > 0)
+ 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.realframetime * cl.movevars_timescale;
- frametime = (cl.time - cl.oldtime) * cl.movevars_timescale;
+ frametime = (cl.time - cl.calcrefdef_prevtime) * cl.movevars_timescale;
- // 1. if we teleported, clear the frametime... the lowpass will recover the previous value then
- if(teleported)
+ if(cl_followmodel.integer || cl_leanmodel.integer)
{
- // try to fix the first highpass; result is NOT
- // perfect! TODO find a better fix
- VectorCopy(viewangles, cl.gunangles_prev);
+ // 1. if we teleported, clear the frametime... the lowpass will recover the previous value then
+ if(teleported)
+ {
+ // 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);
+ }
+
+ // 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_side_speed.value;
+ gunorg[1] *= -cl_followmodel_side_speed.value;
+ gunorg[2] *= -cl_followmodel_up_speed.value;
+
+ gunangles[PITCH] *= -cl_leanmodel_up_speed.value;
+ gunangles[YAW] *= -cl_leanmodel_side_speed.value;
+ 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);
+ }
+ else
+ {
+ // Just initialize gunorg/gunangles.
+ VectorCopy(vieworg, gunorg);
+ VectorCopy(viewangles, gunangles);
}
-
- // 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);
+ 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_SKY | (cl_bob_limit_heightcheck_dontcrosswatersurface.integer ? SUPERCONTENTS_LIQUIDSMASK : 0), 0, MATERIALFLAGMASK_TRANSLUCENT, 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_SKY | (cl_bob_limit_heightcheck_dontcrosswatersurface.integer ? SUPERCONTENTS_LIQUIDSMASK : 0), 0, MATERIALFLAGMASK_TRANSLUCENT, 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
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!
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
// 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);
+ 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
{
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_speed = bound(-400, clvelocity[2], 0) * bound(0, cl_bobfall.value, 0.1);
+ if (clvelocity[2] < -cl_bobfallminspeed.value)
cl.bobfall_swing = 1;
else
cl.bobfall_swing = 0; // TODO really?
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);
+ if (v_yshearing.value > 0)
+ Matrix4x4_QuakeToDuke3D(&r_refdef.view.matrix, &r_refdef.view.matrix, v_yshearing.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);
+ if (v_yshearing.value > 0)
+ Matrix4x4_QuakeToDuke3D(&viewmodelmatrix_withbob, &viewmodelmatrix_withbob, v_yshearing.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);
}
+
+ cl.calcrefdef_prevtime = cl.time;
}
void V_CalcRefdef (void)
{
entity_t *ent;
+ qboolean cldead;
if (cls.state == ca_connected && cls.signon == SIGNONS && !cl.csqc_server2csqcentitynumber[cl.viewentity])
{
// 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, cl.stats[STAT_VIEWHEIGHT]); // FIXME use a better way to detect teleport/warp than trail_allowed
+ cldead = (cl.stats[STAT_HEALTH] <= 0 && cl.stats[STAT_HEALTH] != -666 && cl.stats[STAT_HEALTH] != -2342);
+ V_CalcRefdefUsing(&ent->render.matrix, cl.viewangles, !ent->persistent.trail_allowed, cl.onground, cl.cmd.jump, cl.stats[STAT_VIEWHEIGHT], cldead, cl.intermission != 0, cl.velocity); // FIXME use a better way to detect teleport/warp than trail_allowed
}
else
{
}
}
+void V_MakeViewIsometric(void)
+{
+ // when using isometric view to play normal games we have to rotate the camera to make the Ortho matrix do the right thing (forward as up the screen, etc)
+ matrix4x4_t relative;
+ matrix4x4_t modifiedview;
+ matrix4x4_t modify;
+ vec3_t forward, left, up, org;
+ float t[4][4];
+
+ r_refdef.view.useperspective = false;
+ r_refdef.view.usevieworiginculling = !r_trippy.value && v_isometric_usevieworiginculling.integer;
+ r_refdef.view.frustum_y = v_isometric_verticalfov.value * cl.viewzoom;
+ r_refdef.view.frustum_x = r_refdef.view.frustum_y * (float)r_refdef.view.width / (float)r_refdef.view.height / vid_pixelheight.value;
+ r_refdef.view.frustum_x *= r_refdef.frustumscale_x;
+ r_refdef.view.frustum_y *= r_refdef.frustumscale_y;
+ r_refdef.view.ortho_x = r_refdef.view.frustum_x; // used by VM_CL_R_SetView
+ r_refdef.view.ortho_y = r_refdef.view.frustum_y; // used by VM_CL_R_SetView
+
+ t[0][0] = v_isometric_xx.value;
+ t[0][1] = v_isometric_xy.value;
+ t[0][2] = v_isometric_xz.value;
+ t[0][3] = 0.0f;
+ t[1][0] = v_isometric_yx.value;
+ t[1][1] = v_isometric_yy.value;
+ t[1][2] = v_isometric_yz.value;
+ t[1][3] = 0.0f;
+ t[2][0] = v_isometric_zx.value;
+ t[2][1] = v_isometric_zy.value;
+ t[2][2] = v_isometric_zz.value;
+ t[2][3] = 0.0f;
+ t[3][0] = 0.0f;
+ t[3][1] = 0.0f;
+ t[3][2] = 0.0f;
+ t[3][3] = 1.0f;
+ Matrix4x4_FromArrayFloatGL(&modify, t[0]);
+
+ // if the orientation is locked, extract the origin and create just a translate matrix to start with
+ if (v_isometric_locked_orientation.integer)
+ {
+ vec3_t vx, vy, vz, origin;
+ Matrix4x4_ToVectors(&r_refdef.view.matrix, vx, vy, vz, origin);
+ Matrix4x4_CreateTranslate(&r_refdef.view.matrix, origin[0], origin[1], origin[2]);
+ }
+
+ Matrix4x4_Concat(&modifiedview, &r_refdef.view.matrix, &modify);
+ Matrix4x4_CreateFromQuakeEntity(&relative, v_isometric_tx.value, v_isometric_ty.value, v_isometric_tz.value, v_isometric_rot_pitch.value, v_isometric_rot_yaw.value, v_isometric_rot_roll.value, 1.0f);
+ Matrix4x4_Concat(&r_refdef.view.matrix, &modifiedview, &relative);
+ Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, org);
+ VectorMAMAMAM(1.0f, org, v_isometric_relx.value, forward, v_isometric_rely.value, left, v_isometric_relz.value, up, org);
+ Matrix4x4_FromVectors(&r_refdef.view.matrix, forward, left, up, org);
+
+ if (v_isometric_flipcullface.integer)
+ {
+ int a = r_refdef.view.cullface_front;
+ r_refdef.view.cullface_front = r_refdef.view.cullface_back;
+ r_refdef.view.cullface_back = a;
+ }
+}
+
+
void V_FadeViewFlashs(void)
{
// don't flash if time steps backwards
Cvar_RegisterVariable (&v_iroll_level);
Cvar_RegisterVariable (&v_ipitch_level);
+ Cvar_RegisterVariable(&v_isometric);
+ Cvar_RegisterVariable(&v_isometric_verticalfov);
+ Cvar_RegisterVariable(&v_isometric_xx);
+ Cvar_RegisterVariable(&v_isometric_xy);
+ Cvar_RegisterVariable(&v_isometric_xz);
+ Cvar_RegisterVariable(&v_isometric_yx);
+ Cvar_RegisterVariable(&v_isometric_yy);
+ Cvar_RegisterVariable(&v_isometric_yz);
+ Cvar_RegisterVariable(&v_isometric_zx);
+ Cvar_RegisterVariable(&v_isometric_zy);
+ Cvar_RegisterVariable(&v_isometric_zz);
+ Cvar_RegisterVariable(&v_isometric_tx);
+ Cvar_RegisterVariable(&v_isometric_ty);
+ Cvar_RegisterVariable(&v_isometric_tz);
+ Cvar_RegisterVariable(&v_isometric_rot_pitch);
+ Cvar_RegisterVariable(&v_isometric_rot_yaw);
+ Cvar_RegisterVariable(&v_isometric_rot_roll);
+ Cvar_RegisterVariable(&v_isometric_relx);
+ Cvar_RegisterVariable(&v_isometric_rely);
+ Cvar_RegisterVariable(&v_isometric_relz);
+ Cvar_RegisterVariable(&v_isometric_flipcullface);
+ Cvar_RegisterVariable(&v_isometric_locked_orientation);
+ Cvar_RegisterVariable(&v_isometric_usevieworiginculling);
+
Cvar_RegisterVariable (&v_idlescale);
Cvar_RegisterVariable (&crosshair);
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);
Cvar_RegisterVariable (&v_deathtilt);
Cvar_RegisterVariable (&v_deathtiltangle);
+
+ Cvar_RegisterVariable (&v_yshearing);
}