]> git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - view.c
try to fix the gun origin for view bobbing
[xonotic/darkplaces.git] / view.c
diff --git a/view.c b/view.c
index 8b55d0c3f30cad8c44fd1428965c75d385c3fe1f..685957dc8212df9e1187db9f402ec5c33d0e2a98 100644 (file)
--- a/view.c
+++ b/view.c
@@ -45,6 +45,20 @@ cvar_t cl_bobmodel_side = {CVAR_SAVE, "cl_bobmodel_side", "0.15", "gun bobbing s
 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_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"};
 
 cvar_t v_kicktime = {0, "v_kicktime", "0.5", "how long a view kick from damage lasts"};
@@ -356,7 +370,7 @@ static vec3_t eyeboxmaxs = { 16,  16,  32};
 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};
@@ -518,7 +532,75 @@ void V_CalcRefdef (void)
                                if (cl.stats[STAT_HEALTH] > 0)
                                {
                                        double xyspeed, bob;
+                                       vec_t d;
+                                       vec_t ef_speed = cl.realframetime;
+
+                                       // gun model leaning code
+                                       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
+                                       {
+                                               // prevent the gun from doing a 360* rotation when going around the 0 <-> 360 border
+                                               if(cl.viewangles[PITCH] - cl.viewmodel_push_x >= 180)
+                                                       cl.viewmodel_push_x += 360;
+                                               if(cl.viewmodel_push_x - cl.viewangles[PITCH] >= 180)
+                                                       cl.viewmodel_push_x -= 360;
+
+                                               d = cl.viewangles[PITCH] - cl.viewmodel_push_x;
+                                               cl.viewmodel_push_x = bound(cl.viewangles[PITCH] - cl_leanmodel_up_limit.value, cl.viewmodel_push_x + d * cl_leanmodel_up_speed.value * ef_speed, cl.viewangles[PITCH] + cl_leanmodel_up_limit.value);
+                                       }
+                                       else
+                                               cl.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
+                                       {
+                                               // prevent the gun from doing a 360* rotation when going around the 0 <-> 360 border
+                                               if(cl.viewangles[YAW] - cl.viewmodel_push_y >= 180)
+                                                       cl.viewmodel_push_y += 360;
+                                               if(cl.viewmodel_push_y - cl.viewangles[YAW] >= 180)
+                                                       cl.viewmodel_push_y -= 360;
+
+                                               d = cl.viewangles[YAW] - cl.viewmodel_push_y;
+                                               cl.viewmodel_push_y = bound(cl.viewangles[YAW] - cl_leanmodel_side_limit.value, cl.viewmodel_push_y + d * cl_leanmodel_side_speed.value * ef_speed, cl.viewangles[YAW] + cl_leanmodel_side_limit.value);
+                                       }
+                                       else
+                                               cl.viewmodel_push_y = cl.viewangles[YAW];
+
+                                       VectorSet(gunangles, cl.viewmodel_push_x, cl.viewmodel_push_y, viewangles[2]);
 
+                                       // gun model following code
+                                       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
+                                       {
+                                               vec_t d0 = vieworg[0] - cl.gunorg_follow[0];
+                                               vec_t d1 = vieworg[1] - cl.gunorg_follow[1];
+                                               d = sqrt(d0 * d0 + d1 * d1);
+                                               if(d > 0)
+                                               {
+                                                       cl.gunorg_follow[0] = cl.gunorg_follow[0] + d0 * cl_followmodel_side_speed.value * ef_speed;
+                                                       cl.gunorg_follow[1] = cl.gunorg_follow[1] + d1 * cl_followmodel_side_speed.value * ef_speed;
+                                                       d *= (1 - cl_followmodel_side_speed.value * ef_speed);
+                                                       if(d > cl_followmodel_side_limit.value)
+                                                       {
+                                                               cl.gunorg_follow[0] = vieworg[0] - (d0 / d) * cl_followmodel_side_limit.value;
+                                                               cl.gunorg_follow[1] = vieworg[1] - (d1 / d) * cl_followmodel_side_limit.value;
+                                                       }
+                                               }
+                                       }
+                                       else
+                                       {
+                                               cl.gunorg_follow[0] = vieworg[0];
+                                               cl.gunorg_follow[1] = vieworg[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
+                                       {
+                                               d = vieworg[2] - cl.gunorg_follow[2];
+                                               cl.gunorg_follow[2] = bound(vieworg[2] - cl_followmodel_up_limit.value, cl.gunorg_follow[2] + d * cl_followmodel_up_speed.value * ef_speed, vieworg[2] + cl_followmodel_up_limit.value);
+                                       }
+                                       else
+                                               cl.gunorg_follow[2] = vieworg[2];
+
+                                       VectorCopy(cl.gunorg_follow, gunorg);
+
+                                       // gun model bobbing code
                                        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)
                                        {
@@ -538,10 +620,15 @@ void V_CalcRefdef (void)
                                                bob = xyspeed * cl_bob.value;
                                                bob = bob*0.3 + bob*0.7*cycle;
                                                vieworg[2] += bound(-7, bob, 4);
+                                               // 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] += bound(-7, bob, 4);
                                        }
 
-                                       VectorCopy(vieworg, gunorg);
-
                                        if (cl_bob.value && cl_bobmodel.value)
                                        {
                                                // calculate for swinging gun model
@@ -576,7 +663,7 @@ 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;
@@ -590,7 +677,7 @@ 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);
                }
@@ -780,6 +867,20 @@ void V_Init (void)
        Cvar_RegisterVariable (&cl_bobmodel_up);
        Cvar_RegisterVariable (&cl_bobmodel_speed);
 
+       Cvar_RegisterVariable (&cl_leanmodel_side);
+       Cvar_RegisterVariable (&cl_leanmodel_side_speed);
+       Cvar_RegisterVariable (&cl_leanmodel_side_limit);
+       Cvar_RegisterVariable (&cl_leanmodel_up);
+       Cvar_RegisterVariable (&cl_leanmodel_up_speed);
+       Cvar_RegisterVariable (&cl_leanmodel_up_limit);
+
+       Cvar_RegisterVariable (&cl_followmodel_side);
+       Cvar_RegisterVariable (&cl_followmodel_side_speed);
+       Cvar_RegisterVariable (&cl_followmodel_side_limit);
+       Cvar_RegisterVariable (&cl_followmodel_up);
+       Cvar_RegisterVariable (&cl_followmodel_up_speed);
+       Cvar_RegisterVariable (&cl_followmodel_up_limit);
+
        Cvar_RegisterVariable (&cl_viewmodel_scale);
 
        Cvar_RegisterVariable (&v_kicktime);