]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
Warpzone fixes for arc; use quadratic spline now.
authorRudolf Polzer <divverent@xonotic.org>
Thu, 13 Mar 2014 14:41:01 +0000 (15:41 +0100)
committerRudolf Polzer <divverent@xonotic.org>
Thu, 13 Mar 2014 14:41:01 +0000 (15:41 +0100)
NOTE: beam tightness may need higher settings now.

NOTE: open bug: when walking through a warpzone, the beam doesn't
properly handle it.

Solution 1: just reset beam when passing through wz. Not pretty, but
gameplay-ok.

Solution 2: properly transform beam direction when passing through wz.

qcsrc/common/weapons/w_arc.qc

index 93d9869fe073b7c49d1bc1751e5cca8ec697df0c..2d6e54189da971524fa690e596a0ed4f7bbbd4ff 100644 (file)
@@ -108,11 +108,9 @@ void Ent_ReadArcBeam(float isnew);
 .vector beam_shotorigin;
 
 entity Draw_ArcBeam_callback_entity;
-vector Draw_ArcBeam_callback_new_dir;
-float Draw_ArcBeam_callback_segmentdist;
 float Draw_ArcBeam_callback_last_thickness;
-vector Draw_ArcBeam_callback_last_top;
-vector Draw_ArcBeam_callback_last_bottom;
+vector Draw_ArcBeam_callback_last_top; // NOTE: in same coordinate system as player.
+vector Draw_ArcBeam_callback_last_bottom; // NOTE: in same coordinate system as player.
 #endif
 #else
 #ifdef SVQC
@@ -325,49 +323,26 @@ void W_Arc_Beam_Think(void)
        }
        else { segments = 1; }
 
-       vector beam_endpos_estimate = (w_shotorg + (self.beam_dir * WEP_CVAR(arc, beam_range)));
+       vector beam_endpos = (w_shotorg + (self.beam_dir * WEP_CVAR(arc, beam_range)));
+       vector beam_controlpoint = w_shotorg + w_shotdir * (WEP_CVAR(arc, beam_range) * (1 - WEP_CVAR(arc, beam_tightness)));
 
        float i;
        float new_beam_type = 0;
        vector last_origin = w_shotorg;
        for(i = 1; i <= segments; ++i)
        {
-               // WEAPONTODO (server and client):
-               // Segment blend and distance should probably really be calculated in a better way,
-               // however I am not sure how to do it properly. There are a few things I have tried,
-               // but most of them do not work properly due to my lack of understanding regarding
-               // the mathematics behind them.
-
-               // Ideally, we should calculate the positions along a perfect curve
-               // between wantdir and self.beam_dir with an option for depth of arc
-
-               // Another issue is that (on the client code) we must separate the
-               // curve into multiple rendered curves when handling warpzones.
-
-               // I can handle this by detecting it for each segment, however that
-               // is a fairly inefficient method in comparison to having a curved line
-               // drawing function similar to Draw_CylindricLine that accepts
-               // top and bottom origins as input, this way there would be no
-               // overlapping edges when connecting the curved pieces.
-
                // WEAPONTODO (client):
                // In order to do nice fading and pointing on the starting segment, we must always
                // have that drawn as a separate triangle... However, that is difficult to do when
                // keeping in mind the above problems and also optimizing the amount of segments
                // drawn on screen at any given time. (Automatic beam quality scaling, essentially)
 
-               // calculate this on every segment to ensure that we always reach the full length of the attack
-               float segmentblend = bound(0, (i/segments) + WEP_CVAR(arc, beam_tightness), 1);
-               float segmentdist = vlen(beam_endpos_estimate - last_origin) * (i/segments);
-
-               // WEAPONTODO: Apparently, normalize is not the correct function to use here...
-               // Figure out how this actually should work.
-               vector new_dir = normalize(
-                       (w_shotdir * (1 - segmentblend))
-                       +
-                       (normalize(beam_endpos_estimate - last_origin) * segmentblend)
-               );
-               vector new_origin = last_origin + (new_dir * segmentdist);
+               vector new_origin = bezier_quadratic_getpoint(
+                       w_shotorg,
+                       beam_controlpoint,
+                       beam_endpos,
+                       i / segments);
+               vector new_dir = normalize(new_origin - last_origin);
 
                WarpZone_traceline_antilag(
                        self.owner,
@@ -378,6 +353,15 @@ void W_Arc_Beam_Think(void)
                        ANTILAG_LATENCY(self.owner)
                );
 
+               // Do all the transforms for warpzones right now, as we already
+               // "are" in the post-trace system (if we hit a player, that's
+               // always BEHIND the last passed wz).
+               last_origin = trace_endpos;
+               w_shotorg = WarpZone_TransformOrigin(WarpZone_trace_transform, w_shotorg);
+               beam_controlpoint = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_controlpoint);
+               beam_endpos = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_endpos);
+               new_dir = WarpZone_TransformVelocity(WarpZone_trace_transform, new_dir);
+
                float is_player = (
                        trace_ent.classname == "player"
                        ||
@@ -389,7 +373,9 @@ void W_Arc_Beam_Think(void)
                if(trace_ent && trace_ent.takedamage && (is_player || WEP_CVAR(arc, beam_nonplayerdamage)))
                {
                        // calculate our own hit origin as trace_endpos tends to jump around annoyingly (to player origin?)
-                       vector hitorigin = last_origin + (new_dir * segmentdist * trace_fraction);
+                       // NO. trace_endpos should be just fine. If not,
+                       // that's an engine bug that needs proper debugging.
+                       vector hitorigin = trace_endpos;
 
                        float falloff = ExponentialFalloff(
                                WEP_CVAR(arc, beam_falloff_mindist),
@@ -484,10 +470,6 @@ void W_Arc_Beam_Think(void)
                        new_beam_type = ARC_BT_WALL;
                        break;
                }
-               else
-               {
-                       last_origin = new_origin;
-               }
        }
 
        // if we're bursting, use burst visual effects
@@ -668,6 +650,8 @@ void Draw_ArcBeam_callback(vector start, vector hit, vector end)
        vector transformed_view_org;
        transformed_view_org = WarpZone_TransformOrigin(WarpZone_trace_transform, view_origin);
 
+       // Thickdir shall be perpendicular to the beam and to the view-to-beam direction (WEAPONTODO: WHY)
+       // WEAPONTODO: Wouldn't it be better to be perpendicular to the beam and to the view FORWARD direction?
        vector thickdir = normalize(cross(normalize(start - hit), transformed_view_org - start));
 
        vector hitorigin;
@@ -694,8 +678,9 @@ void Draw_ArcBeam_callback(vector start, vector hit, vector end)
        // draw primary beam render
        vector top    = hitorigin + (thickdir * thickness);
        vector bottom = hitorigin - (thickdir * thickness);
-       //vector last_top    = start + (thickdir * Draw_ArcBeam_callback_last_thickness);
-       //vector last_bottom = start - (thickdir * Draw_ArcBeam_callback_last_thickness);
+       
+       vector last_top = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_top);
+       vector last_bottom = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_bottom);
 
        R_BeginPolygon(beam.beam_image, DRAWFLAG_NORMAL); // DRAWFLAG_ADDITIVE
        R_PolygonVertex(
@@ -705,13 +690,13 @@ void Draw_ArcBeam_callback(vector start, vector hit, vector end)
                beam.beam_alpha
        );
        R_PolygonVertex(
-               Draw_ArcBeam_callback_last_top,
+               last_top,
                '0 0.5 0' + ('0 0.5 0' * (Draw_ArcBeam_callback_last_thickness / beam.beam_thickness)),
                beam.beam_color,
                beam.beam_alpha
        );
        R_PolygonVertex(
-               Draw_ArcBeam_callback_last_bottom,
+               last_bottom,
                '0 0.5 0' * (1 - (Draw_ArcBeam_callback_last_thickness / beam.beam_thickness)),
                beam.beam_color,
                beam.beam_alpha
@@ -735,8 +720,8 @@ void Draw_ArcBeam_callback(vector start, vector hit, vector end)
 
        // set up for the next 
        Draw_ArcBeam_callback_last_thickness = thickness;
-       Draw_ArcBeam_callback_last_top = top;
-       Draw_ArcBeam_callback_last_bottom = bottom;
+       Draw_ArcBeam_callback_last_top = WarpZone_UnTransformOrigin(WarpZone_trace_transform, top);
+       Draw_ArcBeam_callback_last_bottom = WarpZone_UnTransformOrigin(WarpZone_trace_transform, bottom);
 }
 
 void Draw_ArcBeam(void)
@@ -924,7 +909,8 @@ void Draw_ArcBeam(void)
        setorigin(self, start_pos);
        //self.beam_muzzleentity.angles_z = random() * 360; // WEAPONTODO: use avelocity instead?
 
-       vector beam_endpos_estimate = (start_pos + (beamdir * self.beam_range));
+       vector beam_endpos = (start_pos + (beamdir * self.beam_range));
+       vector beam_controlpoint = start_pos + wantdir * (self.beam_range * (1 - self.beam_tightness));
 
        Draw_ArcBeam_callback_entity = self;
        Draw_ArcBeam_callback_last_thickness = 0;
@@ -932,49 +918,22 @@ void Draw_ArcBeam(void)
        Draw_ArcBeam_callback_last_bottom = start_pos;
 
        vector last_origin = start_pos;
+       vector original_start_pos = start_pos;
 
        float i;
        for(i = 1; i <= segments; ++i)
        {
-               // WEAPONTODO (server and client):
-               // Segment blend and distance should probably really be calculated in a better way,
-               // however I am not sure how to do it properly. There are a few things I have tried,
-               // but most of them do not work properly due to my lack of understanding regarding
-               // the mathematics behind them.
-
-               // Ideally, we should calculate the positions along a perfect curve
-               // between wantdir and self.beam_dir with an option for depth of arc
-
-               // Another issue is that (on the client code) we must separate the
-               // curve into multiple rendered curves when handling warpzones.
-
-               // I can handle this by detecting it for each segment, however that
-               // is a fairly inefficient method in comparison to having a curved line
-               // drawing function similar to Draw_CylindricLine that accepts
-               // top and bottom origins as input, this way there would be no
-               // overlapping edges when connecting the curved pieces.
-
                // WEAPONTODO (client):
                // In order to do nice fading and pointing on the starting segment, we must always
                // have that drawn as a separate triangle... However, that is difficult to do when
                // keeping in mind the above problems and also optimizing the amount of segments
                // drawn on screen at any given time. (Automatic beam quality scaling, essentially)
 
-               // calculate this on every segment to ensure that we always reach the full length of the attack
-               float segmentblend = bound(0, (i/segments) + self.beam_tightness, 1);
-               float segmentdist = vlen(beam_endpos_estimate - last_origin) * (i/segments);
-
-               // WEAPONTODO: Apparently, normalize is not the correct function to use here...
-               // Figure out how this actually should work.
-               vector new_dir = normalize(
-                       (wantdir * (1 - segmentblend))
-                       +
-                       (normalize(beam_endpos_estimate - last_origin) * segmentblend)
-               );
-               vector new_origin = last_origin + (new_dir * segmentdist);
-
-               Draw_ArcBeam_callback_segmentdist = segmentdist;
-               Draw_ArcBeam_callback_new_dir = new_dir;
+               vector new_origin = bezier_quadratic_getpoint(
+                       start_pos,
+                       beam_controlpoint,
+                       beam_endpos,
+                       i / segments);
 
                WarpZone_TraceBox_ThroughZone(
                        last_origin,
@@ -987,15 +946,28 @@ void Draw_ArcBeam(void)
                        Draw_ArcBeam_callback
                );
 
+               // Do all the transforms for warpzones right now, as we already
+               // "are" in the post-trace system (if we hit a player, that's
+               // always BEHIND the last passed wz).
+               last_origin = trace_endpos;
+               start_pos = WarpZone_TransformOrigin(WarpZone_trace_transform, start_pos);
+               beam_controlpoint = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_controlpoint);
+               beam_endpos = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_endpos);
+               beamdir = WarpZone_TransformVelocity(WarpZone_trace_transform, beamdir);
+               Draw_ArcBeam_callback_last_top = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_top);
+               Draw_ArcBeam_callback_last_bottom = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_bottom);
+
                //printf("segment: %d, warpzone transform: %d\n", i, (WarpZone_trace_transform != world));
 
                // WEAPONTODO:
                // Figure out some way to detect a collision with geometry with callback...
                // That way we can know when we are done drawing the beam and skip
                // the rest of the segments without breaking warpzone support.
+               //
+               // Not needed to do this in the callback. trace_fraction != 1 is a good abort condition.
 
-               last_origin = WarpZone_TransformOrigin(WarpZone_trace_transform, new_origin);
-               beam_endpos_estimate = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_endpos_estimate);
+               if (trace_fraction < 1)
+                       break;
        }
 
        // visual effects for startpoint and endpoint
@@ -1024,7 +996,7 @@ void Draw_ArcBeam(void)
        {
                pointparticles(
                        self.beam_muzzleeffect,
-                       start_pos + wantdir * 20,
+                       original_start_pos + wantdir * 20,
                        wantdir * 1000,
                        frametime * 0.1
                );
@@ -1032,7 +1004,7 @@ void Draw_ArcBeam(void)
        if(self.beam_muzzlelight[0])
        {
                adddynamiclight(
-                       start_pos + wantdir * 20,
+                       original_start_pos + wantdir * 20,
                        self.beam_muzzlelight[0],
                        vec3(
                                self.beam_muzzlelight[1],
@@ -1044,8 +1016,6 @@ void Draw_ArcBeam(void)
 
        // cleanup
        Draw_ArcBeam_callback_entity = world;
-       Draw_ArcBeam_callback_new_dir = '0 0 0';
-       Draw_ArcBeam_callback_segmentdist = 0;
        Draw_ArcBeam_callback_last_thickness = 0;
        Draw_ArcBeam_callback_last_top = '0 0 0';
        Draw_ArcBeam_callback_last_bottom = '0 0 0';