]> git.xonotic.org Git - xonotic/darkplaces.git/commitdiff
view: Refactor V_CalcRefDefUsing. Fully implement classic Quake-style weapon bob
authorcloudwalk <cloudwalk@d7cf8633-e32d-0410-b094-e92efae38249>
Sat, 26 Sep 2020 04:59:57 +0000 (04:59 +0000)
committercloudwalk <cloudwalk@d7cf8633-e32d-0410-b094-e92efae38249>
Sat, 26 Sep 2020 04:59:57 +0000 (04:59 +0000)
This is largely a port from Quakespasm and remains compatible with
the original Darkplaces weapon bob behavior. I removed some dead code
and split off the intermission block into its own function.

git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@12942 d7cf8633-e32d-0410-b094-e92efae38249

client.h
clvm_cmds.c
common.c
view.c

index 1d124533c450fb6158f9c7400d8b0752542a4145..823d8b46db680f9cc65463ee7eef6ab99009a4a6 100644 (file)
--- a/client.h
+++ b/client.h
@@ -2061,7 +2061,7 @@ void SCR_CaptureVideo_SoundFrame(const portable_sampleframe_t *paintbuffer, size
 void V_DriftPitch(void);
 void V_FadeViewFlashs(void);
 void V_CalcViewBlend(void);
-void V_CalcRefdefUsing (const matrix4x4_t *entrendermatrix, const vec3_t clviewangles, qbool teleported, qbool clonground, qbool clcmdjump, float clstatsviewheight, qbool cldead, qbool clintermission, const vec3_t clvelocity);
+void V_CalcRefdefUsing (const matrix4x4_t *entrendermatrix, const vec3_t clviewangles, qbool teleported, qbool clonground, qbool clcmdjump, float clstatsviewheight, qbool cldead, const vec3_t clvelocity);
 void V_CalcRefdef(void);
 void V_MakeViewIsometric(void);
 void V_MakeViewIsometric(void);
index c8c8123ba902adcb8745e195fce5b95242a87d1f..8432a0a01763bb40e78bbd1d82ee1d98f9950d4a 100644 (file)
@@ -4124,7 +4124,6 @@ static void VM_CL_V_CalcRefdef(prvm_prog_t *prog)
        qbool clonground;
        qbool clcmdjump;
        qbool cldead;
-       qbool clintermission;
        float clstatsviewheight;
        prvm_edict_t *ent;
        int flags;
@@ -4142,10 +4141,10 @@ static void VM_CL_V_CalcRefdef(prvm_prog_t *prog)
        clcmdjump = (flags & REFDEFFLAG_JUMPING) != 0;
        clstatsviewheight = PRVM_clientedictvector(ent, view_ofs)[2];
        cldead = (flags & REFDEFFLAG_DEAD) != 0;
-       clintermission = (flags & REFDEFFLAG_INTERMISSION) != 0;
+       cl.intermission = (flags & REFDEFFLAG_INTERMISSION) != 0;
        VectorCopy(PRVM_clientedictvector(ent, velocity), clvelocity);
 
-       V_CalcRefdefUsing(&entrendermatrix, clviewangles, teleported, clonground, clcmdjump, clstatsviewheight, cldead, clintermission, clvelocity);
+       V_CalcRefdefUsing(&entrendermatrix, clviewangles, teleported, clonground, clcmdjump, clstatsviewheight, cldead, clvelocity);
 
        VectorCopy(cl.csqc_vieworiginfromengine, cl.csqc_vieworigin);
        VectorCopy(cl.csqc_viewanglesfromengine, cl.csqc_viewangles);
index f91fc8991e7224a0b77f28e325919a65df4ccbc4..c36deb2d279fe2639ec95da911696a87d0b9724d 100644 (file)
--- a/common.c
+++ b/common.c
@@ -869,11 +869,11 @@ Used by view and sv_user
 */
 float Com_CalcRoll (const vec3_t angles, const vec3_t velocity, const vec_t angleval, const vec_t velocityval)
 {
-       vec3_t  right;
+       vec3_t  forward, right, up;
        float   sign;
        float   side;
 
-       AngleVectors (angles, NULL, right, NULL);
+       AngleVectors (angles, forward, right, up);
        side = DotProduct (velocity, right);
        sign = side < 0 ? -1 : 1;
        side = fabs(side);
diff --git a/view.c b/view.c
index 938ee2da7ceec6ccd402630dea202a7f5ce60147..333c1c269b18ca00b95fd9d9675a6d5f5a975c35 100644 (file)
--- a/view.c
+++ b/view.c
@@ -142,6 +142,8 @@ cvar_t chase_pitchangle = {CF_CLIENT | CF_ARCHIVE, "chase_pitchangle", "55", "ch
 
 cvar_t v_yshearing = {CF_CLIENT, "v_yshearing", "0", "be all out of gum (set this to the maximum angle to allow Y shearing for - try values like 75)"};
 
+cvar_t r_viewmodel_quake = {CF_CLIENT | CF_ARCHIVE, "r_viewmodel_quake", "0", "Quake-style weapon viewmodel angle adjustment"};
+
 float  v_dmg_time, v_dmg_roll, v_dmg_pitch;
 
 int cl_punchangle_applied;
@@ -475,20 +477,45 @@ static void highpass3_limited(vec3_t value, vec_t fracx, vec_t limitx, vec_t fra
  *   viewmodelmatrix_nobob
  *   viewmodelmatrix_withbob
  */
-void V_CalcRefdefUsing (const matrix4x4_t *entrendermatrix, const vec3_t clviewangles, qbool teleported, qbool clonground, qbool clcmdjump, float clstatsviewheight, qbool cldead, qbool clintermission, const vec3_t clvelocity)
+
+/*
+==================
+V_CalcIntermissionRefdef
+
+==================
+*/
+static void V_CalcIntermissionRefdef (vec3_t vieworg, vec3_t viewangles, const matrix4x4_t *entrendermatrix, float clstatsviewheight)
+{
+       matrix4x4_t tmpmatrix;
+
+       // entity is a fixed camera, just copy the matrix
+       if (cls.protocol == PROTOCOL_QUAKEWORLD)
+               Matrix4x4_CreateFromQuakeEntity(&r_refdef.view.matrix, cl.qw_intermission_origin[0], cl.qw_intermission_origin[1], cl.qw_intermission_origin[2], cl.qw_intermission_angles[0], cl.qw_intermission_angles[1], cl.qw_intermission_angles[2], 1);
+       else
+       {
+               r_refdef.view.matrix = *entrendermatrix;
+               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);
+}
+
+void V_CalcRefdefUsing (const matrix4x4_t *entrendermatrix, const vec3_t clviewangles, qbool teleported, qbool clonground, qbool clcmdjump, float clstatsviewheight, qbool cldead, const vec3_t clvelocity)
 {
        float vieworg[3], viewangles[3], smoothtime;
        float gunorg[3], gunangles[3];
        matrix4x4_t tmpmatrix;
-       
        static float viewheightavg;
-       float viewheight;       
-#if 0
-// begin of chase camera bounding box size for proper collisions by Alexander Zubov
-       vec3_t camboxmins = {-3, -3, -3};
-       vec3_t camboxmaxs = {3, 3, 3};
-// end of chase camera bounding box size for proper collisions by Alexander Zubov
-#endif
+       float viewheight;
        trace_t trace;
 
        // react to clonground state changes (for gun bob)
@@ -520,28 +547,8 @@ void V_CalcRefdefUsing (const matrix4x4_t *entrendermatrix, const vec3_t clviewa
        if (v_dmg_time > 0)
                v_dmg_time -= bound(0, smoothtime, 0.1);
 
-       if (clintermission)
-       {
-               // entity is a fixed camera, just copy the matrix
-               if (cls.protocol == PROTOCOL_QUAKEWORLD)
-                       Matrix4x4_CreateFromQuakeEntity(&r_refdef.view.matrix, cl.qw_intermission_origin[0], cl.qw_intermission_origin[1], cl.qw_intermission_origin[2], cl.qw_intermission_angles[0], cl.qw_intermission_angles[1], cl.qw_intermission_angles[2], 1);
-               else
-               {
-                       r_refdef.view.matrix = *entrendermatrix;
-                       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);
-       }
+       if (cl.intermission)
+               V_CalcIntermissionRefdef(vieworg, viewangles, entrendermatrix, clstatsviewheight);
        else
        {
                // smooth stair stepping, but only if clonground and enabled
@@ -578,10 +585,8 @@ void V_CalcRefdefUsing (const matrix4x4_t *entrendermatrix, const vec3_t clviewa
 
                        if (chase_overhead.integer)
                        {
-#if 1
                                vec3_t offset;
                                vec3_t bestvieworg;
-#endif
                                vec3_t up;
                                viewangles[PITCH] = 0;
                                AngleVectors(viewangles, forward, NULL, up);
@@ -589,23 +594,8 @@ void V_CalcRefdefUsing (const matrix4x4_t *entrendermatrix, const vec3_t clviewa
                                chase_dest[0] = vieworg[0] - forward[0] * camback + up[0] * camup;
                                chase_dest[1] = vieworg[1] - forward[1] * camback + up[1] * camup;
                                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_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_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_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_SKY, 0, MATERIALFLAGMASK_TRANSLUCENT, collision_extendmovelength.value, true, false, NULL, false);
-#endif
                                VectorCopy(trace.endpos, bestvieworg);
                                offset[2] = 0;
                                for (offset[0] = -16;offset[0] <= 16;offset[0] += 8)
@@ -616,18 +606,13 @@ void V_CalcRefdefUsing (const matrix4x4_t *entrendermatrix, const vec3_t clviewa
                                                chase_dest[0] = vieworg[0] - forward[0] * camback + up[0] * camup + offset[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_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_SKY, 0, MATERIALFLAGMASK_TRANSLUCENT, collision_extendmovelength.value, true, false, NULL, false);
-#endif
                                                if (bestvieworg[2] > trace.endpos[2])
                                                        bestvieworg[2] = trace.endpos[2];
                                        }
                                }
                                bestvieworg[2] -= 8;
                                VectorCopy(bestvieworg, vieworg);
-#endif
                                viewangles[PITCH] = campitch;
                        }
                        else
@@ -656,25 +641,12 @@ void V_CalcRefdefUsing (const matrix4x4_t *entrendermatrix, const vec3_t clviewa
                        if (cldead && v_deathtilt.integer)
                                viewangles[ROLL] = v_deathtiltangle.value;
 
-                       // Hanicef: don't apply punchangle twice if the scene is rendered more than once.
-                       if (!cl_punchangle_applied)
-                       {
-                               VectorAdd(viewangles, cl.punchangle, viewangles);
-                               cl_punchangle_applied = 1;
-                       }
-                       viewangles[ROLL] += Com_CalcRoll(clviewangles, clvelocity, cl_rollangle.value, cl_rollspeed.value);
-
-                       if (v_dmg_time > 0)
-                       {
-                               viewangles[ROLL] += v_dmg_time/v_kicktime.value*v_dmg_roll;
-                               viewangles[PITCH] += v_dmg_time/v_kicktime.value*v_dmg_pitch;
-                       }
                        // origin
                        VectorAdd(vieworg, cl.punchvector, vieworg);
                        if (!cldead)
                        {
                                double xyspeed, bob, bobfall;
-                               double bobcycle = 0, cycle; // double-precision because cl.time can be a very large number, where float would get stuttery at high time values
+                               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;
@@ -771,20 +743,23 @@ void V_CalcRefdefUsing (const matrix4x4_t *entrendermatrix, const vec3_t clviewa
                                        cycle = cl.time / cl_bobcycle.value;
                                        cycle -= (int) cycle;
                                        if (cycle < cl_bobup.value)
-                                               bobcycle = cycle = sin(M_PI * cycle / cl_bobup.value);
+                                               cycle = M_PI * cycle / cl_bobup.value;
                                        else
-                                               bobcycle = cycle = sin(M_PI + M_PI * (cycle-cl_bobup.value)/(1.0 - cl_bobup.value));
+                                               cycle = 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;
-                                       bob = bound(-7, bob, bob_limit);
+                                       bob = bob*0.3 + bob*0.7*sin(cycle);
+                                       bob = bound(-7, bob, 4);
+
                                        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;
+                                       if(!cl_bobmodel_classic.integer)
+                                               gunorg[2] += bob;
                                }
 
                                // horizontal view bobbing code
@@ -855,50 +830,89 @@ void V_CalcRefdefUsing (const matrix4x4_t *entrendermatrix, const vec3_t clviewa
                                                gunorg[2] += bobfall;
                                        }
                                }
+                               VectorCopy(clviewangles, viewangles);
+
+                               // Hanicef: don't apply punchangle twice if the scene is rendered more than once.
+                               if (!cl_punchangle_applied)
+                               {
+                                       VectorAdd(viewangles, cl.punchangle, viewangles);
+                                       cl_punchangle_applied = 1;
+                               }
+                               viewangles[ROLL] += Com_CalcRoll(clviewangles, clvelocity, cl_rollangle.value, cl_rollspeed.value);
+
+                               if (v_dmg_time > 0)
+                               {
+                                       viewangles[ROLL] += v_dmg_time/v_kicktime.value*v_dmg_roll;
+                                       viewangles[PITCH] += v_dmg_time/v_kicktime.value*v_dmg_pitch;
+                               }
 
                                // gun model bobbing code
                                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.
-                                       // Sajt: I tried to smooth out the transitions between bob and no bob, which works
-                                       // for the most part, but for some reason when you go through a message trigger or
-                                       // pick up an item or anything like that it will momentarily jolt the gun.
                                        vec3_t forward, right, up;
-                                       float bspeed;
-                                       float s;
-                                       float t;
+                                       AngleVectors (gunangles, forward, right, up);
 
-                                       s = cl.time * cl_bobmodel_speed.value;
-                                       if (clonground)
+                                       if(!cl_bobmodel_classic.integer)
                                        {
-                                               if (cl.time - cl.hitgroundtime < 0.2)
+                                               // calculate for swinging gun model
+                                               // the gun bobs when running on the ground, but doesn't bob when you're in the air.
+                                               // Sajt: I tried to smooth out the transitions between bob and no bob, which works
+                                               // for the most part, but for some reason when you go through a message trigger or
+                                               // pick up an item or anything like that it will momentarily jolt the gun.
+                                               float bspeed;
+                                               float s;
+                                               float t;
+
+                                               s = cl.time * cl_bobmodel_speed.value;
+                                               if (clonground)
                                                {
-                                                       // just hit the ground, speed the bob back up over the next 0.2 seconds
-                                                       t = cl.time - cl.hitgroundtime;
-                                                       t = bound(0, t, 0.2);
-                                                       t *= 5;
+                                                       if (cl.time - cl.hitgroundtime < 0.2)
+                                                       {
+                                                               // just hit the ground, speed the bob back up over the next 0.2 seconds
+                                                               t = cl.time - cl.hitgroundtime;
+                                                               t = bound(0, t, 0.2);
+                                                               t *= 5;
+                                                       }
+                                                       else
+                                                               t = 1;
                                                }
                                                else
-                                                       t = 1;
+                                               {
+                                                       // recently left the ground, slow the bob down over the next 0.2 seconds
+                                                       t = cl.time - cl.lastongroundtime;
+                                                       t = 0.2 - bound(0, t, 0.2);
+                                                       t *= 5;
+                                               }
+
+                                               bspeed = xyspeed * 0.01f;
+                                               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;
+                                               VectorMA (gunorg, bob, up, gunorg);
+
+                                               //bob = (bspeed * cl_bobmodel_forward.value * cos(s * 2) * t) * cl_viewmodel_scale.value;
+
                                        }
                                        else
                                        {
-                                               // recently left the ground, slow the bob down over the next 0.2 seconds
-                                               t = cl.time - cl.lastongroundtime;
-                                               t = 0.2 - bound(0, t, 0.2);
-                                               t *= 5;
+                                               vieworg[2] += viewheight;
+                                               // Classic Quake bobbing
+                                               gunorg[2] += viewheight;
+                                               for (int i=0 ; i<3 ; i++)
+                                                       gunorg[i] += forward[i]*bob*0.4;
+                                               gunorg[2] += bob;
+                                               if (r_viewmodel_quake.value)
+                                               {
+                                                       if (scr_viewsize.value == 110)
+                                                               gunorg[2] += 1;
+                                                       else if (scr_viewsize.value == 100)
+                                                               gunorg[2] += 2;
+                                                       else if (scr_viewsize.value == 90)
+                                                               gunorg[2] += 1;
+                                                       else if (scr_viewsize.value == 80)
+                                                               gunorg[2] += 0.5;
+                                               }
                                        }
-
-                                       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);
-                                       bob = bspeed * cl_bobmodel_up.value * cl_viewmodel_scale.value * cos (s * 2) * t;
-                                       VectorMA (gunorg, bob, up, gunorg);
-                                       // Classic Quake bobbing
-                                       bob = (cl_bobmodel_classic.integer ? xyspeed * cl_bob.value * 0.25 * bobcycle : bspeed * cl_bobmodel_forward.value * cos(s * 2) * t) * cl_viewmodel_scale.value;
-                                       VectorMA (gunorg, (cl_bobmodel_classic.integer ? (bob > 1 ? 1 : bob) : bob), forward, gunorg);
                                }
                        }
                }
@@ -942,7 +956,7 @@ void V_CalcRefdef (void)
                ent = &cl.entities[cl.viewentity];
 
                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
+               V_CalcRefdefUsing(&ent->render.matrix, cl.viewangles, !ent->persistent.trail_allowed, cl.onground, cl.cmd.jump, cl.stats[STAT_VIEWHEIGHT], cldead, cl.velocity); // FIXME use a better way to detect teleport/warp than trail_allowed
        }
        else
        {
@@ -1291,5 +1305,6 @@ void V_Init (void)
        Cvar_RegisterVariable (&v_deathtiltangle);
 
        Cvar_RegisterVariable (&v_yshearing);
+       Cvar_RegisterVariable (&r_viewmodel_quake);
 }