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[xonotic/darkplaces.git] / view.c
diff --git a/view.c b/view.c
index 4172d096314dafa30b5e8cc67a3bde70c9f05a1d..b6dd47ddb6fae26d276e53d54a2946ea40e6b4c9 100644 (file)
--- a/view.c
+++ b/view.c
@@ -52,6 +52,13 @@ cvar_t cl_leanmodel_up = {CVAR_SAVE, "cl_leanmodel_up", "1", "enables gun leanin
 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"};
@@ -360,8 +367,6 @@ 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;
 void V_CalcRefdef (void)
 {
        entity_t *ent;
@@ -527,28 +532,76 @@ void V_CalcRefdef (void)
                                if (cl.stats[STAT_HEALTH] > 0)
                                {
                                        double xyspeed, bob;
+                                       vec_t d;
+                                       vec_t ef_speed = cl.realframetime;
 
-                                       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)
+                                       // 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
                                        {
-                                               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);
+                                               // 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_bobmodel.value)
                                        {
                                                // calculate for swinging gun model
@@ -590,86 +643,26 @@ void V_CalcRefdef (void)
                                                VectorMA (gunorg, bob, up, gunorg);
                                        }
 
-                                       float ef_speed = cl.realframetime * cl_leanmodel_up_speed.value;
-
-                                       // 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
-
-                                       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] - 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;
-                                               }
-                                       }
-                                       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
+                                       // 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;
-                                               }
+                                               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);
                                        }
-                                       else
-                                               viewmodel_push_y = cl.viewangles[YAW];
-
-                                       VectorSet(gunangles, viewmodel_push_x, viewmodel_push_y, viewangles[2]);
-
-                               // gun model following code
-
-                               if(gunorg_follow[0] < vieworg[0])
-                                       gunorg_follow[0] += (vieworg[0] - gunorg_follow[0]) * 5 * ef_speed;
-                               if(gunorg_follow[0] > vieworg[0])
-                                       gunorg_follow[0] -= (gunorg_follow[0] - vieworg[0]) * 5 * ef_speed;
-
-                               if(gunorg_follow[1] < vieworg[1])
-                                       gunorg_follow[1] += (vieworg[1] - gunorg_follow[1]) * 5 * ef_speed;
-                               if(gunorg_follow[1] > vieworg[1])
-                                       gunorg_follow[1] -= (gunorg_follow[1] - vieworg[1]) * 5 * ef_speed;
-
-                               if(gunorg_follow[2] < vieworg[2])
-                                       gunorg_follow[2] += (vieworg[2] - gunorg_follow[2]) * 5 * ef_speed;
-                               if(gunorg_follow[2] > vieworg[2])
-                                       gunorg_follow[2] -= (gunorg_follow[2] - vieworg[2]) * 5 * ef_speed;
-
-                               VectorCopy(gunorg_follow, gunorg);
                                }
                        }
                        // calculate a view matrix for rendering the scene
@@ -875,6 +868,13 @@ void V_Init (void)
        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);