cvar_t cl_bob = {CVAR_SAVE, "cl_bob","0.02", "view bobbing amount"};
cvar_t cl_bobcycle = {CVAR_SAVE, "cl_bobcycle","0.6", "view bobbing speed"};
cvar_t cl_bobup = {CVAR_SAVE, "cl_bobup","0.5", "view bobbing adjustment that makes the up or down swing of the bob last longer"};
-
+cvar_t cl_bobside = {CVAR_SAVE, "cl_bobside","0", "sideway view bobbing amount"};
+cvar_t cl_bobsidecycle = {CVAR_SAVE, "cl_bobsidecycle","0.6", "sideway view bobbing speed"};
+cvar_t cl_bobsideup = {CVAR_SAVE, "cl_bobsideup","0.5", "view bobbing adjustment that makes the side swing of the bob last longer"};
+cvar_t cl_bobsideairtime = {CVAR_SAVE, "cl_bobsideairtime","0.05", "how fast the view goes back when you stop touching the ground"};
cvar_t cl_bobmodel = {CVAR_SAVE, "cl_bobmodel", "1", "enables gun bobbing"};
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_leanmodel_side = {CVAR_SAVE, "cl_leanmodel_side", "1", "enables gun leaning sideways"};
-cvar_t cl_leanmodel_side_speed = {CVAR_SAVE, "cl_leanmodel_side_speed", "0.025", "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", "0.015", "gun leaning upward speed"};
-cvar_t cl_leanmodel_up_limit = {CVAR_SAVE, "cl_leanmodel_up_limit", "5", "gun leaning upward limit"};
+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 cl_leanmodel_side_limit = {CVAR_SAVE, "cl_leanmodel_side_limit", "35", "gun leaning sideways limit"};
+cvar_t cl_leanmodel_side_highpass1 = {CVAR_SAVE, "cl_leanmodel_side_highpass1", "30", "gun leaning sideways pre-highpass in 1/s"};
+cvar_t cl_leanmodel_side_highpass = {CVAR_SAVE, "cl_leanmodel_side_highpass", "5", "gun leaning sideways highpass in 1/s"};
+cvar_t cl_leanmodel_side_lowpass = {CVAR_SAVE, "cl_leanmodel_side_lowpass", "30", "gun leaning sideways lowpass in 1/s"};
+cvar_t cl_leanmodel_up_speed = {CVAR_SAVE, "cl_leanmodel_up_speed", "0.65", "gun leaning upward speed"};
+cvar_t cl_leanmodel_up_limit = {CVAR_SAVE, "cl_leanmodel_up_limit", "50", "gun leaning upward limit"};
+cvar_t cl_leanmodel_up_highpass1 = {CVAR_SAVE, "cl_leanmodel_up_highpass1", "5", "gun leaning upward pre-highpass in 1/s"};
+cvar_t cl_leanmodel_up_highpass = {CVAR_SAVE, "cl_leanmodel_up_highpass", "15", "gun leaning upward highpass in 1/s"};
+cvar_t cl_leanmodel_up_lowpass = {CVAR_SAVE, "cl_leanmodel_up_lowpass", "30", "gun leaning upward lowpass in 1/s"};
+
+cvar_t cl_followmodel = {CVAR_SAVE, "cl_followmodel", "0", "enables gun following"};
+cvar_t cl_followmodel_side_speed = {CVAR_SAVE, "cl_followmodel_side_speed", "0.25", "gun following sideways speed"};
+cvar_t cl_followmodel_side_limit = {CVAR_SAVE, "cl_followmodel_side_limit", "6", "gun following sideways limit"};
+cvar_t cl_followmodel_side_highpass1 = {CVAR_SAVE, "cl_followmodel_side_highpass1", "30", "gun following sideways pre-highpass in 1/s"};
+cvar_t cl_followmodel_side_highpass = {CVAR_SAVE, "cl_followmodel_side_highpass", "5", "gun following sideways highpass in 1/s"};
+cvar_t cl_followmodel_side_lowpass = {CVAR_SAVE, "cl_followmodel_side_lowpass", "30", "gun following sideways lowpass in 1/s"};
+cvar_t cl_followmodel_up_speed = {CVAR_SAVE, "cl_followmodel_up_speed", "0.5", "gun following upward speed"};
+cvar_t cl_followmodel_up_limit = {CVAR_SAVE, "cl_followmodel_up_limit", "5", "gun following upward limit"};
+cvar_t cl_followmodel_up_highpass1 = {CVAR_SAVE, "cl_followmodel_up_highpass1", "60", "gun following upward pre-highpass in 1/s"};
+cvar_t cl_followmodel_up_highpass = {CVAR_SAVE, "cl_followmodel_up_highpass", "3", "gun following upward highpass in 1/s"};
+cvar_t cl_followmodel_up_lowpass = {CVAR_SAVE, "cl_followmodel_up_lowpass", "30", "gun following upward lowpass in 1/s"};
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"};
static vec3_t eyeboxmins = {-16, -16, -24};
static vec3_t eyeboxmaxs = { 16, 16, 32};
#endif
-float viewmodel_push_x, viewmodel_push_y;
+
+static vec_t lowpass(vec_t value, vec_t frac, vec_t *store)
+{
+ frac = bound(0, frac, 1);
+ return (*store = *store * (1 - frac) + value * frac);
+}
+
+static vec_t lowpass_limited(vec_t value, vec_t frac, vec_t limit, vec_t *store)
+{
+ lowpass(value, frac, store);
+ return (*store = bound(value - limit, *store, value + limit));
+}
+
+static vec_t highpass(vec_t value, vec_t frac, vec_t *store)
+{
+ return value - lowpass(value, frac, store);
+}
+
+static vec_t highpass_limited(vec_t value, vec_t frac, vec_t limit, vec_t *store)
+{
+ return value - lowpass_limited(value, frac, limit, store);
+}
+
+static void lowpass3(vec3_t value, vec_t fracx, vec_t fracy, vec_t fracz, vec3_t store, vec3_t out)
+{
+ out[0] = lowpass(value[0], fracx, &store[0]);
+ out[1] = lowpass(value[1], fracy, &store[1]);
+ out[2] = lowpass(value[2], fracz, &store[2]);
+}
+
+static void highpass3(vec3_t value, vec_t fracx, vec_t fracy, vec_t fracz, vec3_t store, vec3_t out)
+{
+ out[0] = highpass(value[0], fracx, &store[0]);
+ out[1] = highpass(value[1], fracy, &store[1]);
+ out[2] = highpass(value[2], fracz, &store[2]);
+}
+
+static void highpass3_limited(vec3_t value, vec_t fracx, vec_t limitx, vec_t fracy, vec_t limity, vec_t fracz, vec_t limitz, vec3_t store, vec3_t out)
+{
+ out[0] = highpass_limited(value[0], fracx, limitx, &store[0]);
+ out[1] = highpass_limited(value[1], fracy, limity, &store[1]);
+ out[2] = highpass_limited(value[2], fracz, limitz, &store[2]);
+}
+
void V_CalcRefdef (void)
{
entity_t *ent;
- float vieworg[3], gunorg[3], viewangles[3], gunangles[3], smoothtime;
+ float vieworg[3], viewangles[3], smoothtime;
+ float gunorg[3], gunangles[3];
#if 0
// begin of chase camera bounding box size for proper collisions by Alexander Zubov
vec3_t camboxmins = {-3, -3, -3};
else
{
// smooth stair stepping, but only if onground and enabled
- if (!cl.onground || cl_stairsmoothspeed.value <= 0)
+ if (!cl.onground || cl_stairsmoothspeed.value <= 0 || !ent->persistent.trail_allowed) // FIXME use a better way to detect teleport/warp
cl.stairsmoothz = vieworg[2];
else
{
if (cl.stats[STAT_HEALTH] <= 0 && v_deathtilt.integer)
viewangles[ROLL] = v_deathtiltangle.value;
VectorAdd(viewangles, cl.punchangle, viewangles);
- viewangles[ROLL] += V_CalcRoll(cl.viewangles, cl.movement_velocity);
+ viewangles[ROLL] += V_CalcRoll(cl.viewangles, cl.velocity);
if (v_dmg_time > 0)
{
viewangles[ROLL] += v_dmg_time/v_kicktime.value*v_dmg_roll;
if (cl.stats[STAT_HEALTH] > 0)
{
double xyspeed, bob;
+ float cycle;
+ vec_t frametime;
+
+ frametime = cl.realframetime * cl.movevars_timescale;
- xyspeed = sqrt(cl.movement_velocity[0]*cl.movement_velocity[0] + cl.movement_velocity[1]*cl.movement_velocity[1]);
+ // 1. if we teleported, clear the frametime... the lowpass will recover the previous value then
+ if(!ent->persistent.trail_allowed) // FIXME improve this check
+ {
+ // 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.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);
+
+ // vertical view bobbing code
+ xyspeed = sqrt(cl.velocity[0]*cl.velocity[0] + cl.velocity[1]*cl.velocity[1]);
if (cl_bob.value && cl_bobcycle.value)
{
- 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
// (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);
+ vieworg[2] += bound(-8, bob, 10);
+ // 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(-8, bob, 10);
}
- VectorCopy(vieworg, gunorg);
+ // horizontal view bobbing code
+ if (cl_bobside.value && cl_bobsidecycle.value)
+ {
+ vec3_t bobvel;
+ vec3_t forward, right, up;
+ float side, front;
+ cycle = cl.time / cl_bobsidecycle.value;
+ cycle -= (int) cycle;
+ if (cycle < cl_bobsideup.value)
+ cycle = sin(M_PI * cycle / cl_bobsideup.value);
+ else
+ cycle = sin(M_PI + M_PI * (cycle-cl_bobsideup.value)/(1.0 - cl_bobsideup.value));
+ // bob is proportional to velocity in the xy plane
+ // (don't count Z, or jumping messes it up)
+ bob = xyspeed * cl_bobside.value;
+ bob = bob*0.3 + bob*0.7*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
+ if (cl.onground && !cl.cmd.jump) // also block the effect while the jump button is pressed, to avoid twitches when bunny-hopping
+ cl.bobside_airtime = 1;
+ else
+ {
+ if(cl.bobside_airtime > 0)
+ cl.bobside_airtime -= bound(0, cl_bobsideairtime.value, 1);
+ else
+ cl.bobside_airtime = 0;
+ }
+
+ // now we calculate the side and front of the player, between the X and Y axis
+ AngleVectors(viewangles, forward, right, up);
+ // now the speed based on these angles. The division is for mathing vertical bobbing intensity
+ side = DotProduct (cl.velocity, right) / 1000 * cl.bobside_airtime;
+ front = DotProduct (cl.velocity, forward) / 1000 * cl.bobside_airtime;
+ forward[0] *= bob;
+ forward[1] *= bob;
+ right[0] *= bob;
+ right[1] *= bob;
+ // we use side with forward and front with right so the side bobbing goes
+ // to the side when we walk forward and to the front when we strafe.
+ VectorMAMAM(side, forward, front, right, 0, up, bobvel);
+ vieworg[0] += bound(-8, bobvel[0], 8);
+ vieworg[1] += bound(-8, bobvel[1], 8);
+ // 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[0] += bound(-8, bobvel[0], 8);
+ gunorg[1] += bound(-8, bobvel[1], 8);
+ }
+
+ // gun model bobbing code
if (cl_bob.value && cl_bobmodel.value)
{
// calculate for swinging gun model
bob = bspeed * cl_bobmodel_up.value * cl_viewmodel_scale.value * cos (s * 2) * t;
VectorMA (gunorg, bob, up, gunorg);
}
-
- // 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)
- {
- // 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;
- }
- 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;
- }
- }
- else
- viewmodel_push_x = cl.viewangles[PITCH];
-
- if(cl_leanmodel_side.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;
- }
- 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;
- }
- }
- else
- viewmodel_push_y = cl.viewangles[YAW];
-
- VectorSet(gunangles, viewmodel_push_x, viewmodel_push_y, viewangles[2]);
}
}
// calculate a view matrix for rendering the scene
Cvar_RegisterVariable (&cl_bob);
Cvar_RegisterVariable (&cl_bobcycle);
Cvar_RegisterVariable (&cl_bobup);
+ Cvar_RegisterVariable (&cl_bobside);
+ Cvar_RegisterVariable (&cl_bobsidecycle);
+ Cvar_RegisterVariable (&cl_bobsideup);
+ Cvar_RegisterVariable (&cl_bobsideairtime);
Cvar_RegisterVariable (&cl_bobmodel);
Cvar_RegisterVariable (&cl_bobmodel_side);
Cvar_RegisterVariable (&cl_bobmodel_up);
Cvar_RegisterVariable (&cl_bobmodel_speed);
- Cvar_RegisterVariable (&cl_leanmodel_side);
+ Cvar_RegisterVariable (&cl_leanmodel);
Cvar_RegisterVariable (&cl_leanmodel_side_speed);
Cvar_RegisterVariable (&cl_leanmodel_side_limit);
- Cvar_RegisterVariable (&cl_leanmodel_up);
+ Cvar_RegisterVariable (&cl_leanmodel_side_highpass1);
+ Cvar_RegisterVariable (&cl_leanmodel_side_lowpass);
+ Cvar_RegisterVariable (&cl_leanmodel_side_highpass);
Cvar_RegisterVariable (&cl_leanmodel_up_speed);
Cvar_RegisterVariable (&cl_leanmodel_up_limit);
+ Cvar_RegisterVariable (&cl_leanmodel_up_highpass1);
+ Cvar_RegisterVariable (&cl_leanmodel_up_lowpass);
+ Cvar_RegisterVariable (&cl_leanmodel_up_highpass);
+
+ Cvar_RegisterVariable (&cl_followmodel);
+ Cvar_RegisterVariable (&cl_followmodel_side_speed);
+ Cvar_RegisterVariable (&cl_followmodel_side_limit);
+ Cvar_RegisterVariable (&cl_followmodel_side_highpass1);
+ Cvar_RegisterVariable (&cl_followmodel_side_lowpass);
+ Cvar_RegisterVariable (&cl_followmodel_side_highpass);
+ Cvar_RegisterVariable (&cl_followmodel_up_speed);
+ Cvar_RegisterVariable (&cl_followmodel_up_limit);
+ Cvar_RegisterVariable (&cl_followmodel_up_highpass1);
+ Cvar_RegisterVariable (&cl_followmodel_up_lowpass);
+ Cvar_RegisterVariable (&cl_followmodel_up_highpass);
Cvar_RegisterVariable (&cl_viewmodel_scale);