X-Git-Url: https://git.xonotic.org/?a=blobdiff_plain;f=view.c;h=86902ad883337c126061f3a221f7059b7b1d10a7;hb=068b4bae6bdc5b323d9a75de52f9f51afc5a3003;hp=d058112c1464e14fbd62b8a3974b80f560935d05;hpb=db96c59b38c6b17c49204319b9d856aa34e9983a;p=xonotic%2Fdarkplaces.git diff --git a/view.c b/view.c index d058112c..86902ad8 100644 --- a/view.c +++ b/view.c @@ -49,29 +49,30 @@ 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 = {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_side_highpass = {CVAR_SAVE, "cl_leanmodel_side_highpass", "3", "gun leaning sideways highpass in 1/s"}; +cvar_t cl_leanmodel_side_lowpass = {CVAR_SAVE, "cl_leanmodel_side_lowpass", "20", "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_leanmodel_up_lowpass = {CVAR_SAVE, "cl_leanmodel_up_lowpass", "20", "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_side_lowpass = {CVAR_SAVE, "cl_followmodel_side_lowpass", "10", "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_followmodel_up_highpass = {CVAR_SAVE, "cl_followmodel_up_highpass", "2", "gun following upward highpass in 1/s"}; +cvar_t cl_followmodel_up_lowpass = {CVAR_SAVE, "cl_followmodel_up_lowpass", "10", "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"}; @@ -95,12 +96,14 @@ cvar_t v_centerspeed = {0, "v_centerspeed","500", "how fast the view centers its cvar_t cl_stairsmoothspeed = {CVAR_SAVE, "cl_stairsmoothspeed", "160", "how fast your view moves upward/downward when running up/down stairs"}; +cvar_t cl_smoothviewheight = {CVAR_SAVE, "cl_smoothviewheight", "0", "time of the averaging to the viewheight value so that it creates a smooth transition. higher values = longer transition, 0 for instant transition."}; + cvar_t chase_back = {CVAR_SAVE, "chase_back", "48", "chase cam distance from the player"}; cvar_t chase_up = {CVAR_SAVE, "chase_up", "24", "chase cam distance from the player"}; cvar_t chase_active = {CVAR_SAVE, "chase_active", "0", "enables chase cam"}; cvar_t chase_overhead = {CVAR_SAVE, "chase_overhead", "0", "chase cam looks straight down if this is not zero"}; // GAME_GOODVSBAD2 -cvar_t chase_stevie = {0, "chase_stevie", "0", "chase cam view from above (used only by GoodVsBad2)"}; +cvar_t chase_stevie = {0, "chase_stevie", "0", "(GOODVSBAD2 only) chase cam view from above"}; cvar_t v_deathtilt = {0, "v_deathtilt", "1", "whether to use sideways view when dead"}; cvar_t v_deathtiltangle = {0, "v_deathtiltangle", "80", "what roll angle to use when tilting the view while dead"}; @@ -430,6 +433,9 @@ void V_CalcRefdef (void) entity_t *ent; float vieworg[3], viewangles[3], smoothtime; float gunorg[3], gunangles[3]; + + 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}; @@ -477,9 +483,9 @@ void V_CalcRefdef (void) else { if (cl.stairsmoothz < vieworg[2]) - vieworg[2] = cl.stairsmoothz = bound(vieworg[2] - 16, cl.stairsmoothz + smoothtime * cl_stairsmoothspeed.value, vieworg[2]); + vieworg[2] = cl.stairsmoothz = bound(vieworg[2] - cl.movevars_stepheight, cl.stairsmoothz + smoothtime * cl_stairsmoothspeed.value, vieworg[2]); else if (cl.stairsmoothz > vieworg[2]) - vieworg[2] = cl.stairsmoothz = bound(vieworg[2], cl.stairsmoothz - smoothtime * cl_stairsmoothspeed.value, vieworg[2] + 16); + vieworg[2] = cl.stairsmoothz = bound(vieworg[2], cl.stairsmoothz - smoothtime * cl_stairsmoothspeed.value, vieworg[2] + cl.movevars_stepheight); } // apply qw weapon recoil effect (this did not work in QW) @@ -487,7 +493,10 @@ void V_CalcRefdef (void) viewangles[PITCH] += cl.qw_weaponkick; // apply the viewofs (even if chasecam is used) - vieworg[2] += cl.stats[STAT_VIEWHEIGHT]; + // Samual: Lets add smoothing for this too so that things like crouching are done with a transition. + viewheight = bound(0, (cl.time - cl.oldtime) / max(0.0001, cl_smoothviewheight.value), 1); + viewheightavg = viewheightavg * (1 - viewheight) + cl.stats[STAT_VIEWHEIGHT] * viewheight; + vieworg[2] += viewheightavg; if (chase_active.value) { @@ -526,7 +535,7 @@ void V_CalcRefdef (void) #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_BODY | SUPERCONTENTS_SKY, true, false, NULL, false); + trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false, true); #else trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false); #endif @@ -541,7 +550,7 @@ void V_CalcRefdef (void) 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_BODY | SUPERCONTENTS_SKY, true, false, NULL, false); + trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false, true); #else trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false); #endif @@ -569,7 +578,7 @@ void V_CalcRefdef (void) chase_dest[0] = vieworg[0] + forward[0] * dist; chase_dest[1] = vieworg[1] + forward[1] * dist; chase_dest[2] = vieworg[2] + forward[2] * dist + camup; - trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false); + trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false, true); VectorMAMAM(1, trace.endpos, 8, forward, 4, trace.plane.normal, vieworg); } } @@ -594,8 +603,9 @@ void V_CalcRefdef (void) float cycle; vec_t frametime; - frametime = cl.realframetime * cl.movevars_timescale; - + //frametime = cl.realframetime * cl.movevars_timescale; + frametime = (cl.time - cl.oldtime) * cl.movevars_timescale; + // 1. if we teleported, clear the frametime... the lowpass will recover the previous value then if(!ent->persistent.trail_allowed) // FIXME improve this check { @@ -679,9 +689,9 @@ void V_CalcRefdef (void) cycle = cl.time / cl_bob2cycle.value; cycle -= (int) cycle; if (cycle < 0.5) - cycle = sin(M_PI * cycle / 0.5); + cycle = cos(M_PI * cycle / 0.5); // cos looks better here with the other view bobbing using sin else - cycle = sin(M_PI + M_PI * (cycle-0.5)/0.5); + cycle = cos(M_PI + M_PI * (cycle-0.5)/0.5); bob = bound(0, cl_bob2.value, 0.05) * cycle; // this value slowly decreases from 1 to 0 when we stop touching the ground. @@ -726,23 +736,19 @@ void V_CalcRefdef (void) if (cl.velocity[2] < -cl_bobfallminspeed.value) cl.bobfall_swing = 1; else - cl.bobfall_swing = 0; + cl.bobfall_swing = 0; // TODO really? } else { - if(cl.bobfall_swing > 0) - cl.bobfall_swing -= bound(0, cl_bobfallcycle.value * frametime, 1); - else - cl.bobfall_swing = 0; + cl.bobfall_swing = max(0, cl.bobfall_swing - cl_bobfallcycle.value * frametime); - bobfall = sin(M_PI + M_PI * cl.bobfall_swing) * -cl.bobfall_speed; + bobfall = sin(M_PI * cl.bobfall_swing) * cl.bobfall_speed; vieworg[2] += bobfall; gunorg[2] += bobfall; } } // gun model bobbing code - if (cl_bob.value || cl_bob2.value) if (cl_bobmodel.value) { // calculate for swinging gun model @@ -789,7 +795,7 @@ void V_CalcRefdef (void) if (v_idlescale.value) Matrix4x4_CreateFromQuakeEntity(&r_refdef.view.matrix, vieworg[0], vieworg[1], vieworg[2], viewangles[0] + v_idlescale.value * sin(cl.time*v_ipitch_cycle.value) * v_ipitch_level.value, viewangles[1] + v_idlescale.value * sin(cl.time*v_iyaw_cycle.value) * v_iyaw_level.value, viewangles[2] + v_idlescale.value * sin(cl.time*v_iroll_cycle.value) * v_iroll_level.value, 1); 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); + Matrix4x4_CreateFromQuakeEntity(&r_refdef.view.matrix, vieworg[0], vieworg[1], vieworg[2], viewangles[0], viewangles[1], viewangles[2], 1); // calculate a viewmodel matrix for use in view-attached entities Matrix4x4_CreateFromQuakeEntity(&viewmodelmatrix, gunorg[0], gunorg[1], gunorg[2], gunangles[0], gunangles[1], gunangles[2], cl_viewmodel_scale.value); VectorCopy(vieworg, cl.csqc_origin); @@ -1018,14 +1024,15 @@ void V_Init (void) Cvar_RegisterVariable (&v_kickpitch); Cvar_RegisterVariable (&cl_stairsmoothspeed); + + Cvar_RegisterVariable (&cl_smoothviewheight); Cvar_RegisterVariable (&chase_back); Cvar_RegisterVariable (&chase_up); Cvar_RegisterVariable (&chase_active); Cvar_RegisterVariable (&chase_overhead); Cvar_RegisterVariable (&chase_pitchangle); - if (gamemode == GAME_GOODVSBAD2) - Cvar_RegisterVariable (&chase_stevie); + Cvar_RegisterVariable (&chase_stevie); Cvar_RegisterVariable (&v_deathtilt); Cvar_RegisterVariable (&v_deathtiltangle);