X-Git-Url: https://git.xonotic.org/?a=blobdiff_plain;f=view.c;h=97546eb0da9ee89f245009639458bac7732b5407;hb=41a5d4e0e5e41024c35ce0d67a88232a68e886b3;hp=11ea8014865a2531198ebba6c5f99437a20310be;hpb=38d954ca41231e418b1ee849fc8392519d927846;p=xonotic%2Fdarkplaces.git diff --git a/view.c b/view.c index 11ea8014..97546eb0 100644 --- a/view.c +++ b/view.c @@ -39,15 +39,12 @@ cvar_t cl_rollangle = {0, "cl_rollangle", "2.0", "how much to tilt the view when 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","0.02", "view bobbing amount"}; -cvar_t cl_bobsidecycle = {CVAR_SAVE, "cl_bobsidecycle","0.6", "view bobbing speed"}; -cvar_t cl_bobsideup = {CVAR_SAVE, "cl_bobsideup","0.5", "view bobbing adjustment that makes the sideways 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_bobroll = {CVAR_SAVE, "cl_bobroll","0", "view rolling amount"}; -cvar_t cl_bobrollcycle = {CVAR_SAVE, "cl_bobrollcycle","0.8", "view rolling speed"}; -cvar_t cl_bobrollairtime = {CVAR_SAVE, "cl_bobrollairtime","0.05", "how fast the view rolls back when you stop touching the ground"}; +cvar_t cl_bob2 = {CVAR_SAVE, "cl_bob2","0", "sideways view bobbing amount"}; +cvar_t cl_bob2cycle = {CVAR_SAVE, "cl_bob2cycle","0.6", "sideways view bobbing speed"}; +cvar_t cl_bob2smooth = {CVAR_SAVE, "cl_bob2smooth","0.05", "how fast the view goes back when you stop touching the ground"}; +cvar_t cl_bobfall = {CVAR_SAVE, "cl_bobfall","0", "how much the view swings down when falling (influenced by the speed you hit the ground with)"}; +cvar_t cl_bobfallcycle = {CVAR_SAVE, "cl_bobfallcycle","3", "speed of the bobfall swing"}; +cvar_t cl_bobfallminspeed = {CVAR_SAVE, "cl_bobfallminspeed","200", "necessary amount of speed for bob-falling to occur"}; 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"}; @@ -57,25 +54,25 @@ 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"}; @@ -594,8 +591,8 @@ void V_CalcRefdef (void) VectorAdd(vieworg, cl.punchvector, vieworg); if (cl.stats[STAT_HEALTH] > 0) { - double xyspeed, bob, bobroll; - float cycle, cycle2; + double xyspeed, bob, bobfall; + float cycle; vec_t frametime; frametime = cl.realframetime * cl.movevars_timescale; @@ -645,8 +642,10 @@ void V_CalcRefdef (void) VectorAdd(vieworg, gunorg, gunorg); VectorAdd(viewangles, gunangles, gunangles); + // bounded XY speed, used by several effects below + xyspeed = bound (0, sqrt(cl.velocity[0]*cl.velocity[0] + cl.velocity[1]*cl.velocity[1]), 400); + // 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) { // LordHavoc: this code is *weird*, but not replacable (I think it @@ -661,100 +660,90 @@ void V_CalcRefdef (void) 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 = xyspeed * bound(0, cl_bob.value, 0.05); bob = bob*0.3 + bob*0.7*cycle; - vieworg[2] += 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] += bound(-7, bob, 4); + gunorg[2] += bob; } - // horizontal bobbing code - if (cl_bobside.value && cl_bobsidecycle.value) + // horizontal view bobbing code + if (cl_bob2.value && cl_bob2cycle.value) { - vec3_t bobvel; + vec3_t bob2vel; vec3_t forward, right, up; float side, front; - // 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_bobsidecycle.value; + + cycle = cl.time / cl_bob2cycle.value; cycle -= (int) cycle; - if (cycle < cl_bobsideup.value) - cycle = sin(M_PI * cycle / cl_bobsideup.value); + if (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-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; + 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. // 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; + cl.bob2_smooth = 1; else { - if(cl.bobside_airtime > 0) - cl.bobside_airtime -= bound(0, cl_bobsideairtime.value, 1); + if(cl.bob2_smooth > 0) + cl.bob2_smooth -= bound(0, cl_bob2smooth.value, 1); else - cl.bobside_airtime = 0; + cl.bob2_smooth = 0; } - // now we calculate the side and front of the player, between the X and Y axis + // calculate the front and side of the player between the X and Y axes 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) / 100 * cl.bobside_airtime; - front = DotProduct (cl.velocity, forward) / 100 * 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] += bobvel[0]; - vieworg[1] += bobvel[1]; + // now get the speed based on those angles. The bounds should match the same value as xyspeed's + side = bound(-400, DotProduct (cl.velocity, right) * cl.bob2_smooth, 400); + front = bound(-400, DotProduct (cl.velocity, forward) * cl.bob2_smooth, 400); + VectorScale(forward, bob, forward); + VectorScale(right, bob, right); + // we use side with forward and front with right, so the bobbing goes + // to the side when we walk forward and to the front when we strafe + VectorMAMAM(side, forward, front, right, 0, up, bob2vel); + vieworg[0] += bob2vel[0]; + vieworg[1] += bob2vel[1]; // 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] += bobvel[0]; - gunorg[1] += bobvel[1]; + gunorg[0] += bob2vel[0]; + gunorg[1] += bob2vel[1]; } - // view rolling code - if (cl_bobroll.value && cl_bobrollcycle.value) + // fall bobbing code + // causes the view to swing down and back up when touching the ground + if (cl_bobfall.value && cl_bobfallcycle.value) { - cycle2 = cl.time / cl_bobrollcycle.value; - cycle2 -= (int) cycle2; - if (cycle2 < 0.5) - cycle2 = sin(M_PI * cycle2 / 0.5); - else - cycle2 = sin(M_PI + M_PI * (cycle2-0.5)/0.5); - - // 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.bobroll_airtime = 1; - else + if (!cl.onground) { - if(cl.bobroll_airtime > 0) - cl.bobroll_airtime -= bound(0, cl_bobrollairtime.value, 1); + cl.bobfall_speed = bound(-400, cl.velocity[2], 0) * bound(0, cl_bobfall.value, 0.1); + if (cl.velocity[2] < -cl_bobfallminspeed.value) + cl.bobfall_swing = 1; else - cl.bobroll_airtime = 0; + cl.bobfall_swing = 0; } + else + { + if(cl.bobfall_swing > 0) + cl.bobfall_swing -= bound(0, cl_bobfallcycle.value * frametime, 1); + else + cl.bobfall_swing = 0; - cycle2 *= cl_bobroll.value * cl.bobroll_airtime; - bobroll = bound(0, xyspeed, sv_maxspeed.value) * cycle2; - viewangles[2] += bound(-45, bobroll, 45); + 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_bobmodel.value) + 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. @@ -787,7 +776,7 @@ void V_CalcRefdef (void) t *= 5; } - bspeed = bound (0, xyspeed, 400) * 0.01f; + 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); @@ -987,15 +976,12 @@ void V_Init (void) 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_bobroll); - Cvar_RegisterVariable (&cl_bobrollcycle); - Cvar_RegisterVariable (&cl_bobrollairtime); + Cvar_RegisterVariable (&cl_bob2); + Cvar_RegisterVariable (&cl_bob2cycle); + Cvar_RegisterVariable (&cl_bob2smooth); + Cvar_RegisterVariable (&cl_bobfall); + Cvar_RegisterVariable (&cl_bobfallcycle); + Cvar_RegisterVariable (&cl_bobfallminspeed); Cvar_RegisterVariable (&cl_bobmodel); Cvar_RegisterVariable (&cl_bobmodel_side); Cvar_RegisterVariable (&cl_bobmodel_up);