X-Git-Url: https://git.xonotic.org/?a=blobdiff_plain;f=view.c;h=c755001b06965c972dec6640a8267ac12ce92df4;hb=21a5768cac21551af202c1e36d926eecd438160f;hp=2c330c616ab905f21194e52126f3fa77d3ab7ae2;hpb=b5eaa96e70cbbca213f660e0aa47aa994ff73e66;p=xonotic%2Fdarkplaces.git diff --git a/view.c b/view.c index 2c330c61..c755001b 100644 --- a/view.c +++ b/view.c @@ -39,15 +39,14 @@ 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_bobroll = {CVAR_SAVE, "cl_bobroll","1", "view rolling amount"}; -cvar_t cl_bobrollcycle = {CVAR_SAVE, "cl_bobrollcycle","0.5", "view rolling speed"}; -cvar_t cl_bobrollup = {CVAR_SAVE, "cl_bobrollup","0.01", "view bobbing adjustment that makes the up or down swing of the roll last longer"}; -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_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 = {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"}; @@ -589,8 +588,8 @@ 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; + float cycle; vec_t frametime; frametime = cl.realframetime * cl.movevars_timescale; @@ -640,7 +639,7 @@ void V_CalcRefdef (void) VectorAdd(vieworg, gunorg, gunorg); VectorAdd(viewangles, gunangles, gunangles); - // view bobbing code + // 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) { @@ -658,40 +657,64 @@ void V_CalcRefdef (void) // (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(-7, bob, 4); + gunorg[2] += bound(-8, bob, 10); } - // view rolling code - // TODO 1 (DONE): Make it work around the center rather than the left side - // TODO 2 (DONE): Make the roll smoothly return to 0 when you stop touching the ground, rather than instantly - // TODO 3: Write cvars to darkplaces.txt, set better defaults and possibly disable by default once the first TODOs are ready - if (cl_bobroll.value && cl_bobrollcycle.value) + // horizontal view bobbing code + if (cl_bobside.value && cl_bobsidecycle.value) { - cycle2 = cl.time / cl_bobrollcycle.value; - cycle2 -= (int) cycle2; - if (cycle2 < 0.5) - cycle2 = sin(M_PI * cycle2 / 0.5); + 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 - cycle2 = sin(M_PI + M_PI * (cycle2-0.5)/0.5); + 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; - if (cl.onground) - cl.bobroll_airtime = 1; + // 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.bobroll_airtime > 0) - cl.bobroll_airtime -= bound(0, cl_bobrollairtime.value, 1); + if(cl.bobside_airtime > 0) + cl.bobside_airtime -= bound(0, cl_bobsideairtime.value, 1); else - cl.bobroll_airtime = 0; + cl.bobside_airtime = 0; } - cycle2 *= cl_bobrollup.value * cl.bobroll_airtime; - bobroll = xyspeed * cycle2; - viewangles[2] = bound(-45, bobroll, 45); + // 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 @@ -928,10 +951,10 @@ void V_Init (void) Cvar_RegisterVariable (&cl_bob); Cvar_RegisterVariable (&cl_bobcycle); Cvar_RegisterVariable (&cl_bobup); - Cvar_RegisterVariable (&cl_bobroll); - Cvar_RegisterVariable (&cl_bobrollcycle); - Cvar_RegisterVariable (&cl_bobrollup); - Cvar_RegisterVariable (&cl_bobrollairtime); + 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);