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1652 lines
40 KiB
1652 lines
40 KiB
//========= Copyright (c) 1996-2002, Valve LLC, All rights reserved. ============ |
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// |
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// Purpose: |
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// |
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// $NoKeywords: $ |
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//============================================================================= |
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|
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// view/refresh setup functions |
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#include <string.h> |
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#include "hud.h" |
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#include "cl_util.h" |
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#include "cvardef.h" |
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#include "usercmd.h" |
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#include "const.h" |
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#include "entity_state.h" |
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#include "cl_entity.h" |
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#include "ref_params.h" |
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#include "in_defs.h" // PITCH YAW ROLL |
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#include "pm_movevars.h" |
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#include "pm_shared.h" |
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#include "pm_defs.h" |
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#include "event_api.h" |
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#include "pmtrace.h" |
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//#include "screenfade.h" |
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//#include "shake.h" |
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#include "hltv.h" |
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#include "view.h" |
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// QUAKECLASSIC |
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extern int iMouseInUse; |
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extern vec3_t vecTempAngles; |
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extern bool bChangeAngles; |
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extern "C" |
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{ |
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int CL_IsThirdPerson( void ); |
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void CL_CameraOffset( float *ofs ); |
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void DLLEXPORT V_CalcRefdef( struct ref_params_s *pparams ); |
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void PM_ParticleLine( float *start, float *end, int pcolor, float life, float vert ); |
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int PM_GetInfo( int ent ); |
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void InterpolateAngles( float * start, float * end, float * output, float frac ); |
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void NormalizeAngles( float * angles ); |
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float Distance( const float * v1, const float * v2 ); |
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float AngleBetweenVectors( const float * v1, const float * v2 ); |
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float vJumpOrigin[3]; |
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float vJumpAngles[3]; |
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} |
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void V_DropPunchAngle( float frametime, float *ev_punchangle ); |
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void VectorAngles( const float *forward, float *angles ); |
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#include "r_studioint.h" |
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#include "com_model.h" |
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extern engine_studio_api_t IEngineStudio; |
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/* |
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The view is allowed to move slightly from it's true position for bobbing, |
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but if it exceeds 8 pixels linear distance (spherical, not box), the list of |
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entities sent from the server may not include everything in the pvs, especially |
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when crossing a water boudnary. |
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*/ |
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extern cvar_t *cl_forwardspeed; |
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extern cvar_t *chase_active; |
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extern cvar_t *cl_vsmoothing; |
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extern Vector dead_viewangles; |
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vec3_t v_origin, v_angles, v_cl_angles, v_sim_org, v_lastAngles; |
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float v_frametime, v_lastDistance; |
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vec3_t v_client_aimangles; |
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vec3_t g_ev_punchangle; |
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cvar_t *scr_ofsx; |
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cvar_t *scr_ofsy; |
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cvar_t *scr_ofsz; |
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cvar_t *v_centermove; |
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cvar_t *v_centerspeed; |
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cvar_t *cl_bobcycle; |
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cvar_t *cl_bob; |
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cvar_t *cl_bobup; |
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cvar_t *cl_waterdist; |
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cvar_t *cl_chasedist; |
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// These cvars are not registered (so users can't cheat), so set the ->value field directly |
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// Register these cvars in V_Init() if needed for easy tweaking |
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cvar_t v_iyaw_cycle = {"v_iyaw_cycle", "2", 0, 2}; |
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cvar_t v_iroll_cycle = {"v_iroll_cycle", "0.5", 0, 0.5}; |
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cvar_t v_ipitch_cycle = {"v_ipitch_cycle", "1", 0, 1}; |
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cvar_t v_iyaw_level = {"v_iyaw_level", "0.3", 0, 0.3}; |
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cvar_t v_iroll_level = {"v_iroll_level", "0.1", 0, 0.1}; |
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cvar_t v_ipitch_level = {"v_ipitch_level", "0.3", 0, 0.3}; |
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float v_idlescale; // used by TFC for concussion grenade effect |
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//============================================================================= |
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/* |
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void V_NormalizeAngles( float *angles ) |
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{ |
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int i; |
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// Normalize angles |
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for( i = 0; i < 3; i++ ) |
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{ |
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if( angles[i] > 180.0f ) |
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{ |
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angles[i] -= 360.0f; |
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} |
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else if( angles[i] < -180.0f ) |
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{ |
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angles[i] += 360.0f; |
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} |
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} |
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} |
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=================== |
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V_InterpolateAngles |
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Interpolate Euler angles. |
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FIXME: Use Quaternions to avoid discontinuities |
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Frac is 0.0 to 1.0 ( i.e., should probably be clamped, but doesn't have to be ) |
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=================== |
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void V_InterpolateAngles( float *start, float *end, float *output, float frac ) |
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{ |
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int i; |
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float ang1, ang2; |
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float d; |
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V_NormalizeAngles( start ); |
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V_NormalizeAngles( end ); |
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for( i = 0 ; i < 3 ; i++ ) |
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{ |
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ang1 = start[i]; |
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ang2 = end[i]; |
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d = ang2 - ang1; |
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if( d > 180.0f ) |
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{ |
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d -= 360.0f; |
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} |
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else if( d < -180.0f ) |
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{ |
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d += 360.0f; |
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} |
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output[i] = ang1 + d * frac; |
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} |
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V_NormalizeAngles( output ); |
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} */ |
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// Quakeworld bob code, this fixes jitters in the mutliplayer since the clock (pparams->time) isn't quite linear |
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float V_CalcBob( struct ref_params_s *pparams ) |
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{ |
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static double bobtime; |
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static float bob; |
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float cycle; |
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static float lasttime; |
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vec3_t vel; |
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if( pparams->onground == -1 || |
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pparams->time == lasttime ) |
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{ |
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// just use old value |
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return bob; |
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} |
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lasttime = pparams->time; |
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bobtime += pparams->frametime; |
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cycle = bobtime - (int)( bobtime / cl_bobcycle->value ) * cl_bobcycle->value; |
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cycle /= cl_bobcycle->value; |
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if( cycle < cl_bobup->value ) |
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{ |
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cycle = M_PI_F * cycle / cl_bobup->value; |
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} |
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else |
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{ |
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cycle = M_PI_F + M_PI_F * ( cycle - cl_bobup->value )/( 1.0f - cl_bobup->value ); |
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} |
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// bob is proportional to simulated velocity in the xy plane |
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// (don't count Z, or jumping messes it up) |
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VectorCopy( pparams->simvel, vel ); |
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vel[2] = 0; |
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bob = sqrt( vel[0] * vel[0] + vel[1] * vel[1] ) * cl_bob->value; |
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bob = bob * 0.3f + bob * 0.7f * sin(cycle); |
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bob = Q_min( bob, 4.0f ); |
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bob = Q_max( bob, -7.0f ); |
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return bob; |
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} |
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/* |
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=============== |
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V_CalcRoll |
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Used by view and sv_user |
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=============== |
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*/ |
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float V_CalcRoll( vec3_t angles, vec3_t velocity, float rollangle, float rollspeed ) |
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{ |
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float sign; |
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float side; |
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float value; |
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vec3_t forward, right, up; |
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AngleVectors( angles, forward, right, up ); |
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side = DotProduct( velocity, right ); |
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sign = side < 0.0f ? -1.0f : 1.0f; |
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side = fabs( side ); |
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value = rollangle; |
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if( side < rollspeed ) |
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{ |
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side = side * value / rollspeed; |
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} |
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else |
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{ |
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side = value; |
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} |
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return side * sign; |
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} |
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typedef struct pitchdrift_s |
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{ |
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float pitchvel; |
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int nodrift; |
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float driftmove; |
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double laststop; |
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} pitchdrift_t; |
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static pitchdrift_t pd; |
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/* |
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=============== |
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V_DriftPitch |
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Moves the client pitch angle towards idealpitch sent by the server. |
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If the user is adjusting pitch manually, either with lookup/lookdown, |
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mlook and mouse, or klook and keyboard, pitch drifting is constantly stopped. |
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=============== |
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*/ |
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/* |
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============================================================================== |
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VIEW RENDERING |
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============================================================================== |
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*/ |
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/* |
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================== |
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V_CalcGunAngle |
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================== |
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*/ |
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void V_CalcGunAngle( struct ref_params_s *pparams ) |
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{ |
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cl_entity_t *viewent; |
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viewent = gEngfuncs.GetViewModel(); |
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if( !viewent ) |
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return; |
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viewent->angles[YAW] = pparams->viewangles[YAW] + pparams->crosshairangle[YAW]; |
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viewent->angles[PITCH] = -pparams->viewangles[PITCH] + pparams->crosshairangle[PITCH] * 0.25f; |
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viewent->angles[ROLL] -= v_idlescale * sin( pparams->time * v_iroll_cycle.value ) * v_iroll_level.value; |
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// don't apply all of the v_ipitch to prevent normally unseen parts of viewmodel from coming into view. |
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viewent->angles[PITCH] -= v_idlescale * sin( pparams->time * v_ipitch_cycle.value ) * ( v_ipitch_level.value * 0.5f ); |
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viewent->angles[YAW] -= v_idlescale * sin( pparams->time * v_iyaw_cycle.value ) * v_iyaw_level.value; |
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VectorCopy( viewent->angles, viewent->curstate.angles ); |
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VectorCopy( viewent->angles, viewent->latched.prevangles ); |
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} |
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/* |
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============== |
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V_AddIdle |
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Idle swaying |
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============== |
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*/ |
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void V_AddIdle( struct ref_params_s *pparams ) |
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{ |
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pparams->viewangles[ROLL] += v_idlescale * sin( pparams->time * v_iroll_cycle.value ) * v_iroll_level.value; |
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pparams->viewangles[PITCH] += v_idlescale * sin( pparams->time * v_ipitch_cycle.value ) * v_ipitch_level.value; |
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pparams->viewangles[YAW] += v_idlescale * sin( pparams->time * v_iyaw_cycle.value ) * v_iyaw_level.value; |
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} |
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extern cvar_t *cl_rollspeed; |
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extern cvar_t *cl_rollangle; |
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/* |
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============== |
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V_CalcViewRoll |
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Roll is induced by movement and damage |
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============== |
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*/ |
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void V_CalcViewRoll( struct ref_params_s *pparams ) |
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{ |
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float side; |
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cl_entity_t *viewentity; |
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viewentity = gEngfuncs.GetEntityByIndex( pparams->viewentity ); |
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if( !viewentity ) |
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return; |
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//Roll the angles when strafing Quake style! |
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side = V_CalcRoll( pparams->viewangles, pparams->simvel, cl_rollangle->value, cl_rollspeed->value ) * 4.0f; |
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pparams->viewangles[ROLL] = side; |
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if( pparams->health <= 0 && ( pparams->viewheight[2] != 0 ) ) |
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{ |
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// only roll the view if the player is dead and the viewheight[2] is nonzero |
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// this is so deadcam in multiplayer will work. |
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pparams->viewangles[ROLL] = 80; // dead view angle |
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return; |
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} |
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} |
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/* |
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================== |
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V_CalcIntermissionRefdef |
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================== |
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*/ |
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void V_CalcIntermissionRefdef( struct ref_params_s *pparams ) |
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{ |
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cl_entity_t /**ent,*/ *view; |
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float old; |
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// don't allow cheats in multiplayer |
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if( pparams->maxclients > 1 ) |
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{ |
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scr_ofsx->value = 0.0; |
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scr_ofsy->value = 0.0; |
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scr_ofsz->value = 0.0; |
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} |
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// ent is the player model ( visible when out of body ) |
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//ent = gEngfuncs.GetLocalPlayer(); |
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// view is the weapon model (only visible from inside body ) |
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view = gEngfuncs.GetViewModel(); |
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VectorCopy( pparams->simorg, pparams->vieworg ); |
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VectorCopy( pparams->cl_viewangles, pparams->viewangles ); |
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view->model = NULL; |
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// allways idle in intermission |
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old = v_idlescale; |
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v_idlescale = 1; |
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V_AddIdle( pparams ); |
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if( gEngfuncs.IsSpectateOnly() ) |
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{ |
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// in HLTV we must go to 'intermission' position by ourself |
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VectorCopy( gHUD.m_Spectator.m_cameraOrigin, pparams->vieworg ); |
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VectorCopy( gHUD.m_Spectator.m_cameraAngles, pparams->viewangles ); |
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} |
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v_idlescale = old; |
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v_cl_angles = pparams->cl_viewangles; |
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v_origin = pparams->vieworg; |
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v_angles = pparams->viewangles; |
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} |
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#define ORIGIN_BACKUP 64 |
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#define ORIGIN_MASK ( ORIGIN_BACKUP - 1 ) |
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typedef struct |
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{ |
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float Origins[ORIGIN_BACKUP][3]; |
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float OriginTime[ORIGIN_BACKUP]; |
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float Angles[ORIGIN_BACKUP][3]; |
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float AngleTime[ORIGIN_BACKUP]; |
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int CurrentOrigin; |
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int CurrentAngle; |
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} viewinterp_t; |
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/* |
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================== |
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V_CalcRefdef |
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================== |
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*/ |
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void V_CalcNormalRefdef( struct ref_params_s *pparams ) |
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{ |
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cl_entity_t *ent, *view; |
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int i; |
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vec3_t angles; |
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float bob, waterOffset; |
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static viewinterp_t ViewInterp; |
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static float oldz = 0; |
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static float lasttime; |
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static float lastang[3]; |
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vec3_t angdelta; |
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vec3_t camAngles, camForward, camRight, camUp; |
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cl_entity_t *pwater; |
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//Force angle change |
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if( bChangeAngles == true ) |
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{ |
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pparams->cl_viewangles[PITCH] = vecTempAngles[PITCH]; |
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pparams->cl_viewangles[YAW] = vecTempAngles[YAW]; |
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pparams->cl_viewangles[ROLL] = vecTempAngles[ROLL]; |
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vecTempAngles = Vector( 0, 0, 0 ); |
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bChangeAngles = false; |
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} |
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// don't allow cheats in multiplayer |
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if( pparams->maxclients > 1 ) |
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{ |
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// ent is the player model ( visible when out of body ) |
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ent = gEngfuncs.GetLocalPlayer(); |
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gEngfuncs.Cvar_SetValue( "scr_ofsx", 0 ); |
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gEngfuncs.Cvar_SetValue( "scr_ofsy", 0 ); |
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gEngfuncs.Cvar_SetValue( "scr_ofsz", 0 ); |
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} |
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// ent is the player model ( visible when out of body ) |
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ent = gEngfuncs.GetLocalPlayer(); |
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// view is the weapon model (only visible from inside body) |
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view = gEngfuncs.GetViewModel(); |
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// transform the view offset by the model's matrix to get the offset from |
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// model origin for the view |
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bob = V_CalcBob( pparams ); |
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// refresh position |
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VectorCopy( pparams->simorg, pparams->vieworg ); |
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pparams->vieworg[2] += bob ; |
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VectorAdd( pparams->vieworg, pparams->viewheight, pparams->vieworg ); |
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if( pparams->health <= 0 ) |
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{ |
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VectorCopy( dead_viewangles, pparams->viewangles ); |
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} |
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else |
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{ |
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VectorCopy( pparams->cl_viewangles, pparams->viewangles ); |
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} |
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gEngfuncs.V_CalcShake(); |
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gEngfuncs.V_ApplyShake( pparams->vieworg, pparams->viewangles, 1.0f ); |
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// never let view origin sit exactly on a node line, because a water plane can |
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// dissapear when viewed with the eye exactly on it. |
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// FIXME, we send origin at 1/128 now, change this? |
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// the server protocol only specifies to 1/16 pixel, so add 1/32 in each axis |
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pparams->vieworg[0] += 1.0f / 32.0f; |
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pparams->vieworg[1] += 1.0f / 32.0f; |
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pparams->vieworg[2] += 1.0f / 32.0f; |
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// Check for problems around water, move the viewer artificially if necessary |
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// -- this prevents drawing errors in GL due to waves |
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waterOffset = 0; |
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if( pparams->waterlevel >= 2 ) |
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{ |
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int contents, waterDist, waterEntity; |
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vec3_t point; |
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waterDist = cl_waterdist->value; |
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if( pparams->hardware ) |
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{ |
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waterEntity = gEngfuncs.PM_WaterEntity( pparams->simorg ); |
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if( waterEntity >= 0 && waterEntity < pparams->max_entities ) |
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{ |
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pwater = gEngfuncs.GetEntityByIndex( waterEntity ); |
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if( pwater && ( pwater->model != NULL ) ) |
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{ |
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waterDist += ( pwater->curstate.scale * 16.0f ); // Add in wave height |
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} |
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} |
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} |
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else |
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{ |
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// waterEntity = 0; // Don't need this in software |
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} |
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VectorCopy( pparams->vieworg, point ); |
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// Eyes are above water, make sure we're above the waves |
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if( pparams->waterlevel == 2 ) |
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{ |
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point[2] -= waterDist; |
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for( i = 0; i < waterDist; i++ ) |
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{ |
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contents = gEngfuncs.PM_PointContents( point, NULL ); |
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if( contents > CONTENTS_WATER ) |
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break; |
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point[2] += 1; |
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} |
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waterOffset = ( point[2] + waterDist ) - pparams->vieworg[2]; |
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} |
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else |
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{ |
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// eyes are under water. Make sure we're far enough under |
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point[2] += waterDist; |
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for( i = 0; i < waterDist; i++ ) |
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{ |
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contents = gEngfuncs.PM_PointContents( point, NULL ); |
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if( contents <= CONTENTS_WATER ) |
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break; |
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point[2] -= 1; |
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} |
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waterOffset = ( point[2] - waterDist ) - pparams->vieworg[2]; |
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} |
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} |
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pparams->vieworg[2] += waterOffset; |
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V_CalcViewRoll( pparams ); |
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V_AddIdle( pparams ); |
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// offsets |
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if( pparams->health <= 0 ) |
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{ |
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VectorCopy( dead_viewangles, angles ); |
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} |
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else |
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{ |
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VectorCopy( pparams->cl_viewangles, angles ); |
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} |
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AngleVectors( angles, pparams->forward, pparams->right, pparams->up ); |
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for( i = 0; i < 3; i++ ) |
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{ |
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pparams->vieworg[i] += scr_ofsx->value*pparams->forward[i] + scr_ofsy->value*pparams->right[i] + scr_ofsz->value*pparams->up[i]; |
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} |
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|
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// Treating cam_ofs[2] as the distance |
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if( CL_IsThirdPerson() ) |
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{ |
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vec3_t ofs; |
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ofs[0] = ofs[1] = ofs[2] = 0.0f; |
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CL_CameraOffset( (float *)&ofs ); |
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|
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VectorCopy( ofs, camAngles ); |
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camAngles[ROLL] = 0; |
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AngleVectors( camAngles, camForward, camRight, camUp ); |
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|
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for( i = 0; i < 3; i++ ) |
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{ |
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pparams->vieworg[i] += -ofs[2] * camForward[i]; |
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} |
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} |
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|
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// Give gun our viewangles |
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if( pparams->health <= 0 ) |
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{ |
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VectorCopy( dead_viewangles, view->angles ); |
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} |
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else |
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{ |
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VectorCopy( pparams->cl_viewangles, view->angles ); |
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} |
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// set up gun position |
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V_CalcGunAngle( pparams ); |
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|
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// Use predicted origin as view origin. |
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VectorCopy( pparams->simorg, view->origin ); |
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view->origin[2] += waterOffset; |
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VectorAdd( view->origin, pparams->viewheight, view->origin ); |
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|
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// Let the viewmodel shake at about 10% of the amplitude |
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gEngfuncs.V_ApplyShake( view->origin, view->angles, 0.9f ); |
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|
|
for( i = 0; i < 3; i++ ) |
|
{ |
|
view->origin[i] += bob * 0.4f * pparams->forward[i]; |
|
} |
|
view->origin[2] += bob; |
|
|
|
// throw in a little tilt. |
|
view->angles[YAW] -= bob * 0.5f; |
|
view->angles[ROLL] -= bob * 1.0f; |
|
view->angles[PITCH] -= bob * 0.3f; |
|
|
|
// pushing the view origin down off of the same X/Z plane as the ent's origin will give the |
|
// gun a very nice 'shifting' effect when the player looks up/down. If there is a problem |
|
// with view model distortion, this may be a cause. (SJB). |
|
view->origin[2] -= 1.0f; |
|
|
|
// fudge position around to keep amount of weapon visible |
|
// roughly equal with different FOV |
|
if( pparams->viewsize == 110.0f ) |
|
{ |
|
view->origin[2] += 1.0f; |
|
} |
|
else if( pparams->viewsize == 100.0f ) |
|
{ |
|
view->origin[2] += 2.0f; |
|
} |
|
else if( pparams->viewsize == 90.0f ) |
|
{ |
|
view->origin[2] += 1.0f; |
|
} |
|
else if( pparams->viewsize == 80.0f ) |
|
{ |
|
view->origin[2] += 0.5f; |
|
} |
|
|
|
// Add in the punchangle, if any |
|
VectorAdd( pparams->viewangles, pparams->punchangle, pparams->viewangles ); |
|
|
|
// Include client side punch, too |
|
VectorAdd( pparams->viewangles, (float *)&g_ev_punchangle, pparams->viewangles ); |
|
|
|
V_DropPunchAngle( pparams->frametime, (float *)&g_ev_punchangle ); |
|
|
|
// smooth out stair step ups |
|
#if 1 |
|
if( !pparams->smoothing && pparams->onground && pparams->simorg[2] - oldz > 0.0f ) |
|
{ |
|
float steptime; |
|
|
|
steptime = pparams->time - lasttime; |
|
|
|
if( steptime < 0 ) |
|
//FIXME I_Error( "steptime < 0" ); |
|
steptime = 0; |
|
|
|
oldz += steptime * 150.0f; |
|
if( oldz > pparams->simorg[2] ) |
|
oldz = pparams->simorg[2]; |
|
if( pparams->simorg[2] - oldz > 18.0f ) |
|
oldz = pparams->simorg[2]- 18.0f; |
|
pparams->vieworg[2] += oldz - pparams->simorg[2]; |
|
view->origin[2] += oldz - pparams->simorg[2]; |
|
} |
|
else |
|
{ |
|
oldz = pparams->simorg[2]; |
|
} |
|
#endif |
|
{ |
|
static float lastorg[3]; |
|
vec3_t delta; |
|
|
|
VectorSubtract( pparams->simorg, lastorg, delta ); |
|
|
|
if( Length( delta ) != 0.0f ) |
|
{ |
|
VectorCopy( pparams->simorg, ViewInterp.Origins[ViewInterp.CurrentOrigin & ORIGIN_MASK] ); |
|
ViewInterp.OriginTime[ViewInterp.CurrentOrigin & ORIGIN_MASK] = pparams->time; |
|
ViewInterp.CurrentOrigin++; |
|
|
|
VectorCopy( pparams->simorg, lastorg ); |
|
} |
|
} |
|
|
|
// Smooth out whole view in multiplayer when on trains, lifts |
|
if( cl_vsmoothing && cl_vsmoothing->value && |
|
( pparams->smoothing && ( pparams->maxclients > 1 ) ) ) |
|
{ |
|
int foundidx; |
|
float t; |
|
|
|
if( cl_vsmoothing->value < 0.0f ) |
|
{ |
|
gEngfuncs.Cvar_SetValue( "cl_vsmoothing", 0.0f ); |
|
} |
|
|
|
t = pparams->time - cl_vsmoothing->value; |
|
|
|
for( i = 1; i < ORIGIN_MASK; i++ ) |
|
{ |
|
foundidx = ViewInterp.CurrentOrigin - 1 - i; |
|
if( ViewInterp.OriginTime[foundidx & ORIGIN_MASK] <= t ) |
|
break; |
|
} |
|
|
|
if( i < ORIGIN_MASK && ViewInterp.OriginTime[foundidx & ORIGIN_MASK] != 0.0f ) |
|
{ |
|
// Interpolate |
|
vec3_t delta; |
|
double frac; |
|
double dt; |
|
vec3_t neworg; |
|
|
|
dt = ViewInterp.OriginTime[( foundidx + 1 ) & ORIGIN_MASK] - ViewInterp.OriginTime[foundidx & ORIGIN_MASK]; |
|
if( dt > 0.0 ) |
|
{ |
|
frac = ( t - ViewInterp.OriginTime[foundidx & ORIGIN_MASK] ) / dt; |
|
frac = Q_min( 1.0, frac ); |
|
VectorSubtract( ViewInterp.Origins[( foundidx + 1 ) & ORIGIN_MASK], ViewInterp.Origins[foundidx & ORIGIN_MASK], delta ); |
|
VectorMA( ViewInterp.Origins[foundidx & ORIGIN_MASK], frac, delta, neworg ); |
|
|
|
// Dont interpolate large changes |
|
if( Length( delta ) < 64.0f ) |
|
{ |
|
VectorSubtract( neworg, pparams->simorg, delta ); |
|
|
|
VectorAdd( pparams->simorg, delta, pparams->simorg ); |
|
VectorAdd( pparams->vieworg, delta, pparams->vieworg ); |
|
VectorAdd( view->origin, delta, view->origin ); |
|
} |
|
} |
|
} |
|
} |
|
|
|
// Store off v_angles before munging for third person |
|
v_angles = pparams->viewangles; |
|
v_client_aimangles = pparams->cl_viewangles; |
|
v_lastAngles = pparams->viewangles; |
|
//v_cl_angles = pparams->cl_viewangles; // keep old user mouse angles ! |
|
if( CL_IsThirdPerson() ) |
|
{ |
|
VectorCopy( camAngles, pparams->viewangles ); |
|
} |
|
|
|
// override all previous settings if the viewent isn't the client |
|
if( pparams->viewentity > pparams->maxclients ) |
|
{ |
|
cl_entity_t *viewentity; |
|
viewentity = gEngfuncs.GetEntityByIndex( pparams->viewentity ); |
|
if( viewentity ) |
|
{ |
|
VectorCopy( viewentity->origin, pparams->vieworg ); |
|
VectorCopy( viewentity->angles, pparams->viewangles ); |
|
|
|
// Store off overridden viewangles |
|
v_angles = pparams->viewangles; |
|
} |
|
} |
|
|
|
lasttime = pparams->time; |
|
|
|
v_origin = pparams->vieworg; |
|
} |
|
|
|
void V_SmoothInterpolateAngles( float * startAngle, float * endAngle, float * finalAngle, float degreesPerSec ) |
|
{ |
|
float absd, frac, d; |
|
|
|
NormalizeAngles( startAngle ); |
|
NormalizeAngles( endAngle ); |
|
|
|
for( int i = 0; i < 3; i++ ) |
|
{ |
|
d = endAngle[i] - startAngle[i]; |
|
|
|
if( d > 180.0f ) |
|
{ |
|
d -= 360.0f; |
|
} |
|
else if( d < -180.0f ) |
|
{ |
|
d += 360.0f; |
|
} |
|
|
|
absd = fabs( d ); |
|
|
|
if( absd > 0.1f ) |
|
{ |
|
frac = (degreesPerSec * v_frametime ) / absd; |
|
|
|
if( absd < 45.0f ) |
|
frac*= absd / 45.0f; // slow down last 45 degrees |
|
|
|
if( frac > 1.0f ) |
|
{ |
|
finalAngle[i] = endAngle[i]; |
|
} |
|
else |
|
{ |
|
finalAngle[i] = startAngle[i] + d * frac; |
|
} |
|
} |
|
else |
|
{ |
|
finalAngle[i] = endAngle[i]; |
|
} |
|
} |
|
|
|
NormalizeAngles( finalAngle ); |
|
} |
|
|
|
// Get the origin of the Observer based around the target's position and angles |
|
void V_GetChaseOrigin( float * angles, float * origin, float distance, qboolean worldOnly, float * returnvec ) |
|
{ |
|
int tracefinished = false; |
|
vec3_t vecEnd; |
|
vec3_t forward; |
|
vec3_t vecStart; |
|
pmtrace_t *trace; |
|
|
|
// Trace back from the target using the player's view angles |
|
AngleVectors( angles, forward, NULL, NULL ); |
|
|
|
VectorScale( forward, -1, forward ); |
|
|
|
VectorCopy( origin, vecStart ); |
|
|
|
VectorMA( vecStart, distance , forward, vecEnd ); |
|
|
|
while( !tracefinished ) |
|
{ |
|
trace = gEngfuncs.PM_TraceLine( vecStart, vecEnd, PM_TRACELINE_PHYSENTSONLY, 2, -1 ); |
|
|
|
if( trace->ent <= 0 || !worldOnly ) |
|
{ |
|
tracefinished = true; |
|
} |
|
else |
|
{ |
|
if( Distance(trace->endpos, vecEnd ) > 1.0f ) |
|
{ |
|
VectorAdd( trace->endpos, forward, vecStart ); |
|
} |
|
else |
|
{ |
|
tracefinished = true; |
|
} |
|
} |
|
} |
|
|
|
/* if( ent ) |
|
{ |
|
gEngfuncs.Con_Printf( "Trace loops %i , entity %i, model %s, solid %i\n",(8-maxLoops),ent->curstate.number, ent->model->name , ent->curstate.solid ); |
|
} */ |
|
|
|
VectorMA( trace->endpos, 4, trace->plane.normal, returnvec ); |
|
|
|
v_lastDistance = Distance( trace->endpos, origin ); // real distance without offset |
|
} |
|
|
|
/*void V_GetDeathCam( cl_entity_t * ent1, cl_entity_t * ent2, float * angle, float * origin ) |
|
{ |
|
float newAngle[3]; float newOrigin[3]; |
|
|
|
float distance = 168.0f; |
|
|
|
v_lastDistance += v_frametime * 96.0f; // move unit per seconds back |
|
|
|
if( v_resetCamera ) |
|
v_lastDistance = 64.0f; |
|
|
|
if( distance > v_lastDistance ) |
|
distance = v_lastDistance; |
|
|
|
VectorCopy( ent1->origin, newOrigin ); |
|
|
|
if( ent1->player ) |
|
newOrigin[2] += 17.0f; // head level of living player |
|
|
|
// get new angle towards second target |
|
if( ent2 ) |
|
{ |
|
VectorSubtract( ent2->origin, ent1->origin, newAngle ); |
|
VectorAngles( newAngle, newAngle ); |
|
newAngle[0] = -newAngle[0]; |
|
} |
|
else |
|
{ |
|
// if no second target is given, look down to dead player |
|
newAngle[0] = 90.0f; |
|
newAngle[1] = 0.0f; |
|
newAngle[2] = 0.0f; |
|
} |
|
|
|
// and smooth view |
|
V_SmoothInterpolateAngles( v_lastAngles, newAngle, angle, 120.0f ); |
|
|
|
V_GetChaseOrigin( angle, newOrigin, distance, origin ); |
|
|
|
VectorCopy( angle, v_lastAngles ); |
|
}*/ |
|
|
|
void V_GetDirectedChasePosition( cl_entity_t *ent1, cl_entity_t *ent2,float *angle, float *origin ) |
|
{ |
|
float newAngle[3], newOrigin[3], tempVec[3]; |
|
|
|
int flags = gHUD.m_Spectator.m_iObserverFlags; |
|
|
|
qboolean deadPlayer = ent1->player && ( ent1->curstate.solid == SOLID_NOT ); |
|
|
|
float dfactor = ( flags & DRC_FLAG_DRAMATIC ) ? -1.0f : 1.0f; |
|
|
|
if( ent1->player && ( ent1->curstate.solid == SOLID_NOT ) ) |
|
dfactor = 1.5f; // zoom away if player dies |
|
|
|
float distance = 112.0f + ( 16.0f * dfactor ); // get close if dramatic; |
|
|
|
// go away in final scenes |
|
if( flags & DRC_FLAG_FINAL ) |
|
distance *= 2.0f; |
|
|
|
// let v_lastDistance float smoothly away |
|
v_lastDistance += v_frametime * 24.0f; // move unit per seconds back |
|
|
|
if( distance > v_lastDistance ) |
|
distance = v_lastDistance; |
|
|
|
VectorCopy( ent1->origin, newOrigin ); |
|
|
|
if( ent1->player ) |
|
{ |
|
if( deadPlayer ) |
|
newOrigin[2] += 2; //laying on ground |
|
else |
|
newOrigin[2] += 28; // head level of living player |
|
} |
|
else |
|
newOrigin[2]+= 8.0f; // object, tricky, must be above bomb in CS |
|
|
|
if( ( ent2 == (cl_entity_t*)0xFFFFFFFF ) || deadPlayer ) // we have no second target or player just died |
|
{ |
|
// we have no second target, choose view direction based on |
|
// show front of primary target |
|
VectorCopy( ent1->angles, newAngle ); |
|
newAngle[1] += 180.0f; |
|
|
|
newAngle[0] += 12.5f * dfactor; // lower angle if dramatic |
|
|
|
// if final scene (bomb), show from real high pos |
|
if( flags & DRC_FLAG_FINAL ) |
|
newAngle[0] = 22.5f; |
|
|
|
// choose side of object/player |
|
if( flags & DRC_FLAG_SIDE ) |
|
newAngle[1] += 22.5f; |
|
else |
|
newAngle[1] -= 22.5f; |
|
|
|
// if ( AngleBetweenVectors( tempVec, newAngle ) > 1.0f ) |
|
V_SmoothInterpolateAngles( v_lastAngles, newAngle, angle, 120.0f ); |
|
|
|
// HACK, if player is dead don't clip against his dead body, can't check this |
|
V_GetChaseOrigin( angle, newOrigin, distance, deadPlayer, origin ); |
|
} |
|
else if( ent2 ) |
|
{ |
|
// get new angle towards second target |
|
VectorSubtract( ent2->origin, ent1->origin, newAngle ); |
|
|
|
VectorAngles( newAngle, newAngle ); |
|
newAngle[0] = -newAngle[0]; |
|
|
|
// set angle diffrent in Dramtaic scenes |
|
newAngle[0] += 12.5f * dfactor; // lower angle if dramatic |
|
|
|
if( flags & DRC_FLAG_SIDE ) |
|
newAngle[1] += 22.5f; |
|
else |
|
newAngle[1] -= 22.5f; |
|
|
|
V_GetChaseOrigin( newAngle, newOrigin, distance, false, origin ); |
|
|
|
origin[2]+= 16.0f*( 1.0f - ( v_lastDistance / distance ) ); |
|
|
|
// calculate angle to second target |
|
VectorSubtract( ent2->origin, origin, tempVec ); |
|
VectorAngles( tempVec, tempVec ); |
|
tempVec[0] = -tempVec[0]; |
|
|
|
// take middle between two viewangles |
|
InterpolateAngles( newAngle, tempVec, angle, 0.5f ); |
|
|
|
} |
|
else |
|
{ |
|
// second target disappeard somehow (dead) |
|
// keep last good viewangle |
|
V_GetChaseOrigin( angle, newOrigin, distance, false, origin ); |
|
} |
|
|
|
VectorCopy( angle, v_lastAngles ); |
|
} |
|
|
|
void V_GetChasePos( int target, float *cl_angles, float *origin, float *angles ) |
|
{ |
|
cl_entity_t *ent = NULL; |
|
|
|
if( target ) |
|
{ |
|
ent = gEngfuncs.GetEntityByIndex( target ); |
|
} |
|
|
|
if( !ent ) |
|
{ |
|
// just copy a save in-map position |
|
VectorCopy( vJumpAngles, angles ); |
|
VectorCopy( vJumpOrigin, origin ); |
|
return; |
|
} |
|
|
|
if( gHUD.m_Spectator.m_autoDirector->value ) |
|
{ |
|
if( g_iUser3 ) |
|
V_GetDirectedChasePosition( ent, gEngfuncs.GetEntityByIndex( g_iUser3 ), |
|
angles, origin ); |
|
else |
|
V_GetDirectedChasePosition( ent, (cl_entity_t*)0xFFFFFFFF, |
|
angles, origin ); |
|
} |
|
else |
|
{ |
|
if( cl_angles == NULL ) // no mouse angles given, use entity angles ( locked mode ) |
|
{ |
|
VectorCopy( ent->angles, angles); |
|
angles[0] *= -1.0f; |
|
} |
|
else |
|
VectorCopy( cl_angles, angles ); |
|
|
|
VectorCopy( ent->origin, origin ); |
|
|
|
origin[2] += 28.0f; // DEFAULT_VIEWHEIGHT - some offset |
|
|
|
V_GetChaseOrigin( angles, origin, cl_chasedist->value, false, origin ); |
|
} |
|
} |
|
|
|
void V_ResetChaseCam() |
|
{ |
|
v_lastDistance = 4096.0f; |
|
} |
|
|
|
void V_GetInEyePos( int target, float *origin, float *angles ) |
|
{ |
|
if( !target ) |
|
{ |
|
// just copy a save in-map position |
|
VectorCopy ( vJumpAngles, angles ); |
|
VectorCopy ( vJumpOrigin, origin ); |
|
return; |
|
}; |
|
|
|
cl_entity_t *ent = gEngfuncs.GetEntityByIndex( target ); |
|
|
|
if( !ent ) |
|
return; |
|
|
|
VectorCopy( ent->origin, origin ); |
|
VectorCopy( ent->angles, angles ); |
|
|
|
angles[PITCH] *= -3.0f; // see CL_ProcessEntityUpdate() |
|
|
|
if( ent->curstate.solid == SOLID_NOT ) |
|
{ |
|
angles[ROLL] = 80.0f; // dead view angle |
|
origin[2] += -8.0f; // PM_DEAD_VIEWHEIGHT |
|
} |
|
else if( ent->curstate.usehull == 1 ) |
|
origin[2] += 12.0f; // VEC_DUCK_VIEW; |
|
else |
|
// exacty eye position can't be caluculated since it depends on |
|
// client values like cl_bobcycle, this offset matches the default values |
|
origin[2] += 28.0f; // DEFAULT_VIEWHEIGHT |
|
} |
|
|
|
void V_GetMapFreePosition( float *cl_angles, float *origin, float *angles ) |
|
{ |
|
vec3_t forward; |
|
vec3_t zScaledTarget; |
|
|
|
VectorCopy( cl_angles, angles ); |
|
|
|
// modify angles since we don't wanna see map's bottom |
|
angles[0] = 51.25f + 38.75f * ( angles[0] / 90.0f ); |
|
|
|
zScaledTarget[0] = gHUD.m_Spectator.m_mapOrigin[0]; |
|
zScaledTarget[1] = gHUD.m_Spectator.m_mapOrigin[1]; |
|
zScaledTarget[2] = gHUD.m_Spectator.m_mapOrigin[2] * ( ( 90.0f - angles[0] ) / 90.0f ); |
|
|
|
AngleVectors( angles, forward, NULL, NULL ); |
|
|
|
VectorNormalize( forward ); |
|
|
|
VectorMA( zScaledTarget, -( 4096.0f / gHUD.m_Spectator.m_mapZoom ), forward, origin ); |
|
} |
|
|
|
void V_GetMapChasePosition( int target, float *cl_angles, float *origin, float *angles ) |
|
{ |
|
vec3_t forward; |
|
|
|
if( target ) |
|
{ |
|
cl_entity_t *ent = gEngfuncs.GetEntityByIndex( target ); |
|
|
|
if( gHUD.m_Spectator.m_autoDirector->value ) |
|
{ |
|
// this is done to get the angles made by director mode |
|
V_GetChasePos( target, cl_angles, origin, angles ); |
|
VectorCopy( ent->origin, origin ); |
|
|
|
// keep fix chase angle horizontal |
|
angles[0] = 45.0f; |
|
} |
|
else |
|
{ |
|
VectorCopy( cl_angles, angles ); |
|
VectorCopy( ent->origin, origin ); |
|
|
|
// modify angles since we don't wanna see map's bottom |
|
angles[0] = 51.25f + 38.75f * ( angles[0] / 90.0f ); |
|
} |
|
} |
|
else |
|
{ |
|
// keep out roaming position, but modify angles |
|
VectorCopy( cl_angles, angles ); |
|
angles[0] = 51.25f + 38.75f * ( angles[0] / 90.0f ); |
|
} |
|
|
|
origin[2] *= ( ( 90.0f - angles[0] ) / 90.0f ); |
|
angles[2] = 0.0f; // don't roll angle (if chased player is dead) |
|
|
|
AngleVectors( angles, forward, NULL, NULL ); |
|
|
|
VectorNormalize( forward ); |
|
|
|
VectorMA( origin, -1536.0f, forward, origin ); |
|
} |
|
|
|
int V_FindViewModelByWeaponModel( int weaponindex ) |
|
{ |
|
static const char *modelmap[][2] = |
|
{ |
|
{ "models/p_crossbow.mdl", "models/v_crossbow.mdl" }, |
|
{ "models/p_crowbar.mdl", "models/v_crowbar.mdl" }, |
|
{ "models/p_shot.mdl", "models/v_shot.mdl" }, |
|
{ "models/p_shot2.mdl", "models/v_shot2.mdl" }, |
|
{ "models/p_nail.mdl", "models/v_nail.mdl" }, |
|
{ "models/p_nail2.mdl", "models/v_nail2.mdl" }, |
|
{ "models/p_rock.mdl", "models/v_rock.mdl" }, |
|
{ "models/p_rock2.mdl", "models/v_rock2.mdl" }, |
|
{ "models/p_light.mdl", "models/v_light.mdl" }, |
|
{ NULL, NULL } |
|
}; |
|
|
|
struct model_s *weaponModel = IEngineStudio.GetModelByIndex( weaponindex ); |
|
|
|
if( weaponModel ) |
|
{ |
|
int len = strlen( weaponModel->name ); |
|
int i = 0; |
|
|
|
while( modelmap[i][0] != NULL ) |
|
{ |
|
if( !strnicmp( weaponModel->name, modelmap[i][0], len ) ) |
|
{ |
|
return gEngfuncs.pEventAPI->EV_FindModelIndex( modelmap[i][1] ); |
|
} |
|
i++; |
|
} |
|
|
|
return 0; |
|
} |
|
else |
|
return 0; |
|
} |
|
|
|
/* |
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================== |
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V_CalcSpectatorRefdef |
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================== |
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*/ |
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void V_CalcSpectatorRefdef( struct ref_params_s *pparams ) |
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{ |
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vec3_t angles; |
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static viewinterp_t ViewInterp; |
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static float bob = 0.0f; |
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static vec3_t velocity( 0.0f, 0.0f, 0.0f ); |
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static int lastWeaponModelIndex = 0; |
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static int lastViewModelIndex = 0; |
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cl_entity_t *ent = gEngfuncs.GetEntityByIndex( g_iUser2 ); |
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cl_entity_t *gunModel = gEngfuncs.GetViewModel(); |
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static float lasttime; |
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static float lastang[3]; |
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static float lastorg[3]; |
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vec3_t delta; |
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pparams->onlyClientDraw = false; |
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// refresh position |
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VectorCopy( pparams->simorg, v_sim_org ); |
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// get old values |
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VectorCopy( pparams->cl_viewangles, v_cl_angles ); |
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VectorCopy( pparams->viewangles, v_angles ); |
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VectorCopy( pparams->vieworg, v_origin ); |
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v_frametime = pparams->frametime; |
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if( pparams->nextView == 0 ) |
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{ |
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// first renderer cycle, full screen |
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switch( g_iUser1 ) |
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{ |
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case OBS_CHASE_LOCKED: |
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V_GetChasePos( g_iUser2, NULL, v_origin, v_angles ); |
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break; |
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case OBS_CHASE_FREE: |
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V_GetChasePos( g_iUser2, v_cl_angles, v_origin, v_angles ); |
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break; |
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case OBS_ROAMING: |
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VectorCopy( v_cl_angles, v_angles ); |
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VectorCopy( v_sim_org, v_origin ); |
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break; |
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case OBS_IN_EYE: |
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V_GetInEyePos( g_iUser2, v_origin, v_angles ); |
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break; |
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case OBS_MAP_FREE: |
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pparams->onlyClientDraw = true; |
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V_GetMapFreePosition( v_cl_angles, v_origin, v_angles ); |
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break; |
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case OBS_MAP_CHASE: |
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pparams->onlyClientDraw = true; |
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V_GetMapChasePosition( g_iUser2, v_cl_angles, v_origin, v_angles ); |
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break; |
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} |
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if( gHUD.m_Spectator.m_pip->value ) |
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pparams->nextView = 1; // force a second renderer view |
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gHUD.m_Spectator.m_iDrawCycle = 0; |
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} |
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else |
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{ |
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// second renderer cycle, inset window |
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// set inset parameters |
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pparams->viewport[0] = XRES( gHUD.m_Spectator.m_OverviewData.insetWindowX ); // change viewport to inset window |
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pparams->viewport[1] = YRES( gHUD.m_Spectator.m_OverviewData.insetWindowY ); |
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pparams->viewport[2] = XRES( gHUD.m_Spectator.m_OverviewData.insetWindowWidth ); |
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pparams->viewport[3] = YRES( gHUD.m_Spectator.m_OverviewData.insetWindowHeight ); |
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pparams->nextView = 0; // on further view |
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pparams->onlyClientDraw = false; |
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// override some settings in certain modes |
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switch( (int)gHUD.m_Spectator.m_pip->value ) |
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{ |
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case INSET_CHASE_FREE: |
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V_GetChasePos( g_iUser2, v_cl_angles, v_origin, v_angles ); |
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break; |
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case INSET_IN_EYE: |
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V_GetInEyePos( g_iUser2, v_origin, v_angles ); |
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break; |
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case INSET_MAP_FREE: |
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pparams->onlyClientDraw = true; |
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V_GetMapFreePosition( v_cl_angles, v_origin, v_angles ); |
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break; |
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case INSET_MAP_CHASE: |
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pparams->onlyClientDraw = true; |
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if( g_iUser1 == OBS_ROAMING ) |
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V_GetMapChasePosition( 0, v_cl_angles, v_origin, v_angles ); |
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else |
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V_GetMapChasePosition( g_iUser2, v_cl_angles, v_origin, v_angles ); |
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break; |
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} |
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gHUD.m_Spectator.m_iDrawCycle = 1; |
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} |
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// do the smoothing only once per frame, not in roaming or map mode |
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if( ( gHUD.m_Spectator.m_iDrawCycle == 0 ) && ( g_iUser1 == OBS_IN_EYE ) ) |
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{ |
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// smooth angles |
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VectorSubtract( v_angles, lastang, delta ); |
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if( Length( delta ) != 0.0f ) |
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{ |
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VectorCopy( v_angles, ViewInterp.Angles[ViewInterp.CurrentAngle & ORIGIN_MASK] ); |
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ViewInterp.AngleTime[ViewInterp.CurrentAngle & ORIGIN_MASK] = pparams->time; |
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ViewInterp.CurrentAngle++; |
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VectorCopy( v_angles, lastang ); |
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} |
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if( cl_vsmoothing && cl_vsmoothing->value ) |
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{ |
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int foundidx; |
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int i; |
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float t; |
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t = pparams->time - cl_vsmoothing->value; |
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for( i = 1; i < ORIGIN_MASK; i++ ) |
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{ |
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foundidx = ViewInterp.CurrentAngle - 1 - i; |
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if( ViewInterp.AngleTime[foundidx & ORIGIN_MASK] <= t ) |
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break; |
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} |
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if( i < ORIGIN_MASK && ViewInterp.AngleTime[foundidx & ORIGIN_MASK] != 0.0 ) |
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{ |
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// Interpolate |
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double dt; |
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float da; |
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vec3_t v1,v2; |
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AngleVectors( ViewInterp.Angles[foundidx & ORIGIN_MASK], v1, NULL, NULL ); |
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AngleVectors( ViewInterp.Angles[( foundidx + 1 ) & ORIGIN_MASK], v2, NULL, NULL ); |
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da = AngleBetweenVectors( v1, v2 ); |
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dt = ViewInterp.AngleTime[( foundidx + 1 ) & ORIGIN_MASK] - ViewInterp.AngleTime[foundidx & ORIGIN_MASK]; |
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if( dt > 0.0 && ( da < 22.5f ) ) |
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{ |
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double frac; |
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frac = ( t - ViewInterp.AngleTime[foundidx & ORIGIN_MASK] ) / dt; |
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frac = Q_min( 1.0, frac ); |
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// interpolate angles |
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InterpolateAngles( ViewInterp.Angles[foundidx & ORIGIN_MASK], ViewInterp.Angles[( foundidx + 1 ) & ORIGIN_MASK], v_angles, frac ); |
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} |
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} |
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} |
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// smooth origin |
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VectorSubtract( v_origin, lastorg, delta ); |
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if( Length( delta ) != 0.0 ) |
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{ |
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VectorCopy( v_origin, ViewInterp.Origins[ViewInterp.CurrentOrigin & ORIGIN_MASK] ); |
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ViewInterp.OriginTime[ViewInterp.CurrentOrigin & ORIGIN_MASK] = pparams->time; |
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ViewInterp.CurrentOrigin++; |
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VectorCopy( v_origin, lastorg ); |
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} |
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// don't smooth in roaming (already smoothd), |
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if( cl_vsmoothing && cl_vsmoothing->value ) |
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{ |
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int foundidx; |
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int i; |
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float t; |
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t = pparams->time - cl_vsmoothing->value; |
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for( i = 1; i < ORIGIN_MASK; i++ ) |
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{ |
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foundidx = ViewInterp.CurrentOrigin - 1 - i; |
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if( ViewInterp.OriginTime[foundidx & ORIGIN_MASK] <= t ) |
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break; |
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} |
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if( i < ORIGIN_MASK && ViewInterp.OriginTime[foundidx & ORIGIN_MASK] != 0.0 ) |
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{ |
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// Interpolate |
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double frac; |
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double dt; |
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vec3_t neworg; |
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dt = ViewInterp.OriginTime[( foundidx + 1 ) & ORIGIN_MASK] - ViewInterp.OriginTime[foundidx & ORIGIN_MASK]; |
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if( dt > 0.0 ) |
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{ |
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frac = ( t - ViewInterp.OriginTime[foundidx & ORIGIN_MASK] ) / dt; |
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frac = Q_min( 1.0, frac ); |
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VectorSubtract( ViewInterp.Origins[( foundidx + 1 ) & ORIGIN_MASK], ViewInterp.Origins[foundidx & ORIGIN_MASK], delta ); |
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VectorMA( ViewInterp.Origins[foundidx & ORIGIN_MASK], frac, delta, neworg ); |
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// Dont interpolate large changes |
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if( Length( delta ) < 64 ) |
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{ |
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VectorCopy( neworg, v_origin ); |
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} |
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} |
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} |
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} |
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} |
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// Hack in weapon model: |
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if( ( g_iUser1 == OBS_IN_EYE || gHUD.m_Spectator.m_pip->value == INSET_IN_EYE ) |
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&& ent && g_iUser2 ) |
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{ |
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// get position for weapon model |
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VectorCopy( v_origin, gunModel->origin ); |
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VectorCopy( v_angles, gunModel->angles ); |
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// add idle tremble |
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gunModel->angles[PITCH]*=-1; |
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// calculate player velocity |
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float timeDiff = ent->curstate.msg_time - ent->prevstate.msg_time; |
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if( timeDiff > 0 ) |
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{ |
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vec3_t distance; |
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VectorSubtract( ent->prevstate.origin, ent->curstate.origin, distance ); |
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VectorScale( distance, 1 / timeDiff, distance ); |
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velocity[0] = velocity[0] * 0.66f + distance[0] * 0.33f; |
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velocity[1] = velocity[1] * 0.66f + distance[1] * 0.33f; |
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velocity[2] = velocity[2] * 0.66f + distance[2] * 0.33f; |
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VectorCopy( velocity, pparams->simvel ); |
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pparams->onground = 1; |
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bob = V_CalcBob( pparams ); |
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} |
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vec3_t forward; |
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AngleVectors( v_angles, forward, NULL, NULL ); |
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for( int i = 0; i < 3; i++ ) |
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{ |
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gunModel->origin[i] += bob * 0.4 * forward[i]; |
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} |
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// throw in a little tilt. |
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gunModel->angles[YAW] -= bob * 0.5; |
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gunModel->angles[ROLL] -= bob * 1; |
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gunModel->angles[PITCH] -= bob * 0.3; |
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VectorCopy( gunModel->angles, gunModel->curstate.angles ); |
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VectorCopy( gunModel->angles, gunModel->latched.prevangles ); |
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if( lastWeaponModelIndex != ent->curstate.weaponmodel ) |
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{ |
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// weapon model changed |
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lastWeaponModelIndex = ent->curstate.weaponmodel; |
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lastViewModelIndex = V_FindViewModelByWeaponModel( lastWeaponModelIndex ); |
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if( lastViewModelIndex ) |
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{ |
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gEngfuncs.pfnWeaponAnim(0,0); // reset weapon animation |
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} |
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else |
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{ |
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// model not found |
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gunModel->model = NULL; // disable weaopn model |
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lastWeaponModelIndex = lastViewModelIndex = 0; |
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} |
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} |
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if( lastViewModelIndex ) |
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{ |
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gunModel->model = IEngineStudio.GetModelByIndex( lastViewModelIndex ); |
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gunModel->curstate.modelindex = lastViewModelIndex; |
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gunModel->curstate.frame = 0; |
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gunModel->curstate.colormap = 0; |
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gunModel->index = g_iUser2; |
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} |
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else |
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{ |
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gunModel->model = NULL; // disable weaopn model |
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} |
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} |
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else |
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{ |
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gunModel->model = NULL; // disable weaopn model |
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lastWeaponModelIndex = lastViewModelIndex = 0; |
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} |
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lasttime = pparams->time; |
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// write back new values into pparams |
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VectorCopy( v_angles, pparams->viewangles ) |
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VectorCopy( v_origin, pparams->vieworg ); |
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} |
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void DLLEXPORT V_CalcRefdef( struct ref_params_s *pparams ) |
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{ |
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// intermission / finale rendering |
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if( pparams->intermission ) |
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{ |
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V_CalcIntermissionRefdef( pparams ); |
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} |
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else if( pparams->spectator || g_iUser1 ) // g_iUser true if in spectator mode |
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{ |
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V_CalcSpectatorRefdef( pparams ); |
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} |
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else if( !pparams->paused ) |
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{ |
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V_CalcNormalRefdef( pparams ); |
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} |
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/* |
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// Example of how to overlay the whole screen with red at 50 % alpha |
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#define SF_TEST 1 |
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#if SF_TEST |
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{ |
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screenfade_t sf; |
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gEngfuncs.pfnGetScreenFade( &sf ); |
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sf.fader = 255; |
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sf.fadeg = 0; |
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sf.fadeb = 0; |
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sf.fadealpha = 128; |
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sf.fadeFlags = FFADE_STAYOUT | FFADE_OUT; |
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gEngfuncs.pfnSetScreenFade( &sf ); |
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} |
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#endif |
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*/ |
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} |
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/* |
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============= |
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V_DropPunchAngle |
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============= |
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*/ |
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void V_DropPunchAngle( float frametime, float *ev_punchangle ) |
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{ |
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float len; |
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len = VectorNormalize( ev_punchangle ); |
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len -= ( 10.0f + len * 0.5f ) * (float)frametime; |
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len = Q_max( len, 0.0f ); |
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VectorScale( ev_punchangle, len, ev_punchangle ); |
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} |
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/* |
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============= |
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V_PunchAxis |
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Client side punch effect |
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============= |
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*/ |
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void V_PunchAxis( int axis, float punch ) |
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{ |
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g_ev_punchangle[axis] = punch; |
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} |
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/* |
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============= |
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V_Init |
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============= |
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*/ |
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void V_Init( void ) |
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{ |
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scr_ofsx = gEngfuncs.pfnRegisterVariable( "scr_ofsx","0", 0 ); |
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scr_ofsy = gEngfuncs.pfnRegisterVariable( "scr_ofsy","0", 0 ); |
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scr_ofsz = gEngfuncs.pfnRegisterVariable( "scr_ofsz","0", 0 ); |
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v_centermove = gEngfuncs.pfnRegisterVariable( "v_centermove", "0.15", 0 ); |
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v_centerspeed = gEngfuncs.pfnRegisterVariable( "v_centerspeed","500", 0 ); |
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cl_bobcycle = gEngfuncs.pfnRegisterVariable( "cl_bobcycle","0.8", 0 );// best default for my experimental gun wag (sjb) |
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cl_bob = gEngfuncs.pfnRegisterVariable( "cl_bob","0.01", 0 );// best default for my experimental gun wag (sjb) |
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cl_bobup = gEngfuncs.pfnRegisterVariable( "cl_bobup","0.5", 0 ); |
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cl_waterdist = gEngfuncs.pfnRegisterVariable( "cl_waterdist","4", 0 ); |
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cl_chasedist = gEngfuncs.pfnRegisterVariable( "cl_chasedist","112", 0 ); |
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} |
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//#define TRACE_TEST 1 |
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#if TRACE_TEST |
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extern float in_fov; |
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/* |
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==================== |
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CalcFov |
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==================== |
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*/ |
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float CalcFov( float fov_x, float width, float height ) |
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{ |
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float a; |
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float x; |
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if( fov_x < 1.0f || fov_x > 179.0f ) |
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fov_x = 90.0f; // error, set to 90 |
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x = width / tan( fov_x / 360.0f * M_PI_F ); |
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a = atan ( height / x ); |
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a = a * 360.0f / M_PI_F; |
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return a; |
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} |
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int hitent = -1; |
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void V_Move( int mx, int my ) |
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{ |
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float fov; |
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float fx, fy; |
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float dx, dy; |
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float c_x, c_y; |
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float dX, dY; |
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vec3_t forward, up, right; |
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vec3_t newangles; |
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vec3_t farpoint; |
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pmtrace_t tr; |
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fov = CalcFov( in_fov, (float)ScreenWidth, (float)ScreenHeight ); |
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c_x = (float)ScreenWidth / 2.0f; |
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c_y = (float)ScreenHeight / 2.0f; |
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dx = (float)mx - c_x; |
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dy = (float)my - c_y; |
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// Proportion we moved in each direction |
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fx = dx / c_x; |
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fy = dy / c_y; |
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dX = fx * in_fov / 2.0f; |
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dY = fy * fov / 2.0f; |
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newangles = v_angles; |
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newangles[YAW] -= dX; |
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newangles[PITCH] += dY; |
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// Now rotate v_forward around that point |
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AngleVectors( newangles, forward, right, up ); |
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farpoint = v_origin + 8192 * forward; |
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// Trace |
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tr = *( gEngfuncs.PM_TraceLine( (float *)&v_origin, (float *)&farpoint, PM_TRACELINE_PHYSENTSONLY, 2 /*point sized hull*/, -1 ) ); |
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if( tr.fraction != 1.0f && tr.ent != 0 ) |
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{ |
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hitent = PM_GetInfo( tr.ent ); |
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PM_ParticleLine( (float *)&v_origin, (float *)&tr.endpos, 5, 1.0f, 0.0f ); |
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} |
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else |
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{ |
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hitent = -1; |
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} |
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} |
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#endif
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