From 7f08df53746e0bd90d409f897efe7439304f9f79 Mon Sep 17 00:00:00 2001 From: sajt Date: Wed, 24 Aug 2005 11:45:37 +0000 Subject: [PATCH] Added 99% functional weaponmodel bobbing code. It even tries to stop bobbing when you're not on the ground, and smoothly transitions between bobbing and not bobbing. The only problem is it seems to jolt whenever you pass through a message trigger or pick up an item or do anything unexceptional like that. Was it a bad idea to trust cl.onground? git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@5653 d7cf8633-e32d-0410-b094-e92efae38249 --- client.h | 5 +++ view.c | 104 +++++++++++++++++++++++++++++++++++++++++++++---------- 2 files changed, 90 insertions(+), 19 deletions(-) diff --git a/client.h b/client.h index 3988bec7..9c06485f 100644 --- a/client.h +++ b/client.h @@ -553,6 +553,11 @@ typedef struct qboolean onground; qboolean inwater; + // used by bob + qboolean oldonground; + double lastongroundtime; + double hitgroundtime; + // don't change view angle, full screen, etc int intermission; // latched at intermission start diff --git a/view.c b/view.c index 136bac93..bb53f2de 100644 --- a/view.c +++ b/view.c @@ -38,6 +38,11 @@ cvar_t cl_bob = {0, "cl_bob","0.02"}; cvar_t cl_bobcycle = {0, "cl_bobcycle","0.6"}; cvar_t cl_bobup = {0, "cl_bobup","0.5"}; +cvar_t cl_bobmodel = {0, "cl_bobmodel", "1"}; +cvar_t cl_bobmodel_side = {0, "cl_bobmodel_side", "0.05"}; +cvar_t cl_bobmodel_up = {0, "cl_bobmodel_up", "0.02"}; +cvar_t cl_bobmodel_speed = {0, "cl_bobmodel_speed", "7"}; + cvar_t v_kicktime = {0, "v_kicktime", "0.5"}; cvar_t v_kickroll = {0, "v_kickroll", "0.6"}; cvar_t v_kickpitch = {0, "v_kickpitch", "0.6"}; @@ -314,7 +319,7 @@ void V_CalcRefdef (void) { static float oldz; entity_t *ent; - float vieworg[3], viewangles[3]; + float vieworg[3], gunorg[3], viewangles[3]; trace_t trace; Matrix4x4_CreateIdentity(&viewmodelmatrix); Matrix4x4_CreateIdentity(&r_refdef.viewentitymatrix); @@ -337,6 +342,14 @@ void V_CalcRefdef (void) Matrix4x4_OriginFromMatrix(&ent->render.matrix, vieworg); VectorCopy(cl.viewangles, viewangles); + if (cl.onground) + { + if (!cl.oldonground) + cl.hitgroundtime = cl.time; + cl.lastongroundtime = cl.time; + } + cl.oldonground = cl.onground; + // stair smoothing //Con_Printf("cl.onground %i oldz %f newz %f\n", cl.onground, oldz, vieworg[2]); if (cl.onground && oldz < vieworg[2]) @@ -400,24 +413,73 @@ void V_CalcRefdef (void) // origin VectorAdd(vieworg, cl.punchvector, vieworg); vieworg[2] += cl.stats[STAT_VIEWHEIGHT]; - if (cl.stats[STAT_HEALTH] > 0 && cl_bob.value && cl_bobcycle.value) + if (cl.stats[STAT_HEALTH] > 0) { - double bob, cycle; - // LordHavoc: this code is *weird*, but not replacable (I think it - // should be done in QC on the server, but oh well, quake is quake) - // LordHavoc: figured out bobup: the time at which the sin is at 180 - // degrees (which allows lengthening or squishing the peak or valley) - cycle = cl.time / cl_bobcycle.value; - cycle -= (int) cycle; - if (cycle < cl_bobup.value) - cycle = sin(M_PI * cycle / cl_bobup.value); - else - cycle = sin(M_PI + M_PI * (cycle-cl_bobup.value)/(1.0 - cl_bobup.value)); - // bob is proportional to velocity in the xy plane - // (don't count Z, or jumping messes it up) - bob = sqrt(cl.movement_velocity[0]*cl.movement_velocity[0] + cl.movement_velocity[1]*cl.movement_velocity[1]) * cl_bob.value; - bob = bob*0.3 + bob*0.7*cycle; - vieworg[2] += bound(-7, bob, 4); + double xyspeed, bob; + + xyspeed = sqrt(cl.movement_velocity[0]*cl.movement_velocity[0] + cl.movement_velocity[1]*cl.movement_velocity[1]); + if (cl_bob.value && cl_bobcycle.value) + { + float cycle; + // LordHavoc: this code is *weird*, but not replacable (I think it + // should be done in QC on the server, but oh well, quake is quake) + // LordHavoc: figured out bobup: the time at which the sin is at 180 + // degrees (which allows lengthening or squishing the peak or valley) + cycle = cl.time / cl_bobcycle.value; + cycle -= (int) cycle; + if (cycle < cl_bobup.value) + cycle = sin(M_PI * cycle / cl_bobup.value); + else + cycle = sin(M_PI + M_PI * (cycle-cl_bobup.value)/(1.0 - cl_bobup.value)); + // bob is proportional to velocity in the xy plane + // (don't count Z, or jumping messes it up) + bob = xyspeed * cl_bob.value; + bob = bob*0.3 + bob*0.7*cycle; + vieworg[2] += bound(-7, bob, 4); + } + + VectorCopy(vieworg, gunorg); + + if (cl_bobmodel.value) + { + // calculate for swinging gun model + // the gun bobs when running on the ground, but doesn't bob when you're in the air. + // Sajt: I tried to smooth out the transitions between bob and no bob, which works + // for the most part, but for some reason when you go through a message trigger or + // pick up an item or anything like that it will momentarily jolt the gun. + vec3_t forward, right, up; + float bspeed; + float s; + float t; + + s = cl.time * cl_bobmodel_speed.value; + if (cl.onground) + { + if (cl.time - cl.hitgroundtime < 0.2) + { + // just hit the ground, speed the bob back up over the next 0.2 seconds + t = cl.time - cl.hitgroundtime; + t = bound(0, t, 0.2); + t *= 5; + } + else + t = 1; + } + else + { + // recently left the ground, slow the bob down over the next 0.2 seconds + t = cl.time - cl.lastongroundtime; + t = 0.2 - bound(0, t, 0.2); + t *= 5; + } + + bspeed = bound (0, xyspeed, 400) * 0.01f; + AngleVectors (viewangles, forward, right, up); + bob = bspeed * cl_bobmodel_side.value * sin (s) * t; + VectorMA (gunorg, bob, right, gunorg); + bob = bspeed * cl_bobmodel_up.value * cos (s * 2) * t; + VectorMA (gunorg, bob, up, gunorg); + } } } // calculate a view matrix for rendering the scene @@ -426,7 +488,7 @@ void V_CalcRefdef (void) else Matrix4x4_CreateFromQuakeEntity(&r_refdef.viewentitymatrix, vieworg[0], vieworg[1], vieworg[2], viewangles[0], viewangles[1], viewangles[2] + v_idlescale.value * sin(cl.time*v_iroll_cycle.value) * v_iroll_level.value, 1); // calculate a viewmodel matrix for use in view-attached entities - Matrix4x4_CreateFromQuakeEntity(&viewmodelmatrix, vieworg[0], vieworg[1], vieworg[2], viewangles[0], viewangles[1], viewangles[2], 0.3); + Matrix4x4_CreateFromQuakeEntity(&viewmodelmatrix, gunorg[0], gunorg[1], gunorg[2], viewangles[0], viewangles[1], viewangles[2], 0.3); } } } @@ -586,6 +648,10 @@ void V_Init (void) Cvar_RegisterVariable (&cl_bob); Cvar_RegisterVariable (&cl_bobcycle); Cvar_RegisterVariable (&cl_bobup); + Cvar_RegisterVariable (&cl_bobmodel); + Cvar_RegisterVariable (&cl_bobmodel_side); + Cvar_RegisterVariable (&cl_bobmodel_up); + Cvar_RegisterVariable (&cl_bobmodel_speed); Cvar_RegisterVariable (&v_kicktime); Cvar_RegisterVariable (&v_kickroll); -- 2.39.2