mirror of
https://github.com/Shpoike/Quakespasm.git
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d76ca606bf
md3 support quoth/etc bug fix strzone bug fix png/jpg replacement wall textures rewrote mdl rendering to always use arrays, relaxing vertex+tri limits. removed static ents limit fixed ambient_level not working at high framerates.
118 lines
3.1 KiB
C
118 lines
3.1 KiB
C
/*
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Copyright (C) 1996-2001 Id Software, Inc.
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Copyright (C) 2002-2009 John Fitzgibbons and others
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Copyright (C) 2010-2014 QuakeSpasm developers
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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// chase.c -- chase camera code
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#include "quakedef.h"
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cvar_t chase_back = {"chase_back", "100", CVAR_NONE};
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cvar_t chase_up = {"chase_up", "16", CVAR_NONE};
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cvar_t chase_right = {"chase_right", "0", CVAR_NONE};
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cvar_t chase_active = {"chase_active", "0", CVAR_NONE};
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/*
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==============
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Chase_Init
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==============
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*/
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void Chase_Init (void)
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{
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Cvar_RegisterVariable (&chase_back);
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Cvar_RegisterVariable (&chase_up);
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Cvar_RegisterVariable (&chase_right);
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Cvar_RegisterVariable (&chase_active);
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}
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/*
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==============
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TraceLine
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TODO: impact on bmodels, monsters
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==============
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*/
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void TraceLine (vec3_t start, vec3_t end, vec3_t impact)
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{
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trace_t trace;
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memset (&trace, 0, sizeof(trace));
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SV_RecursiveHullCheck (cl.worldmodel->hulls, 0, 0, 1, start, end, &trace);
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VectorCopy (trace.endpos, impact);
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}
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/*
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==============
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Chase_UpdateForClient -- johnfitz -- orient client based on camera. called after input
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==============
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*/
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void Chase_UpdateForClient (void)
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{
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//place camera
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//assign client angles to camera
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//see where camera points
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//adjust client angles to point at the same place
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}
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/*
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==============
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Chase_UpdateForDrawing -- johnfitz -- orient camera based on client. called before drawing
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TODO: stay at least 8 units away from all walls in this leaf
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==============
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*/
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void Chase_UpdateForDrawing (void)
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{
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int i;
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vec3_t forward, up, right;
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vec3_t ideal, crosshair, temp;
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AngleVectors (cl.viewangles, forward, right, up);
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// calc ideal camera location before checking for walls
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for (i=0 ; i<3 ; i++)
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ideal[i] = cl.viewent.origin[i]
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- forward[i]*chase_back.value
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+ right[i]*chase_right.value;
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//+ up[i]*chase_up.value;
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ideal[2] = cl.viewent.origin[2] + chase_up.value;
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// make sure camera is not in or behind a wall
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TraceLine(r_refdef.vieworg, ideal, temp);
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if (VectorLength(temp) != 0)
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VectorCopy(temp, ideal);
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// place camera
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VectorCopy (ideal, r_refdef.vieworg);
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// find the spot the player is looking at
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VectorMA (cl.viewent.origin, 4096, forward, temp);
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TraceLine (cl.viewent.origin, temp, crosshair);
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// calculate camera angles to look at the same spot
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VectorSubtract (crosshair, r_refdef.vieworg, temp);
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VectorAngles (temp, NULL, r_refdef.viewangles);
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if (r_refdef.viewangles[PITCH] == 90 || r_refdef.viewangles[PITCH] == -90)
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r_refdef.viewangles[YAW] = cl.viewangles[YAW];
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}
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