/* client/view_model.qc View Model Drawing and Manipulation. Copyright (C) 2021-2024 NZ:P Team This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to: Free Software Foundation, Inc. 59 Temple Place - Suite 330 Boston, MA 02111-1307, USA */ vector current_viewmodel_ads_position; vector viewmodel_slack_distance; vector last_viewangles; #define VIEWMODEL_ADS_TIME_FACTOR (16 * frametime) // We want this to be server dependent. #define VIEWMODEL_ANGLE_SLACK_FACTOR (3) //MOVEME float(float a, float b, float mix) lerp = { if (mix <= 0) return a; if (mix >= 1) return b; return (b * mix + a * ( 1 - mix ) ); }; //MOVEME float(float value, float minValue, float maxValue) clamp = { if (value < minValue) return minValue; else if (value > maxValue) return maxValue; return value; }; //MOVEME float(float source, float target, float smoothing, float dt) damp = { return lerp(source, target, 1 - pow(smoothing, dt)); }; // // ViewModel_CalcBob() // Blubs' refactored V_CalcBob reimplemented in CSQC. // Edited to also add idle bobbing if low speed. // float(float speed, float which) ViewModel_CalcBob = { float sprint = 1; float client_zoom = getstatf(STAT_WEAPONZOOM); float cl_bobup_value = cvar("cl_bobup"); float cl_bobside_value = cvar("cl_bobside"); // Bob idle-y, instead of presenting as if in-motion. if (speed < 0.1) { // If we're zoomed in, we only want idle bobbing to be very subtle.. if (client_zoom == 1) speed = 0.05; else speed = 0.25; if (which == 0) return cl_bobup_value * 10 * speed * (sprint * sprint) * sin(cltime * 3.25 * sprint); else return cl_bobside_value * 50 * speed * (sprint * sprint * sprint) * sin((cltime * sprint) - (M_PI * 0.25)); } // Normal walk/sprint bob. else { if (client_zoom == 3) sprint = 1.8; if (which == 0) return cl_bobup_value * 36 * speed * (sprint * sprint) * sin(cltime * 12.5 * sprint); else return cl_bobside_value * 36 * speed * (sprint * sprint * sprint) * sin((cltime * 6.25 * sprint) - (M_PI * 0.25)); } }; // // ViewModel_CalcViewAngleDifference() // Returns the difference in client viewangles between this frame // and last. // vector() ViewModel_CalcViewAngleDifference = { if (last_viewangles == '0 0 0') last_viewangles = getviewprop(VF_ANGLES); vector cl_viewangles = getviewprop(VF_ANGLES); vector difference = last_viewangles - cl_viewangles; last_viewangles = cl_viewangles; // Invert the X (up/down) axis, so that viewmodel // accels downward when camera moves up, and vice versa. difference[0] = -difference[0]; return difference; }; // // ViewModel_CalcSlack() // Calculates "slack" -- how far behind the viewents // should fall behind the camera. Appended to viewent's angles. // vector() ViewModel_CalcSlack = { // Calculate the target slack distance based on the view angle difference vector target_slack_distance = ViewModel_CalcViewAngleDifference(); target_slack_distance[0] *= VIEWMODEL_ANGLE_SLACK_FACTOR; target_slack_distance[1] *= VIEWMODEL_ANGLE_SLACK_FACTOR; target_slack_distance[2] *= VIEWMODEL_ANGLE_SLACK_FACTOR; for(float i = 0; i < 2; i++) { // Apply smoothing to the viewmodel_slack_distance viewmodel_slack_distance[i] = damp(viewmodel_slack_distance[i], target_slack_distance[i], 0.1, clframetime * 4); // Clamp the values to a maximum threshold // Sorta nasty hack.. or something.. if the client is under 60FPS clamp at a lower value if (clframetime > 0.016) viewmodel_slack_distance[i] = clamp(viewmodel_slack_distance[i], -0.2, 0.2); else viewmodel_slack_distance[i] = clamp(viewmodel_slack_distance[i], -0.5, 0.5); } return viewmodel_slack_distance; }; // // ViewModel_Animate(viewent) // Interpolation and animation for specified view entity. // void(entity viewent) ViewModel_Animate = { float new_frame, new_model, anim_duration = 0; if (viewent == cl_viewent) { new_frame = getstatf(STAT_WEAPONFRAME); new_model = getstatf(STAT_WEAPONMODELI); anim_duration = getstatf(STAT_WEAPONDURATION); } else { // Assumes cl_viewent2 new_model = getstatf(STAT_WEAPON2MODELI); anim_duration = getstatf(STAT_WEAPON2DURATION); // If our current weapon is not dual-wielded, we want weapon2frame // to always match standard weapon frames. if (!IsDualWeapon(getstatf(STAT_ACTIVEWEAPON))) new_frame = getstatf(STAT_WEAPONFRAME); else new_frame = getstatf(STAT_WEAPON2FRAME); } if (!anim_duration) anim_duration = 0.1; // Default to 10fps. // Server requested a model change if (new_model != viewent.modelindex) { viewent.modelindex = new_model; // Don't lerp new models. Fixes perceieved stutter. viewent.frame = new_frame; // If we switched to a different weapon model, // make sure to update the HUD. if (getmodelindex(GetWeaponModel(getstatf(STAT_ACTIVEWEAPON), false)) == viewent.modelindex) HUD_Change_time = time + 6; // Update the skin. viewent.skin = getstatf(STAT_WEAPONSKIN); } // Server requested a frame change if (new_frame != viewent.frame) { viewent.frame2 = viewent.frame; viewent.frame2time = viewent.frame1time; viewent.frame = new_frame; viewent.frame1time = 0; viewent.lerpfrac = 1; } else { viewent.frame = new_frame; } viewent.lerpfrac -= frametime * (1/anim_duration); viewent.frame1time += frametime; }; // // ViewModel_MotionBob(viewent) // Bobs the specified view entity with ViewModel_CalcBob. // void(entity viewent) ViewModel_MotionBob = { // If the server is paused, early-out.. if (serverkey(SERVERKEY_PAUSESTATE) == "1") return; float client_speed; // Calculate a rough estimate of the client's speed client_speed = (0.2 + sqrt((playerVelocity[0] * playerVelocity[0]) + (playerVelocity[1] * playerVelocity[1])))/280; // Run the bob calculation float bob, bobside; bob = ViewModel_CalcBob(client_speed, 0); bobside = ViewModel_CalcBob(client_speed, 1); // Set as start of view entity's origin offset. viewent.origin[2] = bob*0.5; viewent.origin[1] = bobside * 0.4; }; // // ViewModel_GetADSPosition() // Returns a vector representing current offset // progress on Aiming Down the Sight. // vector() ViewModel_GetADSPosition = { vector ads_offset = '0 0 0'; float client_zoom = getstatf(STAT_WEAPONZOOM); if (client_zoom == 1 || client_zoom == 2) { // These are ordered differently in QuakeC because ?? // right, up, forward vector temp_adsofs = GetWeaponADSOfs_PSP(getstatf(STAT_ACTIVEWEAPON)); // Translate to proper order, and re-gain precision. ads_offset[0] = temp_adsofs[2]/1000; ads_offset[1] = -temp_adsofs[0]/1000; // Y needs to be negative here -- matches Blender output, discrepancy from glQuake. ads_offset[2] = temp_adsofs[1]/1000; } // Interpolate values in/out of ADS over time. current_viewmodel_ads_position[0] += (ads_offset[0] - current_viewmodel_ads_position[0]) * VIEWMODEL_ADS_TIME_FACTOR; current_viewmodel_ads_position[1] += (ads_offset[1] - current_viewmodel_ads_position[1]) * VIEWMODEL_ADS_TIME_FACTOR; current_viewmodel_ads_position[2] += (ads_offset[2] - current_viewmodel_ads_position[2]) * VIEWMODEL_ADS_TIME_FACTOR; // Limit the vector to avoid bouncing back and forth on low framerates. if (client_zoom == 1 || client_zoom == 2) { if (current_viewmodel_ads_position[0] > ads_offset[0]) current_viewmodel_ads_position[0] = ads_offset[0]; if (current_viewmodel_ads_position[1] > ads_offset[1]) current_viewmodel_ads_position[1] = ads_offset[1]; if (current_viewmodel_ads_position[2] > ads_offset[2]) current_viewmodel_ads_position[2] = ads_offset[2]; } else { if (current_viewmodel_ads_position[0] < 0) current_viewmodel_ads_position[0] = 0; if (current_viewmodel_ads_position[1] < 0) current_viewmodel_ads_position[1] = 0; if (current_viewmodel_ads_position[2] < 0) current_viewmodel_ads_position[2] = 0; } // Return progress on Zoom position. return current_viewmodel_ads_position; }; // // ViewModel_Draw() // Performs drawing routine for cl_viewent and cl_viewent2 // void() ViewModel_Draw = { // Spawn the model entities if they do not already exist.. if (!cl_viewent) { cl_viewent = spawn(); cl_viewent2 = spawn(); cl_viewent.renderflags = cl_viewent2.renderflags = RF_VIEWMODEL; } // If we're zoomed in with a Sniper scope or r_drawviewmodel is false, early-out. if (!cvar("r_drawviewmodel") || getstatf(STAT_WEAPONZOOM) == 2) return; cl_viewent.origin = cl_viewent2.origin = '0 0 0'; // Bob while in motion ViewModel_MotionBob(cl_viewent); ViewModel_MotionBob(cl_viewent2); // Adjust viewmodel position based on ADS value. vector viewent_ads_position = ViewModel_GetADSPosition(); cl_viewent.origin += viewent_ads_position; cl_viewent2.origin += viewent_ads_position; // Animate and Interpolate ViewModel_Animate(cl_viewent); ViewModel_Animate(cl_viewent2); // Have the View Model "lag behind" the camera a bit. cl_viewent.angles = ViewModel_CalcSlack(); // Send the viewents to engine for drawing. addentity(cl_viewent); addentity(cl_viewent2); };