[client] Fix the chase cameras
They no longer spin like crazy. I don't know how, but I must have broken something over the years as I'm sure Seth had the code working (and I seem to remember seeing it working). In the process, clean up a lot of the angle mess.
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5b08ee768c
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@ -160,24 +160,19 @@ cam_controls (chasestate_t *cs, viewstate_t *vs)
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if (dir[1] || dir[0]) {
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if (dir[1] || dir[0]) {
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vs->player_angles[YAW] = (atan2 (dir[1], dir[0]) * 180 / M_PI);
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vs->player_angles[YAW] = (atan2 (dir[1], dir[0]) * 180 / M_PI);
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if (vs->player_angles[YAW] < 0) {
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vs->player_angles[YAW] += 360;
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}
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}
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}
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vs->player_angles[PITCH] = 0;
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vs->player_angles[PITCH] = 0;
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// remember the new angle to calculate the difference next frame
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VectorCopy (vs->player_angles, cs->player_angles);
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}
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}
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static void
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static void
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update_cam_frame (chasestate_t *cs, viewstate_t *vs)
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update_cam_frame (chasestate_t *cs, viewstate_t *vs)
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{
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{
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// control camera angles with key/mouse/joy-look
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vec3_t d;
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vec3_t d;
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VectorSubtract (vs->player_angles, cs->player_angles, d);
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VectorSubtract (vs->player_angles, cs->player_angles, d);
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VectorAdd (cs->camera_angles, d, cs->camera_angles);
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VectorAdd (cs->camera_angles, d, cs->camera_angles);
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// remember the new angle to calculate the difference next frame
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VectorCopy (vs->player_angles, cs->player_angles);
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}
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}
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static void
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static void
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@ -231,8 +226,7 @@ chase_mode_2 (chasestate_t *cs)
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limit_distance (cs);
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limit_distance (cs);
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check_for_walls (cs, forward);
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check_for_walls (cs, forward);
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dir = cs->camera_origin - vs->player_origin;
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dir = vs->player_origin - cs->camera_origin;
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forward = normalf (dir);
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if (dir[1] == 0 && dir[0] == 0) {
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if (dir[1] == 0 && dir[0] == 0) {
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// look straight up or down
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// look straight up or down
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@ -240,22 +234,14 @@ chase_mode_2 (chasestate_t *cs)
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if (dir[2] > 0)
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if (dir[2] > 0)
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cs->camera_angles[PITCH] = 90;
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cs->camera_angles[PITCH] = 90;
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else
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else
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cs->camera_angles[PITCH] = 270;
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cs->camera_angles[PITCH] = -90;
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} else {
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} else {
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float pitch, yaw, fwd;
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float pitch, yaw, fwd;
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yaw = (atan2 (dir[1], dir[0]) * 180 / M_PI);
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yaw = (atan2 (dir[1], dir[0]) * 180 / M_PI);
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if (yaw < 0)
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yaw += 360;
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if (yaw < 180)
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yaw += 180;
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else
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yaw -= 180;
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cs->camera_angles[YAW] = yaw;
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cs->camera_angles[YAW] = yaw;
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fwd = sqrt (dir[0] * dir[0] + dir[1] * dir[1]);
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fwd = sqrt (dir[0] * dir[0] + dir[1] * dir[1]);
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pitch = (atan2 (dir[2], fwd) * 180 / M_PI);
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pitch = -(atan2 (dir[2], fwd) * 180 / M_PI);
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if (pitch < 0)
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pitch += 360;
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cs->camera_angles[PITCH] = pitch;
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cs->camera_angles[PITCH] = pitch;
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}
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}
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set_camera (cs, vs);
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set_camera (cs, vs);
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@ -693,10 +693,6 @@ V_CalcRefdef (viewstate_t *vs)
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vec3_t ang = {-viewangles[0], viewangles[1], viewangles[2]};
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vec3_t ang = {-viewangles[0], viewangles[1], viewangles[2]};
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CL_TransformEntity (view, 1, ang, gun_origin);
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CL_TransformEntity (view, 1, ang, gun_origin);
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}
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}
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if (vs->chase && chase_active->int_val) {
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Chase_Update (vs->chasestate);
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}
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}
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}
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static void
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static void
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@ -744,10 +740,14 @@ V_RenderView (viewstate_t *vs)
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}
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}
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if (vs->intermission) { // intermission / finale rendering
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if (vs->intermission) { // intermission / finale rendering
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V_CalcIntermissionRefdef (vs);
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V_CalcIntermissionRefdef (vs);
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} else {
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if (vs->chase && chase_active->int_val) {
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Chase_Update (vs->chasestate);
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} else {
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} else {
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V_CalcRefdef (vs);
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V_CalcRefdef (vs);
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}
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}
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}
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}
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}
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void
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void
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V_Init (viewstate_t *viewstate)
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V_Init (viewstate_t *viewstate)
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@ -202,6 +202,7 @@ CL_ClearState (void)
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__auto_type cam = cl.viewstate.camera_transform;
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__auto_type cam = cl.viewstate.camera_transform;
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memset (&cl, 0, sizeof (cl));
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memset (&cl, 0, sizeof (cl));
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cl.viewstate.camera_transform = cam;
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cl.viewstate.camera_transform = cam;
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cl.viewstate.player_origin = (vec4f_t) {0, 0, 0, 1};
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cl.viewstate.chase = 1;
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cl.viewstate.chase = 1;
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cl.viewstate.chasestate = &cl.chasestate;
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cl.viewstate.chasestate = &cl.chasestate;
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cl.chasestate.viewstate = &cl.viewstate;
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cl.chasestate.viewstate = &cl.viewstate;
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