[client] Clean up chase camera code

It's a lot easier to read (and see the difference between modes 2 and 3)
with all the ifs removed, and the state is properly is chasestate_t now
(though not handled properly on level reset etc).
This commit is contained in:
Bill Currie 2022-03-01 13:49:14 +09:00
parent 43a329dcb5
commit 5b08ee768c
2 changed files with 197 additions and 147 deletions

View file

@ -28,9 +28,16 @@
#ifndef __client_chase_h
#define __client_chase_h
#include "QF/math/vector.h"
#include "QF/simd/vec4f.h"
typedef struct chasestate_s {
struct model_s *worldmodel;
struct viewstate_s *viewstate;
vec4f_t camera_origin;
vec4f_t player_origin;
vec3_t camera_angles;
vec3_t player_angles;
} chasestate_t;
extern struct cvar_s *chase_active;

View file

@ -50,17 +50,6 @@
#include "client/view.h"
vec4f_t camera_origin = {0,0,0,1};
vec4f_t player_origin = {0,0,0,1};
vec4f_t player_angles = {0,0,0,1};
vec3_t camera_angles = {0,0,0};
vec3_t chase_angles;
vec3_t chase_dest;
vec3_t chase_dest_angles;
vec3_t chase_pos;
cvar_t *chase_back;
cvar_t *chase_up;
cvar_t *chase_right;
@ -95,163 +84,217 @@ TraceLine (chasestate_t *cs, vec4f_t start, vec4f_t end)
return (vec4f_t) {trace.endpos[0], trace.endpos[1], trace.endpos[2], 1};
}
void
Chase_Update (chasestate_t *cs)
static void
check_for_walls (chasestate_t *cs, vec4f_t forward)
{
viewstate_t *vs = cs->viewstate;
float pitch, yaw, fwd;
vec4f_t move = {};
vec4f_t forward = {}, up = {}, right = {}, stop = {}, dir = {};
// check for walls between player and camera
cs->camera_origin += 8 * forward;
vec4f_t stop = TraceLine (cs, cs->player_origin, cs->camera_origin);
if (magnitude3f (stop)[0] != 0) {
cs->camera_origin = stop - forward;
}
}
// lazy camera, look toward player entity
if (chase_active->int_val == 2 || chase_active->int_val == 3) {
// control camera angles with key/mouse/joy-look
vec3_t d;
VectorSubtract (vs->player_angles, player_angles, d);
VectorAdd (camera_angles, d, camera_angles);
static void
limit_distance (chasestate_t *cs)
{
// don't let camera get too far from player
if (chase_active->int_val == 2) {
camera_angles[PITCH] = bound (-60, camera_angles[PITCH], 60);
}
vec4f_t dir = cs->camera_origin - cs->player_origin;
vec4f_t forward = normalf (dir);
// move camera, it's not enough to just change the angles because
// the angles are automatically changed to look toward the player
if (magnitudef (dir)[0] > chase_back->value) {
cs->camera_origin = cs->player_origin + forward * chase_back->value;
}
}
if (chase_active->int_val == 3) {
player_origin = vs->player_origin;
}
static void
set_camera (chasestate_t *cs, viewstate_t *vs)
{
vec4f_t rotation;
AngleQuat (cs->camera_angles, &rotation[0]);//FIXME
Transform_SetWorldRotation (vs->camera_transform, rotation);
Transform_SetWorldPosition (vs->camera_transform, cs->camera_origin);
}
AngleVectors (camera_angles, &forward[0], &right[0], &up[0]);
camera_origin = player_origin - chase_back->value * forward;
static void
cam_controls (chasestate_t *cs, viewstate_t *vs)
{
// get basic movement from keyboard
vec4f_t move = { };
vec4f_t forward = { };
vec4f_t right = { };
vec4f_t up = { };
vec4f_t dir = { };
if (chase_active->int_val == 2) {
player_origin = vs->player_origin;
if (in_strafe.state & 1) {
move[SIDE] += cl_sidespeed->value * IN_ButtonState (&in_right);
move[SIDE] -= cl_sidespeed->value * IN_ButtonState (&in_left);
}
move[SIDE] += cl_sidespeed->value * IN_ButtonState (&in_moveright);
move[SIDE] -= cl_sidespeed->value * IN_ButtonState (&in_moveleft);
// don't let camera get too low
if (camera_origin[2] < player_origin[2] + chase_up->value) {
camera_origin[2] = player_origin[2] + chase_up->value;
}
}
// don't let camera get too far from player
dir = camera_origin - player_origin;
forward = normalf (dir);
if (magnitudef (dir)[0] > chase_back->value) {
camera_origin = player_origin + forward * chase_back->value;
}
// check for walls between player and camera
camera_origin += 8 * forward;
stop = TraceLine (cs, player_origin, camera_origin);
if (magnitude3f (stop)[0] != 0) {
camera_origin = stop - forward;
}
dir = camera_origin - vs->player_origin;
forward = normalf (dir);
if (chase_active->int_val == 2) {
if (dir[1] == 0 && dir[0] == 0) {
// look straight up or down
// camera_angles[YAW] = r_data->refdef->viewstate->angles[YAW];
if (dir[2] > 0)
camera_angles[PITCH] = 90;
else
camera_angles[PITCH] = 270;
} else {
yaw = (atan2 (dir[1], dir[0]) * 180 / M_PI);
if (yaw < 0)
yaw += 360;
if (yaw < 180)
yaw += 180;
else
yaw -= 180;
camera_angles[YAW] = yaw;
fwd = sqrt (dir[0] * dir[0] + dir[1] * dir[1]);
pitch = (atan2 (dir[2], fwd) * 180 / M_PI);
if (pitch < 0)
pitch += 360;
camera_angles[PITCH] = pitch;
}
}
vec4f_t rotation;
AngleQuat (camera_angles, &rotation[0]);//FIXME
Transform_SetWorldRotation (vs->camera_transform, rotation);
Transform_SetWorldPosition (vs->camera_transform, camera_origin);
// get basic movement from keyboard
// VectorCopy (vs->player_angles, cmd.angles);
if (in_strafe.state & 1) {
move[SIDE] += cl_sidespeed->value * IN_ButtonState (&in_right);
move[SIDE] -= cl_sidespeed->value * IN_ButtonState (&in_left);
}
move[SIDE] += cl_sidespeed->value * IN_ButtonState (&in_moveright);
move[SIDE] -= cl_sidespeed->value * IN_ButtonState (&in_moveleft);
if (!(in_klook.state & 1)) {
move[FORWARD] += cl_forwardspeed->value
* IN_ButtonState (&in_forward);
move[FORWARD] -= cl_backspeed->value * IN_ButtonState (&in_back);
}
if (in_speed.state & 1) {
move *= cl_movespeedkey->value;
}
// mouse and joystick controllers add to movement
VectorSet (0, vs->player_angles[1] - camera_angles[1], 0, dir);
AngleVectors (&dir[0], &forward[0], &right[0], &up[0]); //FIXME
//forward *= viewdelta.position[2] * m_forward->value; FIXME
//right *= viewdelta.position[0] * m_side->value; FIXME
dir = forward + right;
move[FORWARD] += dir[0];
move[SIDE] -= dir[1];
VectorSet (0, camera_angles[1], 0, dir);
AngleVectors (&dir[0], &forward[0], &right[0], &up[0]); //FIXME
VectorScale (forward, move[FORWARD], forward);
VectorScale (right, move[SIDE], right);
VectorAdd (forward, right, dir);
if (dir[1] || dir[0]) {
vs->player_angles[YAW] = (atan2 (dir[1], dir[0]) * 180 / M_PI);
if (vs->player_angles[YAW] < 0) {
vs->player_angles[YAW] += 360;
}
}
vs->player_angles[PITCH] = 0;
// remember the new angle to calculate the difference next frame
VectorCopy (vs->player_angles, player_angles);
return;
if (!(in_klook.state & 1)) {
move[FORWARD] += cl_forwardspeed->value
* IN_ButtonState (&in_forward);
move[FORWARD] -= cl_backspeed->value * IN_ButtonState (&in_back);
}
if (in_speed.state & 1) {
move *= cl_movespeedkey->value;
}
// regular camera, faces same direction as player
// mouse and joystick controllers add to movement
VectorSet (0, vs->player_angles[1] - cs->camera_angles[1], 0, dir);
AngleVectors (&dir[0], &forward[0], &right[0], &up[0]); //FIXME
//forward *= viewdelta.position[2] * m_forward->value; FIXME
//right *= viewdelta.position[0] * m_side->value; FIXME
dir = forward + right;
move[FORWARD] += dir[0];
move[SIDE] -= dir[1];
VectorSet (0, cs->camera_angles[1], 0, dir);
AngleVectors (&dir[0], &forward[0], &right[0], &up[0]); //FIXME
dir = forward * move[FORWARD] + right * move[SIDE];
if (dir[1] || dir[0]) {
vs->player_angles[YAW] = (atan2 (dir[1], dir[0]) * 180 / M_PI);
if (vs->player_angles[YAW] < 0) {
vs->player_angles[YAW] += 360;
}
}
vs->player_angles[PITCH] = 0;
// remember the new angle to calculate the difference next frame
VectorCopy (vs->player_angles, cs->player_angles);
}
static void
update_cam_frame (chasestate_t *cs, viewstate_t *vs)
{
// control camera angles with key/mouse/joy-look
vec3_t d;
VectorSubtract (vs->player_angles, cs->player_angles, d);
VectorAdd (cs->camera_angles, d, cs->camera_angles);
}
static void
chase_mode_1 (chasestate_t *cs)
{
// regular camera, faces same direction as player
viewstate_t *vs = cs->viewstate;
vec4f_t forward = {}, up = {}, right = {}, stop = {};
//FIXME
AngleVectors (vs->player_angles, &forward[0], &right[0], &up[0]);
// calc exact destination
camera_origin = vs->player_origin
cs->camera_origin = vs->player_origin
- forward * chase_back->value - right * chase_right->value;
// chase_up is world up
camera_origin[2] += chase_up->value;
cs->camera_origin[2] += chase_up->value;
// check for walls between player and camera
stop = TraceLine (cs, vs->player_origin, camera_origin);
stop = TraceLine (cs, vs->player_origin, cs->camera_origin);
if (magnitude3f (stop)[0] != 0) {
camera_origin = stop + forward * 8;
cs->camera_origin = stop + forward * 8;
}
Transform_SetWorldPosition (vs->camera_transform, camera_origin);
Transform_SetWorldPosition (vs->camera_transform, cs->camera_origin);
}
static void
chase_mode_2 (chasestate_t *cs)
{
viewstate_t *vs = cs->viewstate;
vec4f_t forward = {}, up = {}, right = {}, dir = {};
// lazy camera, look toward player entity
update_cam_frame (cs, vs);
cs->camera_angles[PITCH] = bound (-60, cs->camera_angles[PITCH], 60);
// move camera, it's not enough to just change the angles because
// the angles are automatically changed to look toward the player
AngleVectors (cs->camera_angles, &forward[0], &right[0], &up[0]);
cs->camera_origin = cs->player_origin - chase_back->value * forward;
cs->player_origin = vs->player_origin;
// don't let camera get too low
if (cs->camera_origin[2] < cs->player_origin[2] + chase_up->value) {
cs->camera_origin[2] = cs->player_origin[2] + chase_up->value;
}
limit_distance (cs);
check_for_walls (cs, forward);
dir = cs->camera_origin - vs->player_origin;
forward = normalf (dir);
if (dir[1] == 0 && dir[0] == 0) {
// look straight up or down
cs->camera_angles[YAW] = vs->player_angles[YAW];
if (dir[2] > 0)
cs->camera_angles[PITCH] = 90;
else
cs->camera_angles[PITCH] = 270;
} else {
float pitch, yaw, fwd;
yaw = (atan2 (dir[1], dir[0]) * 180 / M_PI);
if (yaw < 0)
yaw += 360;
if (yaw < 180)
yaw += 180;
else
yaw -= 180;
cs->camera_angles[YAW] = yaw;
fwd = sqrt (dir[0] * dir[0] + dir[1] * dir[1]);
pitch = (atan2 (dir[2], fwd) * 180 / M_PI);
if (pitch < 0)
pitch += 360;
cs->camera_angles[PITCH] = pitch;
}
set_camera (cs, vs);
cam_controls (cs, vs);
}
static void
chase_mode_3 (chasestate_t *cs)
{
viewstate_t *vs = cs->viewstate;
vec4f_t forward = {}, up = {}, right = {};
// lazy camera, look toward player entity
update_cam_frame (cs, vs);
// move camera, it's not enough to just change the angles because
// the angles are automatically changed to look toward the player
cs->player_origin = vs->player_origin;
AngleVectors (cs->camera_angles, &forward[0], &right[0], &up[0]);
cs->camera_origin = cs->player_origin - chase_back->value * forward;
limit_distance (cs);
check_for_walls (cs, forward);
set_camera (cs, vs);
cam_controls (cs, vs);
}
void
Chase_Update (chasestate_t *cs)
{
switch (chase_active->int_val) {
case 1:
chase_mode_1 (cs);
return;
case 2:
chase_mode_2 (cs);
return;
case 3:
chase_mode_3 (cs);
return;
}
}