From 5b08ee768cd6eea89651f79b4ce987d451e3dde1 Mon Sep 17 00:00:00 2001 From: Bill Currie Date: Tue, 1 Mar 2022 13:49:14 +0900 Subject: [PATCH] [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). --- include/client/chase.h | 7 + libs/client/cl_chase.c | 337 +++++++++++++++++++++++------------------ 2 files changed, 197 insertions(+), 147 deletions(-) diff --git a/include/client/chase.h b/include/client/chase.h index 1a8fcfa54..a1415408b 100644 --- a/include/client/chase.h +++ b/include/client/chase.h @@ -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; diff --git a/libs/client/cl_chase.c b/libs/client/cl_chase.c index 1fcb332a4..e7e0eb079 100644 --- a/libs/client/cl_chase.c +++ b/libs/client/cl_chase.c @@ -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; + } }