mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-14 17:01:22 +00:00
5bf21931c7
The only transform related field remaining is old_origin. This also brings the renderer closer to using simd (lots of stuff to fix still, though).
262 lines
7 KiB
C
262 lines
7 KiB
C
/*
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cl_chase.c
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chase camera support
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Copyright (C) 1996-1997 Id Software, Inc.
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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:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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*/
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#ifdef HAVE_CONFIG_H
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# include "config.h"
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#endif
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#ifdef HAVE_STRING_H
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# include <string.h>
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#endif
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#ifdef HAVE_STRINGS_H
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# include <strings.h>
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#endif
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#include "QF/cvar.h"
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#include "QF/keys.h"
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#include "QF/input.h"
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#include "QF/mathlib.h"
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#include "QF/plugin/vid_render.h"
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#include "QF/simd/vec4f.h"
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#include "qw/include/chase.h"
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#include "qw/include/cl_input.h"
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#include "qw/include/client.h"
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#include "world.h"
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vec4f_t camera_origin = {0,0,0,1};
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vec4f_t player_origin = {0,0,0,1};
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vec4f_t player_angles = {0,0,0,1};
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vec3_t camera_angles = {0,0,0};
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vec3_t chase_angles;
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vec3_t chase_dest;
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vec3_t chase_dest_angles;
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vec3_t chase_pos;
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cvar_t *chase_back;
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cvar_t *chase_up;
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cvar_t *chase_right;
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cvar_t *chase_active;
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void
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Chase_Init_Cvars (void)
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{
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chase_back = Cvar_Get ("chase_back", "100", CVAR_NONE, NULL, "None");
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chase_up = Cvar_Get ("chase_up", "16", CVAR_NONE, NULL, "None");
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chase_right = Cvar_Get ("chase_right", "0", CVAR_NONE, NULL, "None");
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chase_active = Cvar_Get ("chase_active", "0", CVAR_NONE, NULL, "None");
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}
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void
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Chase_Reset (void)
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{
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// for respawning and teleporting
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// start position 12 units behind head
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}
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static inline void
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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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trace.fraction = 1;
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MOD_TraceLine (cl.worldmodel->brush.hulls, 0, start, end, &trace);
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VectorCopy (trace.endpos, impact);
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}
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void
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Chase_Update (void)
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{
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float pitch, yaw, fwd;
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usercmd_t cmd; // movement direction
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vec4f_t forward = {}, up = {}, right = {}, stop = {}, dir = {};
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// lazy camera, look toward player entity
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if (chase_active->int_val == 2 || chase_active->int_val == 3) {
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// control camera angles with key/mouse/joy-look
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vec3_t d;
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VectorSubtract (cl.viewstate.angles, player_angles, d);
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VectorAdd (camera_angles, d, camera_angles);
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if (chase_active->int_val == 2) {
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if (camera_angles[PITCH] < -60)
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camera_angles[PITCH] = -60;
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if (camera_angles[PITCH] > 60)
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camera_angles[PITCH] = 60;
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}
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// move camera, it's not enough to just change the angles because
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// the angles are automatically changed to look toward the player
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if (chase_active->int_val == 3) {
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player_origin = r_data->refdef->viewposition;
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}
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AngleVectors (camera_angles, &forward[0], &right[0], &up[0]);
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camera_origin = player_origin - chase_back->value * forward;
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if (chase_active->int_val == 2) {
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player_origin = r_data->refdef->viewposition;
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// don't let camera get too low
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if (camera_origin[2] < player_origin[2] + chase_up->value) {
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camera_origin[2] = player_origin[2] + chase_up->value;
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}
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}
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// don't let camera get too far from player
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dir = camera_origin - player_origin;
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forward = normalf (dir);
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if (magnitudef (dir)[0] > chase_back->value) {
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camera_origin = player_origin + forward * chase_back->value;
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}
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// check for walls between player and camera
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camera_origin += 8 * forward;
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//FIXME
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TraceLine (&player_origin[0], &camera_origin[0], &stop[0]);
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stop[3] = 1;
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if (magnitude3f (stop)[0] != 0) {
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camera_origin = stop - forward;
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}
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dir = camera_origin - r_data->refdef->viewposition;
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forward = normalf (dir);
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if (chase_active->int_val == 2) {
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if (dir[1] == 0 && dir[0] == 0) {
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// look straight up or down
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// camera_angles[YAW] = r_data->refdef->viewstate.angles[YAW];
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if (dir[2] > 0)
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camera_angles[PITCH] = 90;
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else
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camera_angles[PITCH] = 270;
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} else {
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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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camera_angles[YAW] = yaw;
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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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if (pitch < 0)
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pitch += 360;
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camera_angles[PITCH] = pitch;
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}
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}
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AngleQuat (camera_angles, &r_data->refdef->viewrotation[0]);//FIXME rotate camera
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r_data->refdef->viewposition = camera_origin; // move camera
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// get basic movement from keyboard
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memset (&cmd, 0, sizeof (cmd));
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// VectorCopy (cl.viewstate.angles, cmd.angles);
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if (in_strafe.state & 1) {
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cmd.sidemove += cl_sidespeed->value * CL_KeyState (&in_right);
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cmd.sidemove -= cl_sidespeed->value * CL_KeyState (&in_left);
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}
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cmd.sidemove += cl_sidespeed->value * CL_KeyState (&in_moveright);
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cmd.sidemove -= cl_sidespeed->value * CL_KeyState (&in_moveleft);
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if (!(in_klook.state & 1)) {
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cmd.forwardmove += cl_forwardspeed->value
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* CL_KeyState (&in_forward);
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cmd.forwardmove -= cl_backspeed->value * CL_KeyState (&in_back);
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}
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if (in_speed.state & 1) {
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cmd.forwardmove *= cl_movespeedkey->value;
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cmd.sidemove *= cl_movespeedkey->value;
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}
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// mouse and joystick controllers add to movement
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VectorSet (0, cl.viewstate.angles[1] - camera_angles[1], 0, dir);
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AngleVectors (&dir[0], &forward[0], &right[0], &up[0]); //FIXME
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forward *= viewdelta.position[2] * m_forward->value;
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right *= viewdelta.position[0] * m_side->value;
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dir = forward + right;
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cmd.forwardmove += dir[0];
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cmd.sidemove -= dir[1];
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VectorSet (0, camera_angles[1], 0, dir);
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AngleVectors (&dir[0], &forward[0], &right[0], &up[0]); //FIXME
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VectorScale (forward, cmd.forwardmove, forward);
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VectorScale (right, cmd.sidemove, right);
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VectorAdd (forward, right, dir);
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if (dir[1] || dir[0]) {
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cl.viewstate.angles[YAW] = (atan2 (dir[1], dir[0]) * 180 / M_PI);
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if (cl.viewstate.angles[YAW] < 0) {
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cl.viewstate.angles[YAW] += 360;
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}
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}
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cl.viewstate.angles[PITCH] = 0;
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// remember the new angle to calculate the difference next frame
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VectorCopy (cl.viewstate.angles, player_angles);
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return;
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}
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// regular camera, faces same direction as player
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//FIXME
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AngleVectors (cl.viewstate.angles, &forward[0], &right[0], &up[0]);
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// calc exact destination
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camera_origin = r_data->refdef->viewposition
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- forward * chase_back->value - right * chase_right->value;
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// chase_up is world up
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camera_origin[2] += chase_up->value;
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// check for walls between player and camera
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//FIXME
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TraceLine (&r_data->refdef->viewposition[0], &camera_origin[0], &stop[0]);
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stop[3] = 1;
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if (magnitude3f (stop)[0] != 0) {
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camera_origin = stop + forward * 8;
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}
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r_data->refdef->viewposition = camera_origin;
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}
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