1493 lines
40 KiB
C
1493 lines
40 KiB
C
// Copyright (C) 1999-2000 Id Software, Inc.
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//
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// cg_view.c -- setup all the parameters (position, angle, etc)
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// for a 3D rendering
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#include "cg_local.h"
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#if !defined(CL_LIGHT_H_INC)
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#include "cg_lights.h"
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#endif
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/*
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=============================================================================
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MODEL TESTING
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The viewthing and gun positioning tools from Q2 have been integrated and
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enhanced into a single model testing facility.
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Model viewing can begin with either "testmodel <modelname>" or "testgun <modelname>".
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The names must be the full pathname after the basedir, like
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"models/weapons/v_launch/tris.md3" or "players/male/tris.md3"
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Testmodel will create a fake entity 100 units in front of the current view
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position, directly facing the viewer. It will remain immobile, so you can
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move around it to view it from different angles.
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Testgun will cause the model to follow the player around and supress the real
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view weapon model. The default frame 0 of most guns is completely off screen,
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so you will probably have to cycle a couple frames to see it.
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"nextframe", "prevframe", "nextskin", and "prevskin" commands will change the
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frame or skin of the testmodel. These are bound to F5, F6, F7, and F8 in
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q3default.cfg.
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If a gun is being tested, the "gun_x", "gun_y", and "gun_z" variables will let
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you adjust the positioning.
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Note that none of the model testing features update while the game is paused, so
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it may be convenient to test with deathmatch set to 1 so that bringing down the
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console doesn't pause the game.
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=============================================================================
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*/
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/*
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=================
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CG_TestModel_f
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Creates an entity in front of the current position, which
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can then be moved around
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=================
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*/
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void CG_TestModel_f (void) {
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vec3_t angles;
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memset( &cg.testModelEntity, 0, sizeof(cg.testModelEntity) );
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if ( trap_Argc() < 2 ) {
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return;
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}
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Q_strncpyz (cg.testModelName, CG_Argv( 1 ), MAX_QPATH );
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cg.testModelEntity.hModel = trap_R_RegisterModel( cg.testModelName );
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if ( trap_Argc() == 3 ) {
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cg.testModelEntity.backlerp = atof( CG_Argv( 2 ) );
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cg.testModelEntity.frame = 1;
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cg.testModelEntity.oldframe = 0;
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}
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if (! cg.testModelEntity.hModel ) {
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CG_Printf( "Can't register model\n" );
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return;
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}
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VectorMA( cg.refdef.vieworg, 100, cg.refdef.viewaxis[0], cg.testModelEntity.origin );
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angles[PITCH] = 0;
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angles[YAW] = 180 + cg.refdefViewAngles[1];
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angles[ROLL] = 0;
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AnglesToAxis( angles, cg.testModelEntity.axis );
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cg.testGun = qfalse;
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}
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/*
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=================
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CG_TestGun_f
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Replaces the current view weapon with the given model
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=================
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*/
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void CG_TestGun_f (void) {
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CG_TestModel_f();
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cg.testGun = qtrue;
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//cg.testModelEntity.renderfx = RF_MINLIGHT | RF_DEPTHHACK | RF_FIRST_PERSON;
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// rww - 9-13-01 [1-26-01-sof2]
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cg.testModelEntity.renderfx = RF_DEPTHHACK | RF_FIRST_PERSON;
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}
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void CG_TestModelNextFrame_f (void) {
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cg.testModelEntity.frame++;
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CG_Printf( "frame %i\n", cg.testModelEntity.frame );
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}
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void CG_TestModelPrevFrame_f (void) {
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cg.testModelEntity.frame--;
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if ( cg.testModelEntity.frame < 0 ) {
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cg.testModelEntity.frame = 0;
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}
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CG_Printf( "frame %i\n", cg.testModelEntity.frame );
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}
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void CG_TestModelNextSkin_f (void) {
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cg.testModelEntity.skinNum++;
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CG_Printf( "skin %i\n", cg.testModelEntity.skinNum );
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}
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void CG_TestModelPrevSkin_f (void) {
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cg.testModelEntity.skinNum--;
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if ( cg.testModelEntity.skinNum < 0 ) {
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cg.testModelEntity.skinNum = 0;
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}
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CG_Printf( "skin %i\n", cg.testModelEntity.skinNum );
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}
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static void CG_AddTestModel (void) {
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int i;
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// re-register the model, because the level may have changed
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cg.testModelEntity.hModel = trap_R_RegisterModel( cg.testModelName );
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if (! cg.testModelEntity.hModel ) {
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CG_Printf ("Can't register model\n");
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return;
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}
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// if testing a gun, set the origin reletive to the view origin
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if ( cg.testGun ) {
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VectorCopy( cg.refdef.vieworg, cg.testModelEntity.origin );
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VectorCopy( cg.refdef.viewaxis[0], cg.testModelEntity.axis[0] );
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VectorCopy( cg.refdef.viewaxis[1], cg.testModelEntity.axis[1] );
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VectorCopy( cg.refdef.viewaxis[2], cg.testModelEntity.axis[2] );
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// allow the position to be adjusted
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for (i=0 ; i<3 ; i++) {
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cg.testModelEntity.origin[i] += cg.refdef.viewaxis[0][i] * cg_gun_x.value;
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cg.testModelEntity.origin[i] += cg.refdef.viewaxis[1][i] * cg_gun_y.value;
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cg.testModelEntity.origin[i] += cg.refdef.viewaxis[2][i] * cg_gun_z.value;
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}
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}
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trap_R_AddRefEntityToScene( &cg.testModelEntity );
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}
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//============================================================================
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/*
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=================
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CG_CalcVrect
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Sets the coordinates of the rendered window
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=================
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*/
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static void CG_CalcVrect (void) {
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int size;
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// the intermission should allways be full screen
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if ( cg.snap->ps.pm_type == PM_INTERMISSION ) {
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size = 100;
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} else {
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// bound normal viewsize
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if (cg_viewsize.integer < 30) {
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trap_Cvar_Set ("cg_viewsize","30");
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size = 30;
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} else if (cg_viewsize.integer > 100) {
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trap_Cvar_Set ("cg_viewsize","100");
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size = 100;
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} else {
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size = cg_viewsize.integer;
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}
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}
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cg.refdef.width = cgs.glconfig.vidWidth*size/100;
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cg.refdef.width &= ~1;
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cg.refdef.height = cgs.glconfig.vidHeight*size/100;
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cg.refdef.height &= ~1;
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cg.refdef.x = (cgs.glconfig.vidWidth - cg.refdef.width)/2;
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cg.refdef.y = (cgs.glconfig.vidHeight - cg.refdef.height)/2;
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}
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//==============================================================================
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//==============================================================================
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//==============================================================================
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// this causes a compiler bug on mac MrC compiler
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static void CG_StepOffset( void ) {
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int timeDelta;
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// smooth out stair climbing
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timeDelta = cg.time - cg.stepTime;
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if ( timeDelta < STEP_TIME ) {
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cg.refdef.vieworg[2] -= cg.stepChange
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* (STEP_TIME - timeDelta) / STEP_TIME;
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}
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}
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#define CAMERA_DAMP_INTERVAL 50
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static vec3_t cameramins = { -4, -4, -4 };
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static vec3_t cameramaxs = { 4, 4, 4 };
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vec3_t camerafwd, cameraup;
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vec3_t cameraFocusAngles, cameraFocusLoc;
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vec3_t cameraIdealTarget, cameraIdealLoc;
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vec3_t cameraCurTarget={0,0,0}, cameraCurLoc={0,0,0};
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vec3_t cameraOldLoc={0,0,0}, cameraNewLoc={0,0,0};
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int cameraLastFrame=0;
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/*
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===============
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Notes on the camera viewpoint in and out...
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cg.refdef.vieworg
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--at the start of the function holds the player actor's origin (center of player model).
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--it is set to the final view location of the camera at the end of the camera code.
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cg.refdefViewAngles
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--at the start holds the client's view angles
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--it is set to the final view angle of the camera at the end of the camera code.
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===============
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*/
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/*
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===============
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CG_CalcTargetThirdPersonViewLocation
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===============
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*/
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static void CG_CalcIdealThirdPersonViewTarget(void)
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{
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float thirdPersonVertOffset = cg_thirdPersonVertOffset.value;
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if (cg.snap && cg.snap->ps.usingATST)
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{
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thirdPersonVertOffset = 200;
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}
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// Initialize IdealTarget
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VectorCopy(cg.refdef.vieworg, cameraFocusLoc);
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// Add in the new viewheight
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cameraFocusLoc[2] += cg.snap->ps.viewheight;
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// Add in a vertical offset from the viewpoint, which puts the actual target above the head, regardless of angle.
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// VectorMA(cameraFocusLoc, thirdPersonVertOffset, cameraup, cameraIdealTarget);
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// Add in a vertical offset from the viewpoint, which puts the actual target above the head, regardless of angle.
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VectorCopy( cameraFocusLoc, cameraIdealTarget );
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cameraIdealTarget[2] += cg_thirdPersonVertOffset.value;
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//VectorMA(cameraFocusLoc, cg_thirdPersonVertOffset.value, cameraup, cameraIdealTarget);
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}
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/*
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===============
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CG_CalcTargetThirdPersonViewLocation
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===============
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*/
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static void CG_CalcIdealThirdPersonViewLocation(void)
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{
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float thirdPersonRange = cg_thirdPersonRange.value;
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if (cg.snap && cg.snap->ps.usingATST)
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{
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thirdPersonRange = 300;
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}
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VectorMA(cameraIdealTarget, -(thirdPersonRange), camerafwd, cameraIdealLoc);
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}
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static void CG_ResetThirdPersonViewDamp(void)
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{
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trace_t trace;
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// Cap the pitch within reasonable limits
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if (cameraFocusAngles[PITCH] > 89.0)
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{
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cameraFocusAngles[PITCH] = 89.0;
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}
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else if (cameraFocusAngles[PITCH] < -89.0)
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{
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cameraFocusAngles[PITCH] = -89.0;
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}
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AngleVectors(cameraFocusAngles, camerafwd, NULL, cameraup);
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// Set the cameraIdealTarget
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CG_CalcIdealThirdPersonViewTarget();
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// Set the cameraIdealLoc
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CG_CalcIdealThirdPersonViewLocation();
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// Now, we just set everything to the new positions.
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VectorCopy(cameraIdealLoc, cameraCurLoc);
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VectorCopy(cameraIdealTarget, cameraCurTarget);
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// First thing we do is trace from the first person viewpoint out to the new target location.
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CG_Trace(&trace, cameraFocusLoc, cameramins, cameramaxs, cameraCurTarget, cg.snap->ps.clientNum, MASK_SOLID|CONTENTS_PLAYERCLIP);
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if (trace.fraction <= 1.0)
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{
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VectorCopy(trace.endpos, cameraCurTarget);
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}
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// Now we trace from the new target location to the new view location, to make sure there is nothing in the way.
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CG_Trace(&trace, cameraCurTarget, cameramins, cameramaxs, cameraCurLoc, cg.snap->ps.clientNum, MASK_SOLID|CONTENTS_PLAYERCLIP);
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if (trace.fraction <= 1.0)
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{
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VectorCopy(trace.endpos, cameraCurLoc);
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}
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cameraLastFrame = cg.time;
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}
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// This is called every frame.
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static void CG_UpdateThirdPersonTargetDamp(void)
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{
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trace_t trace;
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vec3_t targetdiff;
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float dampfactor, dtime, ratio;
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// Set the cameraIdealTarget
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// Automatically get the ideal target, to avoid jittering.
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CG_CalcIdealThirdPersonViewTarget();
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if (cg_thirdPersonTargetDamp.value>=1.0)
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{ // No damping.
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VectorCopy(cameraIdealTarget, cameraCurTarget);
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}
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else if (cg_thirdPersonTargetDamp.value>=0.0)
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{
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// Calculate the difference from the current position to the new one.
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VectorSubtract(cameraIdealTarget, cameraCurTarget, targetdiff);
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// Now we calculate how much of the difference we cover in the time allotted.
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// The equation is (Damp)^(time)
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dampfactor = 1.0-cg_thirdPersonTargetDamp.value; // We must exponent the amount LEFT rather than the amount bled off
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dtime = (float)(cg.time-cameraLastFrame) * (1.0/(float)CAMERA_DAMP_INTERVAL); // Our dampfactor is geared towards a time interval equal to "1".
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// Note that since there are a finite number of "practical" delta millisecond values possible,
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// the ratio should be initialized into a chart ultimately.
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ratio = powf(dampfactor, dtime);
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// This value is how much distance is "left" from the ideal.
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VectorMA(cameraIdealTarget, -ratio, targetdiff, cameraCurTarget);
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/////////////////////////////////////////////////////////////////////////////////////////////////////////
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}
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// Now we trace to see if the new location is cool or not.
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// First thing we do is trace from the first person viewpoint out to the new target location.
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CG_Trace(&trace, cameraFocusLoc, cameramins, cameramaxs, cameraCurTarget, cg.snap->ps.clientNum, MASK_SOLID|CONTENTS_PLAYERCLIP);
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if (trace.fraction < 1.0)
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{
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VectorCopy(trace.endpos, cameraCurTarget);
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}
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// Note that previously there was an upper limit to the number of physics traces that are done through the world
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// for the sake of camera collision, since it wasn't calced per frame. Now it is calculated every frame.
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// This has the benefit that the camera is a lot smoother now (before it lerped between tested points),
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// however two full volume traces each frame is a bit scary to think about.
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}
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// This can be called every interval, at the user's discretion.
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static void CG_UpdateThirdPersonCameraDamp(void)
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{
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trace_t trace;
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vec3_t locdiff;
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float dampfactor, dtime, ratio;
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// Set the cameraIdealLoc
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CG_CalcIdealThirdPersonViewLocation();
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// First thing we do is calculate the appropriate damping factor for the camera.
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dampfactor=0.0;
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if (cg_thirdPersonCameraDamp.value != 0.0)
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{
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double pitch;
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// Note that the camera pitch has already been capped off to 89.
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pitch = Q_fabs(cameraFocusAngles[PITCH]);
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// The higher the pitch, the larger the factor, so as you look up, it damps a lot less.
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pitch /= 89.0;
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dampfactor = (1.0-cg_thirdPersonCameraDamp.value)*(pitch*pitch);
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dampfactor += cg_thirdPersonCameraDamp.value;
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}
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if (dampfactor>=1.0)
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{ // No damping.
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VectorCopy(cameraIdealLoc, cameraCurLoc);
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}
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else if (dampfactor>=0.0)
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{
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// Calculate the difference from the current position to the new one.
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VectorSubtract(cameraIdealLoc, cameraCurLoc, locdiff);
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// Now we calculate how much of the difference we cover in the time allotted.
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// The equation is (Damp)^(time)
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dampfactor = 1.0-dampfactor; // We must exponent the amount LEFT rather than the amount bled off
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dtime = (float)(cg.time-cameraLastFrame) * (1.0/(float)CAMERA_DAMP_INTERVAL); // Our dampfactor is geared towards a time interval equal to "1".
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// Note that since there are a finite number of "practical" delta millisecond values possible,
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// the ratio should be initialized into a chart ultimately.
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ratio = powf(dampfactor, dtime);
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// This value is how much distance is "left" from the ideal.
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VectorMA(cameraIdealLoc, -ratio, locdiff, cameraCurLoc);
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/////////////////////////////////////////////////////////////////////////////////////////////////////////
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}
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// Now we trace from the new target location to the new view location, to make sure there is nothing in the way.
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CG_Trace(&trace, cameraCurTarget, cameramins, cameramaxs, cameraCurLoc, cg.snap->ps.clientNum, MASK_SOLID|CONTENTS_PLAYERCLIP);
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if (trace.fraction < 1.0)
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{
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VectorCopy( trace.endpos, cameraCurLoc );
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//FIXME: when the trace hits movers, it gets very very jaggy... ?
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/*
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//this doesn't actually help any
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if ( trace.entityNum != ENTITYNUM_WORLD )
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{
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centity_t *cent = &cg_entities[trace.entityNum];
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gentity_t *gent = &g_entities[trace.entityNum];
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if ( cent != NULL && gent != NULL )
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{
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if ( cent->currentState.pos.trType == TR_LINEAR || cent->currentState.pos.trType == TR_LINEAR_STOP )
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{
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vec3_t diff;
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VectorSubtract( cent->lerpOrigin, gent->currentOrigin, diff );
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VectorAdd( cameraCurLoc, diff, cameraCurLoc );
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}
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}
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}
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*/
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}
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// Note that previously there was an upper limit to the number of physics traces that are done through the world
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// for the sake of camera collision, since it wasn't calced per frame. Now it is calculated every frame.
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// This has the benefit that the camera is a lot smoother now (before it lerped between tested points),
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// however two full volume traces each frame is a bit scary to think about.
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}
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/*
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===============`
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CG_OffsetThirdPersonView
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===============
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*/
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extern vmCvar_t cg_thirdPersonHorzOffset;
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static void CG_OffsetThirdPersonView( void )
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{
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vec3_t diff;
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float thirdPersonHorzOffset = cg_thirdPersonHorzOffset.value;
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// Set camera viewing direction.
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VectorCopy( cg.refdefViewAngles, cameraFocusAngles );
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// if dead, look at killer
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if ( cg.snap->ps.stats[STAT_HEALTH] <= 0 )
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{
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cameraFocusAngles[YAW] = cg.snap->ps.stats[STAT_DEAD_YAW];
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}
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else
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{ // Add in the third Person Angle.
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cameraFocusAngles[YAW] += cg_thirdPersonAngle.value;
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cameraFocusAngles[PITCH] += cg_thirdPersonPitchOffset.value;
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}
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// The next thing to do is to see if we need to calculate a new camera target location.
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// If we went back in time for some reason, or if we just started, reset the sample.
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if (cameraLastFrame == 0 || cameraLastFrame > cg.time)
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{
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CG_ResetThirdPersonViewDamp();
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}
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else
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{
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// Cap the pitch within reasonable limits
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if (cameraFocusAngles[PITCH] > 80.0)
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{
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cameraFocusAngles[PITCH] = 80.0;
|
|
}
|
|
else if (cameraFocusAngles[PITCH] < -80.0)
|
|
{
|
|
cameraFocusAngles[PITCH] = -80.0;
|
|
}
|
|
|
|
AngleVectors(cameraFocusAngles, camerafwd, NULL, cameraup);
|
|
|
|
// Move the target to the new location.
|
|
CG_UpdateThirdPersonTargetDamp();
|
|
CG_UpdateThirdPersonCameraDamp();
|
|
}
|
|
|
|
// Now interestingly, the Quake method is to calculate a target focus point above the player, and point the camera at it.
|
|
// We won't do that for now.
|
|
|
|
// We must now take the angle taken from the camera target and location.
|
|
/*VectorSubtract(cameraCurTarget, cameraCurLoc, diff);
|
|
VectorNormalize(diff);
|
|
vectoangles(diff, cg.refdefViewAngles);*/
|
|
VectorSubtract(cameraCurTarget, cameraCurLoc, diff);
|
|
{
|
|
float dist = VectorNormalize(diff);
|
|
//under normal circumstances, should never be 0.00000 and so on.
|
|
if ( !dist || (diff[0] == 0 || diff[1] == 0) )
|
|
{//must be hitting something, need some value to calc angles, so use cam forward
|
|
VectorCopy( camerafwd, diff );
|
|
}
|
|
}
|
|
vectoangles(diff, cg.refdefViewAngles);
|
|
|
|
// Temp: just move the camera to the side a bit
|
|
if ( thirdPersonHorzOffset != 0.0f )
|
|
{
|
|
AnglesToAxis( cg.refdefViewAngles, cg.refdef.viewaxis );
|
|
VectorMA( cameraCurLoc, thirdPersonHorzOffset, cg.refdef.viewaxis[1], cameraCurLoc );
|
|
}
|
|
|
|
// ...and of course we should copy the new view location to the proper spot too.
|
|
VectorCopy(cameraCurLoc, cg.refdef.vieworg);
|
|
|
|
cameraLastFrame=cg.time;
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
===============
|
|
CG_OffsetThirdPersonView
|
|
|
|
===============
|
|
*//*
|
|
#define FOCUS_DISTANCE 512
|
|
static void CG_OffsetThirdPersonView( void ) {
|
|
vec3_t forward, right, up;
|
|
vec3_t view;
|
|
vec3_t focusAngles;
|
|
trace_t trace;
|
|
static vec3_t mins = { -4, -4, -4 };
|
|
static vec3_t maxs = { 4, 4, 4 };
|
|
vec3_t focusPoint;
|
|
float focusDist;
|
|
float forwardScale, sideScale;
|
|
|
|
cg.refdef.vieworg[2] += cg.predictedPlayerState.viewheight;
|
|
|
|
VectorCopy( cg.refdefViewAngles, focusAngles );
|
|
|
|
// if dead, look at killer
|
|
if ( cg.predictedPlayerState.stats[STAT_HEALTH] <= 0 ) {
|
|
focusAngles[YAW] = cg.predictedPlayerState.stats[STAT_DEAD_YAW];
|
|
cg.refdefViewAngles[YAW] = cg.predictedPlayerState.stats[STAT_DEAD_YAW];
|
|
}
|
|
|
|
if ( focusAngles[PITCH] > 45 ) {
|
|
focusAngles[PITCH] = 45; // don't go too far overhead
|
|
}
|
|
AngleVectors( focusAngles, forward, NULL, NULL );
|
|
|
|
VectorMA( cg.refdef.vieworg, FOCUS_DISTANCE, forward, focusPoint );
|
|
|
|
VectorCopy( cg.refdef.vieworg, view );
|
|
|
|
view[2] += 8;
|
|
|
|
cg.refdefViewAngles[PITCH] *= 0.5;
|
|
|
|
AngleVectors( cg.refdefViewAngles, forward, right, up );
|
|
|
|
forwardScale = cos( cg_thirdPersonAngle.value / 180 * M_PI );
|
|
sideScale = sin( cg_thirdPersonAngle.value / 180 * M_PI );
|
|
VectorMA( view, -cg_thirdPersonRange.value * forwardScale, forward, view );
|
|
VectorMA( view, -cg_thirdPersonRange.value * sideScale, right, view );
|
|
|
|
// trace a ray from the origin to the viewpoint to make sure the view isn't
|
|
// in a solid block. Use an 8 by 8 block to prevent the view from near clipping anything
|
|
|
|
if (!cg_cameraMode.integer) {
|
|
CG_Trace( &trace, cg.refdef.vieworg, mins, maxs, view, cg.predictedPlayerState.clientNum, MASK_SOLID );
|
|
|
|
if ( trace.fraction != 1.0 ) {
|
|
VectorCopy( trace.endpos, view );
|
|
view[2] += (1.0 - trace.fraction) * 32;
|
|
// try another trace to this position, because a tunnel may have the ceiling
|
|
// close enogh that this is poking out
|
|
|
|
CG_Trace( &trace, cg.refdef.vieworg, mins, maxs, view, cg.predictedPlayerState.clientNum, MASK_SOLID );
|
|
VectorCopy( trace.endpos, view );
|
|
}
|
|
}
|
|
|
|
|
|
VectorCopy( view, cg.refdef.vieworg );
|
|
|
|
// select pitch to look at focus point from vieword
|
|
VectorSubtract( focusPoint, cg.refdef.vieworg, focusPoint );
|
|
focusDist = sqrt( focusPoint[0] * focusPoint[0] + focusPoint[1] * focusPoint[1] );
|
|
if ( focusDist < 1 ) {
|
|
focusDist = 1; // should never happen
|
|
}
|
|
cg.refdefViewAngles[PITCH] = -180 / M_PI * atan2( focusPoint[2], focusDist );
|
|
cg.refdefViewAngles[YAW] -= cg_thirdPersonAngle.value;
|
|
}
|
|
|
|
|
|
// this causes a compiler bug on mac MrC compiler
|
|
static void CG_StepOffset( void ) {
|
|
int timeDelta;
|
|
|
|
// smooth out stair climbing
|
|
timeDelta = cg.time - cg.stepTime;
|
|
if ( timeDelta < STEP_TIME ) {
|
|
cg.refdef.vieworg[2] -= cg.stepChange
|
|
* (STEP_TIME - timeDelta) / STEP_TIME;
|
|
}
|
|
}*/
|
|
|
|
/*
|
|
===============
|
|
CG_OffsetFirstPersonView
|
|
|
|
===============
|
|
*/
|
|
static void CG_OffsetFirstPersonView( void ) {
|
|
float *origin;
|
|
float *angles;
|
|
float bob;
|
|
float ratio;
|
|
float delta;
|
|
float speed;
|
|
float f;
|
|
vec3_t predictedVelocity;
|
|
int timeDelta;
|
|
|
|
if ( cg.snap->ps.pm_type == PM_INTERMISSION ) {
|
|
return;
|
|
}
|
|
|
|
origin = cg.refdef.vieworg;
|
|
angles = cg.refdefViewAngles;
|
|
|
|
// if dead, fix the angle and don't add any kick
|
|
if ( cg.snap->ps.stats[STAT_HEALTH] <= 0 ) {
|
|
angles[ROLL] = 40;
|
|
angles[PITCH] = -15;
|
|
angles[YAW] = cg.snap->ps.stats[STAT_DEAD_YAW];
|
|
origin[2] += cg.predictedPlayerState.viewheight;
|
|
return;
|
|
}
|
|
|
|
// add angles based on weapon kick
|
|
VectorAdd (angles, cg.kick_angles, angles);
|
|
|
|
// add angles based on damage kick
|
|
if ( cg.damageTime ) {
|
|
ratio = cg.time - cg.damageTime;
|
|
if ( ratio < DAMAGE_DEFLECT_TIME ) {
|
|
ratio /= DAMAGE_DEFLECT_TIME;
|
|
angles[PITCH] += ratio * cg.v_dmg_pitch;
|
|
angles[ROLL] += ratio * cg.v_dmg_roll;
|
|
} else {
|
|
ratio = 1.0 - ( ratio - DAMAGE_DEFLECT_TIME ) / DAMAGE_RETURN_TIME;
|
|
if ( ratio > 0 ) {
|
|
angles[PITCH] += ratio * cg.v_dmg_pitch;
|
|
angles[ROLL] += ratio * cg.v_dmg_roll;
|
|
}
|
|
}
|
|
}
|
|
|
|
// add pitch based on fall kick
|
|
#if 0
|
|
ratio = ( cg.time - cg.landTime) / FALL_TIME;
|
|
if (ratio < 0)
|
|
ratio = 0;
|
|
angles[PITCH] += ratio * cg.fall_value;
|
|
#endif
|
|
|
|
// add angles based on velocity
|
|
VectorCopy( cg.predictedPlayerState.velocity, predictedVelocity );
|
|
|
|
delta = DotProduct ( predictedVelocity, cg.refdef.viewaxis[0]);
|
|
angles[PITCH] += delta * cg_runpitch.value;
|
|
|
|
delta = DotProduct ( predictedVelocity, cg.refdef.viewaxis[1]);
|
|
angles[ROLL] -= delta * cg_runroll.value;
|
|
|
|
// add angles based on bob
|
|
|
|
// make sure the bob is visible even at low speeds
|
|
speed = cg.xyspeed > 200 ? cg.xyspeed : 200;
|
|
|
|
delta = cg.bobfracsin * cg_bobpitch.value * speed;
|
|
if (cg.predictedPlayerState.pm_flags & PMF_DUCKED)
|
|
delta *= 3; // crouching
|
|
angles[PITCH] += delta;
|
|
delta = cg.bobfracsin * cg_bobroll.value * speed;
|
|
if (cg.predictedPlayerState.pm_flags & PMF_DUCKED)
|
|
delta *= 3; // crouching accentuates roll
|
|
if (cg.bobcycle & 1)
|
|
delta = -delta;
|
|
angles[ROLL] += delta;
|
|
|
|
//===================================
|
|
|
|
// add view height
|
|
origin[2] += cg.predictedPlayerState.viewheight;
|
|
|
|
// smooth out duck height changes
|
|
timeDelta = cg.time - cg.duckTime;
|
|
if ( timeDelta < DUCK_TIME) {
|
|
cg.refdef.vieworg[2] -= cg.duckChange
|
|
* (DUCK_TIME - timeDelta) / DUCK_TIME;
|
|
}
|
|
|
|
// add bob height
|
|
bob = cg.bobfracsin * cg.xyspeed * cg_bobup.value;
|
|
if (bob > 6) {
|
|
bob = 6;
|
|
}
|
|
|
|
origin[2] += bob;
|
|
|
|
|
|
// add fall height
|
|
delta = cg.time - cg.landTime;
|
|
if ( delta < LAND_DEFLECT_TIME ) {
|
|
f = delta / LAND_DEFLECT_TIME;
|
|
cg.refdef.vieworg[2] += cg.landChange * f;
|
|
} else if ( delta < LAND_DEFLECT_TIME + LAND_RETURN_TIME ) {
|
|
delta -= LAND_DEFLECT_TIME;
|
|
f = 1.0 - ( delta / LAND_RETURN_TIME );
|
|
cg.refdef.vieworg[2] += cg.landChange * f;
|
|
}
|
|
|
|
// add step offset
|
|
CG_StepOffset();
|
|
|
|
// add kick offset
|
|
|
|
VectorAdd (origin, cg.kick_origin, origin);
|
|
|
|
// pivot the eye based on a neck length
|
|
#if 0
|
|
{
|
|
#define NECK_LENGTH 8
|
|
vec3_t forward, up;
|
|
|
|
cg.refdef.vieworg[2] -= NECK_LENGTH;
|
|
AngleVectors( cg.refdefViewAngles, forward, NULL, up );
|
|
VectorMA( cg.refdef.vieworg, 3, forward, cg.refdef.vieworg );
|
|
VectorMA( cg.refdef.vieworg, NECK_LENGTH, up, cg.refdef.vieworg );
|
|
}
|
|
#endif
|
|
}
|
|
|
|
//======================================================================
|
|
|
|
void CG_ZoomDown_f( void ) {
|
|
if ( cg.zoomed ) {
|
|
return;
|
|
}
|
|
cg.zoomed = qtrue;
|
|
cg.zoomTime = cg.time;
|
|
}
|
|
|
|
void CG_ZoomUp_f( void ) {
|
|
if ( !cg.zoomed ) {
|
|
return;
|
|
}
|
|
cg.zoomed = qfalse;
|
|
cg.zoomTime = cg.time;
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
====================
|
|
CG_CalcFovFromX
|
|
|
|
Calcs Y FOV from given X FOV
|
|
====================
|
|
*/
|
|
#define WAVE_AMPLITUDE 1
|
|
#define WAVE_FREQUENCY 0.4
|
|
|
|
qboolean CG_CalcFOVFromX( float fov_x )
|
|
{
|
|
float x;
|
|
// float phase;
|
|
// float v;
|
|
// int contents;
|
|
float fov_y;
|
|
qboolean inwater;
|
|
|
|
x = cg.refdef.width / tan( fov_x / 360 * M_PI );
|
|
fov_y = atan2( cg.refdef.height, x );
|
|
fov_y = fov_y * 360 / M_PI;
|
|
|
|
// there's a problem with this, it only takes the leafbrushes into account, not the entity brushes,
|
|
// so if you give slime/water etc properties to a func_door area brush in order to move the whole water
|
|
// level up/down this doesn't take into account the door position, so warps the view the whole time
|
|
// whether the water is up or not. Fortunately there's only one slime area in Trek that you can be under,
|
|
// so lose it...
|
|
#if 0
|
|
/*
|
|
// warp if underwater
|
|
contents = CG_PointContents( cg.refdef.vieworg, -1 );
|
|
if ( contents & ( CONTENTS_WATER | CONTENTS_SLIME | CONTENTS_LAVA ) ){
|
|
phase = cg.time / 1000.0 * WAVE_FREQUENCY * M_PI * 2;
|
|
v = WAVE_AMPLITUDE * sin( phase );
|
|
fov_x += v;
|
|
fov_y -= v;
|
|
inwater = qtrue;
|
|
}
|
|
else {
|
|
inwater = qfalse;
|
|
}
|
|
*/
|
|
#else
|
|
inwater = qfalse;
|
|
#endif
|
|
|
|
|
|
// set it
|
|
cg.refdef.fov_x = fov_x;
|
|
cg.refdef.fov_y = fov_y;
|
|
|
|
return (inwater);
|
|
}
|
|
|
|
/*
|
|
====================
|
|
CG_CalcFov
|
|
|
|
Fixed fov at intermissions, otherwise account for fov variable and zooms.
|
|
====================
|
|
*/
|
|
#define WAVE_AMPLITUDE 1
|
|
#define WAVE_FREQUENCY 0.4
|
|
float zoomFov; //this has to be global client-side
|
|
|
|
static int CG_CalcFov( void ) {
|
|
float x;
|
|
float phase;
|
|
float v;
|
|
int contents;
|
|
float fov_x, fov_y;
|
|
float f;
|
|
int inwater;
|
|
|
|
if ( cg.predictedPlayerState.pm_type == PM_INTERMISSION ) {
|
|
// if in intermission, use a fixed value
|
|
fov_x = 80;//90;
|
|
} else {
|
|
// user selectable
|
|
if ( cgs.dmflags & DF_FIXED_FOV ) {
|
|
// dmflag to prevent wide fov for all clients
|
|
fov_x = 80;//90;
|
|
} else {
|
|
fov_x = cg_fov.value;
|
|
if ( fov_x < 1 ) {
|
|
fov_x = 1;
|
|
} else if ( fov_x > 160 ) {
|
|
fov_x = 160;
|
|
}
|
|
}
|
|
|
|
if (cg.predictedPlayerState.zoomMode == 2)
|
|
{ //binoculars
|
|
if (zoomFov > 40.0f)
|
|
{
|
|
zoomFov -= cg.frametime * 0.075f;
|
|
|
|
if (zoomFov < 40.0f)
|
|
{
|
|
zoomFov = 40.0f;
|
|
}
|
|
else if (zoomFov > cg_fov.value)
|
|
{
|
|
zoomFov = cg_fov.value;
|
|
}
|
|
}
|
|
|
|
fov_x = zoomFov;
|
|
}
|
|
else if (cg.predictedPlayerState.zoomMode)
|
|
{
|
|
if (!cg.predictedPlayerState.zoomLocked)
|
|
{
|
|
if (zoomFov > 50)
|
|
{ //Now starting out at nearly half zoomed in
|
|
zoomFov = 50;
|
|
}
|
|
zoomFov -= cg.frametime * 0.035f;//0.075f;
|
|
|
|
if (zoomFov < MAX_ZOOM_FOV)
|
|
{
|
|
zoomFov = MAX_ZOOM_FOV;
|
|
}
|
|
else if (zoomFov > cg_fov.value)
|
|
{
|
|
zoomFov = cg_fov.value;
|
|
}
|
|
else
|
|
{ // Still zooming
|
|
static zoomSoundTime = 0;
|
|
|
|
if (zoomSoundTime < cg.time || zoomSoundTime > cg.time + 10000)
|
|
{
|
|
trap_S_StartSound(cg.refdef.vieworg, ENTITYNUM_WORLD, CHAN_LOCAL, cgs.media.disruptorZoomLoop);
|
|
zoomSoundTime = cg.time + 300;
|
|
}
|
|
}
|
|
}
|
|
|
|
fov_x = zoomFov;
|
|
}
|
|
else
|
|
{
|
|
zoomFov = 80;
|
|
|
|
f = ( cg.time - cg.predictedPlayerState.zoomTime ) / ZOOM_OUT_TIME;
|
|
if ( f > 1.0 )
|
|
{
|
|
fov_x = fov_x;
|
|
}
|
|
else
|
|
{
|
|
fov_x = cg.predictedPlayerState.zoomFov + f * ( fov_x - cg.predictedPlayerState.zoomFov );
|
|
}
|
|
}
|
|
}
|
|
|
|
x = cg.refdef.width / tan( fov_x / 360 * M_PI );
|
|
fov_y = atan2( cg.refdef.height, x );
|
|
fov_y = fov_y * 360 / M_PI;
|
|
|
|
// warp if underwater
|
|
contents = CG_PointContents( cg.refdef.vieworg, -1 );
|
|
if ( contents & ( CONTENTS_WATER | CONTENTS_SLIME | CONTENTS_LAVA ) ){
|
|
phase = cg.time / 1000.0 * WAVE_FREQUENCY * M_PI * 2;
|
|
v = WAVE_AMPLITUDE * sin( phase );
|
|
fov_x += v;
|
|
fov_y -= v;
|
|
inwater = qtrue;
|
|
}
|
|
else {
|
|
inwater = qfalse;
|
|
}
|
|
|
|
|
|
// set it
|
|
cg.refdef.fov_x = fov_x;
|
|
cg.refdef.fov_y = fov_y;
|
|
|
|
if (cg.predictedPlayerState.zoomMode)
|
|
{
|
|
cg.zoomSensitivity = zoomFov/cg_fov.value;
|
|
}
|
|
else if ( !cg.zoomed ) {
|
|
cg.zoomSensitivity = 1;
|
|
} else {
|
|
cg.zoomSensitivity = cg.refdef.fov_y / 75.0;
|
|
}
|
|
|
|
return inwater;
|
|
}
|
|
|
|
|
|
/*
|
|
===============
|
|
CG_DamageBlendBlob
|
|
|
|
===============
|
|
*/
|
|
static void CG_DamageBlendBlob( void )
|
|
{
|
|
int t;
|
|
int maxTime;
|
|
refEntity_t ent;
|
|
|
|
if ( !cg.damageValue ) {
|
|
return;
|
|
}
|
|
|
|
maxTime = DAMAGE_TIME;
|
|
t = cg.time - cg.damageTime;
|
|
if ( t <= 0 || t >= maxTime ) {
|
|
return;
|
|
}
|
|
|
|
memset( &ent, 0, sizeof( ent ) );
|
|
ent.reType = RT_SPRITE;
|
|
ent.renderfx = RF_FIRST_PERSON;
|
|
|
|
VectorMA( cg.refdef.vieworg, 8, cg.refdef.viewaxis[0], ent.origin );
|
|
VectorMA( ent.origin, cg.damageX * -8, cg.refdef.viewaxis[1], ent.origin );
|
|
VectorMA( ent.origin, cg.damageY * 8, cg.refdef.viewaxis[2], ent.origin );
|
|
|
|
ent.radius = cg.damageValue * 3 * ( 1.0 - ((float)t / maxTime) );
|
|
ent.customShader = cgs.media.viewPainShader;
|
|
ent.shaderRGBA[0] = 180 * ( 1.0 - ((float)t / maxTime) );
|
|
ent.shaderRGBA[1] = 50 * ( 1.0 - ((float)t / maxTime) );
|
|
ent.shaderRGBA[2] = 50 * ( 1.0 - ((float)t / maxTime) );
|
|
ent.shaderRGBA[3] = 255;
|
|
|
|
trap_R_AddRefEntityToScene( &ent );
|
|
}
|
|
|
|
qboolean CheckOutOfConstrict(float curAng)
|
|
{
|
|
float degrees_negative, degrees_positive;
|
|
|
|
float angle_ideal = cg.constrictValue;
|
|
float angle_current = curAng;
|
|
|
|
float angle_dif = 0;
|
|
|
|
if (angle_current < 0)
|
|
{
|
|
angle_current += 360;
|
|
}
|
|
if (angle_current > 360)
|
|
{
|
|
angle_current -= 360;
|
|
}
|
|
|
|
if (cg.doConstrict <= cg.time)
|
|
{
|
|
return qfalse;
|
|
}
|
|
|
|
if (angle_ideal <= angle_current)
|
|
{
|
|
degrees_negative = (angle_current - angle_ideal);
|
|
|
|
degrees_positive = (360 - angle_current) + angle_ideal;
|
|
}
|
|
else
|
|
{
|
|
degrees_negative = angle_current + (360 - angle_ideal);
|
|
|
|
degrees_positive = (angle_ideal - angle_current);
|
|
}
|
|
|
|
if (degrees_negative < degrees_positive)
|
|
{
|
|
angle_dif = degrees_negative;
|
|
}
|
|
else
|
|
{
|
|
angle_dif = degrees_positive;
|
|
}
|
|
|
|
if (angle_dif > 60)
|
|
{
|
|
return qtrue;
|
|
}
|
|
|
|
return qfalse;
|
|
}
|
|
|
|
/*
|
|
===============
|
|
CG_CalcViewValues
|
|
|
|
Sets cg.refdef view values
|
|
===============
|
|
*/
|
|
static int CG_CalcViewValues( void ) {
|
|
playerState_t *ps;
|
|
|
|
memset( &cg.refdef, 0, sizeof( cg.refdef ) );
|
|
|
|
// strings for in game rendering
|
|
// Q_strncpyz( cg.refdef.text[0], "Park Ranger", sizeof(cg.refdef.text[0]) );
|
|
// Q_strncpyz( cg.refdef.text[1], "19", sizeof(cg.refdef.text[1]) );
|
|
|
|
// calculate size of 3D view
|
|
CG_CalcVrect();
|
|
|
|
ps = &cg.predictedPlayerState;
|
|
/*
|
|
if (cg.cameraMode) {
|
|
vec3_t origin, angles;
|
|
if (trap_getCameraInfo(cg.time, &origin, &angles)) {
|
|
VectorCopy(origin, cg.refdef.vieworg);
|
|
angles[ROLL] = 0;
|
|
VectorCopy(angles, cg.refdefViewAngles);
|
|
AnglesToAxis( cg.refdefViewAngles, cg.refdef.viewaxis );
|
|
return CG_CalcFov();
|
|
} else {
|
|
cg.cameraMode = qfalse;
|
|
}
|
|
}
|
|
*/
|
|
// intermission view
|
|
if ( ps->pm_type == PM_INTERMISSION ) {
|
|
VectorCopy( ps->origin, cg.refdef.vieworg );
|
|
VectorCopy( ps->viewangles, cg.refdefViewAngles );
|
|
AnglesToAxis( cg.refdefViewAngles, cg.refdef.viewaxis );
|
|
return CG_CalcFov();
|
|
}
|
|
|
|
cg.bobcycle = ( ps->bobCycle & 128 ) >> 7;
|
|
cg.bobfracsin = fabs( sin( ( ps->bobCycle & 127 ) / 127.0 * M_PI ) );
|
|
cg.xyspeed = sqrt( ps->velocity[0] * ps->velocity[0] +
|
|
ps->velocity[1] * ps->velocity[1] );
|
|
|
|
VectorCopy( ps->origin, cg.refdef.vieworg );
|
|
VectorCopy( ps->viewangles, cg.refdefViewAngles );
|
|
|
|
if (cg_cameraOrbit.integer) {
|
|
if (cg.time > cg.nextOrbitTime) {
|
|
cg.nextOrbitTime = cg.time + cg_cameraOrbitDelay.integer;
|
|
cg_thirdPersonAngle.value += cg_cameraOrbit.value;
|
|
}
|
|
}
|
|
// add error decay
|
|
if ( cg_errorDecay.value > 0 ) {
|
|
int t;
|
|
float f;
|
|
|
|
t = cg.time - cg.predictedErrorTime;
|
|
f = ( cg_errorDecay.value - t ) / cg_errorDecay.value;
|
|
if ( f > 0 && f < 1 ) {
|
|
VectorMA( cg.refdef.vieworg, f, cg.predictedError, cg.refdef.vieworg );
|
|
} else {
|
|
cg.predictedErrorTime = 0;
|
|
}
|
|
}
|
|
|
|
if ( cg.renderingThirdPerson && !cg.snap->ps.zoomMode) {
|
|
// back away from character
|
|
CG_OffsetThirdPersonView();
|
|
} else {
|
|
// offset for local bobbing and kicks
|
|
CG_OffsetFirstPersonView();
|
|
}
|
|
|
|
// position eye reletive to origin
|
|
AnglesToAxis( cg.refdefViewAngles, cg.refdef.viewaxis );
|
|
|
|
if ( cg.hyperspace ) {
|
|
cg.refdef.rdflags |= RDF_NOWORLDMODEL | RDF_HYPERSPACE;
|
|
}
|
|
|
|
// field of view
|
|
return CG_CalcFov();
|
|
}
|
|
|
|
|
|
/*
|
|
=====================
|
|
CG_PowerupTimerSounds
|
|
=====================
|
|
*/
|
|
static void CG_PowerupTimerSounds( void ) {
|
|
int i;
|
|
int t;
|
|
|
|
// powerup timers going away
|
|
for ( i = 0 ; i < MAX_POWERUPS ; i++ ) {
|
|
t = cg.snap->ps.powerups[i];
|
|
if ( t <= cg.time ) {
|
|
continue;
|
|
}
|
|
if ( t - cg.time >= POWERUP_BLINKS * POWERUP_BLINK_TIME ) {
|
|
continue;
|
|
}
|
|
if ( ( t - cg.time ) / POWERUP_BLINK_TIME != ( t - cg.oldTime ) / POWERUP_BLINK_TIME ) {
|
|
//trap_S_StartSound( NULL, cg.snap->ps.clientNum, CHAN_ITEM, cgs.media.wearOffSound );
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
=====================
|
|
CG_AddBufferedSound
|
|
=====================
|
|
*/
|
|
void CG_AddBufferedSound( sfxHandle_t sfx ) {
|
|
if ( !sfx )
|
|
return;
|
|
cg.soundBuffer[cg.soundBufferIn] = sfx;
|
|
cg.soundBufferIn = (cg.soundBufferIn + 1) % MAX_SOUNDBUFFER;
|
|
if (cg.soundBufferIn == cg.soundBufferOut) {
|
|
cg.soundBufferOut++;
|
|
}
|
|
}
|
|
|
|
/*
|
|
=====================
|
|
CG_PlayBufferedSounds
|
|
=====================
|
|
*/
|
|
static void CG_PlayBufferedSounds( void ) {
|
|
if ( cg.soundTime < cg.time ) {
|
|
if (cg.soundBufferOut != cg.soundBufferIn && cg.soundBuffer[cg.soundBufferOut]) {
|
|
trap_S_StartLocalSound(cg.soundBuffer[cg.soundBufferOut], CHAN_ANNOUNCER);
|
|
cg.soundBuffer[cg.soundBufferOut] = 0;
|
|
cg.soundBufferOut = (cg.soundBufferOut + 1) % MAX_SOUNDBUFFER;
|
|
cg.soundTime = cg.time + 750;
|
|
}
|
|
}
|
|
}
|
|
|
|
void CG_UpdateSoundTrackers()
|
|
{
|
|
int num;
|
|
centity_t *cent;
|
|
|
|
for ( num = 0 ; num < ENTITYNUM_NONE ; num++ )
|
|
{
|
|
cent = &cg_entities[num];
|
|
|
|
if (cent && cent->currentState.eFlags & EF_SOUNDTRACKER)
|
|
{ //keep sound for this entity updated in accordance with its attached entity at all times
|
|
if (cg.snap && cent->currentState.trickedentindex == cg.snap->ps.clientNum)
|
|
{ //this is actually the player, so center the sound origin right on top of us
|
|
VectorCopy(cg.refdef.vieworg, cent->lerpOrigin);
|
|
trap_S_UpdateEntityPosition( cent->currentState.number, cent->lerpOrigin );
|
|
}
|
|
else
|
|
{
|
|
trap_S_UpdateEntityPosition( cent->currentState.number, cg_entities[cent->currentState.trickedentindex].lerpOrigin );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//=========================================================================
|
|
|
|
/*
|
|
================================
|
|
Screen Effect stuff starts here
|
|
================================
|
|
*/
|
|
#define CAMERA_DEFAULT_FOV 90.0f
|
|
#define MAX_SHAKE_INTENSITY 16.0f
|
|
|
|
cgscreffects_t cgScreenEffects;
|
|
|
|
void CG_SE_UpdateShake( vec3_t origin, vec3_t angles )
|
|
{
|
|
vec3_t moveDir;
|
|
float intensity_scale, intensity;
|
|
int i;
|
|
|
|
if ( cgScreenEffects.shake_duration <= 0 )
|
|
return;
|
|
|
|
if ( cg.time > ( cgScreenEffects.shake_start + cgScreenEffects.shake_duration ) )
|
|
{
|
|
cgScreenEffects.shake_intensity = 0;
|
|
cgScreenEffects.shake_duration = 0;
|
|
cgScreenEffects.shake_start = 0;
|
|
return;
|
|
}
|
|
|
|
cgScreenEffects.FOV = CAMERA_DEFAULT_FOV;
|
|
cgScreenEffects.FOV2 = CAMERA_DEFAULT_FOV;
|
|
|
|
//intensity_scale now also takes into account FOV with 90.0 as normal
|
|
intensity_scale = 1.0f - ( (float) ( cg.time - cgScreenEffects.shake_start ) / (float) cgScreenEffects.shake_duration ) * (((cgScreenEffects.FOV+cgScreenEffects.FOV2)/2.0f)/90.0f);
|
|
|
|
intensity = cgScreenEffects.shake_intensity * intensity_scale;
|
|
|
|
for ( i = 0; i < 3; i++ )
|
|
{
|
|
moveDir[i] = ( crandom() * intensity );
|
|
}
|
|
|
|
//Move the camera
|
|
VectorAdd( origin, moveDir, origin );
|
|
|
|
for ( i=0; i < 2; i++ ) // Don't do ROLL
|
|
moveDir[i] = ( crandom() * intensity );
|
|
|
|
//Move the angles
|
|
VectorAdd( angles, moveDir, angles );
|
|
}
|
|
|
|
/*
|
|
=================
|
|
CG_CalcScreenEffects
|
|
|
|
Currently just for screen shaking
|
|
=================
|
|
*/
|
|
void CG_CalcScreenEffects(void)
|
|
{
|
|
CG_SE_UpdateShake(cg.refdef.vieworg, cg.refdefViewAngles);
|
|
}
|
|
|
|
void CGCam_Shake( float intensity, int duration )
|
|
{
|
|
if ( intensity > MAX_SHAKE_INTENSITY )
|
|
intensity = MAX_SHAKE_INTENSITY;
|
|
|
|
cgScreenEffects.shake_intensity = intensity;
|
|
cgScreenEffects.shake_duration = duration;
|
|
cgScreenEffects.shake_start = cg.time;
|
|
}
|
|
/*
|
|
================================
|
|
Screen Effect stuff ends here
|
|
================================
|
|
*/
|
|
|
|
/*
|
|
=================
|
|
CG_DrawActiveFrame
|
|
|
|
Generates and draws a game scene and status information at the given time.
|
|
=================
|
|
*/
|
|
void CG_DrawActiveFrame( int serverTime, stereoFrame_t stereoView, qboolean demoPlayback ) {
|
|
int inwater;
|
|
|
|
cg.time = serverTime;
|
|
cg.demoPlayback = demoPlayback;
|
|
|
|
// update cvars
|
|
CG_UpdateCvars();
|
|
|
|
// if we are only updating the screen as a loading
|
|
// pacifier, don't even try to read snapshots
|
|
if ( cg.infoScreenText[0] != 0 ) {
|
|
CG_DrawInformation();
|
|
return;
|
|
}
|
|
|
|
trap_FX_AdjustTime( cg.time );
|
|
|
|
CG_RunLightStyles();
|
|
|
|
// any looped sounds will be respecified as entities
|
|
// are added to the render list
|
|
trap_S_ClearLoopingSounds(qfalse);
|
|
|
|
// clear all the render lists
|
|
trap_R_ClearScene();
|
|
|
|
// set up cg.snap and possibly cg.nextSnap
|
|
CG_ProcessSnapshots();
|
|
|
|
trap_ROFF_UpdateEntities();
|
|
|
|
// if we haven't received any snapshots yet, all
|
|
// we can draw is the information screen
|
|
if ( !cg.snap || ( cg.snap->snapFlags & SNAPFLAG_NOT_ACTIVE ) ) {
|
|
CG_DrawInformation();
|
|
return;
|
|
}
|
|
|
|
// let the client system know what our weapon and zoom settings are
|
|
if (cg.snap && cg.snap->ps.saberLockTime > cg.time)
|
|
{
|
|
trap_SetUserCmdValue( cg.weaponSelect, 0.01, cg.forceSelect, cg.itemSelect );
|
|
}
|
|
else if (cg.snap && cg.snap->ps.usingATST)
|
|
{
|
|
trap_SetUserCmdValue( cg.weaponSelect, 0.2, cg.forceSelect, cg.itemSelect );
|
|
}
|
|
else
|
|
{
|
|
trap_SetUserCmdValue( cg.weaponSelect, cg.zoomSensitivity, cg.forceSelect, cg.itemSelect );
|
|
}
|
|
|
|
// this counter will be bumped for every valid scene we generate
|
|
cg.clientFrame++;
|
|
|
|
// update cg.predictedPlayerState
|
|
CG_PredictPlayerState();
|
|
|
|
// decide on third person view
|
|
cg.renderingThirdPerson = cg_thirdPerson.integer || (cg.snap->ps.stats[STAT_HEALTH] <= 0);
|
|
|
|
if (cg.snap->ps.stats[STAT_HEALTH] > 0 && (cg.predictedPlayerState.weapon == WP_SABER || cg.predictedPlayerState.usingATST ||
|
|
cg.predictedPlayerState.forceHandExtend == HANDEXTEND_KNOCKDOWN))
|
|
{
|
|
cg.renderingThirdPerson = 1;
|
|
}
|
|
else if (cg.snap->ps.zoomMode)
|
|
{ //always force first person when zoomed
|
|
cg.renderingThirdPerson = 0;
|
|
}
|
|
|
|
// build cg.refdef
|
|
inwater = CG_CalcViewValues();
|
|
|
|
CG_CalcScreenEffects();
|
|
|
|
// first person blend blobs, done after AnglesToAxis
|
|
if ( !cg.renderingThirdPerson ) {
|
|
CG_DamageBlendBlob();
|
|
}
|
|
|
|
// build the render lists
|
|
if ( !cg.hyperspace ) {
|
|
CG_AddPacketEntities(); // adter calcViewValues, so predicted player state is correct
|
|
CG_AddMarks();
|
|
CG_AddParticles ();
|
|
CG_AddLocalEntities();
|
|
}
|
|
CG_AddViewWeapon( &cg.predictedPlayerState );
|
|
|
|
if ( !cg.hyperspace )
|
|
{
|
|
trap_FX_AddScheduledEffects();
|
|
}
|
|
|
|
// add buffered sounds
|
|
CG_PlayBufferedSounds();
|
|
|
|
// play buffered voice chats
|
|
CG_PlayBufferedVoiceChats();
|
|
|
|
// finish up the rest of the refdef
|
|
if ( cg.testModelEntity.hModel ) {
|
|
CG_AddTestModel();
|
|
}
|
|
cg.refdef.time = cg.time;
|
|
memcpy( cg.refdef.areamask, cg.snap->areamask, sizeof( cg.refdef.areamask ) );
|
|
|
|
// warning sounds when powerup is wearing off
|
|
CG_PowerupTimerSounds();
|
|
|
|
// if there are any entities flagged as sound trackers and attached to other entities, update their sound pos
|
|
CG_UpdateSoundTrackers();
|
|
|
|
// update audio positions
|
|
trap_S_Respatialize( cg.snap->ps.clientNum, cg.refdef.vieworg, cg.refdef.viewaxis, inwater );
|
|
|
|
// make sure the lagometerSample and frame timing isn't done twice when in stereo
|
|
if ( stereoView != STEREO_RIGHT ) {
|
|
cg.frametime = cg.time - cg.oldTime;
|
|
if ( cg.frametime < 0 ) {
|
|
cg.frametime = 0;
|
|
}
|
|
cg.oldTime = cg.time;
|
|
CG_AddLagometerFrameInfo();
|
|
}
|
|
if (cg_timescale.value != cg_timescaleFadeEnd.value) {
|
|
if (cg_timescale.value < cg_timescaleFadeEnd.value) {
|
|
cg_timescale.value += cg_timescaleFadeSpeed.value * ((float)cg.frametime) / 1000;
|
|
if (cg_timescale.value > cg_timescaleFadeEnd.value)
|
|
cg_timescale.value = cg_timescaleFadeEnd.value;
|
|
}
|
|
else {
|
|
cg_timescale.value -= cg_timescaleFadeSpeed.value * ((float)cg.frametime) / 1000;
|
|
if (cg_timescale.value < cg_timescaleFadeEnd.value)
|
|
cg_timescale.value = cg_timescaleFadeEnd.value;
|
|
}
|
|
if (cg_timescaleFadeSpeed.value) {
|
|
trap_Cvar_Set("timescale", va("%f", cg_timescale.value));
|
|
}
|
|
}
|
|
|
|
// actually issue the rendering calls
|
|
CG_DrawActive( stereoView );
|
|
|
|
if ( cg_stats.integer ) {
|
|
CG_Printf( "cg.clientFrame:%i\n", cg.clientFrame );
|
|
}
|
|
}
|
|
|