Ejemplo n.º 1
0
/*
===============
CG_CalcViewValues

Sets cg.refdef view values
===============
*/
static int CG_CalcViewValues( void )
{
    playerState_s*  ps;

    // calculate size of 3D view
    CG_CalcVrect();

    ps = &cg.predictedPlayerState;

    cg.refdefViewOrigin = ps->origin;
    cg.refdefViewAngles = ps->viewangles;

    // add first person / third person view offset
    if ( cg_thirdPerson.integer )
    {
        // back away from character
        CG_OffsetThirdPersonView();
    }
    else
    {
        // offset for local bobbing and kicks
        CG_OffsetFirstPersonView();
    }
    cg.refdefViewAxis.fromAngles( cg.refdefViewAngles );

    if ( cg_printCurCamPos.getInt() )
    {
        CG_Printf( "CG_CalcViewValues: camera eye is at %f %f %f\n", cg.refdefViewOrigin[0], cg.refdefViewOrigin[1], cg.refdefViewOrigin[2] );
    }
    if ( cg_printCurFarPlane.getInt() )
    {
        CG_Printf( "CG_CalcViewValues: cg.farPlane is %f\n", cg.farPlane );
    }

    projDef_s projDef;
    projDef.setDefaults();
    if ( cg.farPlane >= 8.f )
    {
        projDef.zFar = cg.farPlane;
    }
    rf->setupProjection3D( &projDef );
    rf->setup3DView( cg.refdefViewOrigin, cg.refdefViewAngles, cg_thirdPerson.integer );

    return 0;
}
Ejemplo n.º 2
0
/*
===============
CG_OffsetShoulderView

===============
*/
void CG_OffsetShoulderView( void )
{
  int            i;
  int            cmdNum;
  usercmd_t      cmd, oldCmd;
  vec3_t         rotationAngles;
  vec3_t         axis[ 3 ], rotaxis[ 3 ];
  float          deltaMousePitch;
  static float   mousePitch;
  vec3_t         forward, right, up;
  classConfig_t* classConfig;

  // Ignore following pitch; it's too jerky otherwise.
  if( !cg_thirdPersonPitchFollow.integer ) 
    cg.refdefViewAngles[ PITCH ] = 0.0f;
    
  AngleVectors( cg.refdefViewAngles, forward, right, up );

  classConfig = BG_ClassConfig( cg.snap->ps.stats[ STAT_CLASS ] );
  VectorMA( cg.refdef.vieworg, classConfig->shoulderOffsets[ 0 ], forward, cg.refdef.vieworg );
  VectorMA( cg.refdef.vieworg, classConfig->shoulderOffsets[ 1 ], right, cg.refdef.vieworg );
  VectorMA( cg.refdef.vieworg, classConfig->shoulderOffsets[ 2 ], up, cg.refdef.vieworg );

  // If someone is playing like this, the rest is already taken care of
  // so just get the firstperson effects and leave.
  if( !cg.demoPlayback && !( cg.snap->ps.pm_flags & PMF_FOLLOW ) )
  {
    CG_OffsetFirstPersonView();
    return;
  }

  // Get mouse input for camera rotation. 
  cmdNum = trap_GetCurrentCmdNumber();
  trap_GetUserCmd( cmdNum, &cmd );
  trap_GetUserCmd( cmdNum - 1, &oldCmd );

  // Prevent pitch from wrapping and clamp it within a [30, -50] range.
  // Cgame has no access to ps.delta_angles[] here, so we need to reproduce
  // it ourselves here.
  deltaMousePitch = SHORT2ANGLE( cmd.angles[ PITCH ] - oldCmd.angles[ PITCH ] );
  if( fabs(deltaMousePitch) < 200.0f )
    mousePitch += deltaMousePitch;

  // Handle pitch.
  rotationAngles[ PITCH ] = mousePitch;

  rotationAngles[ PITCH ] = AngleNormalize180( rotationAngles[ PITCH ] + AngleNormalize180( cg.refdefViewAngles[ PITCH ] ) );
  if( rotationAngles [ PITCH ] < -90.0f ) rotationAngles [ PITCH ] = -90.0f;
  if( rotationAngles [ PITCH ] > 90.0f ) rotationAngles [ PITCH ] = 90.0f;

  // Yaw and Roll are much easier.
  rotationAngles[ YAW ] = SHORT2ANGLE( cmd.angles[ YAW ] ) + cg.refdefViewAngles[ YAW ];
  rotationAngles[ ROLL ] = 0.0f;

  // Perform the rotations.
  AnglesToAxis( rotationAngles, axis );
  if( !( cg.snap->ps.stats[ STAT_STATE ] & SS_WALLCLIMBING ) ||
      !BG_RotateAxis( cg.snap->ps.grapplePoint, axis, rotaxis, qfalse,
                      cg.snap->ps.eFlags & EF_WALLCLIMBCEILING ) )
    AxisCopy( axis, rotaxis );

  AxisToAngles( rotaxis, rotationAngles );

  // Actually set the viewangles.
  for( i = 0; i < 3; i++ )
    cg.refdefViewAngles[ i ] = rotationAngles[ i ];

  // Now run the first person stuff so we get various effects added.
  CG_OffsetFirstPersonView( );
}
Ejemplo n.º 3
0
/*
===============
CG_CalcViewValues

Sets cg.refdef view values
===============
*/
static int CG_CalcViewValues( void )
{
  playerState_t *ps;

  memset( &cg.refdef, 0, sizeof( cg.refdef ) );

  // calculate size of 3D view
  CG_CalcVrect( );

  ps = &cg.predictedPlayerState;

  // intermission view
  if( ps->pm_type == PM_INTERMISSION || ps->pm_type == PM_FREEZE ||
      ps->pm_type == PM_SPECTATOR )
  {
    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 ] );

  // the bob velocity should't get too fast to avoid jerking
  if( cg.xyspeed > 300.0f )
    cg.xyspeed = 300.0f;

  VectorCopy( ps->origin, cg.refdef.vieworg );

  if( BG_ClassHasAbility( ps->stats[ STAT_CLASS ], SCA_WALLCLIMBER ) )
    CG_smoothWWTransitions( ps, ps->viewangles, cg.refdefViewAngles );
  else if( BG_ClassHasAbility( ps->stats[ STAT_CLASS ], SCA_WALLJUMPER ) )
    CG_smoothWJTransitions( ps, ps->viewangles, cg.refdefViewAngles );
  else
    VectorCopy( ps->viewangles, cg.refdefViewAngles );

  //clumsy logic, but it needs to be this way round because the CS propogation
  //delay screws things up otherwise
  if( !BG_ClassHasAbility( ps->stats[ STAT_CLASS ], SCA_WALLJUMPER ) )
  {
    if( !( ps->stats[ STAT_STATE ] & SS_WALLCLIMBING ) )
      VectorSet( cg.lastNormal, 0.0f, 0.0f, 1.0f );
  }

  // 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;
  }

  //shut off the poison cloud effect if it's still on the go
  if( cg.snap->ps.stats[ STAT_HEALTH ] <= 0 )
  {
    if( CG_IsParticleSystemValid( &cg.poisonCloudPS ) )
      CG_DestroyParticleSystem( &cg.poisonCloudPS );
  }
  else
    cg.wasDeadLastFrame = qfalse;

  if( cg.renderingThirdPerson )
  {
    // 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;

  //draw the surface normal looking at
  if( cg_drawSurfNormal.integer )
    CG_DrawSurfNormal( );

  // field of view
  return CG_CalcFov( );
}
Ejemplo n.º 4
0
/*
===============
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 ) {
		// 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();
}
Ejemplo n.º 5
0
/*
===============
CG_CalcViewValues

Sets cg.refdef view values
===============
*/
static int CG_CalcViewValues( void )
{
	playerState_t *ps;

	memset( &cg.refdef, 0, sizeof( cg.refdef ) );

	// calculate size of 3D view
	CG_CalcVrect();

	ps = &cg.predictedPlayerState;

	CG_CalcColorGradingForPoint( ps->origin );
	CG_AddColorGradingEffects( ps );

	CG_AddReverbEffects( ps->origin );

	// intermission view
	if ( ps->pm_type == PM_INTERMISSION || ps->pm_type == PM_FREEZE ||
	     ps->pm_type == PM_SPECTATOR )
	{
		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 ] );

	// to avoid jerking, the bob velocity shouldn't be too high
	if ( cg.xyspeed > 300.0f )
	{
		cg.xyspeed = 300.0f;
	}

	VectorCopy( ps->origin, cg.refdef.vieworg );

	if ( BG_ClassHasAbility( ps->stats[ STAT_CLASS ], SCA_WALLCLIMBER ) )
	{
		CG_smoothWWTransitions( ps, ps->viewangles, cg.refdefViewAngles );
	}
	else if ( BG_ClassHasAbility( ps->stats[ STAT_CLASS ], SCA_WALLJUMPER ) )
	{
		CG_smoothWJTransitions( ps, ps->viewangles, cg.refdefViewAngles );
	}
	else
	{
		VectorCopy( ps->viewangles, cg.refdefViewAngles );
	}

	//clumsy logic, but it needs to be this way around because the CS propagation
	//delay screws things up otherwise
	if ( !BG_ClassHasAbility( ps->stats[ STAT_CLASS ], SCA_WALLJUMPER ) )
	{
		if ( !( ps->stats[ STAT_STATE ] & SS_WALLCLIMBING ) )
		{
			VectorSet( cg.lastNormal, 0.0f, 0.0f, 1.0f );
		}
	}

	// 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;
		}
	}

	//shut off the poison cloud effect if it's still on the go
	if ( cg.snap->ps.stats[ STAT_HEALTH ] > 0 )
	{
		cg.wasDeadLastFrame = qfalse;
	}

	if ( cg.renderingThirdPerson )
	{
		// back away from character
		CG_OffsetThirdPersonView();
	}
	else
	{
		float speed;

		// offset for local bobbing and kicks
		CG_OffsetFirstPersonView();

		// Compute motion blur vector
		speed = VectorNormalize2( cg.snap->ps.velocity, cg.refdef.blurVec );

		speed = (speed - cg_motionblurMinSpeed.value);
		if( speed < 0.0f ) speed = 0.0f;

		VectorScale( cg.refdef.blurVec, speed * cg_motionblur.value,
			     cg.refdef.blurVec );

	}

	// position eye relative to origin
	AnglesToAxis( cg.refdefViewAngles, cg.refdef.viewaxis );

	if ( cg.hyperspace )
	{
		cg.refdef.rdflags |= RDF_NOWORLDMODEL | RDF_HYPERSPACE;
	}

	//draw the surface normal looking at
	if ( cg_drawSurfNormal.integer )
	{
		CG_DrawSurfNormal();
	}

	// field of view
	return CG_CalcFov();
}
Ejemplo n.º 6
0
/*
===============
CG_CalcViewValues

Sets cg.refdef view values
===============
*/
static int CG_CalcViewValues( void ) {
	playerState_t   *ps;

	memset( &cg.refdef, 0, sizeof( cg.refdef ) );

	// calculate size of 3D view
	CG_CalcVrect();

	ps = &cg.predictedPlayerState;

	if ( cg.cameraMode ) {
		vec3_t origin, angles;
		float fov = 90;
		float x;

		if ( trap_getCameraInfo( CAM_PRIMARY, cg.time, &origin, &angles, &fov ) ) {
			VectorCopy( origin, cg.refdef.vieworg );
			angles[ROLL] = 0;
			angles[PITCH] = -angles[PITCH];     // (SA) compensate for reversed pitch (this makes the game match the editor, however I'm guessing the real fix is to be done there)
			VectorCopy( angles, cg.refdefViewAngles );
			AnglesToAxis( cg.refdefViewAngles, cg.refdef.viewaxis );

			x = cg.refdef.width / tan( fov / 360 * M_PI );
			cg.refdef.fov_y = atan2( cg.refdef.height, x );
			cg.refdef.fov_y = cg.refdef.fov_y * 360 / M_PI;
			cg.refdef.fov_x = fov;

			trap_SendClientCommand( va( "setCameraOrigin %f %f %f", origin[0], origin[1], origin[2] ) );
			return 0;

		} else {
			cg.cameraMode = qfalse;                 // camera off in cgame
			trap_Cvar_Set( "cg_letterbox", "0" );
			trap_SendClientCommand( "stopCamera" );    // camera off in game
			trap_stopCamera( CAM_PRIMARY );           // camera off in client

			CG_Fade( 0, 0, 0, 255, 0, 0 );                // go black
			CG_Fade( 0, 0, 0, 0, cg.time + 200, 1500 );   // then fadeup
		}
	}

	// 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 );

	// 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;
		}
	}

	// Ridah, lock the viewangles if the game has told us to
	if ( ps->viewlocked ) {

		/*
		if (ps->viewlocked == 4)
		{
			centity_t *tent;
			tent = &cg_entities[ps->viewlocked_entNum];
			VectorCopy (tent->currentState.apos.trBase, cg.refdefViewAngles);
		}
		else
		*/
		BG_EvaluateTrajectory( &cg_entities[ps->viewlocked_entNum].currentState.apos, cg.time, cg.refdefViewAngles );

		if ( ps->viewlocked == 2 ) {
			cg.refdefViewAngles[0] += crandom();
			cg.refdefViewAngles[1] += crandom();
		}
	}
	// done.

	if ( cg.renderingThirdPerson ) {
		// back away from character
		CG_OffsetThirdPersonView();
	} else {
		// offset for local bobbing and kicks
		CG_OffsetFirstPersonView();

		// Ridah, lock the viewangles if the game has told us to
		if ( ps->viewlocked == 4 ) {
			vec3_t fwd;
			AngleVectors( cg.refdefViewAngles, fwd, NULL, NULL );
			VectorMA( cg_entities[ps->viewlocked_entNum].currentState.pos.trBase, 16, fwd, cg.refdef.vieworg );
		} else if ( ps->viewlocked )     {
			vec3_t fwd;
			float oldZ;
			// set our position to be behind it
			oldZ = cg.refdef.vieworg[2];
			AngleVectors( cg.refdefViewAngles, fwd, NULL, NULL );
			VectorMA( cg_entities[ps->viewlocked_entNum].currentState.pos.trBase, -34, fwd, cg.refdef.vieworg );
			cg.refdef.vieworg[2] = oldZ;
		}
		// done.
	}

	// position eye relative to origin
	AnglesToAxis( cg.refdefViewAngles, cg.refdef.viewaxis );

	if ( cg.hyperspace ) {
		cg.refdef.rdflags |= RDF_NOWORLDMODEL | RDF_HYPERSPACE;
	}

	// field of view
	return CG_CalcFov();
}
Ejemplo n.º 7
0
/*
===============
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;

	// 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.bobfraccos = fabs( cos( ( ps->bobCycle & 127 ) / 127.0 * M_PI ) );
	cg.bobfracsin2 = 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 ) {
		// back away from character
		CG_OffsetThirdPersonView();

	} else {
		// offset for local bobbing and kicks
		CG_OffsetFirstPersonView();
	}

	// leilei - View-from-the-model-eyes feature, aka "fullbody awareness" lol
	if (cg_cameraEyes.integer && !cg.renderingThirdPerson){
		vec3_t		forward, right, up;	
		cg.refdefViewAngles[ROLL] = headang[ROLL];
		cg.refdefViewAngles[PITCH] = headang[PITCH];
		cg.refdefViewAngles[YAW] = headang[YAW];

		AngleVectors( headang, forward, NULL, up );
		if (cg_cameraEyes.integer == 2){
			VectorMA( headpos, 0, forward, headpos );
			VectorMA( headpos, 4, up, headpos );
		}
		else
		{
			VectorMA( headpos, cg_cameraEyes_Fwd.value, forward, headpos );
			VectorMA( headpos, cg_cameraEyes_Up.value, up, headpos );
		}

		cg.refdef.vieworg[0] = ps->origin[0] + headpos[0];
		cg.refdef.vieworg[1] = ps->origin[1] + headpos[1];
		cg.refdef.vieworg[2] = ps->origin[2] + headpos[2];
		
	}

	// 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();
}
Ejemplo n.º 8
0
/*
===============
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 );

    //link to view to head of ppm if dying - edited, only do this if the player killed himself
    //or specting someone else
    if ((((ps->pm_flags & PMF_SUICIDE) || !cgs.deathcam || cgs.gametype == GT_DUEL)
            && (ps->pm_type == PM_DEAD) && (!cg.renderingThirdPerson))
            || ((cg.snap->ps.pm_flags & PMF_FOLLOW) && (cg.snap->ps.pm_type != PM_CHASECAM)
                && (ps->stats[STAT_HEALTH] <= 0))) {
        VectorCopy(cg.anim_viewangles, cg.refdefViewAngles);
        VectorCopy(cg.anim_vieworigin, cg.refdef.vieworg);
    }

    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;
        }
    }

    // this is a special camera movement around the players
    if(cg.introend - DU_INTRO_DRAW >= cg.time && cgs.gametype == GT_DUEL &&
            cg.predictedPlayerState.persistant[PERS_TEAM] == TEAM_FREE &&
            !(cg.snap->ps.pm_flags & PMF_FOLLOW)) {

        CG_OffsetFirstPersonView();
        CG_DuelIntroView();

    } else if ((cg.renderingThirdPerson ||(cg.snap->ps.pm_flags & PMF_FOLLOW &&
                                           cg.snap->ps.pm_type == PM_CHASECAM)) && !cg.introstart) {
        // back away from character
        CG_OffsetThirdPersonView();
        cg.introstart = 0;
    } else {
        // offset for local bobbing and kicks
        CG_OffsetFirstPersonView();
        cg.introstart = 0;
    }

    // position eye relative to origin
    AnglesToAxis( cg.refdefViewAngles, cg.refdef.viewaxis );

    if ( cg.hyperspace ) {
        cg.refdef.rdflags |= RDF_NOWORLDMODEL | RDF_HYPERSPACE;
    }

    // field of view
    return CG_CalcFov();
}
Ejemplo n.º 9
0
/*
===============
CG_CalcViewValues

Sets cg.refdef view values
===============
*/
static qboolean CG_CalcViewValues( void ) {
	playerState_t	*ps;

	memset( &cg.refdef, 0, sizeof( cg.refdef ) );

	// calculate size of 3D view
	CG_CalcVrect();

	ps = &cg.predicted_player_state;

	// 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 );

	// 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 ) {
		// back away from character
		if ( cg_thirdPerson.integer == CG_CAM_ABOVE)
		{			
			CG_OffsetThirdPersonOverheadView();
		}
		else
		{
			CG_OffsetThirdPersonView();
		}
	} else {
		// offset for local bobbing and kicks
		CG_OffsetFirstPersonView();
	}

	// shake the camera if necessary
	CGCam_UpdateShake( cg.refdef.vieworg, cg.refdefViewAngles );

	// Doing this when the camera is directly above will look bad
	if ( cg_thirdPerson.integer != CG_CAM_ABOVE )
	{
		// 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();
}