Пример #1
0
/*
 * @brief The angles are typically fetched from input, after factoring in client-side
 * prediction, unless the client is watching a demo or chase camera.
 */
static void Cl_UpdateAngles(const player_state_t *from, const player_state_t *to) {
	vec3_t old_angles, new_angles, angles;

	// start with the predicted angles, or interpolate the server states
	if (Cl_UsePrediction()) {
		VectorCopy(cl.predicted_state.view_angles, r_view.angles);
	} else {
		UnpackAngles(from->pm_state.view_angles, old_angles);
		UnpackAngles(to->pm_state.view_angles, new_angles);

		AngleLerp(old_angles, new_angles, cl.lerp, r_view.angles);
	}

	// add in the kick angles
	UnpackAngles(from->pm_state.kick_angles, old_angles);
	UnpackAngles(to->pm_state.kick_angles, new_angles);

	AngleLerp(old_angles, new_angles, cl.lerp, angles);
	VectorAdd(r_view.angles, angles, r_view.angles);

	// and lastly the delta angles
	UnpackAngles(from->pm_state.delta_angles, old_angles);
	UnpackAngles(to->pm_state.delta_angles, new_angles);

	VectorCopy(new_angles, angles);

	// check for small delta angles, and interpolate them
	if (!VectorCompare(old_angles, new_angles)) {
		int32_t i;

		for (i = 0; i < 3; i++) {
			const vec_t delta = fabs(new_angles[i] - old_angles[i]);
			if (delta > 5.0 && delta < 355.0) {
				break;
			}
		}

		if (i == 3) {
			AngleLerp(old_angles, new_angles, cl.lerp, angles);
		}
	}

	VectorAdd(r_view.angles, angles, r_view.angles);

	if (cl.frame.ps.pm_state.type == PM_DEAD) { // look only on x axis
		r_view.angles[0] = 0.0;
		r_view.angles[2] = 45.0;
	}

	// and finally set the view directional vectors
	AngleVectors(r_view.angles, r_view.forward, r_view.right, r_view.up);
}
Пример #2
0
/*
 * @brief The angles are typically fetched from input, after factoring in client-side
 * prediction, unless the client is watching a demo or chase camera.
 */
static void Cl_UpdateAngles(const player_state_t *ps, const player_state_t *ops) {
	vec3_t old_angles, new_angles, angles;

	// start with the predicted angles, or interpolate the server states
	if (Cl_UsePrediction()) {
		VectorCopy(cl.predicted_state.view_angles, r_view.angles);
	} else {
		UnpackAngles(ops->pm_state.view_angles, old_angles);
		UnpackAngles(ps->pm_state.view_angles, new_angles);

		AngleLerp(old_angles, new_angles, cl.lerp, r_view.angles);
	}

	// add in the kick angles
	UnpackAngles(ops->pm_state.kick_angles, old_angles);
	UnpackAngles(ps->pm_state.kick_angles, new_angles);

	AngleLerp(old_angles, new_angles, cl.lerp, angles);
	VectorAdd(r_view.angles, angles, r_view.angles);

	// and lastly the delta angles
	UnpackAngles(ops->pm_state.delta_angles, old_angles);
	UnpackAngles(ps->pm_state.delta_angles, new_angles);

	VectorCopy(new_angles, angles);

	// check for small delta angles, and interpolate them
	if (!VectorCompare(new_angles, new_angles)) {

		VectorSubtract(old_angles, new_angles, angles);
		vec_t f = VectorLength(angles);

		if (f < 15.0) {
			AngleLerp(old_angles, new_angles, cl.lerp, angles);
		}
	}

	VectorAdd(r_view.angles, angles, r_view.angles);

	ClampAngles(r_view.angles);

	if (cl.frame.ps.pm_state.type == PM_DEAD) { // look only on x axis
		r_view.angles[0] = 0.0;
		r_view.angles[2] = 45.0;
	}

	// and finally set the view directional vectors
	AngleVectors(r_view.angles, r_view.forward, r_view.right, r_view.up);
}