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📄 ui_players.c

📁 3D 游戏界的大牛人 John Carmack 终于放出了 Q3 的源代码
💻 C
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	} else {
		lf->backlerp = 1.0 - (float)( dp_realtime - lf->oldFrameTime ) / ( lf->frameTime - lf->oldFrameTime );
	}
}


/*
===============
UI_PlayerAnimation
===============
*/
static void UI_PlayerAnimation( playerInfo_t *pi, int *legsOld, int *legs, float *legsBackLerp,
						int *torsoOld, int *torso, float *torsoBackLerp ) {

	// legs animation
	pi->legsAnimationTimer -= uis.frametime;
	if ( pi->legsAnimationTimer < 0 ) {
		pi->legsAnimationTimer = 0;
	}

	UI_LegsSequencing( pi );

	if ( pi->legs.yawing && ( pi->legsAnim & ~ANIM_TOGGLEBIT ) == LEGS_IDLE ) {
		UI_RunLerpFrame( pi, &pi->legs, LEGS_TURN );
	} else {
		UI_RunLerpFrame( pi, &pi->legs, pi->legsAnim );
	}
	*legsOld = pi->legs.oldFrame;
	*legs = pi->legs.frame;
	*legsBackLerp = pi->legs.backlerp;

	// torso animation
	pi->torsoAnimationTimer -= uis.frametime;
	if ( pi->torsoAnimationTimer < 0 ) {
		pi->torsoAnimationTimer = 0;
	}

	UI_TorsoSequencing( pi );

	UI_RunLerpFrame( pi, &pi->torso, pi->torsoAnim );
	*torsoOld = pi->torso.oldFrame;
	*torso = pi->torso.frame;
	*torsoBackLerp = pi->torso.backlerp;
}


/*
==================
UI_SwingAngles
==================
*/
static void UI_SwingAngles( float destination, float swingTolerance, float clampTolerance,
					float speed, float *angle, qboolean *swinging ) {
	float	swing;
	float	move;
	float	scale;

	if ( !*swinging ) {
		// see if a swing should be started
		swing = AngleSubtract( *angle, destination );
		if ( swing > swingTolerance || swing < -swingTolerance ) {
			*swinging = qtrue;
		}
	}

	if ( !*swinging ) {
		return;
	}
	
	// modify the speed depending on the delta
	// so it doesn't seem so linear
	swing = AngleSubtract( destination, *angle );
	scale = fabs( swing );
	if ( scale < swingTolerance * 0.5 ) {
		scale = 0.5;
	} else if ( scale < swingTolerance ) {
		scale = 1.0;
	} else {
		scale = 2.0;
	}

	// swing towards the destination angle
	if ( swing >= 0 ) {
		move = uis.frametime * scale * speed;
		if ( move >= swing ) {
			move = swing;
			*swinging = qfalse;
		}
		*angle = AngleMod( *angle + move );
	} else if ( swing < 0 ) {
		move = uis.frametime * scale * -speed;
		if ( move <= swing ) {
			move = swing;
			*swinging = qfalse;
		}
		*angle = AngleMod( *angle + move );
	}

	// clamp to no more than tolerance
	swing = AngleSubtract( destination, *angle );
	if ( swing > clampTolerance ) {
		*angle = AngleMod( destination - (clampTolerance - 1) );
	} else if ( swing < -clampTolerance ) {
		*angle = AngleMod( destination + (clampTolerance - 1) );
	}
}


/*
======================
UI_MovedirAdjustment
======================
*/
static float UI_MovedirAdjustment( playerInfo_t *pi ) {
	vec3_t		relativeAngles;
	vec3_t		moveVector;

	VectorSubtract( pi->viewAngles, pi->moveAngles, relativeAngles );
	AngleVectors( relativeAngles, moveVector, NULL, NULL );
	if ( Q_fabs( moveVector[0] ) < 0.01 ) {
		moveVector[0] = 0.0;
	}
	if ( Q_fabs( moveVector[1] ) < 0.01 ) {
		moveVector[1] = 0.0;
	}

	if ( moveVector[1] == 0 && moveVector[0] > 0 ) {
		return 0;
	}
	if ( moveVector[1] < 0 && moveVector[0] > 0 ) {
		return 22;
	}
	if ( moveVector[1] < 0 && moveVector[0] == 0 ) {
		return 45;
	}
	if ( moveVector[1] < 0 && moveVector[0] < 0 ) {
		return -22;
	}
	if ( moveVector[1] == 0 && moveVector[0] < 0 ) {
		return 0;
	}
	if ( moveVector[1] > 0 && moveVector[0] < 0 ) {
		return 22;
	}
	if ( moveVector[1] > 0 && moveVector[0] == 0 ) {
		return  -45;
	}

	return -22;
}


/*
===============
UI_PlayerAngles
===============
*/
static void UI_PlayerAngles( playerInfo_t *pi, vec3_t legs[3], vec3_t torso[3], vec3_t head[3] ) {
	vec3_t		legsAngles, torsoAngles, headAngles;
	float		dest;
	float		adjust;

	VectorCopy( pi->viewAngles, headAngles );
	headAngles[YAW] = AngleMod( headAngles[YAW] );
	VectorClear( legsAngles );
	VectorClear( torsoAngles );

	// --------- yaw -------------

	// allow yaw to drift a bit
	if ( ( pi->legsAnim & ~ANIM_TOGGLEBIT ) != LEGS_IDLE 
		|| ( pi->torsoAnim & ~ANIM_TOGGLEBIT ) != TORSO_STAND  ) {
		// if not standing still, always point all in the same direction
		pi->torso.yawing = qtrue;	// always center
		pi->torso.pitching = qtrue;	// always center
		pi->legs.yawing = qtrue;	// always center
	}

	// adjust legs for movement dir
	adjust = UI_MovedirAdjustment( pi );
	legsAngles[YAW] = headAngles[YAW] + adjust;
	torsoAngles[YAW] = headAngles[YAW] + 0.25 * adjust;


	// torso
	UI_SwingAngles( torsoAngles[YAW], 25, 90, SWINGSPEED, &pi->torso.yawAngle, &pi->torso.yawing );
	UI_SwingAngles( legsAngles[YAW], 40, 90, SWINGSPEED, &pi->legs.yawAngle, &pi->legs.yawing );

	torsoAngles[YAW] = pi->torso.yawAngle;
	legsAngles[YAW] = pi->legs.yawAngle;

	// --------- pitch -------------

	// only show a fraction of the pitch angle in the torso
	if ( headAngles[PITCH] > 180 ) {
		dest = (-360 + headAngles[PITCH]) * 0.75;
	} else {
		dest = headAngles[PITCH] * 0.75;
	}
	UI_SwingAngles( dest, 15, 30, 0.1f, &pi->torso.pitchAngle, &pi->torso.pitching );
	torsoAngles[PITCH] = pi->torso.pitchAngle;

	// pull the angles back out of the hierarchial chain
	AnglesSubtract( headAngles, torsoAngles, headAngles );
	AnglesSubtract( torsoAngles, legsAngles, torsoAngles );
	AnglesToAxis( legsAngles, legs );
	AnglesToAxis( torsoAngles, torso );
	AnglesToAxis( headAngles, head );
}


/*
===============
UI_PlayerFloatSprite
===============
*/
static void UI_PlayerFloatSprite( playerInfo_t *pi, vec3_t origin, qhandle_t shader ) {
	refEntity_t		ent;

	memset( &ent, 0, sizeof( ent ) );
	VectorCopy( origin, ent.origin );
	ent.origin[2] += 48;
	ent.reType = RT_SPRITE;
	ent.customShader = shader;
	ent.radius = 10;
	ent.renderfx = 0;
	trap_R_AddRefEntityToScene( &ent );
}


/*
======================
UI_MachinegunSpinAngle
======================
*/
float	UI_MachinegunSpinAngle( playerInfo_t *pi ) {
	int		delta;
	float	angle;
	float	speed;
	int		torsoAnim;

	delta = dp_realtime - pi->barrelTime;
	if ( pi->barrelSpinning ) {
		angle = pi->barrelAngle + delta * SPIN_SPEED;
	} else {
		if ( delta > COAST_TIME ) {
			delta = COAST_TIME;
		}

		speed = 0.5 * ( SPIN_SPEED + (float)( COAST_TIME - delta ) / COAST_TIME );
		angle = pi->barrelAngle + delta * speed;
	}

	torsoAnim = pi->torsoAnim  & ~ANIM_TOGGLEBIT;
	if( torsoAnim == TORSO_ATTACK2 ) {
		torsoAnim = TORSO_ATTACK;
	}
	if ( pi->barrelSpinning == !(torsoAnim == TORSO_ATTACK) ) {
		pi->barrelTime = dp_realtime;
		pi->barrelAngle = AngleMod( angle );
		pi->barrelSpinning = !!(torsoAnim == TORSO_ATTACK);
	}

	return angle;
}


/*
===============
UI_DrawPlayer
===============
*/
void UI_DrawPlayer( float x, float y, float w, float h, playerInfo_t *pi, int time ) {
	refdef_t		refdef;
	refEntity_t		legs;
	refEntity_t		torso;
	refEntity_t		head;
	refEntity_t		gun;
	refEntity_t		barrel;
	refEntity_t		flash;
	vec3_t			origin;
	int				renderfx;
	vec3_t			mins = {-16, -16, -24};
	vec3_t			maxs = {16, 16, 32};
	float			len;
	float			xx;

	if ( !pi->legsModel || !pi->torsoModel || !pi->headModel || !pi->animations[0].numFrames ) {
		return;
	}

	dp_realtime = time;

	if ( pi->pendingWeapon != -1 && dp_realtime > pi->weaponTimer ) {
		pi->weapon = pi->pendingWeapon;
		pi->lastWeapon = pi->pendingWeapon;
		pi->pendingWeapon = -1;
		pi->weaponTimer = 0;
		if( pi->currentWeapon != pi->weapon ) {
			trap_S_StartLocalSound( weaponChangeSound, CHAN_LOCAL );
		}
	}

	UI_AdjustFrom640( &x, &y, &w, &h );

	y -= jumpHeight;

	memset( &refdef, 0, sizeof( refdef ) );
	memset( &legs, 0, sizeof(legs) );
	memset( &torso, 0, sizeof(torso) );
	memset( &head, 0, sizeof(head) );

	refdef.rdflags = RDF_NOWORLDMODEL;

	AxisClear( refdef.viewaxis );

	refdef.x = x;
	refdef.y = y;
	refdef.width = w;
	refdef.height = h;

	refdef.fov_x = (int)((float)refdef.width / 640.0f * 90.0f);
	xx = refdef.width / tan( refdef.fov_x / 360 * M_PI );
	refdef.fov_y = atan2( refdef.height, xx );
	refdef.fov_y *= ( 360 / M_PI );

	// calculate distance so the player nearly fills the box
	len = 0.7 * ( maxs[2] - mins[2] );		
	origin[0] = len / tan( DEG2RAD(refdef.fov_x) * 0.5 );
	origin[1] = 0.5 * ( mins[1] + maxs[1] );
	origin[2] = -0.5 * ( mins[2] + maxs[2] );

	refdef.time = dp_realtime;

	trap_R_ClearScene();

	// get the rotation information
	UI_PlayerAngles( pi, legs.axis, torso.axis, head.axis );
	
	// get the animation state (after rotation, to allow feet shuffle)
	UI_PlayerAnimation( pi, &legs.oldframe, &legs.frame, &legs.backlerp,
		 &torso.oldframe, &torso.frame, &torso.backlerp );

	renderfx = RF_LIGHTING_ORIGIN | RF_NOSHADOW;

	//
	// add the legs
	//
	legs.hModel = pi->legsModel;
	legs.customSkin = pi->legsSkin;

	VectorCopy( origin, legs.origin );

	VectorCopy( origin, legs.lightingOrigin );
	legs.renderfx = renderfx;
	VectorCopy (legs.origin, legs.oldorigin);

	trap_R_AddRefEntityToScene( &legs );

	if (!legs.hModel) {
		return;
	}

	//
	// add the torso
	//
	torso.hModel = pi->torsoModel;
	if (!torso.hModel) {
		return;
	}

	torso.customSkin = pi->torsoSkin;

	VectorCopy( origin, torso.lightingOrigin );

	UI_PositionRotatedEntityOnTag( &torso, &legs, pi->legsModel, "tag_torso");

	torso.renderfx = renderfx;

	trap_R_AddRefEntityToScene( &torso );

	//
	// add the head
	//
	head.hModel = pi->headModel;
	if (!head.hModel) {
		return;
	}
	head.customSkin = pi->headSkin;

	VectorCopy( origin, head.lightingOrigin );

	UI_PositionRotatedEntityOnTag( &head, &torso, pi->torsoModel, "tag_head");

	head.renderfx = renderfx;

	trap_R_AddRefEntityToScene( &head );

	//
	// add the gun
	//
	if ( pi->currentWeapon != WP_NONE ) {
		memset( &gun, 0, sizeof(gun) );
		gun.hModel = pi->weaponModel;
		VectorCopy( origin, gun.lightingOrigin );
		UI_PositionEntityOnTag( &gun, &torso, pi->torsoModel, "tag_weapon");
		gun.renderfx = renderfx;
		trap_R_AddRefEntityToScene( &gun );
	}

	//
	// add the spinning barrel
	//
	if ( pi->realWeapon == WP_MACHINEGUN || pi->realWeapon == WP_GAUNTLET || pi->realWeapon == WP_BFG ) {
		vec3_t	angles;

		memset( &barrel, 0, sizeof(barrel) );

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