scraped a small amount of crap
[carveJwlIkooP6JGAAIwe30JlM.git] / player_common.c
1 #ifndef PLAYER_COMMON_C
2 #define PLAYER_COMMON_C
3
4 #include "player.h"
5 #include "conf.h"
6
7 VG_STATIC void player_vector_angles( v3f angles, v3f v, float C, float k )
8 {
9 float yaw = atan2f( v[0], -v[2] ),
10 pitch = atan2f
11 (
12 -v[1],
13 sqrtf
14 (
15 v[0]*v[0] + v[2]*v[2]
16 )
17 ) * C + k;
18
19 angles[0] = yaw;
20 angles[1] = pitch;
21 angles[2] = 0.0f;
22 }
23
24 VG_STATIC float player_get_heading_yaw( player_instance *player )
25 {
26 v3f xz;
27 q_mulv( player->rb.q, (v3f){ 0.0f,0.0f,1.0f }, xz );
28 m3x3_mulv( player->invbasis, xz, xz );
29 return atan2f( xz[0], xz[2] );
30 }
31
32 VG_STATIC void player_camera_portal_correction( player_instance *player )
33 {
34 if( player->gate_waiting ){
35 /* construct plane equation for reciever gate */
36 v4f plane;
37 q_mulv( player->gate_waiting->q[1], (v3f){0.0f,0.0f,1.0f}, plane );
38 plane[3] = v3_dot( plane, player->gate_waiting->co[1] );
39
40 /* check camera polarity */
41 if( v3_dot( player->cam.pos, plane ) < plane[3] ) {
42 vg_success( "Plane cleared\n" );
43 player_apply_transport_to_cam( player->gate_waiting->transport );
44 player->gate_waiting = NULL;
45 player->viewable_world = get_active_world();
46 }
47 else{
48 /* de-transform camera and player back */
49 m4x3f inverse;
50 m4x3_invert_affine( player->gate_waiting->transport, inverse );
51 m4x3_mulv( inverse, player->cam.pos, player->cam.pos );
52
53 struct skeleton *sk = &player->playeravatar->sk;
54 skeleton_apply_transform( sk, inverse );
55 }
56 }
57 }
58
59 static v3f TEMP_TPV_EXTRA;
60
61 VG_STATIC void player__cam_iterate( player_instance *player )
62 {
63 struct player_avatar *av = player->playeravatar;
64
65 if( player->subsystem == k_player_subsystem_walk ){
66 v3_copy( (v3f){-0.1f,1.8f,0.0f}, player->fpv_viewpoint );
67 v3_copy( (v3f){0.0f,0.0f,0.0f}, player->fpv_offset );
68 v3_copy( (v3f){0.0f,1.4f,0.0f}, player->tpv_offset );
69 }
70 else{
71 v3_copy( (v3f){-0.15f,1.75f,0.0f}, player->fpv_viewpoint );
72 #if 0
73 v3_copy( (v3f){-0.35f,0.0f,0.0f}, player->fpv_offset );
74 #endif
75 v3_copy( (v3f){0.0f,0.0f,0.0f}, player->fpv_offset );
76 v3_copy( (v3f){0.0f,1.4f,0.0f}, player->tpv_offset );
77 v3_add( TEMP_TPV_EXTRA, player->tpv_offset, player->tpv_offset );
78 }
79
80 player->cam_velocity_constant = 0.25f;
81 player->cam_velocity_coefficient = 0.7f;
82
83 /* lerping */
84
85 player->cam_velocity_influence_smooth = vg_lerpf(
86 player->cam_velocity_influence_smooth,
87 player->cam_velocity_influence,
88 vg.frame_delta * 8.0f );
89
90 player->cam_velocity_coefficient_smooth = vg_lerpf(
91 player->cam_velocity_coefficient_smooth,
92 player->cam_velocity_coefficient,
93 vg.frame_delta * 8.0f );
94
95 player->cam_velocity_constant_smooth = vg_lerpf(
96 player->cam_velocity_constant_smooth,
97 player->cam_velocity_constant,
98 vg.frame_delta * 8.0f );
99
100 enum camera_mode target_mode = player->camera_mode;
101
102 if( player->subsystem == k_player_subsystem_dead )
103 target_mode = k_cam_thirdperson;
104
105 player->camera_type_blend =
106 vg_lerpf( player->camera_type_blend,
107 (target_mode == k_cam_firstperson)? 1.0f: 0.0f,
108 5.0f * vg.frame_delta );
109
110 v3_lerp( player->fpv_viewpoint_smooth, player->fpv_viewpoint,
111 vg.frame_delta * 8.0f, player->fpv_viewpoint_smooth );
112
113 v3_lerp( player->fpv_offset_smooth, player->fpv_offset,
114 vg.frame_delta * 8.0f, player->fpv_offset_smooth );
115
116 v3_lerp( player->tpv_offset_smooth, player->tpv_offset,
117 vg.frame_delta * 8.0f, player->tpv_offset_smooth );
118
119 /* fov -- simple blend */
120 float fov_skate = vg_lerpf( 97.0f, 135.0f, cl_fov ),
121 fov_walk = vg_lerpf( 90.0f, 110.0f, cl_fov );
122
123 player->cam.fov = vg_lerpf( fov_walk, fov_skate, player->camera_type_blend );
124
125 /*
126 * first person camera
127 */
128
129 /* position */
130 v3f fpv_pos, fpv_offset;
131 m4x3_mulv( av->sk.final_mtx[ av->id_head-1 ],
132 player->fpv_viewpoint_smooth, fpv_pos );
133 m3x3_mulv( player->rb.to_world, player->fpv_offset_smooth, fpv_offset );
134 v3_add( fpv_offset, fpv_pos, fpv_pos );
135
136 /* angles */
137 v3f velocity_angles;
138 v3_lerp( player->cam_velocity_smooth, player->rb.v, 4.0f*vg.frame_delta,
139 player->cam_velocity_smooth );
140
141 v3f velocity_local;
142 m3x3_mulv( player->invbasis, player->cam_velocity_smooth, velocity_local );
143 player_vector_angles( velocity_angles, velocity_local,
144 player->cam_velocity_coefficient_smooth,
145 player->cam_velocity_constant_smooth );
146
147 float inf_fpv = player->cam_velocity_influence_smooth *
148 player->camera_type_blend,
149 inf_tpv = player->cam_velocity_influence_smooth *
150 (1.0f-player->camera_type_blend);
151
152 camera_lerp_angles( player->angles, velocity_angles,
153 inf_fpv,
154 player->angles );
155
156 /*
157 * Third person camera
158 */
159
160 /* no idea what this technique is called, it acts like clamped position based
161 * on some derivative of where the final camera would end up ....
162 *
163 * it is done in the local basis then transformed back */
164
165 v3f future;
166 v3_muls( player->rb.v, 0.4f*vg.frame_delta, future );
167 m3x3_mulv( player->invbasis, future, future );
168
169 v3f camera_follow_dir =
170 { -sinf( player->angles[0] ) * cosf( player->angles[1] ),
171 sinf( player->angles[1] ),
172 cosf( player->angles[0] ) * cosf( player->angles[1] ) };
173
174 v3f v0;
175 v3_sub( camera_follow_dir, future, v0 );
176
177 v3f follow_angles;
178 v3_copy( player->angles, follow_angles );
179 follow_angles[0] = atan2f( -v0[0], v0[2] );
180 follow_angles[1] = 0.3f + velocity_angles[1] * 0.2f;
181
182 float ya = atan2f( -velocity_local[1], 30.0f );
183
184 follow_angles[1] = 0.3f + ya;
185 camera_lerp_angles( player->angles, follow_angles,
186 inf_tpv,
187 player->angles );
188
189 v3f pco;
190 v4f pq;
191 rb_extrapolate( &player->rb, pco, pq );
192 v3_lerp( player->tpv_lpf, pco, 20.0f*vg.frame_delta, player->tpv_lpf );
193
194 /* now move into world */
195
196 m3x3_mulv( player->basis, camera_follow_dir, camera_follow_dir );
197 v3f tpv_pos, tpv_offset;
198
199 v3_muladds( player->tpv_lpf, camera_follow_dir, 1.8f, tpv_pos );
200 q_mulv( pq, player->tpv_offset_smooth, tpv_offset );
201 v3_add( tpv_offset, tpv_pos, tpv_pos );
202 v3_muladds( tpv_pos, player->cam_velocity_smooth, -0.025f, tpv_pos );
203
204 /*
205 * Blend cameras
206 */
207 v3_lerp( tpv_pos, fpv_pos, player->camera_type_blend, player->cam.pos );
208 v3_copy( player->angles, player->cam.angles );
209
210 float Fd = -player->cam_land_punch_v * k_cam_damp,
211 Fs = -player->cam_land_punch * k_cam_spring;
212 player->cam_land_punch += player->cam_land_punch_v * vg.frame_delta;
213 player->cam_land_punch_v += ( Fd + Fs ) * vg.frame_delta;
214 player->cam.angles[1] += player->cam_land_punch;
215
216 /* override camera */
217 player->cam.angles[0] =
218 vg_alerpf( player->cam.angles[0], player->cam_override_angles[0],
219 player->cam_override_strength );
220 player->cam.angles[1] =
221 vg_lerpf ( player->cam.angles[1], player->cam_override_angles[1],
222 player->cam_override_strength );
223 v3_lerp( player->cam.pos, player->cam_override_pos,
224 player->cam_override_strength, player->cam.pos );
225
226 /* portal transitions */
227 player_camera_portal_correction( player );
228 }
229
230 VG_STATIC void player_look( player_instance *player, v3f angles )
231 {
232 angles[2] = 0.0f;
233
234 v2f mouse_input;
235 v2_copy( vg.mouse_delta, mouse_input );
236 if( cl_invert_y )
237 mouse_input[1] *= -1.0f;
238 v2_muladds( angles, mouse_input, 0.0025f, angles );
239
240 if( vg_input.controller_should_use_trackpad_look ){
241 static v2f last_input;
242 static v2f vel;
243 static v2f vel_smooth;
244
245 v2f input = { player->input_js2h->axis.value,
246 player->input_js2v->axis.value };
247
248 if( cl_invert_y )
249 input[1] *= -1.0f;
250
251 if( (v2_length2(last_input) > 0.001f) && (v2_length2(input) > 0.001f) ){
252 v2_sub( input, last_input, vel );
253 v2_muls( vel, 1.0f/vg.time_delta, vel );
254 }
255 else{
256 v2_zero( vel );
257 }
258
259 v2_lerp( vel_smooth, vel, vg.time_delta*8.0f, vel_smooth );
260
261 v2_muladds( angles, vel_smooth, vg.time_delta, angles );
262 v2_copy( input, last_input );
263 }
264 else{
265 angles[0] += player->input_js2h->axis.value * vg.time_delta * 4.0f;
266
267 float input_y = player->input_js2v->axis.value * vg.time_delta * 4.0f;
268 if( cl_invert_y )
269 input_y *= -1.0f;
270
271 angles[1] += input_y;
272 }
273
274 angles[1] = vg_clampf( angles[1], -VG_PIf*0.5f, VG_PIf*0.5f );
275 }
276
277 #endif /* PLAYER_COMMON_C */