added scene_vert struct, result is good
[carveJwlIkooP6JGAAIwe30JlM.git] / player_common.c
1 #ifndef PLAYER_COMMON_C
2 #define PLAYER_COMMON_C
3
4 #include "player.h"
5
6 VG_STATIC void player_vector_angles( v3f angles, v3f v, float C, float k )
7 {
8 float yaw = atan2f( v[0], -v[2] ),
9 pitch = atan2f
10 (
11 -v[1],
12 sqrtf
13 (
14 v[0]*v[0] + v[2]*v[2]
15 )
16 ) * C + k;
17
18 angles[0] = yaw;
19 angles[1] = pitch;
20 }
21
22 VG_STATIC float player_get_heading_yaw( player_instance *player )
23 {
24 v3f xz;
25 q_mulv( player->rb.q, (v3f){ 0.0f,0.0f,1.0f }, xz );
26 m3x3_mulv( player->invbasis, xz, xz );
27 return atan2f( xz[0], xz[2] );
28 }
29
30 VG_STATIC void player_camera_portal_correction( player_instance *player )
31 {
32 if( player->gate_waiting )
33 {
34 /* construct plane equation for reciever gate */
35 v4f plane;
36 v3_copy( player->gate_waiting->recv_to_world[2], plane );
37 plane[3] = v3_dot( plane, player->gate_waiting->recv_to_world[3] );
38
39 /* check camera polarity */
40 if( v3_dot( player->cam.pos, plane ) < plane[3] )
41 {
42 vg_success( "Plane cleared\n" );
43 player_apply_transport_to_cam( player->gate_waiting->transport );
44 player->gate_waiting = NULL;
45 }
46 else
47 {
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 #if 0
54 /* TODO: Find robust method for this */
55 v3f fwd_dir = { cosf(player->cam.angles[0]),
56 0.0f,
57 sinf(player->cam.angles[0])};
58 m3x3_mulv( inverse, fwd_dir, fwd_dir );
59 player->cam.angles[0] = atan2f( fwd_dir[2], fwd_dir[0] );
60 #endif
61
62 struct skeleton *sk = &player->playeravatar->sk;
63 skeleton_apply_transform( sk, inverse );
64 }
65 }
66 }
67
68 VG_STATIC void player__cam_iterate( player_instance *player )
69 {
70 struct player_avatar *av = player->playeravatar;
71
72 if( player->subsystem == k_player_subsystem_walk )
73 {
74 v3_copy( (v3f){-0.1f,1.8f,0.0f}, player->fpv_viewpoint );
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 }
78 else
79 {
80 v3_copy( (v3f){0.0f,1.8f,0.0f}, player->fpv_viewpoint );
81 v3_copy( (v3f){-0.35f,0.0f,0.0f}, player->fpv_offset );
82 v3_copy( (v3f){0.0f,1.4f,0.0f}, player->tpv_offset );
83 }
84
85 player->cam_velocity_constant = 0.25f;
86 player->cam_velocity_coefficient = 0.7f;
87
88 /* lerping */
89
90 player->cam_velocity_influence_smooth = vg_lerpf(
91 player->cam_velocity_influence_smooth,
92 player->cam_velocity_influence,
93 vg.frame_delta * 8.0f );
94
95 player->cam_velocity_coefficient_smooth = vg_lerpf(
96 player->cam_velocity_coefficient_smooth,
97 player->cam_velocity_coefficient,
98 vg.frame_delta * 8.0f );
99
100 player->cam_velocity_constant_smooth = vg_lerpf(
101 player->cam_velocity_constant_smooth,
102 player->cam_velocity_constant,
103 vg.frame_delta * 8.0f );
104
105 enum camera_mode target_mode = player->camera_mode;
106
107 if( player->subsystem == k_player_subsystem_dead )
108 target_mode = k_cam_thirdperson;
109
110 player->camera_type_blend =
111 vg_lerpf( player->camera_type_blend,
112 (target_mode == k_cam_firstperson)? 1.0f: 0.0f,
113 5.0f * vg.frame_delta );
114
115 v3_lerp( player->fpv_viewpoint_smooth, player->fpv_viewpoint,
116 vg.frame_delta * 8.0f, player->fpv_viewpoint_smooth );
117
118 v3_lerp( player->fpv_offset_smooth, player->fpv_offset,
119 vg.frame_delta * 8.0f, player->fpv_offset_smooth );
120
121 v3_lerp( player->tpv_offset_smooth, player->tpv_offset,
122 vg.frame_delta * 8.0f, player->tpv_offset_smooth );
123
124 /* fov -- simple blend */
125 /* FIXME: cl_fov */
126 player->cam.fov = vg_lerpf( 97.0f, 118.0f, player->camera_type_blend );
127
128 /*
129 * first person camera
130 */
131
132 /* position */
133 v3f fpv_pos, fpv_offset;
134 m4x3_mulv( av->sk.final_mtx[ av->id_head-1 ],
135 player->fpv_viewpoint_smooth, fpv_pos );
136 m3x3_mulv( player->rb.to_world, player->fpv_offset_smooth, fpv_offset );
137 v3_add( fpv_offset, fpv_pos, fpv_pos );
138
139 /* angles */
140 v3f velocity_angles;
141 v3_lerp( player->cam_velocity_smooth, player->rb.v, 4.0f*vg.frame_delta,
142 player->cam_velocity_smooth );
143
144 v3f velocity_local;
145 m3x3_mulv( player->invbasis, player->cam_velocity_smooth, velocity_local );
146 player_vector_angles( velocity_angles, velocity_local,
147 player->cam_velocity_coefficient_smooth,
148 player->cam_velocity_constant_smooth );
149
150 float inf_fpv = player->cam_velocity_influence_smooth *
151 player->camera_type_blend,
152 inf_tpv = player->cam_velocity_influence_smooth *
153 (1.0f-player->camera_type_blend);
154
155 camera_lerp_angles( player->angles, velocity_angles,
156 inf_fpv,
157 player->angles );
158
159 /*
160 * Third person camera
161 */
162
163 /* no idea what this technique is called, it acts like clamped position based
164 * on some derivative of where the final camera would end up ....
165 *
166 * it is done in the local basis then transformed back */
167
168 v3f future;
169 v3_muls( player->rb.v, 0.4f*vg.frame_delta, future );
170 m3x3_mulv( player->invbasis, future, future );
171
172 v3f camera_follow_dir =
173 { -sinf( player->angles[0] ) * cosf( player->angles[1] ),
174 sinf( player->angles[1] ),
175 cosf( player->angles[0] ) * cosf( player->angles[1] ) };
176
177 v3f v0;
178 v3_sub( camera_follow_dir, future, v0 );
179
180 v3f follow_angles;
181 v3_copy( player->angles, follow_angles );
182 follow_angles[0] = atan2f( -v0[0], v0[2] );
183 follow_angles[1] = 0.3f + velocity_angles[1] * 0.2f;
184
185 float ya = atan2f( -velocity_local[1], 30.0f );
186
187 follow_angles[1] = 0.3f + ya;
188 camera_lerp_angles( player->angles, follow_angles,
189 inf_tpv,
190 player->angles );
191
192 v3f pco;
193 v4f pq;
194 rb_extrapolate( &player->rb, pco, pq );
195 v3_lerp( player->tpv_lpf, pco, 20.0f*vg.frame_delta, player->tpv_lpf );
196
197 /* now move into world */
198
199 m3x3_mulv( player->basis, camera_follow_dir, camera_follow_dir );
200 v3f tpv_pos, tpv_offset;
201
202 v3_muladds( player->tpv_lpf, camera_follow_dir, 1.8f, tpv_pos );
203 q_mulv( pq, player->tpv_offset_smooth, tpv_offset );
204 v3_add( tpv_offset, tpv_pos, tpv_pos );
205 v3_muladds( tpv_pos, player->cam_velocity_smooth, -0.025f, tpv_pos );
206
207 /*
208 * Blend cameras
209 */
210
211 v3_lerp( tpv_pos, fpv_pos, player->camera_type_blend, player->cam.pos );
212 v3_copy( player->angles, player->cam.angles );
213
214
215 float Fd = -player->cam_land_punch_v * k_cam_damp,
216 Fs = -player->cam_land_punch * k_cam_spring;
217 player->cam_land_punch += player->cam_land_punch_v * vg.frame_delta;
218 player->cam_land_punch_v += ( Fd + Fs ) * vg.frame_delta;
219 player->cam.angles[1] += player->cam_land_punch;
220
221 /* portal transitions */
222 player_camera_portal_correction( player );
223 }
224
225 VG_STATIC void player_look( player_instance *player, v3f angles )
226 {
227 angles[2] = 0.0f;
228 v2_muladds( angles, vg.mouse_delta, 0.0025f, angles );
229
230 if( vg_input.controller_should_use_trackpad_look )
231 {
232 static v2f last_input;
233 static v2f vel;
234 static v2f vel_smooth;
235
236 v2f input = { player->input_js2h->axis.value,
237 player->input_js2v->axis.value };
238
239 if( (v2_length2(last_input) > 0.001f) && (v2_length2(input) > 0.001f) )
240 {
241 v2_sub( input, last_input, vel );
242 v2_muls( vel, 1.0f/vg.time_delta, vel );
243 }
244 else
245 {
246 v2_zero( vel );
247 }
248
249 v2_lerp( vel_smooth, vel, vg.time_delta*8.0f, vel_smooth );
250
251 v2_muladds( angles, vel_smooth, vg.time_delta, angles );
252 v2_copy( input, last_input );
253 }
254 else
255 {
256 angles[0] += player->input_js2h->axis.value * vg.time_delta * 4.0f;
257 angles[1] += player->input_js2v->axis.value * vg.time_delta * 4.0f;
258 }
259
260 angles[1] = vg_clampf( angles[1], -VG_PIf*0.5f, VG_PIf*0.5f );
261 }
262
263 #endif /* PLAYER_COMMON_C */