cam rework
[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 void player_camera_portal_correction( player_instance *player )
23 {
24 if( player->gate_waiting )
25 {
26 /* construct plane equation for reciever gate */
27 v4f plane;
28 v3_copy( player->gate_waiting->recv_to_world[2], plane );
29 plane[3] = v3_dot( plane, player->gate_waiting->recv_to_world[3] );
30
31 /* check camera polarity */
32 if( v3_dot( player->cam.pos, plane ) < plane[3] )
33 {
34 vg_success( "Plane cleared\n" );
35 player_apply_transport_to_cam( player->gate_waiting->transport );
36 player->gate_waiting = NULL;
37 }
38 else
39 {
40 /* de-transform camera and player back */
41 m4x3f inverse;
42 m4x3_invert_affine( player->gate_waiting->transport, inverse );
43 m4x3_mulv( inverse, player->cam.pos, player->cam.pos );
44
45 /* TODO: Find robust method for this */
46 v3f fwd_dir = { cosf(player->cam.angles[0]),
47 0.0f,
48 sinf(player->cam.angles[0])};
49 m3x3_mulv( inverse, fwd_dir, fwd_dir );
50 player->cam.angles[0] = atan2f( fwd_dir[2], fwd_dir[0] );
51
52 struct skeleton *sk = &player->playeravatar->sk;
53 skeleton_apply_transform( sk, inverse );
54 }
55 }
56 }
57
58 VG_STATIC void player__cam_iterate( player_instance *player )
59 {
60 struct player_avatar *av = player->playeravatar;
61
62 v3_lerp( player->follow_pos, player->follow_pos_target,
63 vg.frame_delta * 15.0f, player->follow_pos );
64 camera_lerp_angles( player->follow_angles, player->follow_angles_target,
65 vg.frame_delta * 18.0f, player->follow_angles );
66
67 /* Blending */
68 player->camera_type_blend =
69 vg_lerpf( player->camera_type_blend,
70 (player->camera_mode == k_cam_firstperson)? 1.0f: 0.0f,
71 5.0f * vg.frame_delta );
72 float t = player->camera_type_blend;
73
74 v3f p0, p1, a0, a1;
75 v3_lerp( player->follow_pos, player->override_pos,
76 player->cam_position_override_strength, p1 );
77 camera_lerp_angles( player->follow_angles, player->override_angles,
78 player->cam_angles_override_strength, a1 );
79
80 v3_copy( player->fpv_pos, p0 );
81 v3_copy( player->fpv_angles, a0 );
82
83 v3_lerp( p0, p1, player->camera_type_blend, player->cam.pos );
84 camera_lerp_angles( a0, a1, player->camera_type_blend, player->cam.angles );
85
86 /* FIXME: cl_fov */
87 player->cam.fov = vg_lerpf( 118.0f, 90.0f, player->camera_type_blend );
88
89 /* portal transitions */
90 player_camera_portal_correction( player );
91 }
92
93 VG_STATIC void player_set_follower_subject( player_instance *player,
94 v3f subj )
95 {
96 v3f dir;
97 v3_sub( subj, player->follow_pos, dir );
98
99 if( v3_length2( dir ) < 0.1f*0.1f )
100 v3_copy( (v3f){ 0.0f, 0.0f, 1.0f }, dir ); /* FIXME */
101 else
102 v3_normalize( dir );
103
104 dir[1] *= 0.0f;
105
106 v3_muladds( subj, dir, -2.0f, player->follow_pos_target );
107 player_vector_angles( player->follow_angles_target, dir, 1.0f, 0.2f );
108 }
109
110 VG_STATIC void player_look( player_instance *player, v3f angles )
111 {
112 angles[2] = 0.0f;
113 v2_muladds( angles, vg.mouse_delta, 0.0025f, angles );
114
115 if( vg_input.controller_should_use_trackpad_look )
116 {
117 static v2f last_input;
118 static v2f vel;
119 static v2f vel_smooth;
120
121 v2f input = { player->input_js2h->axis.value,
122 player->input_js2v->axis.value };
123
124 if( (v2_length2(last_input) > 0.001f) && (v2_length2(input) > 0.001f) )
125 {
126 v2_sub( input, last_input, vel );
127 v2_muls( vel, 1.0f/vg.time_delta, vel );
128 }
129 else
130 {
131 v2_zero( vel );
132 }
133
134 v2_lerp( vel_smooth, vel, vg.time_delta*8.0f, vel_smooth );
135
136 v2_muladds( angles, vel_smooth, vg.time_delta, angles );
137 v2_copy( input, last_input );
138 }
139 else
140 {
141 angles[0] += player->input_js2h->axis.value * vg.time_delta * 4.0f;
142 angles[1] += player->input_js2v->axis.value * vg.time_delta * 4.0f;
143 }
144
145 angles[1] = vg_clampf( angles[1], -VG_PIf*0.5f, VG_PIf*0.5f );
146 }
147
148 #endif /* PLAYER_COMMON_C */