boards and tht
[carveJwlIkooP6JGAAIwe30JlM.git] / player_common.c
1 #ifndef PLAYER_COMMON_C
2 #define PLAYER_COMMON_C
3
4 #include "ent_skateshop.h"
5 #include "player.h"
6 #include "conf.h"
7 #include "input.h"
8 #include "menu.h"
9 #include "vg/vg_perlin.h"
10
11 VG_STATIC void player_vector_angles( v3f angles, v3f v, float C, float k )
12 {
13 float yaw = atan2f( v[0], -v[2] ),
14 pitch = atan2f
15 (
16 -v[1],
17 sqrtf
18 (
19 v[0]*v[0] + v[2]*v[2]
20 )
21 ) * C + k;
22
23 angles[0] = yaw;
24 angles[1] = pitch;
25 angles[2] = 0.0f;
26 }
27
28 VG_STATIC float player_get_heading_yaw( player_instance *player )
29 {
30 v3f xz;
31 q_mulv( player->rb.q, (v3f){ 0.0f,0.0f,1.0f }, xz );
32 m3x3_mulv( player->invbasis, xz, xz );
33 return atan2f( xz[0], xz[2] );
34 }
35
36 VG_STATIC void player_camera_portal_correction( player_instance *player )
37 {
38 if( player->gate_waiting ){
39 /* construct plane equation for reciever gate */
40 v4f plane;
41 q_mulv( player->gate_waiting->q[1], (v3f){0.0f,0.0f,1.0f}, plane );
42 plane[3] = v3_dot( plane, player->gate_waiting->co[1] );
43
44 /* check camera polarity */
45 if( v3_dot( player->cam.pos, plane ) < plane[3] ) {
46 vg_success( "Plane cleared\n" );
47 player_apply_transport_to_cam( player->gate_waiting->transport );
48 player->gate_waiting = NULL;
49 player->viewable_world = world_current_instance();
50 }
51 else{
52 /* de-transform camera and player back */
53 m4x3f inverse;
54 m4x3_invert_affine( player->gate_waiting->transport, inverse );
55 m4x3_mulv( inverse, player->cam.pos, player->cam.pos );
56
57 struct skeleton *sk = &player->playeravatar->sk;
58 skeleton_apply_transform( sk, inverse );
59 }
60 }
61 }
62
63 VG_STATIC void player__cam_iterate( player_instance *player )
64 {
65 struct player_avatar *av = player->playeravatar;
66
67 if( player->subsystem == k_player_subsystem_walk ){
68 v3_copy( (v3f){-0.1f,1.8f,0.0f}, player->fpv_viewpoint );
69 v3_copy( (v3f){0.0f,0.0f,0.0f}, player->fpv_offset );
70 v3_copy( (v3f){0.0f,1.4f,0.0f}, player->tpv_offset );
71 }
72 else{
73 v3_copy( (v3f){-0.15f,1.75f,0.0f}, player->fpv_viewpoint );
74 #if 0
75 v3_copy( (v3f){-0.35f,0.0f,0.0f}, player->fpv_offset );
76 #endif
77 v3_copy( (v3f){0.0f,0.0f,0.0f}, player->fpv_offset );
78 v3_copy( (v3f){0.0f,1.4f,0.0f}, player->tpv_offset );
79 v3_add( TEMP_TPV_EXTRA, player->tpv_offset, player->tpv_offset );
80 }
81
82 player->cam_velocity_constant = 0.25f;
83 player->cam_velocity_coefficient = 0.7f;
84
85 /* lerping */
86
87 player->cam_velocity_influence_smooth = vg_lerpf(
88 player->cam_velocity_influence_smooth,
89 player->cam_velocity_influence,
90 vg.time_frame_delta * 8.0f );
91
92 player->cam_velocity_coefficient_smooth = vg_lerpf(
93 player->cam_velocity_coefficient_smooth,
94 player->cam_velocity_coefficient,
95 vg.time_frame_delta * 8.0f );
96
97 player->cam_velocity_constant_smooth = vg_lerpf(
98 player->cam_velocity_constant_smooth,
99 player->cam_velocity_constant,
100 vg.time_frame_delta * 8.0f );
101
102 enum camera_mode target_mode = player->camera_mode;
103
104 if( player->subsystem == k_player_subsystem_dead )
105 target_mode = k_cam_thirdperson;
106
107 player->camera_type_blend =
108 vg_lerpf( player->camera_type_blend,
109 (target_mode == k_cam_firstperson)? 1.0f: 0.0f,
110 5.0f * vg.time_frame_delta );
111
112 v3_lerp( player->fpv_viewpoint_smooth, player->fpv_viewpoint,
113 vg.time_frame_delta * 8.0f, player->fpv_viewpoint_smooth );
114
115 v3_lerp( player->fpv_offset_smooth, player->fpv_offset,
116 vg.time_frame_delta * 8.0f, player->fpv_offset_smooth );
117
118 v3_lerp( player->tpv_offset_smooth, player->tpv_offset,
119 vg.time_frame_delta * 8.0f, player->tpv_offset_smooth );
120
121 /* fov -- simple blend */
122 float fov_skate = vg_lerpf( 97.0f, 135.0f, cl_fov ),
123 fov_walk = vg_lerpf( 90.0f, 110.0f, cl_fov );
124
125 player->cam.fov = vg_lerpf( fov_walk, fov_skate, player->camera_type_blend );
126
127 /*
128 * first person camera
129 */
130
131 /* position */
132 v3f fpv_pos, fpv_offset;
133 m4x3_mulv( av->sk.final_mtx[ av->id_head-1 ],
134 player->fpv_viewpoint_smooth, fpv_pos );
135 m3x3_mulv( player->rb.to_world, player->fpv_offset_smooth, fpv_offset );
136 v3_add( fpv_offset, fpv_pos, fpv_pos );
137
138 /* angles */
139 v3f velocity_angles;
140 v3_lerp( player->cam_velocity_smooth, player->rb.v, 4.0f*vg.time_frame_delta,
141 player->cam_velocity_smooth );
142
143 v3f velocity_local;
144 m3x3_mulv( player->invbasis, player->cam_velocity_smooth, velocity_local );
145 player_vector_angles( velocity_angles, velocity_local,
146 player->cam_velocity_coefficient_smooth,
147 player->cam_velocity_constant_smooth );
148
149 float inf_fpv = player->cam_velocity_influence_smooth *
150 player->camera_type_blend,
151 inf_tpv = player->cam_velocity_influence_smooth *
152 (1.0f-player->camera_type_blend);
153
154 camera_lerp_angles( player->angles, velocity_angles,
155 inf_fpv,
156 player->angles );
157
158 /*
159 * Third person camera
160 */
161
162 /* no idea what this technique is called, it acts like clamped position based
163 * on some derivative of where the final camera would end up ....
164 *
165 * it is done in the local basis then transformed back */
166
167 v3f future;
168 v3_muls( player->rb.v, 0.4f*vg.time_frame_delta, future );
169 m3x3_mulv( player->invbasis, future, future );
170
171 v3f camera_follow_dir =
172 { -sinf( player->angles[0] ) * cosf( player->angles[1] ),
173 sinf( player->angles[1] ),
174 cosf( player->angles[0] ) * cosf( player->angles[1] ) };
175
176 v3f v0;
177 v3_sub( camera_follow_dir, future, v0 );
178
179 v3f follow_angles;
180 v3_copy( player->angles, follow_angles );
181 follow_angles[0] = atan2f( -v0[0], v0[2] );
182 follow_angles[1] = 0.3f + velocity_angles[1] * 0.2f;
183
184 float ya = atan2f( -velocity_local[1], 30.0f );
185
186 follow_angles[1] = 0.3f + ya;
187 camera_lerp_angles( player->angles, follow_angles,
188 inf_tpv,
189 player->angles );
190
191 v3f pco;
192 v4f pq;
193 rb_extrapolate( &player->rb, pco, pq );
194 v3_lerp( player->tpv_lpf, pco, 20.0f*vg.time_frame_delta, player->tpv_lpf );
195
196 /* now move into world */
197
198 m3x3_mulv( player->basis, camera_follow_dir, camera_follow_dir );
199 v3f tpv_pos, tpv_offset;
200
201 v3_muladds( player->tpv_lpf, camera_follow_dir, 1.8f, tpv_pos );
202 q_mulv( pq, player->tpv_offset_smooth, tpv_offset );
203 v3_add( tpv_offset, tpv_pos, tpv_pos );
204 v3_muladds( tpv_pos, player->cam_velocity_smooth, -0.025f, tpv_pos );
205
206 /*
207 * Blend cameras
208 */
209 v3_lerp( tpv_pos, fpv_pos, player->camera_type_blend, player->cam.pos );
210 v3_copy( player->angles, player->cam.angles );
211
212 /* Camera shake */
213 f32 speed = v3_length(player->rb.v),
214 strength = k_cam_shake_strength * speed;
215 player->cam_trackshake += speed*k_cam_shake_trackspeed*vg.time_frame_delta;
216
217 v2f rnd = {perlin1d( player->cam_trackshake, 1.0f, 4, 20 ),
218 perlin1d( player->cam_trackshake, 1.0f, 4, 63 ) };
219 v2_muladds( player->cam.angles, rnd, strength, player->cam.angles );
220
221 v3f Fd, Fs, F;
222 v3_muls( player->cam_land_punch_v, -k_cam_damp, Fd );
223 v3_muls( player->cam_land_punch, -k_cam_spring, Fs );
224 v3_muladds( player->cam_land_punch, player->cam_land_punch_v,
225 vg.time_frame_delta, player->cam_land_punch );
226 v3_add( Fd, Fs, F );
227 v3_muladds( player->cam_land_punch_v, F, vg.time_frame_delta,
228 player->cam_land_punch_v );
229 v3_add( player->cam_land_punch, player->cam.pos, player->cam.pos );
230
231 /* override camera */
232 player->cam.angles[0] =
233 vg_alerpf( player->cam.angles[0], player->cam_override_angles[0],
234 player->cam_override_strength );
235 player->cam.angles[1] =
236 vg_lerpf ( player->cam.angles[1], player->cam_override_angles[1],
237 player->cam_override_strength );
238 v3_lerp( player->cam.pos, player->cam_override_pos,
239 player->cam_override_strength, player->cam.pos );
240 player->cam.fov = vg_lerpf( player->cam.fov, player->cam_override_fov,
241 player->cam_override_strength );
242
243
244 if( cl_cinema >= 0.0001f ){
245 ent_camera *cam = NULL;
246 f32 min_dist = cl_cinema;
247
248 world_instance *world = player->viewable_world;
249 for( u32 i=0; i<mdl_arrcount(&world->ent_camera); i++ ){
250 ent_camera *c = mdl_arritm(&world->ent_camera,i);
251
252 f32 dist = v3_dist( c->transform.co, player->rb.co );
253
254 if( dist < min_dist ){
255 min_dist = dist;
256 cam = c;
257 }
258 }
259
260 if( cam ){
261 player->cam.fov = cam->fov;
262 v3_copy( cam->transform.co, player->cam.pos );
263 v3f v0;
264 if( cl_cinema_fixed )
265 mdl_transform_vector( &cam->transform, (v3f){0.0f,-1.0f,0.0f}, v0 );
266 else v3_sub( player->rb.co, cam->transform.co, v0 );
267 m3x3_mulv( player->invbasis, v0, v0 );
268 player_vector_angles( player->cam.angles, v0, 1.0f, 0.0f );
269 }
270 }
271
272 /* portal transitions */
273 player_camera_portal_correction( player );
274 }
275
276 VG_STATIC void player_look( player_instance *player, v3f angles )
277 {
278 if( vg_ui.wants_mouse ) return;
279
280 float sensitivity = 1.0f-menu.factive;
281
282 angles[2] = 0.0f;
283
284 v2f mouse_input;
285 v2_copy( vg.mouse_delta, mouse_input );
286 if( cl_invert_y ) mouse_input[1] *= -1.0f;
287 v2_muladds( angles, mouse_input, 0.0025f * sensitivity, angles );
288
289 v2f jlook;
290 joystick_state( k_srjoystick_look, jlook );
291
292 angles[0] += jlook[0] * vg.time_delta * 4.0f * sensitivity;
293 float input_y = jlook[1] * vg.time_delta * 4.0f;
294 if( cl_invert_y ) input_y *= -1.0f;
295
296 angles[1] += input_y * sensitivity;
297 angles[1] = vg_clampf( angles[1], -VG_PIf*0.5f, VG_PIf*0.5f );
298 }
299
300 struct player_board *player_get_player_board( struct player_instance *player )
301 {
302 struct player_board *board = NULL;
303
304 if( localplayer.board_view_slot ){
305 struct cache_board *cache_view = localplayer.board_view_slot;
306 if( cache_view->state == k_cache_board_state_loaded ){
307 board = &cache_view->board;
308 }
309 }
310
311 return board;
312 }
313
314 #endif /* PLAYER_COMMON_C */