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