longjump gates
[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 player->viewable_world = get_active_world();
46 }
47 else
48 {
49 /* de-transform camera and player back */
50 m4x3f inverse;
51 m4x3_invert_affine( player->gate_waiting->transport, inverse );
52 m4x3_mulv( inverse, player->cam.pos, player->cam.pos );
53
54 #if 0
55 /* TODO: Find robust method for this */
56 v3f fwd_dir = { cosf(player->cam.angles[0]),
57 0.0f,
58 sinf(player->cam.angles[0])};
59 m3x3_mulv( inverse, fwd_dir, fwd_dir );
60 player->cam.angles[0] = atan2f( fwd_dir[2], fwd_dir[0] );
61 #endif
62
63 struct skeleton *sk = &player->playeravatar->sk;
64 skeleton_apply_transform( sk, inverse );
65 }
66 }
67 }
68
69 VG_STATIC void player__cam_iterate( player_instance *player )
70 {
71 struct player_avatar *av = player->playeravatar;
72
73 if( player->subsystem == k_player_subsystem_walk )
74 {
75 v3_copy( (v3f){-0.1f,1.8f,0.0f}, player->fpv_viewpoint );
76 v3_copy( (v3f){0.0f,0.0f,0.0f}, player->fpv_offset );
77 v3_copy( (v3f){0.0f,1.4f,0.0f}, player->tpv_offset );
78 }
79 else
80 {
81 v3_copy( (v3f){0.0f,1.8f,0.0f}, player->fpv_viewpoint );
82 v3_copy( (v3f){-0.35f,0.0f,0.0f}, player->fpv_offset );
83 v3_copy( (v3f){0.0f,1.4f,0.0f}, player->tpv_offset );
84 }
85
86 player->cam_velocity_constant = 0.25f;
87 player->cam_velocity_coefficient = 0.7f;
88
89 /* lerping */
90
91 player->cam_velocity_influence_smooth = vg_lerpf(
92 player->cam_velocity_influence_smooth,
93 player->cam_velocity_influence,
94 vg.frame_delta * 8.0f );
95
96 player->cam_velocity_coefficient_smooth = vg_lerpf(
97 player->cam_velocity_coefficient_smooth,
98 player->cam_velocity_coefficient,
99 vg.frame_delta * 8.0f );
100
101 player->cam_velocity_constant_smooth = vg_lerpf(
102 player->cam_velocity_constant_smooth,
103 player->cam_velocity_constant,
104 vg.frame_delta * 8.0f );
105
106 enum camera_mode target_mode = player->camera_mode;
107
108 if( player->subsystem == k_player_subsystem_dead )
109 target_mode = k_cam_thirdperson;
110
111 player->camera_type_blend =
112 vg_lerpf( player->camera_type_blend,
113 (target_mode == k_cam_firstperson)? 1.0f: 0.0f,
114 5.0f * vg.frame_delta );
115
116 v3_lerp( player->fpv_viewpoint_smooth, player->fpv_viewpoint,
117 vg.frame_delta * 8.0f, player->fpv_viewpoint_smooth );
118
119 v3_lerp( player->fpv_offset_smooth, player->fpv_offset,
120 vg.frame_delta * 8.0f, player->fpv_offset_smooth );
121
122 v3_lerp( player->tpv_offset_smooth, player->tpv_offset,
123 vg.frame_delta * 8.0f, player->tpv_offset_smooth );
124
125 /* fov -- simple blend */
126 /* FIXME: cl_fov */
127 player->cam.fov = vg_lerpf( 97.0f, 118.0f, player->camera_type_blend );
128
129 /*
130 * first person camera
131 */
132
133 /* position */
134 v3f fpv_pos, fpv_offset;
135 m4x3_mulv( av->sk.final_mtx[ av->id_head-1 ],
136 player->fpv_viewpoint_smooth, fpv_pos );
137 m3x3_mulv( player->rb.to_world, player->fpv_offset_smooth, fpv_offset );
138 v3_add( fpv_offset, fpv_pos, fpv_pos );
139
140 /* angles */
141 v3f velocity_angles;
142 v3_lerp( player->cam_velocity_smooth, player->rb.v, 4.0f*vg.frame_delta,
143 player->cam_velocity_smooth );
144
145 v3f velocity_local;
146 m3x3_mulv( player->invbasis, player->cam_velocity_smooth, velocity_local );
147 player_vector_angles( velocity_angles, velocity_local,
148 player->cam_velocity_coefficient_smooth,
149 player->cam_velocity_constant_smooth );
150
151 float inf_fpv = player->cam_velocity_influence_smooth *
152 player->camera_type_blend,
153 inf_tpv = player->cam_velocity_influence_smooth *
154 (1.0f-player->camera_type_blend);
155
156 camera_lerp_angles( player->angles, velocity_angles,
157 inf_fpv,
158 player->angles );
159
160 /*
161 * Third person camera
162 */
163
164 /* no idea what this technique is called, it acts like clamped position based
165 * on some derivative of where the final camera would end up ....
166 *
167 * it is done in the local basis then transformed back */
168
169 v3f future;
170 v3_muls( player->rb.v, 0.4f*vg.frame_delta, future );
171 m3x3_mulv( player->invbasis, future, future );
172
173 v3f camera_follow_dir =
174 { -sinf( player->angles[0] ) * cosf( player->angles[1] ),
175 sinf( player->angles[1] ),
176 cosf( player->angles[0] ) * cosf( player->angles[1] ) };
177
178 v3f v0;
179 v3_sub( camera_follow_dir, future, v0 );
180
181 v3f follow_angles;
182 v3_copy( player->angles, follow_angles );
183 follow_angles[0] = atan2f( -v0[0], v0[2] );
184 follow_angles[1] = 0.3f + velocity_angles[1] * 0.2f;
185
186 float ya = atan2f( -velocity_local[1], 30.0f );
187
188 follow_angles[1] = 0.3f + ya;
189 camera_lerp_angles( player->angles, follow_angles,
190 inf_tpv,
191 player->angles );
192
193 v3f pco;
194 v4f pq;
195 rb_extrapolate( &player->rb, pco, pq );
196 v3_lerp( player->tpv_lpf, pco, 20.0f*vg.frame_delta, player->tpv_lpf );
197
198 /* now move into world */
199
200 m3x3_mulv( player->basis, camera_follow_dir, camera_follow_dir );
201 v3f tpv_pos, tpv_offset;
202
203 v3_muladds( player->tpv_lpf, camera_follow_dir, 1.8f, tpv_pos );
204 q_mulv( pq, player->tpv_offset_smooth, tpv_offset );
205 v3_add( tpv_offset, tpv_pos, tpv_pos );
206 v3_muladds( tpv_pos, player->cam_velocity_smooth, -0.025f, tpv_pos );
207
208 /*
209 * Blend cameras
210 */
211
212 v3_lerp( tpv_pos, fpv_pos, player->camera_type_blend, player->cam.pos );
213 v3_copy( player->angles, player->cam.angles );
214
215
216 float Fd = -player->cam_land_punch_v * k_cam_damp,
217 Fs = -player->cam_land_punch * k_cam_spring;
218 player->cam_land_punch += player->cam_land_punch_v * vg.frame_delta;
219 player->cam_land_punch_v += ( Fd + Fs ) * vg.frame_delta;
220 player->cam.angles[1] += player->cam_land_punch;
221
222 /* portal transitions */
223 player_camera_portal_correction( player );
224 }
225
226 VG_STATIC void player_look( player_instance *player, v3f angles )
227 {
228 angles[2] = 0.0f;
229 v2_muladds( angles, vg.mouse_delta, 0.0025f, angles );
230
231 if( vg_input.controller_should_use_trackpad_look )
232 {
233 static v2f last_input;
234 static v2f vel;
235 static v2f vel_smooth;
236
237 v2f input = { player->input_js2h->axis.value,
238 player->input_js2v->axis.value };
239
240 if( (v2_length2(last_input) > 0.001f) && (v2_length2(input) > 0.001f) )
241 {
242 v2_sub( input, last_input, vel );
243 v2_muls( vel, 1.0f/vg.time_delta, vel );
244 }
245 else
246 {
247 v2_zero( vel );
248 }
249
250 v2_lerp( vel_smooth, vel, vg.time_delta*8.0f, vel_smooth );
251
252 v2_muladds( angles, vel_smooth, vg.time_delta, angles );
253 v2_copy( input, last_input );
254 }
255 else
256 {
257 angles[0] += player->input_js2h->axis.value * vg.time_delta * 4.0f;
258 angles[1] += player->input_js2v->axis.value * vg.time_delta * 4.0f;
259 }
260
261 angles[1] = vg_clampf( angles[1], -VG_PIf*0.5f, VG_PIf*0.5f );
262 }
263
264 #endif /* PLAYER_COMMON_C */