1 #ifndef PLAYER_COMMON_C
2 #define PLAYER_COMMON_C
4 #include "ent_skateshop.h"
8 #include "vg/vg_perlin.h"
10 static void player_vector_angles( v3f angles
, v3f v
, float C
, float k
){
11 float yaw
= atan2f( v
[0], -v
[2] ),
26 static float player_get_heading_yaw(void){
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] );
33 static void player_camera_portal_correction(void){
34 if( localplayer
.gate_waiting
){
35 /* construct plane equation for reciever gate */
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] );
40 f32 pol
= v3_dot( localplayer
.cam
.pos
, plane
) - plane
[3];
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();
50 /* de-transform camera and player back */
52 m4x3_invert_affine( localplayer
.gate_waiting
->transport
, inverse
);
53 m4x3_mulv( inverse
, localplayer
.cam
.pos
, localplayer
.cam
.pos
);
55 struct skeleton
*sk
= &localplayer
.playeravatar
->sk
;
56 skeleton_apply_transform( sk
, inverse
, localplayer
.final_mtx
);
61 static void player__cam_iterate(void){
62 struct player_avatar
*av
= localplayer
.playeravatar
;
63 struct player_cam_controller
*cc
= &localplayer
.cam_control
;
65 if( localplayer
.subsystem
== k_player_subsystem_walk
){
66 v3_copy( (v3f
){-0.1f
,1.8f
,0.0f
}, cc
->fpv_viewpoint
);
67 v3_copy( (v3f
){0.0f
,0.0f
,0.0f
}, cc
->fpv_offset
);
68 v3_copy( (v3f
){0.0f
,1.4f
,0.0f
}, cc
->tpv_offset
);
71 v3_copy( (v3f
){-0.15f
,1.75f
,0.0f
}, cc
->fpv_viewpoint
);
72 v3_copy( (v3f
){0.0f
,0.0f
,0.0f
}, cc
->fpv_offset
);
74 f32 h
= vg_lerpf( 0.4f
, 1.4f
, k_cam_height
);
75 v3_copy( (v3f
){0.0f
,h
,0.0f
}, cc
->tpv_offset
);
76 v3_add( cc
->tpv_offset_extra
, cc
->tpv_offset
, cc
->tpv_offset
);
79 localplayer
.cam_velocity_constant
= 0.25f
;
80 localplayer
.cam_velocity_coefficient
= 0.7f
;
84 localplayer
.cam_velocity_influence_smooth
= vg_lerpf(
85 localplayer
.cam_velocity_influence_smooth
,
86 localplayer
.cam_velocity_influence
,
87 vg
.time_frame_delta
* 8.0f
);
89 localplayer
.cam_velocity_coefficient_smooth
= vg_lerpf(
90 localplayer
.cam_velocity_coefficient_smooth
,
91 localplayer
.cam_velocity_coefficient
,
92 vg
.time_frame_delta
* 8.0f
);
94 localplayer
.cam_velocity_constant_smooth
= vg_lerpf(
95 localplayer
.cam_velocity_constant_smooth
,
96 localplayer
.cam_velocity_constant
,
97 vg
.time_frame_delta
* 8.0f
);
99 enum camera_mode target_mode
= cc
->camera_mode
;
101 if( localplayer
.subsystem
== k_player_subsystem_dead
)
102 target_mode
= k_cam_thirdperson
;
104 cc
->camera_type_blend
=
105 vg_lerpf( cc
->camera_type_blend
,
106 (target_mode
== k_cam_firstperson
)? 1.0f
: 0.0f
,
107 5.0f
* vg
.time_frame_delta
);
109 v3_lerp( cc
->fpv_viewpoint_smooth
, cc
->fpv_viewpoint
,
110 vg
.time_frame_delta
* 8.0f
, cc
->fpv_viewpoint_smooth
);
112 v3_lerp( cc
->fpv_offset_smooth
, cc
->fpv_offset
,
113 vg
.time_frame_delta
* 8.0f
, cc
->fpv_offset_smooth
);
115 v3_lerp( cc
->tpv_offset_smooth
, cc
->tpv_offset
,
116 vg
.time_frame_delta
* 8.0f
, cc
->tpv_offset_smooth
);
118 /* fov -- simple blend */
119 float fov_skate
= vg_lerpf( 97.0f
, 135.0f
, k_fov
),
120 fov_walk
= vg_lerpf( 90.0f
, 110.0f
, k_fov
);
122 localplayer
.cam
.fov
= vg_lerpf( fov_walk
, fov_skate
, cc
->camera_type_blend
);
125 * first person camera
129 v3f fpv_pos
, fpv_offset
;
130 m4x3_mulv( localplayer
.final_mtx
[ av
->id_head
-1 ],
131 cc
->fpv_viewpoint_smooth
, fpv_pos
);
132 m3x3_mulv( localplayer
.rb
.to_world
, cc
->fpv_offset_smooth
, fpv_offset
);
133 v3_add( fpv_offset
, fpv_pos
, fpv_pos
);
137 v3_lerp( cc
->cam_velocity_smooth
, localplayer
.rb
.v
, 4.0f
*vg
.time_frame_delta
,
138 cc
->cam_velocity_smooth
);
141 m3x3_mulv( localplayer
.invbasis
, cc
->cam_velocity_smooth
, velocity_local
);
142 player_vector_angles( velocity_angles
, velocity_local
,
143 localplayer
.cam_velocity_coefficient_smooth
,
144 localplayer
.cam_velocity_constant_smooth
);
146 float inf_fpv
= localplayer
.cam_velocity_influence_smooth
*
147 cc
->camera_type_blend
,
148 inf_tpv
= localplayer
.cam_velocity_influence_smooth
*
149 (1.0f
-cc
->camera_type_blend
);
151 camera_lerp_angles( localplayer
.angles
, velocity_angles
,
153 localplayer
.angles
);
156 * Third person camera
159 /* no idea what this technique is called, it acts like clamped position based
160 * on some derivative of where the final camera would end up ....
162 * it is done in the local basis then transformed back */
165 v3_muls( localplayer
.rb
.v
, 0.4f
*vg
.time_frame_delta
, future
);
166 m3x3_mulv( localplayer
.invbasis
, future
, future
);
168 v3f camera_follow_dir
=
169 { -sinf( localplayer
.angles
[0] ) * cosf( localplayer
.angles
[1] ),
170 sinf( localplayer
.angles
[1] ),
171 cosf( localplayer
.angles
[0] ) * cosf( localplayer
.angles
[1] ) };
174 v3_sub( camera_follow_dir
, future
, v0
);
177 v3_copy( localplayer
.angles
, follow_angles
);
178 follow_angles
[0] = atan2f( -v0
[0], v0
[2] );
179 follow_angles
[1] = 0.3f
+ velocity_angles
[1] * 0.2f
;
181 float ya
= atan2f( -velocity_local
[1], 30.0f
);
183 follow_angles
[1] = 0.3f
+ ya
;
184 camera_lerp_angles( localplayer
.angles
, follow_angles
,
186 localplayer
.angles
);
190 rb_extrapolate( &localplayer
.rb
, pco
, pq
);
191 v3_lerp( cc
->tpv_lpf
, pco
, 20.0f
*vg
.time_frame_delta
, cc
->tpv_lpf
);
193 /* now move into world */
194 v3f tpv_pos
, tpv_offset
, tpv_origin
;
197 q_mulv( pq
, cc
->tpv_offset_smooth
, tpv_origin
);
198 v3_add( tpv_origin
, cc
->tpv_lpf
, tpv_origin
);
201 m3x3_mulv( localplayer
.basis
, camera_follow_dir
, camera_follow_dir
);
202 v3_muls( camera_follow_dir
, 1.8f
, tpv_offset
);
203 v3_muladds( tpv_offset
, cc
->cam_velocity_smooth
, -0.025f
, tpv_offset
);
205 v3_add( tpv_origin
, tpv_offset
, tpv_pos
);
208 if( spherecast_world( world_current_instance(), tpv_origin
, tpv_pos
,
209 0.2f
, &t
, n
) != -1 ){
210 v3_lerp( tpv_origin
, tpv_pos
, t
, tpv_pos
);
217 v3_lerp( tpv_pos
, fpv_pos
, cc
->camera_type_blend
, localplayer
.cam
.pos
);
218 v3_copy( localplayer
.angles
, localplayer
.cam
.angles
);
221 f32 speed
= v3_length(localplayer
.rb
.v
),
222 strength
= k_cam_shake_strength
* speed
;
223 localplayer
.cam_trackshake
+=
224 speed
*k_cam_shake_trackspeed
*vg
.time_frame_delta
;
226 v2f rnd
= {perlin1d( localplayer
.cam_trackshake
, 1.0f
, 4, 20 ),
227 perlin1d( localplayer
.cam_trackshake
, 1.0f
, 4, 63 ) };
228 v2_muladds( localplayer
.cam
.angles
, rnd
, strength
, localplayer
.cam
.angles
);
231 v3_muls( localplayer
.cam_land_punch_v
, -k_cam_damp
, Fd
);
232 v3_muls( localplayer
.cam_land_punch
, -k_cam_spring
, Fs
);
233 v3_muladds( localplayer
.cam_land_punch
, localplayer
.cam_land_punch_v
,
234 vg
.time_frame_delta
, localplayer
.cam_land_punch
);
236 v3_muladds( localplayer
.cam_land_punch_v
, F
, vg
.time_frame_delta
,
237 localplayer
.cam_land_punch_v
);
238 v3_add( localplayer
.cam_land_punch
, localplayer
.cam
.pos
,
239 localplayer
.cam
.pos
);
241 if( k_cinema
>= 0.0001f
){
242 ent_camera
*cam
= NULL
;
243 f32 min_dist
= k_cinema
;
245 world_instance
*world
= localplayer
.viewable_world
;
246 for( u32 i
=0; i
<mdl_arrcount(&world
->ent_camera
); i
++ ){
247 ent_camera
*c
= mdl_arritm(&world
->ent_camera
,i
);
249 f32 dist
= v3_dist( c
->transform
.co
, localplayer
.rb
.co
);
251 if( dist
< min_dist
){
258 localplayer
.cam
.fov
= cam
->fov
;
259 v3_copy( cam
->transform
.co
, localplayer
.cam
.pos
);
262 mdl_transform_vector( &cam
->transform
, (v3f
){0.0f
,-1.0f
,0.0f
}, v0
);
263 else v3_sub( localplayer
.rb
.co
, cam
->transform
.co
, v0
);
264 m3x3_mulv( localplayer
.invbasis
, v0
, v0
);
265 player_vector_angles( localplayer
.cam
.angles
, v0
, 1.0f
, 0.0f
);
269 /* portal transitions */
270 player_camera_portal_correction();
273 static void player_look( v3f angles
, float speed
){
274 if( vg_ui
.wants_mouse
) return;
279 v2_copy( vg
.mouse_delta
, mouse_input
);
280 if( k_invert_y
) mouse_input
[1] *= -1.0f
;
281 v2_muladds( angles
, mouse_input
, 0.0025f
* speed
, angles
);
284 joystick_state( k_srjoystick_look
, jlook
);
286 angles
[0] += jlook
[0] * vg
.time_frame_delta
* 4.0f
* speed
;
287 float input_y
= jlook
[1] * vg
.time_frame_delta
* 4.0f
;
288 if( k_invert_y
) input_y
*= -1.0f
;
290 angles
[1] += input_y
* speed
;
291 angles
[1] = vg_clampf( angles
[1], -VG_PIf
*0.5f
, VG_PIf
*0.5f
);
294 #endif /* PLAYER_COMMON_C */