1 #ifndef PLAYER_COMMON_C
2 #define PLAYER_COMMON_C
6 VG_STATIC
void player_vector_angles( v3f angles
, v3f v
, float C
, float k
)
8 float yaw
= atan2f( v
[0], -v
[2] ),
22 VG_STATIC
float player_get_heading_yaw( player_instance
*player
)
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] );
30 VG_STATIC
void player_camera_portal_correction( player_instance
*player
)
32 if( player
->gate_waiting
)
34 /* construct plane equation for reciever gate */
36 q_mulv( player
->gate_waiting
->q
[1], (v3f
){0.0f
,0.0f
,1.0f
}, plane
);
37 plane
[3] = v3_dot( plane
, player
->gate_waiting
->co
[1] );
39 /* check camera polarity */
40 if( v3_dot( player
->cam
.pos
, plane
) < plane
[3] )
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();
49 /* de-transform camera and player back */
51 m4x3_invert_affine( player
->gate_waiting
->transport
, inverse
);
52 m4x3_mulv( inverse
, player
->cam
.pos
, player
->cam
.pos
);
54 struct skeleton
*sk
= &player
->playeravatar
->sk
;
55 skeleton_apply_transform( sk
, inverse
);
60 VG_STATIC
void player__cam_iterate( player_instance
*player
)
62 struct player_avatar
*av
= player
->playeravatar
;
64 if( player
->subsystem
== k_player_subsystem_walk
)
66 v3_copy( (v3f
){-0.1f
,1.8f
,0.0f
}, player
->fpv_viewpoint
);
67 v3_copy( (v3f
){0.0f
,0.0f
,0.0f
}, player
->fpv_offset
);
68 v3_copy( (v3f
){0.0f
,1.4f
,0.0f
}, player
->tpv_offset
);
72 v3_copy( (v3f
){0.0f
,1.8f
,0.0f
}, player
->fpv_viewpoint
);
73 v3_copy( (v3f
){-0.35f
,0.0f
,0.0f
}, player
->fpv_offset
);
74 v3_copy( (v3f
){0.0f
,1.4f
,0.0f
}, player
->tpv_offset
);
77 player
->cam_velocity_constant
= 0.25f
;
78 player
->cam_velocity_coefficient
= 0.7f
;
82 player
->cam_velocity_influence_smooth
= vg_lerpf(
83 player
->cam_velocity_influence_smooth
,
84 player
->cam_velocity_influence
,
85 vg
.frame_delta
* 8.0f
);
87 player
->cam_velocity_coefficient_smooth
= vg_lerpf(
88 player
->cam_velocity_coefficient_smooth
,
89 player
->cam_velocity_coefficient
,
90 vg
.frame_delta
* 8.0f
);
92 player
->cam_velocity_constant_smooth
= vg_lerpf(
93 player
->cam_velocity_constant_smooth
,
94 player
->cam_velocity_constant
,
95 vg
.frame_delta
* 8.0f
);
97 enum camera_mode target_mode
= player
->camera_mode
;
99 if( player
->subsystem
== k_player_subsystem_dead
)
100 target_mode
= k_cam_thirdperson
;
102 player
->camera_type_blend
=
103 vg_lerpf( player
->camera_type_blend
,
104 (target_mode
== k_cam_firstperson
)? 1.0f
: 0.0f
,
105 5.0f
* vg
.frame_delta
);
107 v3_lerp( player
->fpv_viewpoint_smooth
, player
->fpv_viewpoint
,
108 vg
.frame_delta
* 8.0f
, player
->fpv_viewpoint_smooth
);
110 v3_lerp( player
->fpv_offset_smooth
, player
->fpv_offset
,
111 vg
.frame_delta
* 8.0f
, player
->fpv_offset_smooth
);
113 v3_lerp( player
->tpv_offset_smooth
, player
->tpv_offset
,
114 vg
.frame_delta
* 8.0f
, player
->tpv_offset_smooth
);
116 /* fov -- simple blend */
118 player
->cam
.fov
= vg_lerpf( 97.0f
, 118.0f
, player
->camera_type_blend
);
121 * first person camera
125 v3f fpv_pos
, fpv_offset
;
126 m4x3_mulv( av
->sk
.final_mtx
[ av
->id_head
-1 ],
127 player
->fpv_viewpoint_smooth
, fpv_pos
);
128 m3x3_mulv( player
->rb
.to_world
, player
->fpv_offset_smooth
, fpv_offset
);
129 v3_add( fpv_offset
, fpv_pos
, fpv_pos
);
133 v3_lerp( player
->cam_velocity_smooth
, player
->rb
.v
, 4.0f
*vg
.frame_delta
,
134 player
->cam_velocity_smooth
);
137 m3x3_mulv( player
->invbasis
, player
->cam_velocity_smooth
, velocity_local
);
138 player_vector_angles( velocity_angles
, velocity_local
,
139 player
->cam_velocity_coefficient_smooth
,
140 player
->cam_velocity_constant_smooth
);
142 float inf_fpv
= player
->cam_velocity_influence_smooth
*
143 player
->camera_type_blend
,
144 inf_tpv
= player
->cam_velocity_influence_smooth
*
145 (1.0f
-player
->camera_type_blend
);
147 camera_lerp_angles( player
->angles
, velocity_angles
,
152 * Third person camera
155 /* no idea what this technique is called, it acts like clamped position based
156 * on some derivative of where the final camera would end up ....
158 * it is done in the local basis then transformed back */
161 v3_muls( player
->rb
.v
, 0.4f
*vg
.frame_delta
, future
);
162 m3x3_mulv( player
->invbasis
, future
, future
);
164 v3f camera_follow_dir
=
165 { -sinf( player
->angles
[0] ) * cosf( player
->angles
[1] ),
166 sinf( player
->angles
[1] ),
167 cosf( player
->angles
[0] ) * cosf( player
->angles
[1] ) };
170 v3_sub( camera_follow_dir
, future
, v0
);
173 v3_copy( player
->angles
, follow_angles
);
174 follow_angles
[0] = atan2f( -v0
[0], v0
[2] );
175 follow_angles
[1] = 0.3f
+ velocity_angles
[1] * 0.2f
;
177 float ya
= atan2f( -velocity_local
[1], 30.0f
);
179 follow_angles
[1] = 0.3f
+ ya
;
180 camera_lerp_angles( player
->angles
, follow_angles
,
186 rb_extrapolate( &player
->rb
, pco
, pq
);
187 v3_lerp( player
->tpv_lpf
, pco
, 20.0f
*vg
.frame_delta
, player
->tpv_lpf
);
189 /* now move into world */
191 m3x3_mulv( player
->basis
, camera_follow_dir
, camera_follow_dir
);
192 v3f tpv_pos
, tpv_offset
;
194 v3_muladds( player
->tpv_lpf
, camera_follow_dir
, 1.8f
, tpv_pos
);
195 q_mulv( pq
, player
->tpv_offset_smooth
, tpv_offset
);
196 v3_add( tpv_offset
, tpv_pos
, tpv_pos
);
197 v3_muladds( tpv_pos
, player
->cam_velocity_smooth
, -0.025f
, tpv_pos
);
203 v3_lerp( tpv_pos
, fpv_pos
, player
->camera_type_blend
, player
->cam
.pos
);
204 v3_copy( player
->angles
, player
->cam
.angles
);
207 float Fd
= -player
->cam_land_punch_v
* k_cam_damp
,
208 Fs
= -player
->cam_land_punch
* k_cam_spring
;
209 player
->cam_land_punch
+= player
->cam_land_punch_v
* vg
.frame_delta
;
210 player
->cam_land_punch_v
+= ( Fd
+ Fs
) * vg
.frame_delta
;
211 player
->cam
.angles
[1] += player
->cam_land_punch
;
213 /* portal transitions */
214 player_camera_portal_correction( player
);
217 VG_STATIC
void player_look( player_instance
*player
, v3f angles
)
220 v2_muladds( angles
, vg
.mouse_delta
, 0.0025f
, angles
);
222 if( vg_input
.controller_should_use_trackpad_look
)
224 static v2f last_input
;
226 static v2f vel_smooth
;
228 v2f input
= { player
->input_js2h
->axis
.value
,
229 player
->input_js2v
->axis
.value
};
231 if( (v2_length2(last_input
) > 0.001f
) && (v2_length2(input
) > 0.001f
) )
233 v2_sub( input
, last_input
, vel
);
234 v2_muls( vel
, 1.0f
/vg
.time_delta
, vel
);
241 v2_lerp( vel_smooth
, vel
, vg
.time_delta
*8.0f
, vel_smooth
);
243 v2_muladds( angles
, vel_smooth
, vg
.time_delta
, angles
);
244 v2_copy( input
, last_input
);
248 angles
[0] += player
->input_js2h
->axis
.value
* vg
.time_delta
* 4.0f
;
249 angles
[1] += player
->input_js2v
->axis
.value
* vg
.time_delta
* 4.0f
;
252 angles
[1] = vg_clampf( angles
[1], -VG_PIf
*0.5f
, VG_PIf
*0.5f
);
255 #endif /* PLAYER_COMMON_C */