1 #ifndef PLAYER_COMMON_C
2 #define PLAYER_COMMON_C
4 #include "ent_skateshop.h"
8 #include "vg/vg_perlin.h"
10 VG_STATIC
void player_vector_angles( v3f angles
, v3f v
, float C
, float k
)
12 float yaw
= atan2f( v
[0], -v
[2] ),
27 VG_STATIC
float player_get_heading_yaw( player_instance
*player
)
30 q_mulv( player
->rb
.q
, (v3f
){ 0.0f
,0.0f
,1.0f
}, xz
);
31 m3x3_mulv( player
->invbasis
, xz
, xz
);
32 return atan2f( xz
[0], xz
[2] );
35 VG_STATIC
void player_camera_portal_correction( player_instance
*player
)
37 if( player
->gate_waiting
){
38 /* construct plane equation for reciever gate */
40 q_mulv( player
->gate_waiting
->q
[1], (v3f
){0.0f
,0.0f
,1.0f
}, plane
);
41 plane
[3] = v3_dot( plane
, player
->gate_waiting
->co
[1] );
43 /* check camera polarity */
44 if( v3_dot( player
->cam
.pos
, plane
) < plane
[3] ) {
45 vg_success( "Plane cleared\n" );
46 player_apply_transport_to_cam( player
->gate_waiting
->transport
);
47 player
->gate_waiting
= NULL
;
48 player
->viewable_world
= world_current_instance();
51 /* de-transform camera and player back */
53 m4x3_invert_affine( player
->gate_waiting
->transport
, inverse
);
54 m4x3_mulv( inverse
, player
->cam
.pos
, player
->cam
.pos
);
56 struct skeleton
*sk
= &player
->playeravatar
->sk
;
57 skeleton_apply_transform( sk
, inverse
);
62 VG_STATIC
void player__cam_iterate( player_instance
*player
){
63 struct player_avatar
*av
= player
->playeravatar
;
64 struct player_cam_controller
*cc
= &player
->cam_control
;
66 if( player
->subsystem
== k_player_subsystem_walk
){
67 v3_copy( (v3f
){-0.1f
,1.8f
,0.0f
}, cc
->fpv_viewpoint
);
68 v3_copy( (v3f
){0.0f
,0.0f
,0.0f
}, cc
->fpv_offset
);
69 v3_copy( (v3f
){0.0f
,1.4f
,0.0f
}, cc
->tpv_offset
);
72 v3_copy( (v3f
){-0.15f
,1.75f
,0.0f
}, cc
->fpv_viewpoint
);
73 v3_copy( (v3f
){0.0f
,0.0f
,0.0f
}, cc
->fpv_offset
);
74 v3_copy( (v3f
){0.0f
,1.4f
,0.0f
}, cc
->tpv_offset
);
75 v3_add( cc
->tpv_offset_extra
, cc
->tpv_offset
, cc
->tpv_offset
);
78 player
->cam_velocity_constant
= 0.25f
;
79 player
->cam_velocity_coefficient
= 0.7f
;
83 player
->cam_velocity_influence_smooth
= vg_lerpf(
84 player
->cam_velocity_influence_smooth
,
85 player
->cam_velocity_influence
,
86 vg
.time_frame_delta
* 8.0f
);
88 player
->cam_velocity_coefficient_smooth
= vg_lerpf(
89 player
->cam_velocity_coefficient_smooth
,
90 player
->cam_velocity_coefficient
,
91 vg
.time_frame_delta
* 8.0f
);
93 player
->cam_velocity_constant_smooth
= vg_lerpf(
94 player
->cam_velocity_constant_smooth
,
95 player
->cam_velocity_constant
,
96 vg
.time_frame_delta
* 8.0f
);
98 enum camera_mode target_mode
= cc
->camera_mode
;
100 if( player
->subsystem
== k_player_subsystem_dead
)
101 target_mode
= k_cam_thirdperson
;
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
);
108 v3_lerp( cc
->fpv_viewpoint_smooth
, cc
->fpv_viewpoint
,
109 vg
.time_frame_delta
* 8.0f
, cc
->fpv_viewpoint_smooth
);
111 v3_lerp( cc
->fpv_offset_smooth
, cc
->fpv_offset
,
112 vg
.time_frame_delta
* 8.0f
, cc
->fpv_offset_smooth
);
114 v3_lerp( cc
->tpv_offset_smooth
, cc
->tpv_offset
,
115 vg
.time_frame_delta
* 8.0f
, cc
->tpv_offset_smooth
);
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
);
121 player
->cam
.fov
= vg_lerpf( fov_walk
, fov_skate
, cc
->camera_type_blend
);
124 * first person camera
128 v3f fpv_pos
, fpv_offset
;
129 m4x3_mulv( av
->sk
.final_mtx
[ av
->id_head
-1 ],
130 cc
->fpv_viewpoint_smooth
, fpv_pos
);
131 m3x3_mulv( player
->rb
.to_world
, cc
->fpv_offset_smooth
, fpv_offset
);
132 v3_add( fpv_offset
, fpv_pos
, fpv_pos
);
136 v3_lerp( cc
->cam_velocity_smooth
, player
->rb
.v
, 4.0f
*vg
.time_frame_delta
,
137 cc
->cam_velocity_smooth
);
140 m3x3_mulv( player
->invbasis
, cc
->cam_velocity_smooth
, velocity_local
);
141 player_vector_angles( velocity_angles
, velocity_local
,
142 player
->cam_velocity_coefficient_smooth
,
143 player
->cam_velocity_constant_smooth
);
145 float inf_fpv
= player
->cam_velocity_influence_smooth
* cc
->camera_type_blend
,
146 inf_tpv
= player
->cam_velocity_influence_smooth
*
147 (1.0f
-cc
->camera_type_blend
);
149 camera_lerp_angles( player
->angles
, velocity_angles
,
154 * Third person camera
157 /* no idea what this technique is called, it acts like clamped position based
158 * on some derivative of where the final camera would end up ....
160 * it is done in the local basis then transformed back */
163 v3_muls( player
->rb
.v
, 0.4f
*vg
.time_frame_delta
, future
);
164 m3x3_mulv( player
->invbasis
, future
, future
);
166 v3f camera_follow_dir
=
167 { -sinf( player
->angles
[0] ) * cosf( player
->angles
[1] ),
168 sinf( player
->angles
[1] ),
169 cosf( player
->angles
[0] ) * cosf( player
->angles
[1] ) };
172 v3_sub( camera_follow_dir
, future
, v0
);
175 v3_copy( player
->angles
, follow_angles
);
176 follow_angles
[0] = atan2f( -v0
[0], v0
[2] );
177 follow_angles
[1] = 0.3f
+ velocity_angles
[1] * 0.2f
;
179 float ya
= atan2f( -velocity_local
[1], 30.0f
);
181 follow_angles
[1] = 0.3f
+ ya
;
182 camera_lerp_angles( player
->angles
, follow_angles
,
188 rb_extrapolate( &player
->rb
, pco
, pq
);
189 v3_lerp( cc
->tpv_lpf
, pco
, 20.0f
*vg
.time_frame_delta
, cc
->tpv_lpf
);
191 /* now move into world */
192 v3f tpv_pos
, tpv_offset
, tpv_origin
;
195 q_mulv( pq
, cc
->tpv_offset_smooth
, tpv_origin
);
196 v3_add( tpv_origin
, cc
->tpv_lpf
, tpv_origin
);
199 m3x3_mulv( player
->basis
, camera_follow_dir
, camera_follow_dir
);
200 v3_muls( camera_follow_dir
, 1.8f
, tpv_offset
);
201 v3_muladds( tpv_offset
, cc
->cam_velocity_smooth
, -0.025f
, tpv_offset
);
203 v3_add( tpv_origin
, tpv_offset
, tpv_pos
);
205 if( spherecast_world( world_current_instance(), tpv_origin
, tpv_pos
,
206 0.2f
, &t
, n
) != -1 ){
207 v3_lerp( tpv_origin
, tpv_pos
, t
, tpv_pos
);
213 v3_lerp( tpv_pos
, fpv_pos
, cc
->camera_type_blend
, player
->cam
.pos
);
214 v3_copy( player
->angles
, player
->cam
.angles
);
217 f32 speed
= v3_length(player
->rb
.v
),
218 strength
= k_cam_shake_strength
* speed
;
219 player
->cam_trackshake
+= speed
*k_cam_shake_trackspeed
*vg
.time_frame_delta
;
221 v2f rnd
= {perlin1d( player
->cam_trackshake
, 1.0f
, 4, 20 ),
222 perlin1d( player
->cam_trackshake
, 1.0f
, 4, 63 ) };
223 v2_muladds( player
->cam
.angles
, rnd
, strength
, player
->cam
.angles
);
226 v3_muls( player
->cam_land_punch_v
, -k_cam_damp
, Fd
);
227 v3_muls( player
->cam_land_punch
, -k_cam_spring
, Fs
);
228 v3_muladds( player
->cam_land_punch
, player
->cam_land_punch_v
,
229 vg
.time_frame_delta
, player
->cam_land_punch
);
231 v3_muladds( player
->cam_land_punch_v
, F
, vg
.time_frame_delta
,
232 player
->cam_land_punch_v
);
233 v3_add( player
->cam_land_punch
, player
->cam
.pos
, player
->cam
.pos
);
235 if( k_cinema
>= 0.0001f
){
236 ent_camera
*cam
= NULL
;
237 f32 min_dist
= k_cinema
;
239 world_instance
*world
= player
->viewable_world
;
240 for( u32 i
=0; i
<mdl_arrcount(&world
->ent_camera
); i
++ ){
241 ent_camera
*c
= mdl_arritm(&world
->ent_camera
,i
);
243 f32 dist
= v3_dist( c
->transform
.co
, player
->rb
.co
);
245 if( dist
< min_dist
){
252 player
->cam
.fov
= cam
->fov
;
253 v3_copy( cam
->transform
.co
, player
->cam
.pos
);
256 mdl_transform_vector( &cam
->transform
, (v3f
){0.0f
,-1.0f
,0.0f
}, v0
);
257 else v3_sub( player
->rb
.co
, cam
->transform
.co
, v0
);
258 m3x3_mulv( player
->invbasis
, v0
, v0
);
259 player_vector_angles( player
->cam
.angles
, v0
, 1.0f
, 0.0f
);
263 /* portal transitions */
264 player_camera_portal_correction( player
);
267 VG_STATIC
void player_look( player_instance
*player
, v3f angles
)
269 if( vg_ui
.wants_mouse
) return;
271 float sensitivity
= skaterift
.time_rate
;
276 v2_copy( vg
.mouse_delta
, mouse_input
);
277 if( k_invert_y
) mouse_input
[1] *= -1.0f
;
278 v2_muladds( angles
, mouse_input
, 0.0025f
* sensitivity
, angles
);
281 joystick_state( k_srjoystick_look
, jlook
);
283 angles
[0] += jlook
[0] * vg
.time_delta
* 4.0f
* sensitivity
;
284 float input_y
= jlook
[1] * vg
.time_delta
* 4.0f
;
285 if( k_invert_y
) input_y
*= -1.0f
;
287 angles
[1] += input_y
* sensitivity
;
288 angles
[1] = vg_clampf( angles
[1], -VG_PIf
*0.5f
, VG_PIf
*0.5f
);
291 #endif /* PLAYER_COMMON_C */