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 f32 pol
= v3_dot( player
->cam
.pos
, plane
) - plane
[3];
45 /* check camera polarity */
46 if( (pol
< 0.0f
) || (pol
> 5.0f
) ) {
47 vg_success( "Plane cleared\n" );
48 player_apply_transport_to_cam( player
->gate_waiting
->transport
);
49 player
->gate_waiting
= NULL
;
50 player
->viewable_world
= world_current_instance();
53 /* de-transform camera and player back */
55 m4x3_invert_affine( player
->gate_waiting
->transport
, inverse
);
56 m4x3_mulv( inverse
, player
->cam
.pos
, player
->cam
.pos
);
58 struct skeleton
*sk
= &player
->playeravatar
->sk
;
59 skeleton_apply_transform( sk
, inverse
);
64 VG_STATIC
void player__cam_iterate( player_instance
*player
){
65 struct player_avatar
*av
= player
->playeravatar
;
66 struct player_cam_controller
*cc
= &player
->cam_control
;
68 if( player
->subsystem
== k_player_subsystem_walk
){
69 v3_copy( (v3f
){-0.1f
,1.8f
,0.0f
}, cc
->fpv_viewpoint
);
70 v3_copy( (v3f
){0.0f
,0.0f
,0.0f
}, cc
->fpv_offset
);
71 v3_copy( (v3f
){0.0f
,1.4f
,0.0f
}, cc
->tpv_offset
);
74 v3_copy( (v3f
){-0.15f
,1.75f
,0.0f
}, cc
->fpv_viewpoint
);
75 v3_copy( (v3f
){0.0f
,0.0f
,0.0f
}, cc
->fpv_offset
);
76 v3_copy( (v3f
){0.0f
,1.4f
,0.0f
}, cc
->tpv_offset
);
77 v3_add( cc
->tpv_offset_extra
, cc
->tpv_offset
, cc
->tpv_offset
);
80 player
->cam_velocity_constant
= 0.25f
;
81 player
->cam_velocity_coefficient
= 0.7f
;
85 player
->cam_velocity_influence_smooth
= vg_lerpf(
86 player
->cam_velocity_influence_smooth
,
87 player
->cam_velocity_influence
,
88 vg
.time_frame_delta
* 8.0f
);
90 player
->cam_velocity_coefficient_smooth
= vg_lerpf(
91 player
->cam_velocity_coefficient_smooth
,
92 player
->cam_velocity_coefficient
,
93 vg
.time_frame_delta
* 8.0f
);
95 player
->cam_velocity_constant_smooth
= vg_lerpf(
96 player
->cam_velocity_constant_smooth
,
97 player
->cam_velocity_constant
,
98 vg
.time_frame_delta
* 8.0f
);
100 enum camera_mode target_mode
= cc
->camera_mode
;
102 if( player
->subsystem
== k_player_subsystem_dead
)
103 target_mode
= k_cam_thirdperson
;
105 cc
->camera_type_blend
=
106 vg_lerpf( cc
->camera_type_blend
,
107 (target_mode
== k_cam_firstperson
)? 1.0f
: 0.0f
,
108 5.0f
* vg
.time_frame_delta
);
110 v3_lerp( cc
->fpv_viewpoint_smooth
, cc
->fpv_viewpoint
,
111 vg
.time_frame_delta
* 8.0f
, cc
->fpv_viewpoint_smooth
);
113 v3_lerp( cc
->fpv_offset_smooth
, cc
->fpv_offset
,
114 vg
.time_frame_delta
* 8.0f
, cc
->fpv_offset_smooth
);
116 v3_lerp( cc
->tpv_offset_smooth
, cc
->tpv_offset
,
117 vg
.time_frame_delta
* 8.0f
, cc
->tpv_offset_smooth
);
119 /* fov -- simple blend */
120 float fov_skate
= vg_lerpf( 97.0f
, 135.0f
, k_fov
),
121 fov_walk
= vg_lerpf( 90.0f
, 110.0f
, k_fov
);
123 player
->cam
.fov
= vg_lerpf( fov_walk
, fov_skate
, cc
->camera_type_blend
);
126 * first person camera
130 v3f fpv_pos
, fpv_offset
;
131 m4x3_mulv( av
->sk
.final_mtx
[ av
->id_head
-1 ],
132 cc
->fpv_viewpoint_smooth
, fpv_pos
);
133 m3x3_mulv( player
->rb
.to_world
, cc
->fpv_offset_smooth
, fpv_offset
);
134 v3_add( fpv_offset
, fpv_pos
, fpv_pos
);
138 v3_lerp( cc
->cam_velocity_smooth
, player
->rb
.v
, 4.0f
*vg
.time_frame_delta
,
139 cc
->cam_velocity_smooth
);
142 m3x3_mulv( player
->invbasis
, cc
->cam_velocity_smooth
, velocity_local
);
143 player_vector_angles( velocity_angles
, velocity_local
,
144 player
->cam_velocity_coefficient_smooth
,
145 player
->cam_velocity_constant_smooth
);
147 float inf_fpv
= player
->cam_velocity_influence_smooth
* cc
->camera_type_blend
,
148 inf_tpv
= player
->cam_velocity_influence_smooth
*
149 (1.0f
-cc
->camera_type_blend
);
151 camera_lerp_angles( player
->angles
, velocity_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( player
->rb
.v
, 0.4f
*vg
.time_frame_delta
, future
);
166 m3x3_mulv( player
->invbasis
, future
, future
);
168 v3f camera_follow_dir
=
169 { -sinf( player
->angles
[0] ) * cosf( player
->angles
[1] ),
170 sinf( player
->angles
[1] ),
171 cosf( player
->angles
[0] ) * cosf( player
->angles
[1] ) };
174 v3_sub( camera_follow_dir
, future
, v0
);
177 v3_copy( player
->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( player
->angles
, follow_angles
,
190 rb_extrapolate( &player
->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( player
->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
, player
->cam
.pos
);
218 v3_copy( player
->angles
, player
->cam
.angles
);
221 f32 speed
= v3_length(player
->rb
.v
),
222 strength
= k_cam_shake_strength
* speed
;
223 player
->cam_trackshake
+= speed
*k_cam_shake_trackspeed
*vg
.time_frame_delta
;
225 v2f rnd
= {perlin1d( player
->cam_trackshake
, 1.0f
, 4, 20 ),
226 perlin1d( player
->cam_trackshake
, 1.0f
, 4, 63 ) };
227 v2_muladds( player
->cam
.angles
, rnd
, strength
, player
->cam
.angles
);
230 v3_muls( player
->cam_land_punch_v
, -k_cam_damp
, Fd
);
231 v3_muls( player
->cam_land_punch
, -k_cam_spring
, Fs
);
232 v3_muladds( player
->cam_land_punch
, player
->cam_land_punch_v
,
233 vg
.time_frame_delta
, player
->cam_land_punch
);
235 v3_muladds( player
->cam_land_punch_v
, F
, vg
.time_frame_delta
,
236 player
->cam_land_punch_v
);
237 v3_add( player
->cam_land_punch
, player
->cam
.pos
, player
->cam
.pos
);
239 if( k_cinema
>= 0.0001f
){
240 ent_camera
*cam
= NULL
;
241 f32 min_dist
= k_cinema
;
243 world_instance
*world
= player
->viewable_world
;
244 for( u32 i
=0; i
<mdl_arrcount(&world
->ent_camera
); i
++ ){
245 ent_camera
*c
= mdl_arritm(&world
->ent_camera
,i
);
247 f32 dist
= v3_dist( c
->transform
.co
, player
->rb
.co
);
249 if( dist
< min_dist
){
256 player
->cam
.fov
= cam
->fov
;
257 v3_copy( cam
->transform
.co
, player
->cam
.pos
);
260 mdl_transform_vector( &cam
->transform
, (v3f
){0.0f
,-1.0f
,0.0f
}, v0
);
261 else v3_sub( player
->rb
.co
, cam
->transform
.co
, v0
);
262 m3x3_mulv( player
->invbasis
, v0
, v0
);
263 player_vector_angles( player
->cam
.angles
, v0
, 1.0f
, 0.0f
);
267 /* portal transitions */
268 player_camera_portal_correction( player
);
271 VG_STATIC
void player_look( v3f angles
, float speed
){
272 if( vg_ui
.wants_mouse
) return;
277 v2_copy( vg
.mouse_delta
, mouse_input
);
278 if( k_invert_y
) mouse_input
[1] *= -1.0f
;
279 v2_muladds( angles
, mouse_input
, 0.0025f
* speed
, angles
);
282 joystick_state( k_srjoystick_look
, jlook
);
284 angles
[0] += jlook
[0] * vg
.time_frame_delta
* 4.0f
* speed
;
285 float input_y
= jlook
[1] * vg
.time_frame_delta
* 4.0f
;
286 if( k_invert_y
) input_y
*= -1.0f
;
288 angles
[1] += input_y
* speed
;
289 angles
[1] = vg_clampf( angles
[1], -VG_PIf
*0.5f
, VG_PIf
*0.5f
);
292 #endif /* PLAYER_COMMON_C */