1 #ifndef PLAYER_COMMON_C
2 #define PLAYER_COMMON_C
4 #include "ent_skateshop.h"
8 #include "vg/vg_perlin.h"
10 static float player_get_heading_yaw(void){
12 q_mulv( localplayer
.rb
.q
, (v3f
){ 0.0f
,0.0f
,1.0f
}, xz
);
13 return atan2f( xz
[0], xz
[2] );
16 static void player_camera_portal_correction(void){
17 if( localplayer
.gate_waiting
){
18 /* construct plane equation for reciever gate */
20 q_mulv( localplayer
.gate_waiting
->q
[1], (v3f
){0.0f
,0.0f
,1.0f
}, plane
);
21 plane
[3] = v3_dot( plane
, localplayer
.gate_waiting
->co
[1] );
23 f32 pol
= v3_dot( localplayer
.cam
.pos
, plane
) - plane
[3];
25 int cleared
= (pol
< 0.0f
) || (pol
> 5.0f
);
28 vg_success( "Plane cleared\n" );
32 m4x3_invert_affine( localplayer
.gate_waiting
->transport
, inverse
);
34 /* de-transform camera and player back */
36 m4x3_mulv( inverse
, localplayer
.cam
.pos
, localplayer
.cam
.pos
);
37 v3_angles_vector( localplayer
.cam
.angles
, v0
);
38 m3x3_mulv( inverse
, v0
, v0
);
39 v3_angles( v0
, localplayer
.cam
.angles
);
41 skeleton_apply_transform( &localplayer
.skeleton
, inverse
,
42 localplayer
.final_mtx
);
44 /* record and re-put things again */
46 skaterift_record_frame( &skaterift
.replay
, 1 );
47 localplayer
.deferred_frame_record
= 1;
49 skeleton_apply_transform( &localplayer
.skeleton
,
50 localplayer
.gate_waiting
->transport
,
51 localplayer
.final_mtx
);
53 m4x3_mulv( localplayer
.gate_waiting
->transport
,
54 localplayer
.cam
.pos
, localplayer
.cam
.pos
);
55 v3_angles_vector( localplayer
.cam
.angles
, v0
);
56 m3x3_mulv( localplayer
.gate_waiting
->transport
, v0
, v0
);
57 v3_angles( v0
, localplayer
.cam
.angles
);
58 player_apply_transport_to_cam( localplayer
.gate_waiting
->transport
);
59 localplayer
.gate_waiting
= NULL
;
64 static void player__cam_iterate(void){
65 struct player_cam_controller
*cc
= &localplayer
.cam_control
;
67 if( localplayer
.subsystem
== k_player_subsystem_walk
){
68 v3_copy( (v3f
){-0.1f
,1.8f
,0.0f
}, cc
->fpv_viewpoint
);
69 v3_copy( (v3f
){0.0f
,0.0f
,0.0f
}, cc
->fpv_offset
);
70 v3_copy( (v3f
){0.0f
,1.4f
,0.0f
}, cc
->tpv_offset
);
72 else if( localplayer
.subsystem
== k_player_subsystem_glide
){
73 v3_copy( (v3f
){-0.15f
,1.75f
,0.0f
}, cc
->fpv_viewpoint
);
74 v3_copy( (v3f
){0.0f
,0.0f
,0.0f
}, cc
->fpv_offset
);
75 v3_copy( (v3f
){0.0f
,-1.0f
,0.0f
}, cc
->tpv_offset
);
76 v3_add( cc
->tpv_offset_extra
, cc
->tpv_offset
, cc
->tpv_offset
);
79 v3_copy( (v3f
){-0.15f
,1.75f
,0.0f
}, cc
->fpv_viewpoint
);
80 v3_copy( (v3f
){0.0f
,0.0f
,0.0f
}, cc
->fpv_offset
);
82 f32 h
= vg_lerpf( 0.4f
, 1.4f
, k_cam_height
);
83 v3_copy( (v3f
){0.0f
,h
,0.0f
}, cc
->tpv_offset
);
84 v3_add( cc
->tpv_offset_extra
, cc
->tpv_offset
, cc
->tpv_offset
);
87 localplayer
.cam_velocity_constant
= 0.25f
;
88 localplayer
.cam_velocity_coefficient
= 0.7f
;
92 if( localplayer
.cam_dist_smooth
== 0.0f
){
93 localplayer
.cam_dist_smooth
= localplayer
.cam_dist
;
96 localplayer
.cam_dist_smooth
= vg_lerpf(
97 localplayer
.cam_dist_smooth
,
99 vg
.time_frame_delta
* 8.0f
);
102 localplayer
.cam_velocity_influence_smooth
= vg_lerpf(
103 localplayer
.cam_velocity_influence_smooth
,
104 localplayer
.cam_velocity_influence
,
105 vg
.time_frame_delta
* 8.0f
);
107 localplayer
.cam_velocity_coefficient_smooth
= vg_lerpf(
108 localplayer
.cam_velocity_coefficient_smooth
,
109 localplayer
.cam_velocity_coefficient
,
110 vg
.time_frame_delta
* 8.0f
);
112 localplayer
.cam_velocity_constant_smooth
= vg_lerpf(
113 localplayer
.cam_velocity_constant_smooth
,
114 localplayer
.cam_velocity_constant
,
115 vg
.time_frame_delta
* 8.0f
);
117 enum camera_mode target_mode
= cc
->camera_mode
;
119 if( localplayer
.subsystem
== k_player_subsystem_dead
)
120 target_mode
= k_cam_thirdperson
;
122 cc
->camera_type_blend
=
123 vg_lerpf( cc
->camera_type_blend
,
124 (target_mode
== k_cam_firstperson
)? 1.0f
: 0.0f
,
125 5.0f
* vg
.time_frame_delta
);
127 v3_lerp( cc
->fpv_viewpoint_smooth
, cc
->fpv_viewpoint
,
128 vg
.time_frame_delta
* 8.0f
, cc
->fpv_viewpoint_smooth
);
130 v3_lerp( cc
->fpv_offset_smooth
, cc
->fpv_offset
,
131 vg
.time_frame_delta
* 8.0f
, cc
->fpv_offset_smooth
);
133 v3_lerp( cc
->tpv_offset_smooth
, cc
->tpv_offset
,
134 vg
.time_frame_delta
* 8.0f
, cc
->tpv_offset_smooth
);
136 /* fov -- simple blend */
137 float fov_skate
= vg_lerpf( 97.0f
, 135.0f
, k_fov
),
138 fov_walk
= vg_lerpf( 90.0f
, 110.0f
, k_fov
);
140 localplayer
.cam
.fov
= vg_lerpf( fov_walk
, fov_skate
, cc
->camera_type_blend
);
143 * first person camera
147 v3f fpv_pos
, fpv_offset
;
148 m4x3_mulv( localplayer
.final_mtx
[ localplayer
.id_head
-1 ],
149 cc
->fpv_viewpoint_smooth
, fpv_pos
);
150 m3x3_mulv( localplayer
.rb
.to_world
, cc
->fpv_offset_smooth
, fpv_offset
);
151 v3_add( fpv_offset
, fpv_pos
, fpv_pos
);
155 v3_lerp( cc
->cam_velocity_smooth
, localplayer
.rb
.v
, 4.0f
*vg
.time_frame_delta
,
156 cc
->cam_velocity_smooth
);
158 v3_angles( cc
->cam_velocity_smooth
, velocity_angles
);
159 velocity_angles
[1] *= localplayer
.cam_velocity_coefficient_smooth
;
160 velocity_angles
[1] += localplayer
.cam_velocity_constant_smooth
;
162 float inf_fpv
= localplayer
.cam_velocity_influence_smooth
*
163 cc
->camera_type_blend
,
164 inf_tpv
= localplayer
.cam_velocity_influence_smooth
*
165 (1.0f
-cc
->camera_type_blend
);
167 camera_lerp_angles( localplayer
.angles
, velocity_angles
,
169 localplayer
.angles
);
172 * Third person camera
175 /* no idea what this technique is called, it acts like clamped position based
176 * on some derivative of where the final camera would end up ....
178 * it is done in the local basis then transformed back */
181 v3_muls( localplayer
.rb
.v
, 0.4f
*vg
.time_frame_delta
, future
);
183 v3f camera_follow_dir
=
184 { -sinf( localplayer
.angles
[0] ) * cosf( localplayer
.angles
[1] ),
185 sinf( localplayer
.angles
[1] ),
186 cosf( localplayer
.angles
[0] ) * cosf( localplayer
.angles
[1] ) };
189 v3_sub( camera_follow_dir
, future
, v0
);
192 v3_copy( localplayer
.angles
, follow_angles
);
193 follow_angles
[0] = atan2f( -v0
[0], v0
[2] );
194 follow_angles
[1] = 0.3f
+ velocity_angles
[1] * 0.2f
;
196 float ya
= atan2f( -cc
->cam_velocity_smooth
[1], 30.0f
);
198 follow_angles
[1] = 0.3f
+ ya
;
199 camera_lerp_angles( localplayer
.angles
, follow_angles
,
201 localplayer
.angles
);
205 rb_extrapolate( &localplayer
.rb
, pco
, pq
);
206 v3_muladds( pco
, localplayer
.holdout_pose
.root_co
,
207 localplayer
.holdout_time
, pco
);
208 v3_lerp( cc
->tpv_lpf
, pco
, 20.0f
*vg
.time_frame_delta
, cc
->tpv_lpf
);
210 /* now move into world */
211 v3f tpv_pos
, tpv_offset
, tpv_origin
;
213 /* TODO: whats up with CC and not CC but both sets of variables are doing
214 * the same ideas just saved in different places?
217 q_mulv( pq
, cc
->tpv_offset_smooth
, tpv_origin
);
218 v3_add( tpv_origin
, cc
->tpv_lpf
, tpv_origin
);
221 v3_muls( camera_follow_dir
, localplayer
.cam_dist_smooth
, tpv_offset
);
222 v3_muladds( tpv_offset
, cc
->cam_velocity_smooth
, -0.025f
, tpv_offset
);
224 v3_add( tpv_origin
, tpv_offset
, tpv_pos
);
229 v3_lerp( tpv_pos
, fpv_pos
, cc
->camera_type_blend
, localplayer
.cam
.pos
);
230 v3_copy( localplayer
.angles
, localplayer
.cam
.angles
);
233 f32 speed
= v3_length(localplayer
.rb
.v
),
234 strength
= k_cam_shake_strength
* speed
;
235 localplayer
.cam_trackshake
+=
236 speed
*k_cam_shake_trackspeed
*vg
.time_frame_delta
;
238 v2f rnd
= {vg_perlin_fract_1d( localplayer
.cam_trackshake
, 1.0f
, 4, 20 ),
239 vg_perlin_fract_1d( localplayer
.cam_trackshake
, 1.0f
, 4, 63 ) };
240 v2_muladds( localplayer
.cam
.angles
, rnd
, strength
, localplayer
.cam
.angles
);
243 v3_muls( localplayer
.cam_land_punch_v
, -k_cam_damp
, Fd
);
244 v3_muls( localplayer
.cam_land_punch
, -k_cam_spring
, Fs
);
245 v3_muladds( localplayer
.cam_land_punch
, localplayer
.cam_land_punch_v
,
246 vg
.time_frame_delta
, localplayer
.cam_land_punch
);
248 v3_muladds( localplayer
.cam_land_punch_v
, F
, vg
.time_frame_delta
,
249 localplayer
.cam_land_punch_v
);
250 v3_add( localplayer
.cam_land_punch
, localplayer
.cam
.pos
,
251 localplayer
.cam
.pos
);
253 if( k_cinema
>= 0.0001f
){
254 ent_camera
*cam
= NULL
;
255 f32 min_dist
= k_cinema
;
257 world_instance
*world
= world_current_instance();
258 for( u32 i
=0; i
<mdl_arrcount(&world
->ent_camera
); i
++ ){
259 ent_camera
*c
= mdl_arritm(&world
->ent_camera
,i
);
261 f32 dist
= v3_dist( c
->transform
.co
, localplayer
.rb
.co
);
263 if( dist
< min_dist
){
270 localplayer
.cam
.fov
= cam
->fov
;
271 v3_copy( cam
->transform
.co
, localplayer
.cam
.pos
);
274 mdl_transform_vector( &cam
->transform
, (v3f
){0.0f
,-1.0f
,0.0f
}, v0
);
276 v3_sub( localplayer
.rb
.co
, cam
->transform
.co
, v0
);
278 v3_angles( v0
, localplayer
.cam
.angles
);
282 /* portal transitions */
283 player_camera_portal_correction();
286 static void player_look( v3f angles
, float speed
){
287 if( vg_ui
.wants_mouse
) return;
292 v2_copy( vg
.mouse_delta
, mouse_input
);
293 if( k_invert_y
) mouse_input
[1] *= -1.0f
;
294 v2_muladds( angles
, mouse_input
, 0.0025f
* speed
, angles
);
297 joystick_state( k_srjoystick_look
, jlook
);
299 angles
[0] += jlook
[0] * vg
.time_frame_delta
* 4.0f
* speed
;
300 float input_y
= jlook
[1] * vg
.time_frame_delta
* 4.0f
;
301 if( k_invert_y
) input_y
*= -1.0f
;
303 angles
[1] += input_y
* speed
;
304 angles
[1] = vg_clampf( angles
[1], -VG_PIf
*0.5f
, VG_PIf
*0.5f
);
307 #endif /* PLAYER_COMMON_C */