angles[1] = pitch;
}
+VG_STATIC float player_get_heading_yaw( player_instance *player )
+{
+ v3f xz;
+ q_mulv( player->rb.q, (v3f){ 0.0f,0.0f,1.0f }, xz );
+ m3x3_mulv( player->invbasis, xz, xz );
+ return atan2f( xz[0], xz[2] );
+}
+
VG_STATIC void player_camera_portal_correction( player_instance *player )
{
if( player->gate_waiting )
{
/* construct plane equation for reciever gate */
v4f plane;
- v3_copy( player->gate_waiting->recv_to_world[2], plane );
- plane[3] = v3_dot( plane, player->gate_waiting->recv_to_world[3] );
+ q_mulv( player->gate_waiting->q[1], (v3f){0.0f,0.0f,1.0f}, plane );
+ plane[3] = v3_dot( plane, player->gate_waiting->co[1] );
/* check camera polarity */
if( v3_dot( player->cam.pos, plane ) < plane[3] )
vg_success( "Plane cleared\n" );
player_apply_transport_to_cam( player->gate_waiting->transport );
player->gate_waiting = NULL;
+ player->viewable_world = get_active_world();
}
else
{
m4x3_invert_affine( player->gate_waiting->transport, inverse );
m4x3_mulv( inverse, player->cam.pos, player->cam.pos );
- /* TODO: Find robust method for this */
- v3f fwd_dir = { cosf(player->cam.angles[0]),
- 0.0f,
- sinf(player->cam.angles[0])};
- m3x3_mulv( inverse, fwd_dir, fwd_dir );
- player->cam.angles[0] = atan2f( fwd_dir[2], fwd_dir[0] );
-
struct skeleton *sk = &player->playeravatar->sk;
skeleton_apply_transform( sk, inverse );
}
{
struct player_avatar *av = player->playeravatar;
- v3_lerp( player->follow_pos, player->follow_pos_target,
- vg.frame_delta * 15.0f, player->follow_pos );
- camera_lerp_angles( player->follow_angles, player->follow_angles_target,
- vg.frame_delta * 18.0f, player->follow_angles );
+ if( player->subsystem == k_player_subsystem_walk )
+ {
+ v3_copy( (v3f){-0.1f,1.8f,0.0f}, player->fpv_viewpoint );
+ v3_copy( (v3f){0.0f,0.0f,0.0f}, player->fpv_offset );
+ v3_copy( (v3f){0.0f,1.4f,0.0f}, player->tpv_offset );
+ }
+ else
+ {
+ v3_copy( (v3f){0.0f,1.8f,0.0f}, player->fpv_viewpoint );
+ v3_copy( (v3f){-0.35f,0.0f,0.0f}, player->fpv_offset );
+ v3_copy( (v3f){0.0f,1.4f,0.0f}, player->tpv_offset );
+ }
+
+ player->cam_velocity_constant = 0.25f;
+ player->cam_velocity_coefficient = 0.7f;
+
+ /* lerping */
+
+ player->cam_velocity_influence_smooth = vg_lerpf(
+ player->cam_velocity_influence_smooth,
+ player->cam_velocity_influence,
+ vg.frame_delta * 8.0f );
+
+ player->cam_velocity_coefficient_smooth = vg_lerpf(
+ player->cam_velocity_coefficient_smooth,
+ player->cam_velocity_coefficient,
+ vg.frame_delta * 8.0f );
+
+ player->cam_velocity_constant_smooth = vg_lerpf(
+ player->cam_velocity_constant_smooth,
+ player->cam_velocity_constant,
+ vg.frame_delta * 8.0f );
+
+ enum camera_mode target_mode = player->camera_mode;
+
+ if( player->subsystem == k_player_subsystem_dead )
+ target_mode = k_cam_thirdperson;
- /* Blending */
player->camera_type_blend =
vg_lerpf( player->camera_type_blend,
- (player->camera_mode == k_cam_firstperson)? 1.0f: 0.0f,
+ (target_mode == k_cam_firstperson)? 1.0f: 0.0f,
5.0f * vg.frame_delta );
- float t = player->camera_type_blend;
- v3f p0, p1, a0, a1;
- v3_lerp( player->follow_pos, player->override_pos,
- player->cam_position_override_strength, p1 );
- camera_lerp_angles( player->follow_angles, player->override_angles,
- player->cam_angles_override_strength, a1 );
+ v3_lerp( player->fpv_viewpoint_smooth, player->fpv_viewpoint,
+ vg.frame_delta * 8.0f, player->fpv_viewpoint_smooth );
- v3_copy( player->fpv_pos, p0 );
- v3_copy( player->fpv_angles, a0 );
+ v3_lerp( player->fpv_offset_smooth, player->fpv_offset,
+ vg.frame_delta * 8.0f, player->fpv_offset_smooth );
- v3_lerp( p0, p1, player->camera_type_blend, player->cam.pos );
- camera_lerp_angles( a0, a1, player->camera_type_blend, player->cam.angles );
+ v3_lerp( player->tpv_offset_smooth, player->tpv_offset,
+ vg.frame_delta * 8.0f, player->tpv_offset_smooth );
+ /* fov -- simple blend */
/* FIXME: cl_fov */
- player->cam.fov = vg_lerpf( 118.0f, 90.0f, player->camera_type_blend );
+ player->cam.fov = vg_lerpf( 97.0f, 118.0f, player->camera_type_blend );
- /* portal transitions */
- player_camera_portal_correction( player );
-}
+ /*
+ * first person camera
+ */
-VG_STATIC void player_set_follower_subject( player_instance *player,
- v3f subj )
-{
- v3f dir;
- v3_sub( subj, player->follow_pos, dir );
-
- if( v3_length2( dir ) < 0.1f*0.1f )
- v3_copy( (v3f){ 0.0f, 0.0f, 1.0f }, dir ); /* FIXME */
- else
- v3_normalize( dir );
+ /* position */
+ v3f fpv_pos, fpv_offset;
+ m4x3_mulv( av->sk.final_mtx[ av->id_head-1 ],
+ player->fpv_viewpoint_smooth, fpv_pos );
+ m3x3_mulv( player->rb.to_world, player->fpv_offset_smooth, fpv_offset );
+ v3_add( fpv_offset, fpv_pos, fpv_pos );
- dir[1] *= 0.0f;
+ /* angles */
+ v3f velocity_angles;
+ v3_lerp( player->cam_velocity_smooth, player->rb.v, 4.0f*vg.frame_delta,
+ player->cam_velocity_smooth );
- v3_muladds( subj, dir, -2.0f, player->follow_pos_target );
- player_vector_angles( player->follow_angles_target, dir, 1.0f, 0.2f );
+ v3f velocity_local;
+ m3x3_mulv( player->invbasis, player->cam_velocity_smooth, velocity_local );
+ player_vector_angles( velocity_angles, velocity_local,
+ player->cam_velocity_coefficient_smooth,
+ player->cam_velocity_constant_smooth );
+
+ float inf_fpv = player->cam_velocity_influence_smooth *
+ player->camera_type_blend,
+ inf_tpv = player->cam_velocity_influence_smooth *
+ (1.0f-player->camera_type_blend);
+
+ camera_lerp_angles( player->angles, velocity_angles,
+ inf_fpv,
+ player->angles );
+
+ /*
+ * Third person camera
+ */
+
+ /* no idea what this technique is called, it acts like clamped position based
+ * on some derivative of where the final camera would end up ....
+ *
+ * it is done in the local basis then transformed back */
+
+ v3f future;
+ v3_muls( player->rb.v, 0.4f*vg.frame_delta, future );
+ m3x3_mulv( player->invbasis, future, future );
+
+ v3f camera_follow_dir =
+ { -sinf( player->angles[0] ) * cosf( player->angles[1] ),
+ sinf( player->angles[1] ),
+ cosf( player->angles[0] ) * cosf( player->angles[1] ) };
+
+ v3f v0;
+ v3_sub( camera_follow_dir, future, v0 );
+
+ v3f follow_angles;
+ v3_copy( player->angles, follow_angles );
+ follow_angles[0] = atan2f( -v0[0], v0[2] );
+ follow_angles[1] = 0.3f + velocity_angles[1] * 0.2f;
+
+ float ya = atan2f( -velocity_local[1], 30.0f );
+
+ follow_angles[1] = 0.3f + ya;
+ camera_lerp_angles( player->angles, follow_angles,
+ inf_tpv,
+ player->angles );
+
+ v3f pco;
+ v4f pq;
+ rb_extrapolate( &player->rb, pco, pq );
+ v3_lerp( player->tpv_lpf, pco, 20.0f*vg.frame_delta, player->tpv_lpf );
+
+ /* now move into world */
+
+ m3x3_mulv( player->basis, camera_follow_dir, camera_follow_dir );
+ v3f tpv_pos, tpv_offset;
+
+ v3_muladds( player->tpv_lpf, camera_follow_dir, 1.8f, tpv_pos );
+ q_mulv( pq, player->tpv_offset_smooth, tpv_offset );
+ v3_add( tpv_offset, tpv_pos, tpv_pos );
+ v3_muladds( tpv_pos, player->cam_velocity_smooth, -0.025f, tpv_pos );
+
+ /*
+ * Blend cameras
+ */
+
+ v3_lerp( tpv_pos, fpv_pos, player->camera_type_blend, player->cam.pos );
+ v3_copy( player->angles, player->cam.angles );
+
+
+ float Fd = -player->cam_land_punch_v * k_cam_damp,
+ Fs = -player->cam_land_punch * k_cam_spring;
+ player->cam_land_punch += player->cam_land_punch_v * vg.frame_delta;
+ player->cam_land_punch_v += ( Fd + Fs ) * vg.frame_delta;
+ player->cam.angles[1] += player->cam_land_punch;
+
+ /* portal transitions */
+ player_camera_portal_correction( player );
}
VG_STATIC void player_look( player_instance *player, v3f angles )