#include "player.h"
-void player_look( player_instance *player, v3f angles )
+VG_STATIC void player_vector_angles( v3f angles, v3f v, float C, float k )
+{
+ float yaw = atan2f( v[0], -v[2] ),
+ pitch = atan2f
+ (
+ -v[1],
+ sqrtf
+ (
+ v[0]*v[0] + v[2]*v[2]
+ )
+ ) * C + k;
+
+ angles[0] = yaw;
+ 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;
+ 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
+ {
+ /* de-transform camera and player back */
+ m4x3f inverse;
+ m4x3_invert_affine( player->gate_waiting->transport, inverse );
+ m4x3_mulv( inverse, player->cam.pos, player->cam.pos );
+
+ struct skeleton *sk = &player->playeravatar->sk;
+ skeleton_apply_transform( sk, inverse );
+ }
+ }
+}
+
+VG_STATIC void player__cam_iterate( player_instance *player )
+{
+ struct player_avatar *av = player->playeravatar;
+
+ 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;
+
+ player->camera_type_blend =
+ vg_lerpf( player->camera_type_blend,
+ (target_mode == k_cam_firstperson)? 1.0f: 0.0f,
+ 5.0f * vg.frame_delta );
+
+ v3_lerp( player->fpv_viewpoint_smooth, player->fpv_viewpoint,
+ vg.frame_delta * 8.0f, player->fpv_viewpoint_smooth );
+
+ v3_lerp( player->fpv_offset_smooth, player->fpv_offset,
+ vg.frame_delta * 8.0f, player->fpv_offset_smooth );
+
+ 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( 97.0f, 118.0f, player->camera_type_blend );
+
+ /*
+ * first person camera
+ */
+
+ /* 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 );
+
+ /* angles */
+ v3f velocity_angles;
+ v3_lerp( player->cam_velocity_smooth, player->rb.v, 4.0f*vg.frame_delta,
+ player->cam_velocity_smooth );
+
+ 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 )
{
angles[2] = 0.0f;
v2_muladds( angles, vg.mouse_delta, 0.0025f, angles );