#define PLAYER_COMMON_C
#include "player.h"
+#include "conf.h"
VG_STATIC void player_vector_angles( v3f angles, v3f v, float C, float k )
{
VG_STATIC void player_camera_portal_correction( player_instance *player )
{
- if( player->gate_waiting )
- {
+ 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] )
- {
+ 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
- {
+ else{
/* de-transform camera and player back */
m4x3f inverse;
m4x3_invert_affine( player->gate_waiting->transport, inverse );
v3_copy( (v3f){0.0f,1.4f,0.0f}, player->tpv_offset );
}
else{
- v3_copy( (v3f){-0.15f,1.7f,0.0f}, player->fpv_viewpoint );
+ v3_copy( (v3f){-0.15f,1.75f,0.0f}, player->fpv_viewpoint );
#if 0
v3_copy( (v3f){-0.35f,0.0f,0.0f}, player->fpv_offset );
#endif
vg.frame_delta * 8.0f, player->tpv_offset_smooth );
/* fov -- simple blend */
- /* FIXME: cl_fov */
- player->cam.fov = vg_lerpf( 97.0f, 128.0f, player->camera_type_blend );
+ float fov_skate = vg_lerpf( 97.0f, 135.0f, cl_fov ),
+ fov_walk = vg_lerpf( 90.0f, 110.0f, cl_fov );
+
+ player->cam.fov = vg_lerpf( fov_walk, fov_skate, player->camera_type_blend );
/*
* first person camera
/*
* 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;
+ /* override camera */
+ player->cam.angles[0] =
+ vg_alerpf( player->cam.angles[0], player->cam_override_angles[0],
+ player->cam_override_strength );
+ player->cam.angles[1] =
+ vg_lerpf ( player->cam.angles[1], player->cam_override_angles[1],
+ player->cam_override_strength );
+ v3_lerp( player->cam.pos, player->cam_override_pos,
+ player->cam_override_strength, player->cam.pos );
+
/* 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 );
- if( vg_input.controller_should_use_trackpad_look )
- {
+ v2f mouse_input;
+ v2_copy( vg.mouse_delta, mouse_input );
+ if( cl_invert_y )
+ mouse_input[1] *= -1.0f;
+ v2_muladds( angles, mouse_input, 0.0025f, angles );
+
+ if( vg_input.controller_should_use_trackpad_look ){
static v2f last_input;
static v2f vel;
static v2f vel_smooth;
v2f input = { player->input_js2h->axis.value,
player->input_js2v->axis.value };
- if( (v2_length2(last_input) > 0.001f) && (v2_length2(input) > 0.001f) )
- {
+ if( cl_invert_y )
+ input[1] *= -1.0f;
+
+ if( (v2_length2(last_input) > 0.001f) && (v2_length2(input) > 0.001f) ){
v2_sub( input, last_input, vel );
v2_muls( vel, 1.0f/vg.time_delta, vel );
}
- else
- {
+ else{
v2_zero( vel );
}
v2_muladds( angles, vel_smooth, vg.time_delta, angles );
v2_copy( input, last_input );
}
- else
- {
+ else{
angles[0] += player->input_js2h->axis.value * vg.time_delta * 4.0f;
- angles[1] += player->input_js2v->axis.value * vg.time_delta * 4.0f;
+
+ float input_y = player->input_js2v->axis.value * vg.time_delta * 4.0f;
+ if( cl_invert_y )
+ input_y *= -1.0f;
+
+ angles[1] += input_y;
}
angles[1] = vg_clampf( angles[1], -VG_PIf*0.5f, VG_PIf*0.5f );