#include "conf.h"
#include "input.h"
#include "menu.h"
-
-VG_STATIC float
- k_cam_spring = 20.0f,
- k_cam_damp = 6.7f;
+#include "vg/vg_perlin.h"
VG_STATIC void player_vector_angles( v3f angles, v3f v, float C, float k )
{
vg.time_frame_delta * 8.0f, player->tpv_offset_smooth );
/* fov -- simple blend */
- float fov_skate = vg_lerpf( 97.0f, 135.0f, cl_fov ),
- fov_walk = vg_lerpf( 90.0f, 110.0f, cl_fov );
+ float fov_skate = vg_lerpf( 97.0f, 135.0f, k_fov ),
+ fov_walk = vg_lerpf( 90.0f, 110.0f, k_fov );
player->cam.fov = vg_lerpf( fov_walk, fov_skate, player->camera_type_blend );
v3_lerp( player->tpv_lpf, pco, 20.0f*vg.time_frame_delta, player->tpv_lpf );
/* now move into world */
+ v3f tpv_pos, tpv_offset, tpv_origin;
- m3x3_mulv( player->basis, camera_follow_dir, camera_follow_dir );
- v3f tpv_pos, tpv_offset;
+ /* origin */
+ q_mulv( pq, player->tpv_offset_smooth, tpv_origin );
+ v3_add( tpv_origin, player->tpv_lpf, tpv_origin );
- 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 );
+ /* offset */
+ m3x3_mulv( player->basis, camera_follow_dir, camera_follow_dir );
+ v3_muls( camera_follow_dir, 1.8f, tpv_offset );
+ v3_muladds( tpv_offset, player->cam_velocity_smooth, -0.025f, tpv_offset );
+
+ v3_add( tpv_origin, tpv_offset, tpv_pos );
+ f32 t; v3f n;
+ if( spherecast_world( world_current_instance(), tpv_origin, tpv_pos,
+ 0.2f, &t, n ) != -1 ){
+ v3_lerp( tpv_origin, tpv_pos, t, 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.time_frame_delta;
- player->cam_land_punch_v += ( Fd + Fs ) * vg.time_frame_delta;
- player->cam.angles[1] += player->cam_land_punch;
+ /* Camera shake */
+ f32 speed = v3_length(player->rb.v),
+ strength = k_cam_shake_strength * speed;
+ player->cam_trackshake += speed*k_cam_shake_trackspeed*vg.time_frame_delta;
+
+ v2f rnd = {perlin1d( player->cam_trackshake, 1.0f, 4, 20 ),
+ perlin1d( player->cam_trackshake, 1.0f, 4, 63 ) };
+ v2_muladds( player->cam.angles, rnd, strength, player->cam.angles );
+
+ v3f Fd, Fs, F;
+ v3_muls( player->cam_land_punch_v, -k_cam_damp, Fd );
+ v3_muls( player->cam_land_punch, -k_cam_spring, Fs );
+ v3_muladds( player->cam_land_punch, player->cam_land_punch_v,
+ vg.time_frame_delta, player->cam_land_punch );
+ v3_add( Fd, Fs, F );
+ v3_muladds( player->cam_land_punch_v, F, vg.time_frame_delta,
+ player->cam_land_punch_v );
+ v3_add( player->cam_land_punch, player->cam.pos, player->cam.pos );
/* override camera */
player->cam.angles[0] =
player->cam.fov = vg_lerpf( player->cam.fov, player->cam_override_fov,
player->cam_override_strength );
+
+ if( k_cinema >= 0.0001f ){
+ ent_camera *cam = NULL;
+ f32 min_dist = k_cinema;
+
+ world_instance *world = player->viewable_world;
+ for( u32 i=0; i<mdl_arrcount(&world->ent_camera); i++ ){
+ ent_camera *c = mdl_arritm(&world->ent_camera,i);
+
+ f32 dist = v3_dist( c->transform.co, player->rb.co );
+
+ if( dist < min_dist ){
+ min_dist = dist;
+ cam = c;
+ }
+ }
+
+ if( cam ){
+ player->cam.fov = cam->fov;
+ v3_copy( cam->transform.co, player->cam.pos );
+ v3f v0;
+ if( k_cinema_fixed )
+ mdl_transform_vector( &cam->transform, (v3f){0.0f,-1.0f,0.0f}, v0 );
+ else v3_sub( player->rb.co, cam->transform.co, v0 );
+ m3x3_mulv( player->invbasis, v0, v0 );
+ player_vector_angles( player->cam.angles, v0, 1.0f, 0.0f );
+ }
+ }
+
/* portal transitions */
player_camera_portal_correction( player );
}
v2f mouse_input;
v2_copy( vg.mouse_delta, mouse_input );
- if( cl_invert_y ) mouse_input[1] *= -1.0f;
+ if( k_invert_y ) mouse_input[1] *= -1.0f;
v2_muladds( angles, mouse_input, 0.0025f * sensitivity, angles );
v2f jlook;
angles[0] += jlook[0] * vg.time_delta * 4.0f * sensitivity;
float input_y = jlook[1] * vg.time_delta * 4.0f;
- if( cl_invert_y ) input_y *= -1.0f;
+ if( k_invert_y ) input_y *= -1.0f;
angles[1] += input_y * sensitivity;
angles[1] = vg_clampf( angles[1], -VG_PIf*0.5f, VG_PIf*0.5f );