#include "player.h"
#include "conf.h"
#include "input.h"
-
-VG_STATIC float
- k_cam_spring = 20.0f,
- k_cam_damp = 6.7f;
+#include "menu.h"
+#include "vg/vg_perlin.h"
VG_STATIC void player_vector_angles( v3f angles, v3f v, float C, float k )
{
vg_success( "Plane cleared\n" );
player_apply_transport_to_cam( player->gate_waiting->transport );
player->gate_waiting = NULL;
- player->viewable_world = get_active_world();
+ player->viewable_world = world_current_instance();
}
else{
/* de-transform camera and player back */
}
}
-static v3f TEMP_TPV_EXTRA;
-
VG_STATIC void player__cam_iterate( player_instance *player )
{
struct player_avatar *av = player->playeravatar;
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] =
{
if( vg_ui.wants_mouse ) return;
+ float sensitivity = 1.0f-menu.factive;
+
angles[2] = 0.0f;
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( cl_invert_y ) mouse_input[1] *= -1.0f;
+ v2_muladds( angles, mouse_input, 0.0025f * sensitivity, angles );
v2f jlook;
joystick_state( k_srjoystick_look, jlook );
- angles[0] += jlook[0] * vg.time_delta * 4.0f;
+ 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( cl_invert_y ) input_y *= -1.0f;
- angles[1] += input_y;
+ angles[1] += input_y * sensitivity;
angles[1] = vg_clampf( angles[1], -VG_PIf*0.5f, VG_PIf*0.5f );
}
struct player_board *board = NULL;
if( localplayer.board_view_slot ){
- struct dynamic_board *vs = localplayer.board_view_slot;
- if( vs->state == k_dynamic_board_state_loaded ){
- board = &vs->board;
+ struct cache_board *cache_view = localplayer.board_view_slot;
+ if( cache_view->state == k_cache_board_state_loaded ){
+ board = &cache_view->board;
}
}