isolate world code
[carveJwlIkooP6JGAAIwe30JlM.git] / player_common.c
index 7a6861cdc537156d0b6de50bd63a59c01c7f4be4..43112f94cd7b12022b8f65dfd20472807d8cde75 100644 (file)
@@ -23,6 +23,7 @@ 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] );
 }
 
@@ -49,12 +50,14 @@ VG_STATIC void player_camera_portal_correction( player_instance *player )
          m4x3_invert_affine( player->gate_waiting->transport, inverse );
          m4x3_mulv( inverse, player->cam.pos, player->cam.pos );
 
+#if 0
          /* 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] );
+#endif
 
          struct skeleton *sk = &player->playeravatar->sk;
          skeleton_apply_transform( sk, inverse );
@@ -99,9 +102,14 @@ VG_STATIC void player__cam_iterate( player_instance *player )
          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, 
-                (player->camera_mode == k_cam_firstperson)? 1.0f: 0.0f,
+                (target_mode == k_cam_firstperson)? 1.0f: 0.0f,
                 5.0f * vg.frame_delta );
 
    v3_lerp( player->fpv_viewpoint_smooth, player->fpv_viewpoint,
@@ -114,6 +122,7 @@ VG_STATIC void player__cam_iterate( player_instance *player )
          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 );
 
    /* 
@@ -131,7 +140,10 @@ VG_STATIC void player__cam_iterate( player_instance *player )
    v3f velocity_angles;
    v3_lerp( player->cam_velocity_smooth, player->rb.v, 4.0f*vg.frame_delta, 
             player->cam_velocity_smooth );
-   player_vector_angles( velocity_angles, 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 );
 
@@ -149,10 +161,13 @@ VG_STATIC void player__cam_iterate( player_instance *player )
     */
 
    /* no idea what this technique is called, it acts like clamped position based 
-    * on some derivative of where the final camera would end up .... */
+    * 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] ),
@@ -167,14 +182,9 @@ VG_STATIC void player__cam_iterate( player_instance *player )
    follow_angles[0] = atan2f( -v0[0], v0[2] );
    follow_angles[1] = 0.3f + velocity_angles[1] * 0.2f;
 
-   float ya = atan2f
-      ( 
-          -player->cam_velocity_smooth[1], 
-           30.0f
-      );
+   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 );
@@ -184,13 +194,16 @@ VG_STATIC void player__cam_iterate( player_instance *player )
    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 
     */
@@ -198,77 +211,17 @@ VG_STATIC void player__cam_iterate( player_instance *player )
    v3_lerp( tpv_pos, fpv_pos, player->camera_type_blend, player->cam.pos );
    v3_copy( player->angles, player->cam.angles );
 
-#if 0
-   /* 
-    * Follow camera
-    */
-   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 );
-   
-   /*
-    * Fpv camera 
-    */
-   v3_lerp( player->fpv_offset, player->fpv_offset_target,
-            vg.frame_delta * 6.0f, player->fpv_offset );
-
-   /* 
-    * Mix follow / override cameras
-    */
-   player->camera_type_blend = 
-      vg_lerpf( player->camera_type_blend, 
-                (player->camera_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_copy( player->fpv_pos, p0 );
-   v3_copy( player->fpv_angles, a0 );
-
-   v3_lerp( p0, p1, player->camera_type_blend, player->cam.pos );
-   camera_lerp_angles( a0, a1, player->camera_type_blend, player->cam.angles );
 
-
-#endif
-   /* FIXME: cl_fov */
-
-#if 0
    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;
-#endif
 
    /* portal transitions */
    player_camera_portal_correction( player );
 }
 
-#if 0
-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 );
-
-   dir[1] *= 0.0f;
-
-   v3_muladds( subj, dir, -2.0f, player->follow_pos_target );
-   player_vector_angles( player->follow_angles_target, dir, 1.0f, 0.2f );
-}
-#endif
-
 VG_STATIC void player_look( player_instance *player, v3f angles )
 {
    angles[2] = 0.0f;