#ifndef PLAYER_COMMON_C
#define PLAYER_COMMON_C
+#include "ent_skateshop.h"
#include "player.h"
+#include "conf.h"
+#include "input.h"
+
+VG_STATIC float
+ k_cam_spring = 20.0f,
+ k_cam_damp = 6.7f;
VG_STATIC void player_vector_angles( v3f angles, v3f v, float C, float k )
{
angles[0] = yaw;
angles[1] = pitch;
+ angles[2] = 0.0f;
}
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 )
- {
+ if( player->gate_waiting ){
/* construct plane equation for reciever gate */
v4f plane;
- v3_copy( player->gate_waiting->recv_to_world[2], plane );
- plane[3] = v3_dot( plane, player->gate_waiting->recv_to_world[3] );
+ 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 );
m4x3_mulv( inverse, player->cam.pos, player->cam.pos );
- /* 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] );
-
struct skeleton *sk = &player->playeravatar->sk;
skeleton_apply_transform( sk, inverse );
}
}
}
+static v3f TEMP_TPV_EXTRA;
+
VG_STATIC void player__cam_iterate( player_instance *player )
{
struct player_avatar *av = player->playeravatar;
- if( player->subsystem == k_player_subsystem_walk )
- {
+ 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 );
+ else{
+ 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
+ v3_copy( (v3f){0.0f,0.0f,0.0f}, player->fpv_offset );
v3_copy( (v3f){0.0f,1.4f,0.0f}, player->tpv_offset );
+ v3_add( TEMP_TPV_EXTRA, player->tpv_offset, player->tpv_offset );
}
player->cam_velocity_constant = 0.25f;
player->cam_velocity_influence_smooth = vg_lerpf(
player->cam_velocity_influence_smooth,
player->cam_velocity_influence,
- vg.frame_delta * 8.0f );
+ vg.time_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 );
+ vg.time_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 );
+ vg.time_frame_delta * 8.0f );
enum camera_mode target_mode = player->camera_mode;
player->camera_type_blend =
vg_lerpf( player->camera_type_blend,
(target_mode == k_cam_firstperson)? 1.0f: 0.0f,
- 5.0f * vg.frame_delta );
+ 5.0f * vg.time_frame_delta );
v3_lerp( player->fpv_viewpoint_smooth, player->fpv_viewpoint,
- vg.frame_delta * 8.0f, player->fpv_viewpoint_smooth );
+ vg.time_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 );
+ vg.time_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 );
+ vg.time_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 );
+ 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
/* angles */
v3f velocity_angles;
- v3_lerp( player->cam_velocity_smooth, player->rb.v, 4.0f*vg.frame_delta,
+ v3_lerp( player->cam_velocity_smooth, player->rb.v, 4.0f*vg.time_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 );
*/
/* 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 );
+ v3_muls( player->rb.v, 0.4f*vg.time_frame_delta, future );
+ m3x3_mulv( player->invbasis, future, future );
v3f camera_follow_dir =
{ -sinf( player->angles[0] ) * cosf( player->angles[1] ),
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 );
v3f pco;
v4f pq;
rb_extrapolate( &player->rb, pco, pq );
- v3_lerp( player->tpv_lpf, pco, 20.0f*vg.frame_delta, player->tpv_lpf );
+ v3_lerp( player->tpv_lpf, pco, 20.0f*vg.time_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_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;
+ /* 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 );
+ player->cam.fov = vg_lerpf( player->cam.fov, player->cam_override_fov,
+ player->cam_override_strength );
+
/* portal transitions */
player_camera_portal_correction( player );
}
VG_STATIC void player_look( player_instance *player, v3f angles )
{
+ if( vg_ui.wants_mouse ) return;
+
angles[2] = 0.0f;
- v2_muladds( angles, vg.mouse_delta, 0.0025f, angles );
- if( vg_input.controller_should_use_trackpad_look )
- {
- static v2f last_input;
- static v2f vel;
- static v2f vel_smooth;
+ 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 );
- v2f input = { player->input_js2h->axis.value,
- player->input_js2v->axis.value };
+ v2f jlook;
+ joystick_state( k_srjoystick_look, jlook );
- 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
- {
- v2_zero( vel );
- }
+ angles[0] += jlook[0] * vg.time_delta * 4.0f;
+ float input_y = jlook[1] * vg.time_delta * 4.0f;
+ if( cl_invert_y )
+ input_y *= -1.0f;
- v2_lerp( vel_smooth, vel, vg.time_delta*8.0f, vel_smooth );
-
- v2_muladds( angles, vel_smooth, vg.time_delta, angles );
- v2_copy( input, last_input );
- }
- 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;
+ angles[1] += input_y;
+ angles[1] = vg_clampf( angles[1], -VG_PIf*0.5f, VG_PIf*0.5f );
+}
+
+struct player_board *player_get_player_board( struct player_instance *player )
+{
+ 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;
+ }
}
- angles[1] = vg_clampf( angles[1], -VG_PIf*0.5f, VG_PIf*0.5f );
+ return board;
}
#endif /* PLAYER_COMMON_C */