#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 )
{
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 */
float fov_skate = vg_lerpf( 97.0f, 135.0f, cl_fov ),
/* 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 );
v3f velocity_local;
* 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 =
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 */
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_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;
v2f mouse_input;
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( cl_invert_y )
- input[1] *= -1.0f;
+ 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] += input_y;
+ angles[1] = vg_clampf( angles[1], -VG_PIf*0.5f, VG_PIf*0.5f );
+}
- float input_y = player->input_js2v->axis.value * vg.time_delta * 4.0f;
- if( cl_invert_y )
- input_y *= -1.0f;
+struct player_board *player_get_player_board( struct player_instance *player )
+{
+ struct player_board *board = NULL;
- angles[1] += input_y;
+ 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 */