angles[1] = pitch;
}
+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 );
+ return atan2f( xz[0], xz[2] );
+}
+
VG_STATIC void player_camera_portal_correction( player_instance *player )
{
if( player->gate_waiting )
{
struct player_avatar *av = player->playeravatar;
+ 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 );
+ v3_copy( (v3f){-0.35f,0.0f,0.0f}, player->fpv_offset );
+ v3_copy( (v3f){0.0f,1.4f,0.0f}, player->tpv_offset );
+ }
+
+ player->cam_velocity_constant = 0.25f;
+ player->cam_velocity_coefficient = 0.7f;
+
+ /* lerping */
+
+ player->cam_velocity_influence_smooth = vg_lerpf(
+ player->cam_velocity_influence_smooth,
+ player->cam_velocity_influence,
+ vg.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 );
+
+ player->cam_velocity_constant_smooth = vg_lerpf(
+ player->cam_velocity_constant_smooth,
+ player->cam_velocity_constant,
+ vg.frame_delta * 8.0f );
+
+ 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 );
+
+ v3_lerp( player->fpv_viewpoint_smooth, player->fpv_viewpoint,
+ vg.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 );
+
+ v3_lerp( player->tpv_offset_smooth, player->tpv_offset,
+ vg.frame_delta * 8.0f, player->tpv_offset_smooth );
+
+ /* fov -- simple blend */
+ player->cam.fov = vg_lerpf( 97.0f, 118.0f, player->camera_type_blend );
+
+ /*
+ * first person camera
+ */
+
+ /* position */
+ v3f fpv_pos, fpv_offset;
+ m4x3_mulv( av->sk.final_mtx[ av->id_head-1 ],
+ player->fpv_viewpoint_smooth, fpv_pos );
+ m3x3_mulv( player->rb.to_world, player->fpv_offset_smooth, fpv_offset );
+ v3_add( fpv_offset, fpv_pos, fpv_pos );
+
+ /* angles */
+ 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,
+ player->cam_velocity_coefficient_smooth,
+ player->cam_velocity_constant_smooth );
+
+ float inf_fpv = player->cam_velocity_influence_smooth *
+ player->camera_type_blend,
+ inf_tpv = player->cam_velocity_influence_smooth *
+ (1.0f-player->camera_type_blend);
+
+ camera_lerp_angles( player->angles, velocity_angles,
+ inf_fpv,
+ player->angles );
+
+ /*
+ * Third person camera
+ */
+
+ /* no idea what this technique is called, it acts like clamped position based
+ * on some derivative of where the final camera would end up .... */
+
+ v3f future;
+ v3_muls( player->rb.v, 0.4f*vg.frame_delta, future );
+
+ v3f camera_follow_dir =
+ { -sinf( player->angles[0] ) * cosf( player->angles[1] ),
+ sinf( player->angles[1] ),
+ cosf( player->angles[0] ) * cosf( player->angles[1] ) };
+
+ v3f v0;
+ v3_sub( camera_follow_dir, future, v0 );
+
+ v3f follow_angles;
+ v3_copy( player->angles, follow_angles );
+ 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
+ );
+
+ 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 );
+
+ 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 );
+
+#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 );
- /* Blending */
+ /*
+ * Mix follow / override cameras
+ */
player->camera_type_blend =
vg_lerpf( player->camera_type_blend,
(player->camera_mode == k_cam_firstperson)? 1.0f: 0.0f,
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 */
- player->cam.fov = vg_lerpf( 118.0f, 90.0f, player->camera_type_blend );
+
+#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 )
{
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 )
{