#ifndef PLAYER_COMMON_C
#define PLAYER_COMMON_C
+#include "ent_skateshop.h"
#include "player.h"
+#include "input.h"
+#include "menu.h"
+#include "vg/vg_perlin.h"
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] );
+
+ f32 pol = v3_dot( player->cam.pos, plane ) - plane[3];
/* check camera polarity */
- if( v3_dot( player->cam.pos, plane ) < plane[3] )
- {
+ if( (pol < 0.0f) || (pol > 5.0f) ) {
vg_success( "Plane cleared\n" );
player_apply_transport_to_cam( player->gate_waiting->transport );
player->gate_waiting = NULL;
+ player->viewable_world = world_current_instance();
}
- 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 );
}
}
}
-VG_STATIC void player__cam_iterate( player_instance *player )
-{
+VG_STATIC void player__cam_iterate( player_instance *player ){
struct player_avatar *av = player->playeravatar;
+ struct player_cam_controller *cc = &player->cam_control;
+
+ if( player->subsystem == k_player_subsystem_walk ){
+ v3_copy( (v3f){-0.1f,1.8f,0.0f}, cc->fpv_viewpoint );
+ v3_copy( (v3f){0.0f,0.0f,0.0f}, cc->fpv_offset );
+ v3_copy( (v3f){0.0f,1.4f,0.0f}, cc->tpv_offset );
+ }
+ else{
+ v3_copy( (v3f){-0.15f,1.75f,0.0f}, cc->fpv_viewpoint );
+ v3_copy( (v3f){0.0f,0.0f,0.0f}, cc->fpv_offset );
+ v3_copy( (v3f){0.0f,1.4f,0.0f}, cc->tpv_offset );
+ v3_add( cc->tpv_offset_extra, cc->tpv_offset, cc->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.time_frame_delta * 8.0f );
+
+ player->cam_velocity_coefficient_smooth = vg_lerpf(
+ player->cam_velocity_coefficient_smooth,
+ player->cam_velocity_coefficient,
+ vg.time_frame_delta * 8.0f );
+
+ player->cam_velocity_constant_smooth = vg_lerpf(
+ player->cam_velocity_constant_smooth,
+ player->cam_velocity_constant,
+ vg.time_frame_delta * 8.0f );
+
+ enum camera_mode target_mode = cc->camera_mode;
+
+ if( player->subsystem == k_player_subsystem_dead )
+ target_mode = k_cam_thirdperson;
+
+ cc->camera_type_blend =
+ vg_lerpf( cc->camera_type_blend,
+ (target_mode == k_cam_firstperson)? 1.0f: 0.0f,
+ 5.0f * vg.time_frame_delta );
+
+ v3_lerp( cc->fpv_viewpoint_smooth, cc->fpv_viewpoint,
+ vg.time_frame_delta * 8.0f, cc->fpv_viewpoint_smooth );
+
+ v3_lerp( cc->fpv_offset_smooth, cc->fpv_offset,
+ vg.time_frame_delta * 8.0f, cc->fpv_offset_smooth );
+
+ v3_lerp( cc->tpv_offset_smooth, cc->tpv_offset,
+ vg.time_frame_delta * 8.0f, cc->tpv_offset_smooth );
+
+ /* fov -- simple blend */
+ float fov_skate = vg_lerpf( 97.0f, 135.0f, k_fov ),
+ fov_walk = vg_lerpf( 90.0f, 110.0f, k_fov );
+
+ player->cam.fov = vg_lerpf( fov_walk, fov_skate, cc->camera_type_blend );
+
+ /*
+ * first person camera
+ */
+
+ /* position */
+ v3f fpv_pos, fpv_offset;
+ m4x3_mulv( av->sk.final_mtx[ av->id_head-1 ],
+ cc->fpv_viewpoint_smooth, fpv_pos );
+ m3x3_mulv( player->rb.to_world, cc->fpv_offset_smooth, fpv_offset );
+ v3_add( fpv_offset, fpv_pos, fpv_pos );
+
+ /* angles */
+ v3f velocity_angles;
+ v3_lerp( cc->cam_velocity_smooth, player->rb.v, 4.0f*vg.time_frame_delta,
+ cc->cam_velocity_smooth );
+
+ v3f velocity_local;
+ m3x3_mulv( player->invbasis, cc->cam_velocity_smooth, velocity_local );
+ player_vector_angles( velocity_angles, velocity_local,
+ player->cam_velocity_coefficient_smooth,
+ player->cam_velocity_constant_smooth );
+
+ float inf_fpv = player->cam_velocity_influence_smooth * cc->camera_type_blend,
+ inf_tpv = player->cam_velocity_influence_smooth *
+ (1.0f-cc->camera_type_blend);
+
+ camera_lerp_angles( player->angles, velocity_angles,
+ inf_fpv,
+ player->angles );
- 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 );
+ /*
+ * Third person camera
+ */
- /* Blending */
- 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;
+ /* no idea what this technique is called, it acts like clamped position based
+ * on some derivative of where the final camera would end up ....
+ *
+ * it is done in the local basis then transformed back */
- 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 );
+ v3f future;
+ v3_muls( player->rb.v, 0.4f*vg.time_frame_delta, future );
+ m3x3_mulv( player->invbasis, future, future );
- v3_copy( player->fpv_pos, p0 );
- v3_copy( player->fpv_angles, a0 );
+ v3f camera_follow_dir =
+ { -sinf( player->angles[0] ) * cosf( player->angles[1] ),
+ sinf( player->angles[1] ),
+ cosf( player->angles[0] ) * cosf( player->angles[1] ) };
- v3_lerp( p0, p1, player->camera_type_blend, player->cam.pos );
- camera_lerp_angles( a0, a1, player->camera_type_blend, player->cam.angles );
+ v3f v0;
+ v3_sub( camera_follow_dir, future, v0 );
- /* FIXME: cl_fov */
- player->cam.fov = vg_lerpf( 118.0f, 90.0f, player->camera_type_blend );
+ 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( -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( cc->tpv_lpf, pco, 20.0f*vg.time_frame_delta, cc->tpv_lpf );
+
+ /* now move into world */
+ v3f tpv_pos, tpv_offset, tpv_origin;
+
+ /* origin */
+ q_mulv( pq, cc->tpv_offset_smooth, tpv_origin );
+ v3_add( tpv_origin, cc->tpv_lpf, tpv_origin );
+
+ /* offset */
+ m3x3_mulv( player->basis, camera_follow_dir, camera_follow_dir );
+ v3_muls( camera_follow_dir, 1.8f, tpv_offset );
+ v3_muladds( tpv_offset, cc->cam_velocity_smooth, -0.025f, tpv_offset );
+
+ v3_add( tpv_origin, tpv_offset, tpv_pos );
+#if 0
+ f32 t; v3f n;
+ if( spherecast_world( world_current_instance(), tpv_origin, tpv_pos,
+ 0.2f, &t, n ) != -1 ){
+ v3_lerp( tpv_origin, tpv_pos, t, tpv_pos );
+ }
+#endif
+
+ /*
+ * Blend cameras
+ */
+ v3_lerp( tpv_pos, fpv_pos, cc->camera_type_blend, player->cam.pos );
+ v3_copy( player->angles, player->cam.angles );
+
+ /* 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 );
+
+ if( k_cinema >= 0.0001f ){
+ ent_camera *cam = NULL;
+ f32 min_dist = k_cinema;
+
+ world_instance *world = player->viewable_world;
+ for( u32 i=0; i<mdl_arrcount(&world->ent_camera); i++ ){
+ ent_camera *c = mdl_arritm(&world->ent_camera,i);
+
+ f32 dist = v3_dist( c->transform.co, player->rb.co );
+
+ if( dist < min_dist ){
+ min_dist = dist;
+ cam = c;
+ }
+ }
+
+ if( cam ){
+ player->cam.fov = cam->fov;
+ v3_copy( cam->transform.co, player->cam.pos );
+ v3f v0;
+ if( k_cinema_fixed )
+ mdl_transform_vector( &cam->transform, (v3f){0.0f,-1.0f,0.0f}, v0 );
+ else v3_sub( player->rb.co, cam->transform.co, v0 );
+ m3x3_mulv( player->invbasis, v0, v0 );
+ player_vector_angles( player->cam.angles, v0, 1.0f, 0.0f );
+ }
+ }
/* portal transitions */
player_camera_portal_correction( player );
}
-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 );
-}
+VG_STATIC void player_look( v3f angles, float speed ){
+ if( vg_ui.wants_mouse ) return;
-VG_STATIC void player_look( player_instance *player, v3f angles )
-{
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( k_invert_y ) mouse_input[1] *= -1.0f;
+ v2_muladds( angles, mouse_input, 0.0025f * speed, 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 );
- }
-
- 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[0] += jlook[0] * vg.time_frame_delta * 4.0f * speed;
+ float input_y = jlook[1] * vg.time_frame_delta * 4.0f;
+ if( k_invert_y ) input_y *= -1.0f;
+ angles[1] += input_y * speed;
angles[1] = vg_clampf( angles[1], -VG_PIf*0.5f, VG_PIf*0.5f );
}