#include "ent_skateshop.h"
#include "player.h"
-#include "conf.h"
#include "input.h"
#include "menu.h"
#include "vg/vg_perlin.h"
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;
}
}
-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}, 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 );
+ 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}, 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 );
+ 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_constant,
vg.time_frame_delta * 8.0f );
- enum camera_mode target_mode = player->camera_mode;
+ enum camera_mode target_mode = cc->camera_mode;
if( player->subsystem == k_player_subsystem_dead )
target_mode = k_cam_thirdperson;
- player->camera_type_blend =
- vg_lerpf( player->camera_type_blend,
- (target_mode == k_cam_firstperson)? 1.0f: 0.0f,
+ 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( player->fpv_viewpoint_smooth, player->fpv_viewpoint,
- vg.time_frame_delta * 8.0f, player->fpv_viewpoint_smooth );
+ v3_lerp( cc->fpv_viewpoint_smooth, cc->fpv_viewpoint,
+ vg.time_frame_delta * 8.0f, cc->fpv_viewpoint_smooth );
- v3_lerp( player->fpv_offset_smooth, player->fpv_offset,
- vg.time_frame_delta * 8.0f, player->fpv_offset_smooth );
+ v3_lerp( cc->fpv_offset_smooth, cc->fpv_offset,
+ vg.time_frame_delta * 8.0f, cc->fpv_offset_smooth );
- v3_lerp( player->tpv_offset_smooth, player->tpv_offset,
- vg.time_frame_delta * 8.0f, player->tpv_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, player->camera_type_blend );
+ 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 ],
- player->fpv_viewpoint_smooth, fpv_pos );
- m3x3_mulv( player->rb.to_world, player->fpv_offset_smooth, fpv_offset );
+ 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( player->cam_velocity_smooth, player->rb.v, 4.0f*vg.time_frame_delta,
- player->cam_velocity_smooth );
+ 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, player->cam_velocity_smooth, 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 *
- player->camera_type_blend,
+ float inf_fpv = player->cam_velocity_influence_smooth * cc->camera_type_blend,
inf_tpv = player->cam_velocity_influence_smooth *
- (1.0f-player->camera_type_blend);
+ (1.0f-cc->camera_type_blend);
camera_lerp_angles( player->angles, velocity_angles,
inf_fpv,
v3f pco;
v4f pq;
rb_extrapolate( &player->rb, pco, pq );
- v3_lerp( player->tpv_lpf, pco, 20.0f*vg.time_frame_delta, player->tpv_lpf );
+ 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, player->tpv_offset_smooth, tpv_origin );
- v3_add( tpv_origin, player->tpv_lpf, tpv_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, player->cam_velocity_smooth, -0.025f, 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, player->camera_type_blend, player->cam.pos );
+ v3_lerp( tpv_pos, fpv_pos, cc->camera_type_blend, player->cam.pos );
v3_copy( player->angles, player->cam.angles );
/* Camera shake */
player->cam_land_punch_v );
v3_add( player->cam_land_punch, player->cam.pos, player->cam.pos );
- /* 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 );
-
-
if( k_cinema >= 0.0001f ){
ent_camera *cam = NULL;
f32 min_dist = k_cinema;
player_camera_portal_correction( player );
}
-VG_STATIC void player_look( player_instance *player, v3f angles )
-{
+VG_STATIC void player_look( v3f angles, float speed ){
if( vg_ui.wants_mouse ) return;
- float sensitivity = 1.0f-menu.factive;
-
angles[2] = 0.0f;
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 * sensitivity, angles );
+ v2_muladds( angles, mouse_input, 0.0025f * speed, angles );
v2f jlook;
joystick_state( k_srjoystick_look, jlook );
- angles[0] += jlook[0] * vg.time_delta * 4.0f * sensitivity;
- float input_y = jlook[1] * 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 * sensitivity;
+ angles[1] += input_y * speed;
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 ){
- if( localplayer.board_view_slot ){
- struct cache_board *cache_view = localplayer.board_view_slot;
- if( cache_view->state == k_cache_board_state_loaded ){
- return &cache_view->board;
- }
- }
-
- return NULL;
-}
-
-struct player_model *player_get_player_model( struct player_instance *player ){
- if( localplayer.playermodel_view_slot ){
- struct cache_playermodel *cache_view = localplayer.playermodel_view_slot;
- if( cache_view->state == k_cache_board_state_loaded ){
- return &cache_view->model;
- }
- }
-
- return NULL;
-}
-
#endif /* PLAYER_COMMON_C */