more refactors..
[carveJwlIkooP6JGAAIwe30JlM.git] / player_common.c
index b55187588a65b2c1a8c0afeb12dd544bf7450602..df219ef5423fe54fa8a8ecf13c647d3029dbc0f1 100644 (file)
@@ -119,8 +119,8 @@ VG_STATIC void player__cam_iterate( player_instance *player )
          vg.time_frame_delta * 8.0f, player->tpv_offset_smooth );
 
    /* fov -- simple blend */
-   float fov_skate = vg_lerpf( 97.0f, 135.0f, cl_fov ),
-         fov_walk  = vg_lerpf( 90.0f, 110.0f, cl_fov );
+   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 );
 
@@ -194,14 +194,23 @@ VG_STATIC void player__cam_iterate( player_instance *player )
    v3_lerp( player->tpv_lpf, pco, 20.0f*vg.time_frame_delta, player->tpv_lpf );
 
    /* now move into world */
+   v3f tpv_pos, tpv_offset, tpv_origin;
 
-   m3x3_mulv( player->basis, camera_follow_dir, camera_follow_dir );
-   v3f tpv_pos, tpv_offset;
+   /* origin */
+   q_mulv( pq, player->tpv_offset_smooth, tpv_origin );
+   v3_add( tpv_origin, player->tpv_lpf, tpv_origin );
 
-   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 );
+   /* 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_add( tpv_origin, tpv_offset, tpv_pos );
+   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 );
+   }
 
    /* 
     * Blend cameras 
@@ -241,9 +250,9 @@ VG_STATIC void player__cam_iterate( player_instance *player )
                                player->cam_override_strength );
 
 
-   if( cl_cinema >= 0.0001f ){
+   if( k_cinema >= 0.0001f ){
       ent_camera *cam = NULL;
-      f32 min_dist = cl_cinema;
+      f32 min_dist = k_cinema;
 
       world_instance *world = player->viewable_world;
       for( u32 i=0; i<mdl_arrcount(&world->ent_camera); i++ ){
@@ -261,7 +270,7 @@ VG_STATIC void player__cam_iterate( player_instance *player )
          player->cam.fov = cam->fov;
          v3_copy( cam->transform.co, player->cam.pos );
          v3f v0;
-         if( cl_cinema_fixed )
+         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 );
@@ -283,7 +292,7 @@ VG_STATIC void player_look( player_instance *player, v3f angles )
 
    v2f mouse_input;
    v2_copy( vg.mouse_delta, mouse_input );
-   if( cl_invert_y ) mouse_input[1] *= -1.0f;
+   if( k_invert_y ) mouse_input[1] *= -1.0f;
    v2_muladds( angles, mouse_input, 0.0025f * sensitivity, angles );
 
    v2f jlook;
@@ -291,24 +300,32 @@ VG_STATIC void player_look( player_instance *player, v3f angles )
 
    angles[0] += jlook[0] * vg.time_delta * 4.0f * sensitivity;
    float input_y = jlook[1] * vg.time_delta * 4.0f;
-   if( cl_invert_y ) input_y *= -1.0f;
+   if( k_invert_y ) input_y *= -1.0f;
 
    angles[1] += input_y * sensitivity;
    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;
-
+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 ){
-         board = &cache_view->board;
+         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 board;
+   return NULL;
 }
 
 #endif /* PLAYER_COMMON_C */