dont remember
[carveJwlIkooP6JGAAIwe30JlM.git] / player_common.c
index 69d35aba2c3edc60dd30ecdaea3870884ac342c4..e0343a07aee2fca7ef644f73af9dcfabb7768882 100644 (file)
@@ -3,7 +3,219 @@
 
 #include "player.h"
 
-void player_look( player_instance *player, v3f angles )
+VG_STATIC void player_vector_angles( v3f angles, v3f v, float C, float k )
+{
+   float yaw = atan2f( v[0], -v[2] ),
+       pitch = atan2f
+               ( 
+                   -v[1], 
+                   sqrtf
+                   (
+                     v[0]*v[0] + v[2]*v[2]
+                   )
+               ) * C + k;
+
+   angles[0] = yaw;
+   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 );
+   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 )
+   {
+      /* construct plane equation for reciever gate */
+      v4f plane;
+      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] );
+
+      /* check camera polarity */
+      if( v3_dot( player->cam.pos, plane ) < plane[3] ) 
+      {
+         vg_success( "Plane cleared\n" );
+         player_apply_transport_to_cam( player->gate_waiting->transport );
+         player->gate_waiting = NULL;
+         player->viewable_world = get_active_world();
+      }
+      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 );
+
+         struct skeleton *sk = &player->playeravatar->sk;
+         skeleton_apply_transform( sk, inverse );
+      }
+   }
+}
+
+static v3f TEMP_TPV_EXTRA;
+
+VG_STATIC void player__cam_iterate( player_instance *player )
+{
+   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 );
+      v3_add( TEMP_TPV_EXTRA, player->tpv_offset, 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 );
+
+   enum camera_mode target_mode = player->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,
+                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 */
+   /* FIXME: cl_fov */
+   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 );
+
+   v3f velocity_local;
+   m3x3_mulv( player->invbasis, player->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,
+         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 ....
+    *
+    * it is done in the local basis then transformed back */
+
+   v3f future;
+   v3_muls( player->rb.v, 0.4f*vg.frame_delta, future );
+   m3x3_mulv( player->invbasis, future, 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( -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( player->tpv_lpf, pco, 20.0f*vg.frame_delta, player->tpv_lpf );
+
+   /* now move into world */
+
+   m3x3_mulv( player->basis, camera_follow_dir, camera_follow_dir );
+   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 );
+
+
+   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;
+
+   /* portal transitions */
+   player_camera_portal_correction( player );
+}
+
+VG_STATIC void player_look( player_instance *player, v3f angles )
 {
    angles[2] = 0.0f;
    v2_muladds( angles, vg.mouse_delta, 0.0025f, angles );