X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=player_common.c;h=0c76d8df5496117dedfcde8e235279d1c35c10b1;hb=7fb47c3eb672f4468da8b5b452c09d44e1389d5f;hp=ee597d0271e4ba0c2cc3d65e310d62a6eb6da0ca;hpb=9d0ff08fef8507613586856de7ce25d43704db92;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/player_common.c b/player_common.c index ee597d0..0c76d8d 100644 --- a/player_common.c +++ b/player_common.c @@ -6,10 +6,7 @@ #include "conf.h" #include "input.h" #include "menu.h" - -VG_STATIC float - k_cam_spring = 20.0f, - k_cam_damp = 6.7f; +#include "vg/vg_perlin.h" VG_STATIC void player_vector_angles( v3f angles, v3f v, float C, float k ) { @@ -49,7 +46,7 @@ VG_STATIC void player_camera_portal_correction( player_instance *player ) vg_success( "Plane cleared\n" ); player_apply_transport_to_cam( player->gate_waiting->transport ); player->gate_waiting = NULL; - player->viewable_world = get_active_world(); + player->viewable_world = world_current_instance(); } else{ /* de-transform camera and player back */ @@ -63,8 +60,6 @@ VG_STATIC void player_camera_portal_correction( player_instance *player ) } } -static v3f TEMP_TPV_EXTRA; - VG_STATIC void player__cam_iterate( player_instance *player ) { struct player_avatar *av = player->playeravatar; @@ -214,11 +209,24 @@ VG_STATIC void player__cam_iterate( player_instance *player ) 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.time_frame_delta; - player->cam_land_punch_v += ( Fd + Fs ) * vg.time_frame_delta; - player->cam.angles[1] += player->cam_land_punch; + /* 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 ); /* override camera */ player->cam.angles[0] =