X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=player_common.c;h=110ee1640e33d0fd85816c44ee6d05a67a5b629d;hb=223e75026f958029f9664380ed20a5daa3ee2ae7;hp=4cb1a0bd77c5650187b7c884a365404fa1b5f15b;hpb=16f58e6b8d79762919000b9ae8266ad55a01a870;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/player_common.c b/player_common.c index 4cb1a0b..110ee16 100644 --- a/player_common.c +++ b/player_common.c @@ -3,6 +3,11 @@ #include "player.h" #include "conf.h" +#include "input.h" + +VG_STATIC float + k_cam_spring = 20.0f, + k_cam_damp = 6.7f; VG_STATIC void player_vector_angles( v3f angles, v3f v, float C, float k ) { @@ -85,17 +90,17 @@ VG_STATIC void player__cam_iterate( player_instance *player ) player->cam_velocity_influence_smooth = vg_lerpf( player->cam_velocity_influence_smooth, player->cam_velocity_influence, - vg.frame_delta * 8.0f ); + vg.time_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 ); + vg.time_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 ); + vg.time_frame_delta * 8.0f ); enum camera_mode target_mode = player->camera_mode; @@ -105,16 +110,16 @@ VG_STATIC void player__cam_iterate( player_instance *player ) player->camera_type_blend = vg_lerpf( player->camera_type_blend, (target_mode == k_cam_firstperson)? 1.0f: 0.0f, - 5.0f * vg.frame_delta ); + 5.0f * vg.time_frame_delta ); v3_lerp( player->fpv_viewpoint_smooth, player->fpv_viewpoint, - vg.frame_delta * 8.0f, player->fpv_viewpoint_smooth ); + vg.time_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 ); + vg.time_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 ); + vg.time_frame_delta * 8.0f, player->tpv_offset_smooth ); /* fov -- simple blend */ float fov_skate = vg_lerpf( 97.0f, 135.0f, cl_fov ), @@ -135,7 +140,7 @@ VG_STATIC void player__cam_iterate( player_instance *player ) /* angles */ v3f velocity_angles; - v3_lerp( player->cam_velocity_smooth, player->rb.v, 4.0f*vg.frame_delta, + v3_lerp( player->cam_velocity_smooth, player->rb.v, 4.0f*vg.time_frame_delta, player->cam_velocity_smooth ); v3f velocity_local; @@ -163,7 +168,7 @@ VG_STATIC void player__cam_iterate( player_instance *player ) * it is done in the local basis then transformed back */ v3f future; - v3_muls( player->rb.v, 0.4f*vg.frame_delta, future ); + v3_muls( player->rb.v, 0.4f*vg.time_frame_delta, future ); m3x3_mulv( player->invbasis, future, future ); v3f camera_follow_dir = @@ -189,7 +194,7 @@ VG_STATIC void player__cam_iterate( player_instance *player ) v3f pco; v4f pq; rb_extrapolate( &player->rb, pco, pq ); - v3_lerp( player->tpv_lpf, pco, 20.0f*vg.frame_delta, player->tpv_lpf ); + v3_lerp( player->tpv_lpf, pco, 20.0f*vg.time_frame_delta, player->tpv_lpf ); /* now move into world */ @@ -209,8 +214,8 @@ VG_STATIC void player__cam_iterate( player_instance *player ) 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_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; /* override camera */ @@ -222,6 +227,8 @@ VG_STATIC void player__cam_iterate( player_instance *player ) 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 ); /* portal transitions */ player_camera_portal_correction( player ); @@ -237,39 +244,15 @@ VG_STATIC void player_look( player_instance *player, v3f angles ) mouse_input[1] *= -1.0f; v2_muladds( angles, mouse_input, 0.0025f, angles ); - if( vg_input.controller_should_use_trackpad_look ){ - static v2f last_input; - static v2f vel; - static v2f vel_smooth; - - v2f input = { player->input_js2h->axis.value, - player->input_js2v->axis.value }; - - if( cl_invert_y ) - input[1] *= -1.0f; - - 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; + v2f jlook; + joystick_state( k_srjoystick_look, jlook ); - float input_y = player->input_js2v->axis.value * vg.time_delta * 4.0f; - if( cl_invert_y ) - input_y *= -1.0f; + angles[0] += jlook[0] * vg.time_delta * 4.0f; + float input_y = jlook[1] * vg.time_delta * 4.0f; + if( cl_invert_y ) + input_y *= -1.0f; - angles[1] += input_y; - } + angles[1] += input_y; angles[1] = vg_clampf( angles[1], -VG_PIf*0.5f, VG_PIf*0.5f ); }