X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=player_common.c;h=169cbf4ba5f7640b0708f7c7966e1a0bba0c5a12;hb=cb1d2f9fbec8a274aaf7a80c5fb552b928148b1e;hp=5c5dda1fef5554398698b41437e16246688a9fca;hpb=a99e5f5d5c16a3e865796a96ad648e3c570d32ac;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/player_common.c b/player_common.c index 5c5dda1..169cbf4 100644 --- a/player_common.c +++ b/player_common.c @@ -5,10 +5,8 @@ #include "player.h" #include "conf.h" #include "input.h" - -VG_STATIC float - k_cam_spring = 20.0f, - k_cam_damp = 6.7f; +#include "menu.h" +#include "vg/vg_perlin.h" VG_STATIC void player_vector_angles( v3f angles, v3f v, float C, float k ) { @@ -48,7 +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 */ @@ -62,8 +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; @@ -123,8 +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 ); @@ -213,11 +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] = @@ -231,6 +240,35 @@ VG_STATIC void player__cam_iterate( player_instance *player ) 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; + + world_instance *world = player->viewable_world; + for( u32 i=0; ient_camera); i++ ){ + ent_camera *c = mdl_arritm(&world->ent_camera,i); + + f32 dist = v3_dist( c->transform.co, player->rb.co ); + + if( dist < min_dist ){ + min_dist = dist; + cam = c; + } + } + + if( cam ){ + player->cam.fov = cam->fov; + v3_copy( cam->transform.co, player->cam.pos ); + v3f v0; + 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 ); + player_vector_angles( player->cam.angles, v0, 1.0f, 0.0f ); + } + } + /* portal transitions */ player_camera_portal_correction( player ); } @@ -239,23 +277,23 @@ VG_STATIC void player_look( player_instance *player, v3f angles ) { 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( cl_invert_y ) - mouse_input[1] *= -1.0f; - v2_muladds( angles, mouse_input, 0.0025f, angles ); + if( k_invert_y ) mouse_input[1] *= -1.0f; + v2_muladds( angles, mouse_input, 0.0025f * sensitivity, angles ); v2f jlook; joystick_state( k_srjoystick_look, jlook ); - angles[0] += jlook[0] * vg.time_delta * 4.0f; + 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; + angles[1] += input_y * sensitivity; angles[1] = vg_clampf( angles[1], -VG_PIf*0.5f, VG_PIf*0.5f ); } @@ -264,9 +302,9 @@ struct player_board *player_get_player_board( struct player_instance *player ) struct player_board *board = NULL; if( localplayer.board_view_slot ){ - struct dynamic_board *vs = localplayer.board_view_slot; - if( vs->state == k_dynamic_board_state_loaded ){ - board = &vs->board; + struct cache_board *cache_view = localplayer.board_view_slot; + if( cache_view->state == k_cache_board_state_loaded ){ + board = &cache_view->board; } }