X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=player_common.c;h=169cbf4ba5f7640b0708f7c7966e1a0bba0c5a12;hb=cb1d2f9fbec8a274aaf7a80c5fb552b928148b1e;hp=c9cf3b7388e1bee9d7966764d4920b0dc760682f;hpb=b8d9653b23cc9d09608e05f08020fb923b3305ac;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/player_common.c b/player_common.c index c9cf3b7..169cbf4 100644 --- a/player_common.c +++ b/player_common.c @@ -6,6 +6,7 @@ #include "conf.h" #include "input.h" #include "menu.h" +#include "vg/vg_perlin.h" VG_STATIC void player_vector_angles( v3f angles, v3f v, float C, float k ) { @@ -118,8 +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 ); @@ -208,6 +209,15 @@ 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 ); + /* 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 ); @@ -230,6 +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 ); } @@ -244,7 +283,7 @@ 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; @@ -252,7 +291,7 @@ 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 );