X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=player_common.c;h=259a7987fc6bd5adda266765ce0834fe58f8c6a0;hb=eb203257efcfe324217de9e733cc6c1371b99de6;hp=69d35aba2c3edc60dd30ecdaea3870884ac342c4;hpb=e3bf80ff27b675f5e7f87dcebd16fab6fe08df7a;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/player_common.c b/player_common.c index 69d35ab..259a798 100644 --- a/player_common.c +++ b/player_common.c @@ -3,13 +3,232 @@ #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){-0.15f,1.75f,0.0f}, player->fpv_viewpoint ); +#if 0 + v3_copy( (v3f){-0.35f,0.0f,0.0f}, player->fpv_offset ); +#endif + v3_copy( (v3f){0.0f,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, 128.0f, 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; + + /* override camera */ + player->cam.angles[0] = + vg_alerpf( player->cam.angles[0], player->cam_override_angles[0], + player->cam_override_strength ); + player->cam.angles[1] = + vg_lerpf ( player->cam.angles[1], player->cam_override_angles[1], + player->cam_override_strength ); + v3_lerp( player->cam.pos, player->cam_override_pos, + player->cam_override_strength, player->cam.pos ); + + /* 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 ); - if( vg_input.controller_should_use_trackpad_look ) - { + if( vg_input.controller_should_use_trackpad_look ){ static v2f last_input; static v2f vel; static v2f vel_smooth; @@ -17,13 +236,11 @@ void player_look( player_instance *player, v3f angles ) v2f input = { player->input_js2h->axis.value, player->input_js2v->axis.value }; - if( (v2_length2(last_input) > 0.001f) && (v2_length2(input) > 0.001f) ) - { + 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 - { + else{ v2_zero( vel ); } @@ -32,8 +249,7 @@ void player_look( player_instance *player, v3f angles ) v2_muladds( angles, vel_smooth, vg.time_delta, angles ); v2_copy( input, last_input ); } - else - { + else{ angles[0] += player->input_js2h->axis.value * vg.time_delta * 4.0f; angles[1] += player->input_js2v->axis.value * vg.time_delta * 4.0f; }