X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=player_common.c;h=259a7987fc6bd5adda266765ce0834fe58f8c6a0;hb=eb203257efcfe324217de9e733cc6c1371b99de6;hp=a7c42035af4c62c0734a0df048dda5d07be1493f;hpb=8f83be5a31728cd6bf95020e729367cc44308763;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/player_common.c b/player_common.c index a7c4203..259a798 100644 --- a/player_common.c +++ b/player_common.c @@ -29,23 +29,20 @@ VG_STATIC float player_get_heading_yaw( player_instance *player ) VG_STATIC void player_camera_portal_correction( player_instance *player ) { - if( player->gate_waiting ) - { + 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] ) - { + 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 - { + else{ /* de-transform camera and player back */ m4x3f inverse; m4x3_invert_affine( player->gate_waiting->transport, inverse ); @@ -203,17 +200,25 @@ VG_STATIC void player__cam_iterate( player_instance *player ) /* * 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 ); } @@ -223,8 +228,7 @@ 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; @@ -232,13 +236,11 @@ VG_STATIC 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 ); } @@ -247,8 +249,7 @@ VG_STATIC 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; }