X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=player_common.c;h=3f8e7b11db12265c18f960de6076805572c95302;hb=5a6199fecf8afcff4b4ef2d341a0dfd0e220420d;hp=69d35aba2c3edc60dd30ecdaea3870884ac342c4;hpb=e3bf80ff27b675f5e7f87dcebd16fab6fe08df7a;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/player_common.c b/player_common.c index 69d35ab..3f8e7b1 100644 --- a/player_common.c +++ b/player_common.c @@ -3,7 +3,111 @@ #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 void player_camera_portal_correction( player_instance *player ) +{ + if( player->gate_waiting ) + { + /* construct plane equation for reciever gate */ + v4f plane; + v3_copy( player->gate_waiting->recv_to_world[2], plane ); + plane[3] = v3_dot( plane, player->gate_waiting->recv_to_world[3] ); + + /* 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; + } + 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 ); + + /* TODO: Find robust method for this */ + v3f fwd_dir = { cosf(player->cam.angles[0]), + 0.0f, + sinf(player->cam.angles[0])}; + m3x3_mulv( inverse, fwd_dir, fwd_dir ); + player->cam.angles[0] = atan2f( fwd_dir[2], fwd_dir[0] ); + + struct skeleton *sk = &player->playeravatar->sk; + skeleton_apply_transform( sk, inverse ); + } + } +} + +VG_STATIC void player__cam_iterate( player_instance *player ) +{ + struct player_avatar *av = player->playeravatar; + + v3_lerp( player->follow_pos, player->follow_pos_target, + vg.frame_delta * 15.0f, player->follow_pos ); + camera_lerp_angles( player->follow_angles, player->follow_angles_target, + vg.frame_delta * 18.0f, player->follow_angles ); + + /* Blending */ + player->camera_type_blend = + vg_lerpf( player->camera_type_blend, + (player->camera_mode == k_cam_firstperson)? 1.0f: 0.0f, + 5.0f * vg.frame_delta ); + float t = player->camera_type_blend; + + v3f p0, p1, a0, a1; + v3_lerp( player->follow_pos, player->override_pos, + player->cam_position_override_strength, p1 ); + camera_lerp_angles( player->follow_angles, player->override_angles, + player->cam_angles_override_strength, a1 ); + + v3_copy( player->fpv_pos, p0 ); + v3_copy( player->fpv_angles, a0 ); + + v3_lerp( p0, p1, player->camera_type_blend, player->cam.pos ); + camera_lerp_angles( a0, a1, player->camera_type_blend, player->cam.angles ); + + /* FIXME: cl_fov */ + player->cam.fov = vg_lerpf( 118.0f, 90.0f, player->camera_type_blend ); + + /* portal transitions */ + player_camera_portal_correction( player ); +} + +VG_STATIC void player_set_follower_subject( player_instance *player, + v3f subj ) +{ + v3f dir; + v3_sub( subj, player->follow_pos, dir ); + + if( v3_length2( dir ) < 0.1f*0.1f ) + v3_copy( (v3f){ 0.0f, 0.0f, 1.0f }, dir ); /* FIXME */ + else + v3_normalize( dir ); + + dir[1] *= 0.0f; + + v3_muladds( subj, dir, -2.0f, player->follow_pos_target ); + player_vector_angles( player->follow_angles_target, dir, 1.0f, 0.2f ); +} + +VG_STATIC void player_look( player_instance *player, v3f angles ) { angles[2] = 0.0f; v2_muladds( angles, vg.mouse_delta, 0.0025f, angles );