X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=player_common.c;h=43112f94cd7b12022b8f65dfd20472807d8cde75;hb=56f320d8ce6e8997370ec8e02fe50ca2d07b67f0;hp=3f8e7b11db12265c18f960de6076805572c95302;hpb=5a6199fecf8afcff4b4ef2d341a0dfd0e220420d;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/player_common.c b/player_common.c index 3f8e7b1..43112f9 100644 --- a/player_common.c +++ b/player_common.c @@ -19,6 +19,14 @@ VG_STATIC void player_vector_angles( v3f angles, v3f v, float C, float k ) 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 ) @@ -42,12 +50,14 @@ VG_STATIC void player_camera_portal_correction( player_instance *player ) m4x3_invert_affine( player->gate_waiting->transport, inverse ); m4x3_mulv( inverse, player->cam.pos, player->cam.pos ); +#if 0 /* 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] ); +#endif struct skeleton *sk = &player->playeravatar->sk; skeleton_apply_transform( sk, inverse ); @@ -59,52 +69,157 @@ 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 ); + 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){0.0f,1.8f,0.0f}, player->fpv_viewpoint ); + v3_copy( (v3f){-0.35f,0.0f,0.0f}, player->fpv_offset ); + v3_copy( (v3f){0.0f,1.4f,0.0f}, 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; - /* Blending */ player->camera_type_blend = vg_lerpf( player->camera_type_blend, - (player->camera_mode == k_cam_firstperson)? 1.0f: 0.0f, + (target_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_lerp( player->fpv_viewpoint_smooth, player->fpv_viewpoint, + vg.frame_delta * 8.0f, player->fpv_viewpoint_smooth ); - v3_copy( player->fpv_pos, p0 ); - v3_copy( player->fpv_angles, a0 ); + v3_lerp( player->fpv_offset_smooth, player->fpv_offset, + vg.frame_delta * 8.0f, player->fpv_offset_smooth ); - v3_lerp( p0, p1, player->camera_type_blend, player->cam.pos ); - camera_lerp_angles( a0, a1, player->camera_type_blend, player->cam.angles ); + 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( 118.0f, 90.0f, player->camera_type_blend ); + player->cam.fov = vg_lerpf( 97.0f, 118.0f, player->camera_type_blend ); - /* portal transitions */ - player_camera_portal_correction( player ); -} + /* + * first person camera + */ -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 ); + /* 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 ); - dir[1] *= 0.0f; + 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 ); - v3_muladds( subj, dir, -2.0f, player->follow_pos_target ); - player_vector_angles( player->follow_angles_target, dir, 1.0f, 0.2f ); + 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; + + /* portal transitions */ + player_camera_portal_correction( player ); } VG_STATIC void player_look( player_instance *player, v3f angles )