X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=player_common.c;h=6ab378d6039d8317ea3cbdc774a7c9bb168f4155;hb=8d336ea2cde7c596296dbaf0d3ce27a82c6c6cf0;hp=3f8e7b11db12265c18f960de6076805572c95302;hpb=5a6199fecf8afcff4b4ef2d341a0dfd0e220420d;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/player_common.c b/player_common.c index 3f8e7b1..6ab378d 100644 --- a/player_common.c +++ b/player_common.c @@ -1,148 +1,290 @@ -#ifndef PLAYER_COMMON_C -#define PLAYER_COMMON_C - +#include "ent_skateshop.h" #include "player.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 ) +float player_get_heading_yaw(void) { - 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; + v3f xz; + q_mulv( localplayer.rb.q, (v3f){ 0.0f,0.0f,1.0f }, xz ); + return atan2f( xz[0], xz[2] ); } -VG_STATIC void player_camera_portal_correction( player_instance *player ) +static void player_camera_portal_correction(void) { - if( player->gate_waiting ) - { + if( localplayer.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] ); + q_mulv( localplayer.gate_waiting->q[1], (v3f){0.0f,0.0f,1.0f}, plane ); + plane[3] = v3_dot( plane, localplayer.gate_waiting->co[1] ); - /* check camera polarity */ - if( v3_dot( player->cam.pos, plane ) < plane[3] ) - { + f32 pol = v3_dot( localplayer.cam.pos, plane ) - plane[3]; + + int cleared = (pol < 0.0f) || (pol > 5.0f); + + if( cleared ){ vg_success( "Plane cleared\n" ); - player_apply_transport_to_cam( player->gate_waiting->transport ); - player->gate_waiting = NULL; } - else + + m4x3f inverse; + m4x3_invert_affine( localplayer.gate_waiting->transport, inverse ); + + /* de-transform camera and player back */ + v3f v0; + m4x3_mulv( inverse, localplayer.cam.pos, localplayer.cam.pos ); + v3_angles_vector( localplayer.cam.angles, v0 ); + m3x3_mulv( inverse, v0, v0 ); + v3_angles( v0, localplayer.cam.angles ); + + skeleton_apply_transform( &localplayer.skeleton, inverse, + localplayer.final_mtx ); + + /* record and re-put things again */ + if( cleared ) { - /* 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 ); + skaterift_record_frame( &player_replay.local, 1 ); + localplayer.deferred_frame_record = 1; + + skeleton_apply_transform( &localplayer.skeleton, + localplayer.gate_waiting->transport, + localplayer.final_mtx ); + + m4x3_mulv( localplayer.gate_waiting->transport, + localplayer.cam.pos, localplayer.cam.pos ); + v3_angles_vector( localplayer.cam.angles, v0 ); + m3x3_mulv( localplayer.gate_waiting->transport, v0, v0 ); + v3_angles( v0, localplayer.cam.angles ); + player_apply_transport_to_cam( localplayer.gate_waiting->transport ); + localplayer.gate_waiting = NULL; } } } -VG_STATIC void player__cam_iterate( player_instance *player ) +void player__cam_iterate(void) { - struct player_avatar *av = player->playeravatar; + struct player_cam_controller *cc = &localplayer.cam_control; + + if( localplayer.subsystem == k_player_subsystem_walk ){ + v3_copy( (v3f){-0.1f,1.8f,0.0f}, cc->fpv_viewpoint ); + v3_copy( (v3f){0.0f,0.0f,0.0f}, cc->fpv_offset ); + v3_copy( (v3f){0.0f,1.8f,0.0f}, cc->tpv_offset ); + } + else if( localplayer.subsystem == k_player_subsystem_glide ){ + v3_copy( (v3f){-0.15f,1.75f,0.0f}, cc->fpv_viewpoint ); + v3_copy( (v3f){0.0f,0.0f,0.0f}, cc->fpv_offset ); + v3_copy( (v3f){0.0f,-1.0f,0.0f}, cc->tpv_offset ); + v3_add( cc->tpv_offset_extra, cc->tpv_offset, cc->tpv_offset ); + } + else{ + v3_copy( (v3f){-0.15f,1.75f,0.0f}, cc->fpv_viewpoint ); + v3_copy( (v3f){0.0f,0.0f,0.0f}, cc->fpv_offset ); + + f32 h = vg_lerpf( 0.4f, 1.4f, k_cam_height ); + v3_copy( (v3f){0.0f,h,0.0f}, cc->tpv_offset ); + v3_add( cc->tpv_offset_extra, cc->tpv_offset, cc->tpv_offset ); + } + + localplayer.cam_velocity_constant = 0.25f; + localplayer.cam_velocity_coefficient = 0.7f; + + /* lerping */ + + if( localplayer.cam_dist_smooth == 0.0f ){ + localplayer.cam_dist_smooth = localplayer.cam_dist; + } + else { + localplayer.cam_dist_smooth = vg_lerpf( + localplayer.cam_dist_smooth, + localplayer.cam_dist, + vg.time_frame_delta * 8.0f ); + } + + localplayer.cam_velocity_influence_smooth = vg_lerpf( + localplayer.cam_velocity_influence_smooth, + localplayer.cam_velocity_influence, + vg.time_frame_delta * 8.0f ); + + localplayer.cam_velocity_coefficient_smooth = vg_lerpf( + localplayer.cam_velocity_coefficient_smooth, + localplayer.cam_velocity_coefficient, + vg.time_frame_delta * 8.0f ); + + localplayer.cam_velocity_constant_smooth = vg_lerpf( + localplayer.cam_velocity_constant_smooth, + localplayer.cam_velocity_constant, + vg.time_frame_delta * 8.0f ); + + enum camera_mode target_mode = cc->camera_mode; + + if( localplayer.subsystem == k_player_subsystem_dead ) + target_mode = k_cam_thirdperson; + + cc->camera_type_blend = + vg_lerpf( cc->camera_type_blend, + (target_mode == k_cam_firstperson)? 1.0f: 0.0f, + 5.0f * vg.time_frame_delta ); + + v3_lerp( cc->fpv_viewpoint_smooth, cc->fpv_viewpoint, + vg.time_frame_delta * 8.0f, cc->fpv_viewpoint_smooth ); + + v3_lerp( cc->fpv_offset_smooth, cc->fpv_offset, + vg.time_frame_delta * 8.0f, cc->fpv_offset_smooth ); + + v3_lerp( cc->tpv_offset_smooth, cc->tpv_offset, + vg.time_frame_delta * 8.0f, cc->tpv_offset_smooth ); + + /* fov -- simple blend */ + float fov_skate = vg_lerpf( 97.0f, 135.0f, k_fov ), + fov_walk = vg_lerpf( 90.0f, 110.0f, k_fov ); + + localplayer.cam.fov = vg_lerpf( fov_walk, fov_skate, cc->camera_type_blend ); - 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 ); + /* + * first person camera + */ - /* 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; + /* position */ + v3f fpv_pos, fpv_offset; + m4x3_mulv( localplayer.final_mtx[ localplayer.id_head-1 ], + cc->fpv_viewpoint_smooth, fpv_pos ); + m3x3_mulv( localplayer.rb.to_world, cc->fpv_offset_smooth, fpv_offset ); + v3_add( fpv_offset, fpv_pos, fpv_pos ); - 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 ); + /* angles */ + v3f velocity_angles; + v3_lerp( cc->cam_velocity_smooth, localplayer.rb.v, 4.0f*vg.time_frame_delta, + cc->cam_velocity_smooth ); - v3_copy( player->fpv_pos, p0 ); - v3_copy( player->fpv_angles, a0 ); + v3_angles( cc->cam_velocity_smooth, velocity_angles ); + velocity_angles[1] *= localplayer.cam_velocity_coefficient_smooth; + velocity_angles[1] += localplayer.cam_velocity_constant_smooth; - v3_lerp( p0, p1, player->camera_type_blend, player->cam.pos ); - camera_lerp_angles( a0, a1, player->camera_type_blend, player->cam.angles ); + float inf_fpv = localplayer.cam_velocity_influence_smooth * + cc->camera_type_blend, + inf_tpv = localplayer.cam_velocity_influence_smooth * + (1.0f-cc->camera_type_blend); - /* FIXME: cl_fov */ - player->cam.fov = vg_lerpf( 118.0f, 90.0f, player->camera_type_blend ); + vg_camera_lerp_angles( localplayer.angles, velocity_angles, + inf_fpv, + localplayer.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( localplayer.rb.v, 0.4f*vg.time_frame_delta, future ); + + v3f camera_follow_dir = + { -sinf( localplayer.angles[0] ) * cosf( localplayer.angles[1] ), + sinf( localplayer.angles[1] ), + cosf( localplayer.angles[0] ) * cosf( localplayer.angles[1] ) }; + + v3f v0; + v3_sub( camera_follow_dir, future, v0 ); + + v3f follow_angles; + v3_copy( localplayer.angles, follow_angles ); + follow_angles[0] = atan2f( -v0[0], v0[2] ); + follow_angles[1] = 0.3f + velocity_angles[1] * 0.2f; + + float ya = atan2f( -cc->cam_velocity_smooth[1], 30.0f ); + + follow_angles[1] = 0.3f + ya; + vg_camera_lerp_angles( localplayer.angles, follow_angles, + inf_tpv, + localplayer.angles ); + + v3f pco; + v4f pq; + rb_extrapolate( &localplayer.rb, pco, pq ); + v3_muladds( pco, localplayer.holdout_pose.root_co, + localplayer.holdout_time, pco ); + v3_lerp( cc->tpv_lpf, pco, 20.0f*vg.time_frame_delta, cc->tpv_lpf ); + + /* now move into world */ + v3f tpv_pos, tpv_offset, tpv_origin; + + /* TODO: whats up with CC and not CC but both sets of variables are doing + * the same ideas just saved in different places? + */ + /* origin */ + q_mulv( pq, cc->tpv_offset_smooth, tpv_origin ); + v3_add( tpv_origin, cc->tpv_lpf, tpv_origin ); + + /* offset */ + v3_muls( camera_follow_dir, localplayer.cam_dist_smooth, tpv_offset ); + v3_muladds( tpv_offset, cc->cam_velocity_smooth, -0.025f, tpv_offset ); + + v3_add( tpv_origin, tpv_offset, tpv_pos ); + +#if 0 + if( localplayer.subsystem == k_player_subsystem_walk ) + { + v3f fwd, right; + v3_angles_vector( localplayer.angles, fwd ); + v3_cross( fwd, (v3f){0,1.001f,0}, right ); + right[1] = 0.0f; + v3_normalize( right ); + v3_muladds( tpv_pos, right, 0.5f, tpv_pos ); + } +#endif + + /* + * Blend cameras + */ + v3_lerp( tpv_pos, fpv_pos, cc->camera_type_blend, localplayer.cam.pos ); + v3_copy( localplayer.angles, localplayer.cam.angles ); + + /* Camera shake */ + f32 speed = v3_length(localplayer.rb.v), + strength = k_cam_shake_strength * speed; + localplayer.cam_trackshake += + speed*k_cam_shake_trackspeed*vg.time_frame_delta; + + v2f rnd = {vg_perlin_fract_1d( localplayer.cam_trackshake, 1.0f, 4, 20 ), + vg_perlin_fract_1d( localplayer.cam_trackshake, 1.0f, 4, 63 ) }; + v2_muladds( localplayer.cam.angles, rnd, strength, localplayer.cam.angles ); + + v3f Fd, Fs, F; + v3_muls( localplayer.cam_land_punch_v, -k_cam_damp, Fd ); + v3_muls( localplayer.cam_land_punch, -k_cam_spring, Fs ); + v3_muladds( localplayer.cam_land_punch, localplayer.cam_land_punch_v, + vg.time_frame_delta, localplayer.cam_land_punch ); + v3_add( Fd, Fs, F ); + v3_muladds( localplayer.cam_land_punch_v, F, vg.time_frame_delta, + localplayer.cam_land_punch_v ); + v3_add( localplayer.cam_land_punch, localplayer.cam.pos, + localplayer.cam.pos ); /* portal transitions */ - player_camera_portal_correction( player ); + player_camera_portal_correction(); } -VG_STATIC void player_set_follower_subject( player_instance *player, - v3f subj ) +void player_look( v3f angles, float speed ) { - 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 ); -} + if( vg_ui.wants_mouse ) return; -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 ) - { - static v2f last_input; - static v2f vel; - static v2f vel_smooth; - v2f input = { player->input_js2h->axis.value, - player->input_js2v->axis.value }; + v2f mouse_input; + v2_copy( vg.mouse_delta, mouse_input ); + if( k_invert_y ) mouse_input[1] *= -1.0f; + v2_muladds( angles, mouse_input, 0.0025f * speed, angles ); - 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 - { - v2_zero( vel ); - } + v2f jlook; + joystick_state( k_srjoystick_look, jlook ); - v2_lerp( vel_smooth, vel, vg.time_delta*8.0f, vel_smooth ); - - v2_muladds( angles, vel_smooth, vg.time_delta, angles ); - v2_copy( input, last_input ); - } - 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; - } + angles[0] += jlook[0] * vg.time_frame_delta * 4.0f * speed; + float input_y = jlook[1] * vg.time_frame_delta * 4.0f; + if( k_invert_y ) input_y *= -1.0f; + angles[1] += input_y * speed; angles[1] = vg_clampf( angles[1], -VG_PIf*0.5f, VG_PIf*0.5f ); } - -#endif /* PLAYER_COMMON_C */