X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=player_common.c;h=6ab378d6039d8317ea3cbdc774a7c9bb168f4155;hb=8d336ea2cde7c596296dbaf0d3ce27a82c6c6cf0;hp=f807e3a580f2213b41700d96fc85b9c7e15d73ef;hpb=ac6288a8951db15eab6c681b8add8f350eb60746;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/player_common.c b/player_common.c index f807e3a..6ab378d 100644 --- a/player_common.c +++ b/player_common.c @@ -1,132 +1,144 @@ -#ifndef PLAYER_COMMON_C -#define PLAYER_COMMON_C - #include "ent_skateshop.h" #include "player.h" -#include "conf.h" #include "input.h" +#include "menu.h" +#include "vg/vg_perlin.h" -VG_STATIC float - k_cam_spring = 20.0f, - k_cam_damp = 6.7f; - -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; - angles[2] = 0.0f; -} - -VG_STATIC float player_get_heading_yaw( player_instance *player ) +float player_get_heading_yaw(void) { v3f xz; - q_mulv( player->rb.q, (v3f){ 0.0f,0.0f,1.0f }, xz ); - m3x3_mulv( player->invbasis, xz, 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; - 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] ); + 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] ); + + f32 pol = v3_dot( localplayer.cam.pos, plane ) - plane[3]; + + int cleared = (pol < 0.0f) || (pol > 5.0f); - /* check camera polarity */ - if( v3_dot( player->cam.pos, plane ) < plane[3] ) { + if( cleared ){ 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 ); + + 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 ) + { + 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; } } } -static v3f TEMP_TPV_EXTRA; - -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( 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 ); + 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}, 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 ); + 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 ); } - player->cam_velocity_constant = 0.25f; - player->cam_velocity_coefficient = 0.7f; + localplayer.cam_velocity_constant = 0.25f; + localplayer.cam_velocity_coefficient = 0.7f; /* lerping */ - player->cam_velocity_influence_smooth = vg_lerpf( - player->cam_velocity_influence_smooth, - player->cam_velocity_influence, + 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 ); - player->cam_velocity_coefficient_smooth = vg_lerpf( - player->cam_velocity_coefficient_smooth, - player->cam_velocity_coefficient, + localplayer.cam_velocity_coefficient_smooth = vg_lerpf( + localplayer.cam_velocity_coefficient_smooth, + localplayer.cam_velocity_coefficient, vg.time_frame_delta * 8.0f ); - player->cam_velocity_constant_smooth = vg_lerpf( - player->cam_velocity_constant_smooth, - player->cam_velocity_constant, + 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 = player->camera_mode; + enum camera_mode target_mode = cc->camera_mode; - if( player->subsystem == k_player_subsystem_dead ) + if( localplayer.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, + 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( player->fpv_viewpoint_smooth, player->fpv_viewpoint, - vg.time_frame_delta * 8.0f, player->fpv_viewpoint_smooth ); + v3_lerp( cc->fpv_viewpoint_smooth, cc->fpv_viewpoint, + vg.time_frame_delta * 8.0f, cc->fpv_viewpoint_smooth ); - v3_lerp( player->fpv_offset_smooth, player->fpv_offset, - vg.time_frame_delta * 8.0f, player->fpv_offset_smooth ); + v3_lerp( cc->fpv_offset_smooth, cc->fpv_offset, + vg.time_frame_delta * 8.0f, cc->fpv_offset_smooth ); - v3_lerp( player->tpv_offset_smooth, player->tpv_offset, - vg.time_frame_delta * 8.0f, player->tpv_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, cl_fov ), - fov_walk = vg_lerpf( 90.0f, 110.0f, cl_fov ); + float fov_skate = vg_lerpf( 97.0f, 135.0f, k_fov ), + fov_walk = vg_lerpf( 90.0f, 110.0f, k_fov ); - player->cam.fov = vg_lerpf( fov_walk, fov_skate, player->camera_type_blend ); + localplayer.cam.fov = vg_lerpf( fov_walk, fov_skate, cc->camera_type_blend ); /* * first person camera @@ -134,30 +146,28 @@ VG_STATIC void player__cam_iterate( player_instance *player ) /* 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 ); + 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 ); /* angles */ v3f velocity_angles; - v3_lerp( player->cam_velocity_smooth, player->rb.v, 4.0f*vg.time_frame_delta, - player->cam_velocity_smooth ); + v3_lerp( cc->cam_velocity_smooth, localplayer.rb.v, 4.0f*vg.time_frame_delta, + cc->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 ); + v3_angles( cc->cam_velocity_smooth, velocity_angles ); + velocity_angles[1] *= localplayer.cam_velocity_coefficient_smooth; + velocity_angles[1] += localplayer.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); + 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); - camera_lerp_angles( player->angles, velocity_angles, + vg_camera_lerp_angles( localplayer.angles, velocity_angles, inf_fpv, - player->angles ); + localplayer.angles ); /* * Third person camera @@ -169,73 +179,95 @@ VG_STATIC void player__cam_iterate( player_instance *player ) * it is done in the local basis then transformed back */ v3f future; - v3_muls( player->rb.v, 0.4f*vg.time_frame_delta, future ); - m3x3_mulv( player->invbasis, future, future ); + v3_muls( localplayer.rb.v, 0.4f*vg.time_frame_delta, 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] ) }; + { -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( player->angles, 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( -velocity_local[1], 30.0f ); + float ya = atan2f( -cc->cam_velocity_smooth[1], 30.0f ); follow_angles[1] = 0.3f + ya; - camera_lerp_angles( player->angles, follow_angles, + vg_camera_lerp_angles( localplayer.angles, follow_angles, inf_tpv, - player->angles ); + localplayer.angles ); v3f pco; v4f pq; - rb_extrapolate( &player->rb, pco, pq ); - v3_lerp( player->tpv_lpf, pco, 20.0f*vg.time_frame_delta, player->tpv_lpf ); + 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 ); - m3x3_mulv( player->basis, camera_follow_dir, camera_follow_dir ); - v3f tpv_pos, tpv_offset; + v3_add( tpv_origin, tpv_offset, tpv_pos ); - 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 ); +#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, 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.time_frame_delta; - player->cam_land_punch_v += ( Fd + Fs ) * vg.time_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 ); - player->cam.fov = vg_lerpf( player->cam.fov, player->cam_override_fov, - player->cam_override_strength ); + 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_look( player_instance *player, v3f angles ) +void player_look( v3f angles, float speed ) { if( vg_ui.wants_mouse ) return; @@ -243,34 +275,16 @@ VG_STATIC void player_look( player_instance *player, v3f angles ) v2f mouse_input; v2_copy( vg.mouse_delta, mouse_input ); - if( cl_invert_y ) - mouse_input[1] *= -1.0f; - v2_muladds( angles, mouse_input, 0.0025f, angles ); + if( k_invert_y ) mouse_input[1] *= -1.0f; + v2_muladds( angles, mouse_input, 0.0025f * speed, angles ); v2f jlook; joystick_state( k_srjoystick_look, jlook ); - angles[0] += jlook[0] * vg.time_delta * 4.0f; - float input_y = jlook[1] * vg.time_delta * 4.0f; - if( cl_invert_y ) - input_y *= -1.0f; + 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; + angles[1] += input_y * speed; angles[1] = vg_clampf( angles[1], -VG_PIf*0.5f, VG_PIf*0.5f ); } - -struct player_board *player_get_player_board( struct player_instance *player ) -{ - struct player_board *board = NULL; - - if( localplayer.board_view_slot ){ - struct cache_board *cache_view = localplayer.board_view_slot; - if( cache_view->state == k_cache_board_state_loaded ){ - board = &cache_view->board; - } - } - - return board; -} - -#endif /* PLAYER_COMMON_C */