X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=player_common.c;h=7a6861cdc537156d0b6de50bd63a59c01c7f4be4;hb=76042e561d89b232f04cac8a431b5cd7b30a6b9d;hp=3f8e7b11db12265c18f960de6076805572c95302;hpb=33de52d9660ab86caafdd0ae4abb496dbc072778;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/player_common.c b/player_common.c index 3f8e7b1..7a6861c 100644 --- a/player_common.c +++ b/player_common.c @@ -19,6 +19,13 @@ 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 ); + return atan2f( xz[0], xz[2] ); +} + VG_STATIC void player_camera_portal_correction( player_instance *player ) { if( player->gate_waiting ) @@ -59,12 +66,156 @@ VG_STATIC void player__cam_iterate( player_instance *player ) { struct player_avatar *av = player->playeravatar; + 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 ); + + 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 ); + + v3_lerp( player->fpv_viewpoint_smooth, player->fpv_viewpoint, + vg.frame_delta * 8.0f, player->fpv_viewpoint_smooth ); + + v3_lerp( player->fpv_offset_smooth, player->fpv_offset, + vg.frame_delta * 8.0f, player->fpv_offset_smooth ); + + v3_lerp( player->tpv_offset_smooth, player->tpv_offset, + vg.frame_delta * 8.0f, player->tpv_offset_smooth ); + + /* fov -- simple blend */ + player->cam.fov = vg_lerpf( 97.0f, 118.0f, player->camera_type_blend ); + + /* + * first person camera + */ + + /* 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 ); + player_vector_angles( velocity_angles, player->cam_velocity_smooth, + player->cam_velocity_coefficient_smooth, + player->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); + + 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 .... */ + + v3f future; + v3_muls( player->rb.v, 0.4f*vg.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] ) }; + + 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 + ( + -player->cam_velocity_smooth[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 ); + + 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 ); + +#if 0 + /* + * Follow camera + */ 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 ); + + /* + * Fpv camera + */ + v3_lerp( player->fpv_offset, player->fpv_offset_target, + vg.frame_delta * 6.0f, player->fpv_offset ); - /* Blending */ + /* + * Mix follow / override cameras + */ player->camera_type_blend = vg_lerpf( player->camera_type_blend, (player->camera_mode == k_cam_firstperson)? 1.0f: 0.0f, @@ -83,13 +234,23 @@ VG_STATIC void player__cam_iterate( player_instance *player ) v3_lerp( p0, p1, player->camera_type_blend, player->cam.pos ); camera_lerp_angles( a0, a1, player->camera_type_blend, player->cam.angles ); + +#endif /* FIXME: cl_fov */ - player->cam.fov = vg_lerpf( 118.0f, 90.0f, player->camera_type_blend ); + +#if 0 + 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; +#endif /* portal transitions */ player_camera_portal_correction( player ); } +#if 0 VG_STATIC void player_set_follower_subject( player_instance *player, v3f subj ) { @@ -106,6 +267,7 @@ VG_STATIC void player_set_follower_subject( player_instance *player, v3_muladds( subj, dir, -2.0f, player->follow_pos_target ); player_vector_angles( player->follow_angles_target, dir, 1.0f, 0.2f ); } +#endif VG_STATIC void player_look( player_instance *player, v3f angles ) {