X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=player_common.c;h=b55187588a65b2c1a8c0afeb12dd544bf7450602;hb=c40f8e7332b1fa0f25ad4104f2f2ff34de37035a;hp=22c26a280524f8d75f5c30bfa64d76fbfe93664d;hpb=342fcbf6fda017bdd38d56ce0fa7c9e59e589f3b;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/player_common.c b/player_common.c index 22c26a2..b551875 100644 --- a/player_common.c +++ b/player_common.c @@ -6,10 +6,7 @@ #include "conf.h" #include "input.h" #include "menu.h" - -VG_STATIC float - k_cam_spring = 20.0f, - k_cam_damp = 6.7f; +#include "vg/vg_perlin.h" VG_STATIC void player_vector_angles( v3f angles, v3f v, float C, float k ) { @@ -212,11 +209,24 @@ VG_STATIC void player__cam_iterate( player_instance *player ) 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; + /* Camera shake */ + f32 speed = v3_length(player->rb.v), + strength = k_cam_shake_strength * speed; + player->cam_trackshake += speed*k_cam_shake_trackspeed*vg.time_frame_delta; + + v2f rnd = {perlin1d( player->cam_trackshake, 1.0f, 4, 20 ), + perlin1d( player->cam_trackshake, 1.0f, 4, 63 ) }; + v2_muladds( player->cam.angles, rnd, strength, player->cam.angles ); + + v3f Fd, Fs, F; + v3_muls( player->cam_land_punch_v, -k_cam_damp, Fd ); + v3_muls( player->cam_land_punch, -k_cam_spring, Fs ); + v3_muladds( player->cam_land_punch, player->cam_land_punch_v, + vg.time_frame_delta, player->cam_land_punch ); + v3_add( Fd, Fs, F ); + v3_muladds( player->cam_land_punch_v, F, vg.time_frame_delta, + player->cam_land_punch_v ); + v3_add( player->cam_land_punch, player->cam.pos, player->cam.pos ); /* override camera */ player->cam.angles[0] = @@ -230,6 +240,35 @@ VG_STATIC void player__cam_iterate( player_instance *player ) player->cam.fov = vg_lerpf( player->cam.fov, player->cam_override_fov, player->cam_override_strength ); + + if( cl_cinema >= 0.0001f ){ + ent_camera *cam = NULL; + f32 min_dist = cl_cinema; + + world_instance *world = player->viewable_world; + for( u32 i=0; ient_camera); i++ ){ + ent_camera *c = mdl_arritm(&world->ent_camera,i); + + f32 dist = v3_dist( c->transform.co, player->rb.co ); + + if( dist < min_dist ){ + min_dist = dist; + cam = c; + } + } + + if( cam ){ + player->cam.fov = cam->fov; + v3_copy( cam->transform.co, player->cam.pos ); + v3f v0; + if( cl_cinema_fixed ) + mdl_transform_vector( &cam->transform, (v3f){0.0f,-1.0f,0.0f}, v0 ); + else v3_sub( player->rb.co, cam->transform.co, v0 ); + m3x3_mulv( player->invbasis, v0, v0 ); + player_vector_angles( player->cam.angles, v0, 1.0f, 0.0f ); + } + } + /* portal transitions */ player_camera_portal_correction( player ); }