X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=player_common.c;h=df219ef5423fe54fa8a8ecf13c647d3029dbc0f1;hb=fdd41609e59c7df548682b25001f0015dc1acbea;hp=0c76d8df5496117dedfcde8e235279d1c35c10b1;hpb=e9b84820514f4880082d97fff4fc709ac1a2dc83;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/player_common.c b/player_common.c index 0c76d8d..df219ef 100644 --- a/player_common.c +++ b/player_common.c @@ -119,8 +119,8 @@ VG_STATIC void player__cam_iterate( player_instance *player ) vg.time_frame_delta * 8.0f, player->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 ); @@ -194,14 +194,23 @@ VG_STATIC void player__cam_iterate( player_instance *player ) v3_lerp( player->tpv_lpf, pco, 20.0f*vg.time_frame_delta, player->tpv_lpf ); /* now move into world */ + v3f tpv_pos, tpv_offset, tpv_origin; - m3x3_mulv( player->basis, camera_follow_dir, camera_follow_dir ); - v3f tpv_pos, tpv_offset; + /* origin */ + q_mulv( pq, player->tpv_offset_smooth, tpv_origin ); + v3_add( tpv_origin, player->tpv_lpf, tpv_origin ); - 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 ); + /* offset */ + m3x3_mulv( player->basis, camera_follow_dir, camera_follow_dir ); + v3_muls( camera_follow_dir, 1.8f, tpv_offset ); + v3_muladds( tpv_offset, player->cam_velocity_smooth, -0.025f, tpv_offset ); + + v3_add( tpv_origin, tpv_offset, tpv_pos ); + f32 t; v3f n; + if( spherecast_world( world_current_instance(), tpv_origin, tpv_pos, + 0.2f, &t, n ) != -1 ){ + v3_lerp( tpv_origin, tpv_pos, t, tpv_pos ); + } /* * Blend cameras @@ -240,6 +249,35 @@ 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( k_cinema >= 0.0001f ){ + ent_camera *cam = NULL; + f32 min_dist = k_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( k_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 ); } @@ -254,7 +292,7 @@ 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; + if( k_invert_y ) mouse_input[1] *= -1.0f; v2_muladds( angles, mouse_input, 0.0025f * sensitivity, angles ); v2f jlook; @@ -262,24 +300,32 @@ VG_STATIC void player_look( player_instance *player, v3f angles ) angles[0] += jlook[0] * vg.time_delta * 4.0f * sensitivity; float input_y = jlook[1] * vg.time_delta * 4.0f; - if( cl_invert_y ) input_y *= -1.0f; + if( k_invert_y ) input_y *= -1.0f; angles[1] += input_y * sensitivity; 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; - +struct player_board *player_get_player_board( struct player_instance *player ){ 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 &cache_view->board; + } + } + + return NULL; +} + +struct player_model *player_get_player_model( struct player_instance *player ){ + if( localplayer.playermodel_view_slot ){ + struct cache_playermodel *cache_view = localplayer.playermodel_view_slot; + if( cache_view->state == k_cache_board_state_loaded ){ + return &cache_view->model; } } - return board; + return NULL; } #endif /* PLAYER_COMMON_C */