third person better camera
authorhgn <hgodden00@gmail.com>
Sat, 28 Jan 2023 06:57:31 +0000 (06:57 +0000)
committerhgn <hgodden00@gmail.com>
Sat, 28 Jan 2023 06:57:31 +0000 (06:57 +0000)
common.h
player.h
player_device_skate.h
player_device_walk.h
player_interface.h
player_ragdoll.h
skaterift.c
world_gate.h

index a8d0e868e9dfafa729a4c748f7e41e1ae1baabff..556834df935b43a11fc4c1814595d029c6851fbb 100644 (file)
--- a/common.h
+++ b/common.h
@@ -133,4 +133,66 @@ VG_STATIC float
    k_spring_dampener       = 5.0f;
 
 
+VG_STATIC float
+   k_walkspeed             = 10.0f,
+   k_airspeed              = 2.0f,
+   k_stopspeed             = 4.0f,
+   k_walk_accel            = 10.0f,
+   k_walk_air_accel        = 7.0f,
+   k_walk_friction         = 10.0f,
+   k_walk_step_height      = 0.2f;
+
+VG_STATIC float k_ragdoll_floatyiness = 20.0f,
+                k_ragdoll_floatydrag  = 1.0f,
+                k_ragdoll_limit_scale = 1.0f;
+
+VG_STATIC int   k_ragdoll_div = 1,
+                ragdoll_frame = 0,
+                k_ragdoll_debug_collider = 1,
+                k_ragdoll_debug_constraints = 0;
+
+
+VG_STATIC int freecam = 0;
+VG_STATIC int walk_grid_iterations = 1;
+VG_STATIC float fc_speed = 10.0f;
+VG_STATIC int cl_thirdperson = 0;
+
+VG_STATIC void common_var_temp(void)
+{
+   VG_VAR_F32( k_walkspeed );
+   VG_VAR_F32( k_stopspeed );
+   VG_VAR_F32( k_airspeed );
+   VG_VAR_F32( k_walk_friction );
+   VG_VAR_F32( k_walk_air_accel );
+   VG_VAR_F32( k_runspeed );
+   VG_VAR_F32( k_walk_accel );
+
+   VG_VAR_I32( freecam );
+   VG_VAR_I32( cl_thirdperson );
+   VG_VAR_F32_PERSISTENT( fc_speed );
+
+   /* TODO: NOT PERSISTENT */
+   VG_VAR_F32( k_ragdoll_limit_scale );
+   VG_VAR_I32( k_ragdoll_div );
+   VG_VAR_I32( k_ragdoll_debug_collider );
+   VG_VAR_I32( k_ragdoll_debug_constraints );
+
+   VG_VAR_F32( k_friction_lat );
+
+   VG_VAR_F32( k_cog_spring );
+   VG_VAR_F32( k_cog_damp );
+
+   VG_VAR_F32( k_cog_mass_ratio );
+   VG_VAR_F32( k_downforce );
+
+   VG_VAR_F32( k_spring_force );
+   VG_VAR_F32( k_spring_dampener );
+   VG_VAR_F32( k_spring_angular );
+
+   VG_VAR_F32( k_mmthrow_scale );
+   VG_VAR_F32( k_mmcollect_lat );
+   VG_VAR_F32( k_mmcollect_vert );
+   VG_VAR_F32( k_mmdecay );
+}
+
 #endif /* COMMON_H */
index e625b0baf735c95de4180c7af173a754afd77599..1a97e1a2b0de8ace2b91be91618fdf586ae2d36b 100644 (file)
--- a/player.h
+++ b/player.h
 #include "bvh.h"
 
 
-VG_STATIC int freecam = 0;
-VG_STATIC int walk_grid_iterations = 1;
-VG_STATIC float fc_speed = 10.0f;
-VG_STATIC int cl_thirdperson = 0;
-
 /* 
  * -----------------------------------------------------------------------------
  *                                  Memory
index 5370c291d7e98b384b99cfa156f9e50e9f414666..168e8ee806c77320ba0d9f5331343a2b71f8b6e8 100644 (file)
@@ -43,7 +43,8 @@ struct player_device_skate
       double start_push,
              cur_push;
 
-      v3f vl;
+      v3f vl, follow_cam_pos;
+      struct teleport_gate *follow_cam_gate;
    }
    state,
    state_gate_storage;
@@ -1190,6 +1191,11 @@ VG_STATIC void player_skate_ui( player_interface *player,
                         k_steer_ground, k_steer_air );
 }
 
+VG_STATIC void skate_camera_thirdperson_nextpos( player_interface *player,
+                                                 struct player_device_skate *s,
+                                                 struct player_avatar *av,
+                                                 v3f next_pos, v3f d );
+
 VG_STATIC void player_skate_pose( player_interface *player,
                                   player_attachment *at, 
                                   player_pose pose, m4x3f transform )
@@ -1405,10 +1411,7 @@ VG_STATIC void player_skate_pose( player_interface *player,
    /* transform */
    rb_extrapolate_transform( &player->rb, transform );
 
-#if 0
-   v3_muladds( player.visual_transform[3], phys->rb.up, -0.2f, 
-               player.visual_transform[3] );
-#endif
+   v3_muladds( transform[3], player->rb.to_world[1], -0.28f, transform[3] );
 
    v4f qresy, qresx, qresidual;
    m3x3f mtx_residual;
@@ -1419,14 +1422,42 @@ VG_STATIC void player_skate_pose( player_interface *player,
    q_mul( qresy, qresx, qresidual );
    q_m3x3( qresidual, mtx_residual );
    m3x3_mul( transform, mtx_residual, transform );
+
+   if( cl_thirdperson && s->state.follow_cam_gate )
+   {
+      v3f next_pos, d, _;
+      skate_camera_thirdperson_nextpos( player, s, av, next_pos, d );
+
+      if( !gate_intersect_plane( s->state.follow_cam_gate, 
+                                 next_pos, s->state.follow_cam_pos, _ ) )
+      {
+         m4x3f inverse;
+         m4x3_invert_affine( s->state.follow_cam_gate->transport, inverse );
+         m4x3_mul( inverse, transform, transform );
+      }
+   }
 }
 
-VG_STATIC void player_skate_get_camera( player_interface *player,
-                                        player_attachment *at, camera *cam )
+VG_STATIC void skate_camera_vector_look( camera *cam, v3f v, float C, float k )
 {
-   struct player_device_skate *s = at->storage;
-   struct player_avatar *av = player->playeravatar;
+   float yaw = atan2f( v[0], -v[2] ),
+       pitch = atan2f
+               ( 
+                   -v[1], 
+                   sqrtf
+                   (
+                     v[0]*v[0] + v[2]*v[2]
+                   )
+               ) * C + k;
 
+   cam->angles[0] = yaw;
+   cam->angles[1] = pitch;
+}
+
+VG_STATIC void skate_camera_firstperson( player_interface *player,
+                                         struct player_device_skate *s,
+                                         struct player_avatar *av, camera *cam )
+{
    /* FIXME: viewpoint entity */
    v3f vp = {-0.1f,1.8f,0.0f};
    m4x3_mulv( av->sk.final_mtx[ av->id_head-1 ], vp, cam->pos );
@@ -1457,20 +1488,80 @@ VG_STATIC void player_skate_get_camera( player_interface *player,
    v3_lerp( flat_dir, vel_dir, vg_clampf( tti / 2.0f, 0.4f, 1.0f ), look_dir );
    v3_lerp( s->state.vl, look_dir, 4.0f*vg.time_delta, s->state.vl );
 
-   float *v  = s->state.vl,
-         yaw = atan2f( v[0], -v[2] ),
-       pitch = atan2f
-               ( 
-                   -v[1], 
-                   sqrtf
-                   (
-                     v[0]*v[0] + v[2]*v[2]
-                   )
-               ) 
-               * 0.7f + 0.5f;
+   skate_camera_vector_look( cam, s->state.vl, 0.7f, 0.5f );
+}
 
-   cam->angles[0] = yaw;
-   cam->angles[1] = pitch;
+/* this is a little yucky but needs to be done so we can use this 'prediction' 
+ * in the pose function. its unfortunate. too bad
+ */
+VG_STATIC void skate_camera_thirdperson_nextpos( player_interface *player,
+                                                 struct player_device_skate *s,
+                                                 struct player_avatar *av,
+                                                 v3f next_pos, v3f d )
+{
+   v3f origin, target;
+
+   if( s->state.follow_cam_gate )
+   {
+      m4x3f inverse;
+      m4x3_invert_affine( s->state.follow_cam_gate->transport, inverse );
+      m4x3_mulv( inverse, player->rb.co, origin );
+   }
+   else
+   {
+      v3_copy( player->rb.co, origin );
+   }
+
+   v3_add( origin, (v3f){0.0f,1.35f,0.0f}, origin );
+   v3_sub( origin, s->state.follow_cam_pos, d );
+   
+   if( v3_length2( d ) < 0.1f*0.1f )
+      v3_copy( (v3f){ 0.0f, 0.0f, 1.0f }, d );
+   else
+      v3_normalize( d );
+
+   v3_muladds( origin, d, -2.0f, target );
+   v3_lerp( s->state.follow_cam_pos, target, vg.frame_delta * 12.0f, next_pos );
+}
+
+VG_STATIC void skate_camera_thirdperson( player_interface *player,
+                                         struct player_device_skate *s,
+                                         struct player_avatar *av, camera *cam )
+{
+   v3f prev_pos, cam_look_dir, d;
+
+   v3_copy( s->state.follow_cam_pos, prev_pos );
+   skate_camera_thirdperson_nextpos( player, s, av, s->state.follow_cam_pos, d);
+
+   if( s->state.follow_cam_gate )
+   {
+      v2f _;
+      if( gate_intersect_plane( s->state.follow_cam_gate, 
+                                s->state.follow_cam_pos, prev_pos, _ ) )
+      {
+         m4x3_mulv( s->state.follow_cam_gate->transport, 
+                        s->state.follow_cam_pos, s->state.follow_cam_pos );
+         m3x3_mulv( s->state.follow_cam_gate->transport, d, d );
+         player_apply_transport_to_cam( s->state.follow_cam_gate->transport );
+
+         s->state.follow_cam_gate = NULL;
+      }
+   }
+   
+   skate_camera_vector_look( cam, d, 1.0f, 0.0f );
+   v3_copy( s->state.follow_cam_pos, cam->pos );
+}
+
+VG_STATIC void player_skate_get_camera( player_interface *player,
+                                        player_attachment *at, camera *cam )
+{
+   struct player_device_skate *s = at->storage;
+   struct player_avatar *av = player->playeravatar;
+
+   if( cl_thirdperson )
+      skate_camera_thirdperson( player, s, av, cam );
+   else
+      skate_camera_firstperson( player, s, av, cam );
 }
 
 VG_STATIC void player_skate_transport( player_interface *player,
@@ -1491,7 +1582,13 @@ VG_STATIC void player_skate_transport( player_interface *player,
    q_mul( transport_rotation, player->rb.q, player->rb.q );
    rb_update_transform( &player->rb );
 
+   s->state.follow_cam_gate = gate;
    s->state_gate_storage = s->state;
+
+   if( !cl_thirdperson )
+   {
+      player_apply_transport_to_cam( gate->transport );
+   }
 }
 
 VG_STATIC void player_skate_reset( player_interface *player,
@@ -1500,6 +1597,7 @@ VG_STATIC void player_skate_reset( player_interface *player,
 {
    struct player_device_skate *s = at->storage;
    v3_muladds( player->rb.co, player->rb.to_world[1], 1.0f, s->state.cog );
+   s->state.follow_cam_gate = NULL;
 }
 
 VG_STATIC player_device player_device_skate =
index 508feef399ffe1e7b39fccc0528adf1642e69391..fbbe895286e756ef6fbb7f9e5a8540e7e1dee182 100644 (file)
@@ -5,15 +5,6 @@
 #include "skeleton.h"
 #include "player_model.h"
 
-VG_STATIC float
-   k_walkspeed             = 10.0f,
-   k_airspeed              = 2.0f,
-   k_stopspeed             = 4.0f,
-   k_walk_accel            = 10.0f,
-   k_walk_air_accel        = 7.0f,
-   k_walk_friction         = 10.0f,
-   k_walk_step_height      = 0.2f;
-
 struct player_device_walk
 {
    rb_capsule collider;
@@ -432,6 +423,7 @@ VG_STATIC void player_walk_transport( player_interface *player,
    w->state.angles[0] = atan2f( fwd_dir[2], fwd_dir[0] );
 
    w->state_gate_storage = w->state;
+   player_apply_transport_to_cam( gate->transport );
 }
 
 VG_STATIC player_device player_device_walk =
index a4be40ed5177fe1a0fde9048a7c18d25740c9490..54173455e9be62569a9b68cb23037761a41bc2ae 100644 (file)
@@ -180,9 +180,24 @@ VG_STATIC void player_update( player_interface *player )
       player->dev.device->update( player, &player->dev );
 }
 
-VG_STATIC void player_post_update( player_interface *player, 
-                                   camera *main_camera )
+VG_STATIC void player_apply_transport_to_cam( m4x3f transport )
 {
+   /* FIXME: Applies to main_camera directly! */
+
+   /* Pre-emptively edit the camera matrices so that the motion vectors 
+    * are correct */
+   m4x3f transport_i;
+   m4x4f transport_4;
+   m4x3_invert_affine( transport, transport_i );
+   m4x3_expand( transport_i, transport_4 );
+   m4x4_mul( main_camera.mtx.pv, transport_4, main_camera.mtx.pv );
+   m4x4_mul( main_camera.mtx.v,  transport_4, main_camera.mtx.v );
+}
+
+VG_STATIC void player_post_update( player_interface *player )
+{
+   /* FIXME: Applies to main_camera directly! */
+   
    assert( player->dev.device );
 
    if( player->dev.device->post_update )
@@ -200,15 +215,6 @@ VG_STATIC void player_post_update( player_interface *player,
       {
          player->dev.device->gate_transport( player, &player->dev, gate );
          v3_copy( player->rb.co, player->prev_position );
-
-         /* Pre-emptively edit the camera matrices so that the motion vectors 
-          * are correct */
-         m4x3f transport_i;
-         m4x4f transport_4;
-         m4x3_invert_affine( gate->transport, transport_i );
-         m4x3_expand( transport_i, transport_4 );
-         m4x4_mul( main_camera->mtx.pv, transport_4, main_camera->mtx.pv );
-         m4x4_mul( main_camera->mtx.v, transport_4, main_camera->mtx.v );
       }
    }
    
index db01ecec75fbfe435ad3284ccab1d4f42a3ce785..f1f62218d5de6adf9429df26e18bf7b701eb151d 100644 (file)
@@ -8,15 +8,6 @@
 #include "player_model.h"
 #include "world.h"
 
-VG_STATIC float k_ragdoll_floatyiness = 20.0f,
-                k_ragdoll_floatydrag  = 1.0f,
-                k_ragdoll_limit_scale = 1.0f;
-
-VG_STATIC int   k_ragdoll_div = 1,
-                ragdoll_frame = 0,
-                k_ragdoll_debug_collider = 1,
-                k_ragdoll_debug_constraints = 0;
-
 struct player_ragdoll
 {
    struct ragdoll_part
index 7420fbda9d95a4f7de4f944c202cbe370d205f34..0ad5bba4838186909bf1687176005976b2a7b617 100644 (file)
@@ -122,6 +122,8 @@ VG_STATIC void vg_preload(void)
 {
    g_conf_init();
 
+   common_var_temp();
+
    vg_var_push( (struct vg_var){
       .name = "cl_ui",
       .data = &cl_ui,
@@ -311,7 +313,7 @@ VG_STATIC void vg_update_post(void)
       }
 #endif
 
-      player_post_update( &localplayer, &main_camera );
+      player_post_update( &localplayer );
 
 #if 0
       menu_update();
index 9d1287711782d7570fb0c26505647beb2b9c5978..f83cd87a24dd0455a8fea06bf667ba571c896921 100644 (file)
@@ -152,7 +152,8 @@ VG_STATIC int render_gate( teleport_gate *gate, camera *cam )
    return 1;
 }
 
-VG_STATIC int gate_intersect( teleport_gate *gate, v3f pos, v3f last )
+VG_STATIC int gate_intersect_plane( teleport_gate *gate, v3f pos, v3f last,
+                                    v2f where )
 {
    v4f surface;
    m3x3_mulv( gate->to_world, (v3f){0.0f,0.0f,-1.0f}, surface );
@@ -185,12 +186,25 @@ VG_STATIC int gate_intersect( teleport_gate *gate, v3f pos, v3f last )
          m3x3_mulv( gate->to_world, (v3f){0.0f,1.0f,0.0f}, vup );
          m3x3_mulv( gate->to_world, (v3f){1.0f,0.0f,0.0f}, vside );
 
-         v2f xy = { v3_dot( rel, vside ), v3_dot( rel, vup ) };
+         where[0] = v3_dot( rel, vside );
+         where[1] = v3_dot( rel, vup );
+
+         return 1;
+      }
+   }
+
+   return 0;
+}
+
+VG_STATIC int gate_intersect( teleport_gate *gate, v3f pos, v3f last )
+{
+   v2f xy;
 
-         if( fabsf(xy[0]) <= gate->dims[0] && fabsf(xy[1]) <= gate->dims[1] )
-         {
-            return 1;
-         }
+   if( gate_intersect_plane( gate, pos, last, xy ) )
+   {
+      if( fabsf(xy[0]) <= gate->dims[0] && fabsf(xy[1]) <= gate->dims[1] )
+      {
+         return 1;
       }
    }