07b1f5ade900678fbcbd8a0fa1f0f71aa86a57c2
[carveJwlIkooP6JGAAIwe30JlM.git] / player_common.c
1 #ifndef PLAYER_COMMON_C
2 #define PLAYER_COMMON_C
3
4 #include "ent_skateshop.h"
5 #include "player.h"
6 #include "input.h"
7 #include "menu.h"
8 #include "vg/vg_perlin.h"
9
10 static float player_get_heading_yaw(void){
11 v3f xz;
12 q_mulv( localplayer.rb.q, (v3f){ 0.0f,0.0f,1.0f }, xz );
13 return atan2f( xz[0], xz[2] );
14 }
15
16 static void player_camera_portal_correction(void){
17 if( localplayer.gate_waiting ){
18 /* construct plane equation for reciever gate */
19 v4f plane;
20 q_mulv( localplayer.gate_waiting->q[1], (v3f){0.0f,0.0f,1.0f}, plane );
21 plane[3] = v3_dot( plane, localplayer.gate_waiting->co[1] );
22
23 f32 pol = v3_dot( localplayer.cam.pos, plane ) - plane[3];
24
25 int cleared = (pol < 0.0f) || (pol > 5.0f);
26
27 if( cleared ){
28 vg_success( "Plane cleared\n" );
29 }
30
31 m4x3f inverse;
32 m4x3_invert_affine( localplayer.gate_waiting->transport, inverse );
33
34 /* de-transform camera and player back */
35 v3f v0;
36 m4x3_mulv( inverse, localplayer.cam.pos, localplayer.cam.pos );
37 v3_angles_vector( localplayer.cam.angles, v0 );
38 m3x3_mulv( inverse, v0, v0 );
39 v3_angles( v0, localplayer.cam.angles );
40
41 skeleton_apply_transform( &localplayer.skeleton, inverse,
42 localplayer.final_mtx );
43
44 /* record and re-put things again */
45 if( cleared ){
46 skaterift_record_frame( &skaterift.replay, 1 );
47 localplayer.deferred_frame_record = 1;
48
49 skeleton_apply_transform( &localplayer.skeleton,
50 localplayer.gate_waiting->transport,
51 localplayer.final_mtx );
52
53 m4x3_mulv( localplayer.gate_waiting->transport,
54 localplayer.cam.pos, localplayer.cam.pos );
55 v3_angles_vector( localplayer.cam.angles, v0 );
56 m3x3_mulv( localplayer.gate_waiting->transport, v0, v0 );
57 v3_angles( v0, localplayer.cam.angles );
58 player_apply_transport_to_cam( localplayer.gate_waiting->transport );
59 localplayer.gate_waiting = NULL;
60 }
61 }
62 }
63
64 static void player__cam_iterate(void){
65 struct player_cam_controller *cc = &localplayer.cam_control;
66
67 if( localplayer.subsystem == k_player_subsystem_walk ){
68 v3_copy( (v3f){-0.1f,1.8f,0.0f}, cc->fpv_viewpoint );
69 v3_copy( (v3f){0.0f,0.0f,0.0f}, cc->fpv_offset );
70 v3_copy( (v3f){0.0f,1.4f,0.0f}, cc->tpv_offset );
71 }
72 else{
73 v3_copy( (v3f){-0.15f,1.75f,0.0f}, cc->fpv_viewpoint );
74 v3_copy( (v3f){0.0f,0.0f,0.0f}, cc->fpv_offset );
75
76 f32 h = vg_lerpf( 0.4f, 1.4f, k_cam_height );
77 v3_copy( (v3f){0.0f,h,0.0f}, cc->tpv_offset );
78 v3_add( cc->tpv_offset_extra, cc->tpv_offset, cc->tpv_offset );
79 }
80
81 localplayer.cam_velocity_constant = 0.25f;
82 localplayer.cam_velocity_coefficient = 0.7f;
83
84 /* lerping */
85
86 localplayer.cam_velocity_influence_smooth = vg_lerpf(
87 localplayer.cam_velocity_influence_smooth,
88 localplayer.cam_velocity_influence,
89 vg.time_frame_delta * 8.0f );
90
91 localplayer.cam_velocity_coefficient_smooth = vg_lerpf(
92 localplayer.cam_velocity_coefficient_smooth,
93 localplayer.cam_velocity_coefficient,
94 vg.time_frame_delta * 8.0f );
95
96 localplayer.cam_velocity_constant_smooth = vg_lerpf(
97 localplayer.cam_velocity_constant_smooth,
98 localplayer.cam_velocity_constant,
99 vg.time_frame_delta * 8.0f );
100
101 enum camera_mode target_mode = cc->camera_mode;
102
103 if( localplayer.subsystem == k_player_subsystem_dead )
104 target_mode = k_cam_thirdperson;
105
106 cc->camera_type_blend =
107 vg_lerpf( cc->camera_type_blend,
108 (target_mode == k_cam_firstperson)? 1.0f: 0.0f,
109 5.0f * vg.time_frame_delta );
110
111 v3_lerp( cc->fpv_viewpoint_smooth, cc->fpv_viewpoint,
112 vg.time_frame_delta * 8.0f, cc->fpv_viewpoint_smooth );
113
114 v3_lerp( cc->fpv_offset_smooth, cc->fpv_offset,
115 vg.time_frame_delta * 8.0f, cc->fpv_offset_smooth );
116
117 v3_lerp( cc->tpv_offset_smooth, cc->tpv_offset,
118 vg.time_frame_delta * 8.0f, cc->tpv_offset_smooth );
119
120 /* fov -- simple blend */
121 float fov_skate = vg_lerpf( 97.0f, 135.0f, k_fov ),
122 fov_walk = vg_lerpf( 90.0f, 110.0f, k_fov );
123
124 localplayer.cam.fov = vg_lerpf( fov_walk, fov_skate, cc->camera_type_blend );
125
126 /*
127 * first person camera
128 */
129
130 /* position */
131 v3f fpv_pos, fpv_offset;
132 m4x3_mulv( localplayer.final_mtx[ localplayer.id_head-1 ],
133 cc->fpv_viewpoint_smooth, fpv_pos );
134 m3x3_mulv( localplayer.rb.to_world, cc->fpv_offset_smooth, fpv_offset );
135 v3_add( fpv_offset, fpv_pos, fpv_pos );
136
137 /* angles */
138 v3f velocity_angles;
139 v3_lerp( cc->cam_velocity_smooth, localplayer.rb.v, 4.0f*vg.time_frame_delta,
140 cc->cam_velocity_smooth );
141
142 v3_angles( cc->cam_velocity_smooth, velocity_angles );
143 velocity_angles[1] *= localplayer.cam_velocity_coefficient_smooth;
144 velocity_angles[1] += localplayer.cam_velocity_constant_smooth;
145
146 float inf_fpv = localplayer.cam_velocity_influence_smooth *
147 cc->camera_type_blend,
148 inf_tpv = localplayer.cam_velocity_influence_smooth *
149 (1.0f-cc->camera_type_blend);
150
151 camera_lerp_angles( localplayer.angles, velocity_angles,
152 inf_fpv,
153 localplayer.angles );
154
155 /*
156 * Third person camera
157 */
158
159 /* no idea what this technique is called, it acts like clamped position based
160 * on some derivative of where the final camera would end up ....
161 *
162 * it is done in the local basis then transformed back */
163
164 v3f future;
165 v3_muls( localplayer.rb.v, 0.4f*vg.time_frame_delta, future );
166
167 v3f camera_follow_dir =
168 { -sinf( localplayer.angles[0] ) * cosf( localplayer.angles[1] ),
169 sinf( localplayer.angles[1] ),
170 cosf( localplayer.angles[0] ) * cosf( localplayer.angles[1] ) };
171
172 v3f v0;
173 v3_sub( camera_follow_dir, future, v0 );
174
175 v3f follow_angles;
176 v3_copy( localplayer.angles, follow_angles );
177 follow_angles[0] = atan2f( -v0[0], v0[2] );
178 follow_angles[1] = 0.3f + velocity_angles[1] * 0.2f;
179
180 float ya = atan2f( -cc->cam_velocity_smooth[1], 30.0f );
181
182 follow_angles[1] = 0.3f + ya;
183 camera_lerp_angles( localplayer.angles, follow_angles,
184 inf_tpv,
185 localplayer.angles );
186
187 v3f pco;
188 v4f pq;
189 rb_extrapolate( &localplayer.rb, pco, pq );
190 v3_muladds( pco, localplayer.holdout_pose.root_co,
191 localplayer.holdout_time, pco );
192 v3_lerp( cc->tpv_lpf, pco, 20.0f*vg.time_frame_delta, cc->tpv_lpf );
193
194 /* now move into world */
195 v3f tpv_pos, tpv_offset, tpv_origin;
196
197 /* origin */
198 q_mulv( pq, cc->tpv_offset_smooth, tpv_origin );
199 v3_add( tpv_origin, cc->tpv_lpf, tpv_origin );
200
201 /* offset */
202 v3_muls( camera_follow_dir, 1.8f, tpv_offset );
203 v3_muladds( tpv_offset, cc->cam_velocity_smooth, -0.025f, tpv_offset );
204
205 v3_add( tpv_origin, tpv_offset, tpv_pos );
206
207 /*
208 * Blend cameras
209 */
210 v3_lerp( tpv_pos, fpv_pos, cc->camera_type_blend, localplayer.cam.pos );
211 v3_copy( localplayer.angles, localplayer.cam.angles );
212
213 /* Camera shake */
214 f32 speed = v3_length(localplayer.rb.v),
215 strength = k_cam_shake_strength * speed;
216 localplayer.cam_trackshake +=
217 speed*k_cam_shake_trackspeed*vg.time_frame_delta;
218
219 v2f rnd = {perlin1d( localplayer.cam_trackshake, 1.0f, 4, 20 ),
220 perlin1d( localplayer.cam_trackshake, 1.0f, 4, 63 ) };
221 v2_muladds( localplayer.cam.angles, rnd, strength, localplayer.cam.angles );
222
223 v3f Fd, Fs, F;
224 v3_muls( localplayer.cam_land_punch_v, -k_cam_damp, Fd );
225 v3_muls( localplayer.cam_land_punch, -k_cam_spring, Fs );
226 v3_muladds( localplayer.cam_land_punch, localplayer.cam_land_punch_v,
227 vg.time_frame_delta, localplayer.cam_land_punch );
228 v3_add( Fd, Fs, F );
229 v3_muladds( localplayer.cam_land_punch_v, F, vg.time_frame_delta,
230 localplayer.cam_land_punch_v );
231 v3_add( localplayer.cam_land_punch, localplayer.cam.pos,
232 localplayer.cam.pos );
233
234 if( k_cinema >= 0.0001f ){
235 ent_camera *cam = NULL;
236 f32 min_dist = k_cinema;
237
238 world_instance *world = world_current_instance();
239 for( u32 i=0; i<mdl_arrcount(&world->ent_camera); i++ ){
240 ent_camera *c = mdl_arritm(&world->ent_camera,i);
241
242 f32 dist = v3_dist( c->transform.co, localplayer.rb.co );
243
244 if( dist < min_dist ){
245 min_dist = dist;
246 cam = c;
247 }
248 }
249
250 if( cam ){
251 localplayer.cam.fov = cam->fov;
252 v3_copy( cam->transform.co, localplayer.cam.pos );
253 v3f v0;
254 if( k_cinema_fixed )
255 mdl_transform_vector( &cam->transform, (v3f){0.0f,-1.0f,0.0f}, v0 );
256 else
257 v3_sub( localplayer.rb.co, cam->transform.co, v0 );
258
259 v3_angles( v0, localplayer.cam.angles );
260 }
261 }
262
263 /* portal transitions */
264 player_camera_portal_correction();
265 }
266
267 static void player_look( v3f angles, float speed ){
268 if( vg_ui.wants_mouse ) return;
269
270 angles[2] = 0.0f;
271
272 v2f mouse_input;
273 v2_copy( vg.mouse_delta, mouse_input );
274 if( k_invert_y ) mouse_input[1] *= -1.0f;
275 v2_muladds( angles, mouse_input, 0.0025f * speed, angles );
276
277 v2f jlook;
278 joystick_state( k_srjoystick_look, jlook );
279
280 angles[0] += jlook[0] * vg.time_frame_delta * 4.0f * speed;
281 float input_y = jlook[1] * vg.time_frame_delta * 4.0f;
282 if( k_invert_y ) input_y *= -1.0f;
283
284 angles[1] += input_y * speed;
285 angles[1] = vg_clampf( angles[1], -VG_PIf*0.5f, VG_PIf*0.5f );
286 }
287
288 #endif /* PLAYER_COMMON_C */