1 #ifndef PLAYER_COMMON_C
2 #define PLAYER_COMMON_C
4 #include "ent_skateshop.h"
8 #include "vg/vg_perlin.h"
10 static float player_get_heading_yaw(void){
12 q_mulv( localplayer
.rb
.q
, (v3f
){ 0.0f
,0.0f
,1.0f
}, xz
);
13 return atan2f( xz
[0], xz
[2] );
16 static void player_camera_portal_correction(void){
17 if( localplayer
.gate_waiting
){
18 /* construct plane equation for reciever gate */
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] );
23 f32 pol
= v3_dot( localplayer
.cam
.pos
, plane
) - plane
[3];
25 int cleared
= (pol
< 0.0f
) || (pol
> 5.0f
);
28 vg_success( "Plane cleared\n" );
32 m4x3_invert_affine( localplayer
.gate_waiting
->transport
, inverse
);
34 /* de-transform camera and player back */
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
);
41 skeleton_apply_transform( &localplayer
.skeleton
, inverse
,
42 localplayer
.final_mtx
);
44 /* record and re-put things again */
46 skaterift_record_frame( &skaterift
.replay
, 1 );
47 localplayer
.deferred_frame_record
= 1;
49 skeleton_apply_transform( &localplayer
.skeleton
,
50 localplayer
.gate_waiting
->transport
,
51 localplayer
.final_mtx
);
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
;
64 static void player__cam_iterate(void){
65 struct player_cam_controller
*cc
= &localplayer
.cam_control
;
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
);
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
);
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
);
81 localplayer
.cam_velocity_constant
= 0.25f
;
82 localplayer
.cam_velocity_coefficient
= 0.7f
;
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
);
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
);
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
);
101 enum camera_mode target_mode
= cc
->camera_mode
;
103 if( localplayer
.subsystem
== k_player_subsystem_dead
)
104 target_mode
= k_cam_thirdperson
;
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
);
111 v3_lerp( cc
->fpv_viewpoint_smooth
, cc
->fpv_viewpoint
,
112 vg
.time_frame_delta
* 8.0f
, cc
->fpv_viewpoint_smooth
);
114 v3_lerp( cc
->fpv_offset_smooth
, cc
->fpv_offset
,
115 vg
.time_frame_delta
* 8.0f
, cc
->fpv_offset_smooth
);
117 v3_lerp( cc
->tpv_offset_smooth
, cc
->tpv_offset
,
118 vg
.time_frame_delta
* 8.0f
, cc
->tpv_offset_smooth
);
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
);
124 localplayer
.cam
.fov
= vg_lerpf( fov_walk
, fov_skate
, cc
->camera_type_blend
);
127 * first person camera
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
);
139 v3_lerp( cc
->cam_velocity_smooth
, localplayer
.rb
.v
, 4.0f
*vg
.time_frame_delta
,
140 cc
->cam_velocity_smooth
);
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
;
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
);
151 camera_lerp_angles( localplayer
.angles
, velocity_angles
,
153 localplayer
.angles
);
156 * Third person camera
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 ....
162 * it is done in the local basis then transformed back */
165 v3_muls( localplayer
.rb
.v
, 0.4f
*vg
.time_frame_delta
, future
);
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] ) };
173 v3_sub( camera_follow_dir
, future
, v0
);
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
;
180 float ya
= atan2f( -cc
->cam_velocity_smooth
[1], 30.0f
);
182 follow_angles
[1] = 0.3f
+ ya
;
183 camera_lerp_angles( localplayer
.angles
, follow_angles
,
185 localplayer
.angles
);
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
);
194 /* now move into world */
195 v3f tpv_pos
, tpv_offset
, tpv_origin
;
198 q_mulv( pq
, cc
->tpv_offset_smooth
, tpv_origin
);
199 v3_add( tpv_origin
, cc
->tpv_lpf
, tpv_origin
);
202 v3_muls( camera_follow_dir
, 1.8f
, tpv_offset
);
203 v3_muladds( tpv_offset
, cc
->cam_velocity_smooth
, -0.025f
, tpv_offset
);
205 v3_add( tpv_origin
, tpv_offset
, tpv_pos
);
210 v3_lerp( tpv_pos
, fpv_pos
, cc
->camera_type_blend
, localplayer
.cam
.pos
);
211 v3_copy( localplayer
.angles
, localplayer
.cam
.angles
);
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
;
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
);
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
);
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
);
234 if( k_cinema
>= 0.0001f
){
235 ent_camera
*cam
= NULL
;
236 f32 min_dist
= k_cinema
;
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
);
242 f32 dist
= v3_dist( c
->transform
.co
, localplayer
.rb
.co
);
244 if( dist
< min_dist
){
251 localplayer
.cam
.fov
= cam
->fov
;
252 v3_copy( cam
->transform
.co
, localplayer
.cam
.pos
);
255 mdl_transform_vector( &cam
->transform
, (v3f
){0.0f
,-1.0f
,0.0f
}, v0
);
257 v3_sub( localplayer
.rb
.co
, cam
->transform
.co
, v0
);
259 v3_angles( v0
, localplayer
.cam
.angles
);
263 /* portal transitions */
264 player_camera_portal_correction();
267 static void player_look( v3f angles
, float speed
){
268 if( vg_ui
.wants_mouse
) return;
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
);
278 joystick_state( k_srjoystick_look
, jlook
);
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
;
284 angles
[1] += input_y
* speed
;
285 angles
[1] = vg_clampf( angles
[1], -VG_PIf
*0.5f
, VG_PIf
*0.5f
);
288 #endif /* PLAYER_COMMON_C */