bfdef1ab97b306129acfe9cf3c47b6dbe5321884
[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 if( localplayer.subsystem == k_player_subsystem_glide ){
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 v3_copy( (v3f){0.0f,-1.0f,0.0f}, cc->tpv_offset );
76 v3_add( cc->tpv_offset_extra, cc->tpv_offset, cc->tpv_offset );
77 }
78 else{
79 v3_copy( (v3f){-0.15f,1.75f,0.0f}, cc->fpv_viewpoint );
80 v3_copy( (v3f){0.0f,0.0f,0.0f}, cc->fpv_offset );
81
82 f32 h = vg_lerpf( 0.4f, 1.4f, k_cam_height );
83 v3_copy( (v3f){0.0f,h,0.0f}, cc->tpv_offset );
84 v3_add( cc->tpv_offset_extra, cc->tpv_offset, cc->tpv_offset );
85 }
86
87 localplayer.cam_velocity_constant = 0.25f;
88 localplayer.cam_velocity_coefficient = 0.7f;
89
90 /* lerping */
91
92 if( localplayer.cam_dist_smooth == 0.0f ){
93 localplayer.cam_dist_smooth = localplayer.cam_dist;
94 }
95 else {
96 localplayer.cam_dist_smooth = vg_lerpf(
97 localplayer.cam_dist_smooth,
98 localplayer.cam_dist,
99 vg.time_frame_delta * 8.0f );
100 }
101
102 localplayer.cam_velocity_influence_smooth = vg_lerpf(
103 localplayer.cam_velocity_influence_smooth,
104 localplayer.cam_velocity_influence,
105 vg.time_frame_delta * 8.0f );
106
107 localplayer.cam_velocity_coefficient_smooth = vg_lerpf(
108 localplayer.cam_velocity_coefficient_smooth,
109 localplayer.cam_velocity_coefficient,
110 vg.time_frame_delta * 8.0f );
111
112 localplayer.cam_velocity_constant_smooth = vg_lerpf(
113 localplayer.cam_velocity_constant_smooth,
114 localplayer.cam_velocity_constant,
115 vg.time_frame_delta * 8.0f );
116
117 enum camera_mode target_mode = cc->camera_mode;
118
119 if( localplayer.subsystem == k_player_subsystem_dead )
120 target_mode = k_cam_thirdperson;
121
122 cc->camera_type_blend =
123 vg_lerpf( cc->camera_type_blend,
124 (target_mode == k_cam_firstperson)? 1.0f: 0.0f,
125 5.0f * vg.time_frame_delta );
126
127 v3_lerp( cc->fpv_viewpoint_smooth, cc->fpv_viewpoint,
128 vg.time_frame_delta * 8.0f, cc->fpv_viewpoint_smooth );
129
130 v3_lerp( cc->fpv_offset_smooth, cc->fpv_offset,
131 vg.time_frame_delta * 8.0f, cc->fpv_offset_smooth );
132
133 v3_lerp( cc->tpv_offset_smooth, cc->tpv_offset,
134 vg.time_frame_delta * 8.0f, cc->tpv_offset_smooth );
135
136 /* fov -- simple blend */
137 float fov_skate = vg_lerpf( 97.0f, 135.0f, k_fov ),
138 fov_walk = vg_lerpf( 90.0f, 110.0f, k_fov );
139
140 localplayer.cam.fov = vg_lerpf( fov_walk, fov_skate, cc->camera_type_blend );
141
142 /*
143 * first person camera
144 */
145
146 /* position */
147 v3f fpv_pos, fpv_offset;
148 m4x3_mulv( localplayer.final_mtx[ localplayer.id_head-1 ],
149 cc->fpv_viewpoint_smooth, fpv_pos );
150 m3x3_mulv( localplayer.rb.to_world, cc->fpv_offset_smooth, fpv_offset );
151 v3_add( fpv_offset, fpv_pos, fpv_pos );
152
153 /* angles */
154 v3f velocity_angles;
155 v3_lerp( cc->cam_velocity_smooth, localplayer.rb.v, 4.0f*vg.time_frame_delta,
156 cc->cam_velocity_smooth );
157
158 v3_angles( cc->cam_velocity_smooth, velocity_angles );
159 velocity_angles[1] *= localplayer.cam_velocity_coefficient_smooth;
160 velocity_angles[1] += localplayer.cam_velocity_constant_smooth;
161
162 float inf_fpv = localplayer.cam_velocity_influence_smooth *
163 cc->camera_type_blend,
164 inf_tpv = localplayer.cam_velocity_influence_smooth *
165 (1.0f-cc->camera_type_blend);
166
167 camera_lerp_angles( localplayer.angles, velocity_angles,
168 inf_fpv,
169 localplayer.angles );
170
171 /*
172 * Third person camera
173 */
174
175 /* no idea what this technique is called, it acts like clamped position based
176 * on some derivative of where the final camera would end up ....
177 *
178 * it is done in the local basis then transformed back */
179
180 v3f future;
181 v3_muls( localplayer.rb.v, 0.4f*vg.time_frame_delta, future );
182
183 v3f camera_follow_dir =
184 { -sinf( localplayer.angles[0] ) * cosf( localplayer.angles[1] ),
185 sinf( localplayer.angles[1] ),
186 cosf( localplayer.angles[0] ) * cosf( localplayer.angles[1] ) };
187
188 v3f v0;
189 v3_sub( camera_follow_dir, future, v0 );
190
191 v3f follow_angles;
192 v3_copy( localplayer.angles, follow_angles );
193 follow_angles[0] = atan2f( -v0[0], v0[2] );
194 follow_angles[1] = 0.3f + velocity_angles[1] * 0.2f;
195
196 float ya = atan2f( -cc->cam_velocity_smooth[1], 30.0f );
197
198 follow_angles[1] = 0.3f + ya;
199 camera_lerp_angles( localplayer.angles, follow_angles,
200 inf_tpv,
201 localplayer.angles );
202
203 v3f pco;
204 v4f pq;
205 rb_extrapolate( &localplayer.rb, pco, pq );
206 v3_muladds( pco, localplayer.holdout_pose.root_co,
207 localplayer.holdout_time, pco );
208 v3_lerp( cc->tpv_lpf, pco, 20.0f*vg.time_frame_delta, cc->tpv_lpf );
209
210 /* now move into world */
211 v3f tpv_pos, tpv_offset, tpv_origin;
212
213 /* TODO: whats up with CC and not CC but both sets of variables are doing
214 * the same ideas just saved in different places?
215 */
216 /* origin */
217 q_mulv( pq, cc->tpv_offset_smooth, tpv_origin );
218 v3_add( tpv_origin, cc->tpv_lpf, tpv_origin );
219
220 /* offset */
221 v3_muls( camera_follow_dir, localplayer.cam_dist_smooth, tpv_offset );
222 v3_muladds( tpv_offset, cc->cam_velocity_smooth, -0.025f, tpv_offset );
223
224 v3_add( tpv_origin, tpv_offset, tpv_pos );
225
226 /*
227 * Blend cameras
228 */
229 v3_lerp( tpv_pos, fpv_pos, cc->camera_type_blend, localplayer.cam.pos );
230 v3_copy( localplayer.angles, localplayer.cam.angles );
231
232 /* Camera shake */
233 f32 speed = v3_length(localplayer.rb.v),
234 strength = k_cam_shake_strength * speed;
235 localplayer.cam_trackshake +=
236 speed*k_cam_shake_trackspeed*vg.time_frame_delta;
237
238 v2f rnd = {vg_perlin_fract_1d( localplayer.cam_trackshake, 1.0f, 4, 20 ),
239 vg_perlin_fract_1d( localplayer.cam_trackshake, 1.0f, 4, 63 ) };
240 v2_muladds( localplayer.cam.angles, rnd, strength, localplayer.cam.angles );
241
242 v3f Fd, Fs, F;
243 v3_muls( localplayer.cam_land_punch_v, -k_cam_damp, Fd );
244 v3_muls( localplayer.cam_land_punch, -k_cam_spring, Fs );
245 v3_muladds( localplayer.cam_land_punch, localplayer.cam_land_punch_v,
246 vg.time_frame_delta, localplayer.cam_land_punch );
247 v3_add( Fd, Fs, F );
248 v3_muladds( localplayer.cam_land_punch_v, F, vg.time_frame_delta,
249 localplayer.cam_land_punch_v );
250 v3_add( localplayer.cam_land_punch, localplayer.cam.pos,
251 localplayer.cam.pos );
252
253 if( k_cinema >= 0.0001f ){
254 ent_camera *cam = NULL;
255 f32 min_dist = k_cinema;
256
257 world_instance *world = world_current_instance();
258 for( u32 i=0; i<mdl_arrcount(&world->ent_camera); i++ ){
259 ent_camera *c = mdl_arritm(&world->ent_camera,i);
260
261 f32 dist = v3_dist( c->transform.co, localplayer.rb.co );
262
263 if( dist < min_dist ){
264 min_dist = dist;
265 cam = c;
266 }
267 }
268
269 if( cam ){
270 localplayer.cam.fov = cam->fov;
271 v3_copy( cam->transform.co, localplayer.cam.pos );
272 v3f v0;
273 if( k_cinema_fixed )
274 mdl_transform_vector( &cam->transform, (v3f){0.0f,-1.0f,0.0f}, v0 );
275 else
276 v3_sub( localplayer.rb.co, cam->transform.co, v0 );
277
278 v3_angles( v0, localplayer.cam.angles );
279 }
280 }
281
282 /* portal transitions */
283 player_camera_portal_correction();
284 }
285
286 static void player_look( v3f angles, float speed ){
287 if( vg_ui.wants_mouse ) return;
288
289 angles[2] = 0.0f;
290
291 v2f mouse_input;
292 v2_copy( vg.mouse_delta, mouse_input );
293 if( k_invert_y ) mouse_input[1] *= -1.0f;
294 v2_muladds( angles, mouse_input, 0.0025f * speed, angles );
295
296 v2f jlook;
297 joystick_state( k_srjoystick_look, jlook );
298
299 angles[0] += jlook[0] * vg.time_frame_delta * 4.0f * speed;
300 float input_y = jlook[1] * vg.time_frame_delta * 4.0f;
301 if( k_invert_y ) input_y *= -1.0f;
302
303 angles[1] += input_y * speed;
304 angles[1] = vg_clampf( angles[1], -VG_PIf*0.5f, VG_PIf*0.5f );
305 }
306
307 #endif /* PLAYER_COMMON_C */