input update 1
[carveJwlIkooP6JGAAIwe30JlM.git] / player_common.c
1 #ifndef PLAYER_COMMON_C
2 #define PLAYER_COMMON_C
3
4 #include "player.h"
5 #include "conf.h"
6 #include "input.h"
7
8 VG_STATIC float
9 k_cam_spring = 20.0f,
10 k_cam_damp = 6.7f;
11
12 VG_STATIC void player_vector_angles( v3f angles, v3f v, float C, float k )
13 {
14 float yaw = atan2f( v[0], -v[2] ),
15 pitch = atan2f
16 (
17 -v[1],
18 sqrtf
19 (
20 v[0]*v[0] + v[2]*v[2]
21 )
22 ) * C + k;
23
24 angles[0] = yaw;
25 angles[1] = pitch;
26 angles[2] = 0.0f;
27 }
28
29 VG_STATIC float player_get_heading_yaw( player_instance *player )
30 {
31 v3f xz;
32 q_mulv( player->rb.q, (v3f){ 0.0f,0.0f,1.0f }, xz );
33 m3x3_mulv( player->invbasis, xz, xz );
34 return atan2f( xz[0], xz[2] );
35 }
36
37 VG_STATIC void player_camera_portal_correction( player_instance *player )
38 {
39 if( player->gate_waiting ){
40 /* construct plane equation for reciever gate */
41 v4f plane;
42 q_mulv( player->gate_waiting->q[1], (v3f){0.0f,0.0f,1.0f}, plane );
43 plane[3] = v3_dot( plane, player->gate_waiting->co[1] );
44
45 /* check camera polarity */
46 if( v3_dot( player->cam.pos, plane ) < plane[3] ) {
47 vg_success( "Plane cleared\n" );
48 player_apply_transport_to_cam( player->gate_waiting->transport );
49 player->gate_waiting = NULL;
50 player->viewable_world = get_active_world();
51 }
52 else{
53 /* de-transform camera and player back */
54 m4x3f inverse;
55 m4x3_invert_affine( player->gate_waiting->transport, inverse );
56 m4x3_mulv( inverse, player->cam.pos, player->cam.pos );
57
58 struct skeleton *sk = &player->playeravatar->sk;
59 skeleton_apply_transform( sk, inverse );
60 }
61 }
62 }
63
64 static v3f TEMP_TPV_EXTRA;
65
66 VG_STATIC void player__cam_iterate( player_instance *player )
67 {
68 struct player_avatar *av = player->playeravatar;
69
70 if( player->subsystem == k_player_subsystem_walk ){
71 v3_copy( (v3f){-0.1f,1.8f,0.0f}, player->fpv_viewpoint );
72 v3_copy( (v3f){0.0f,0.0f,0.0f}, player->fpv_offset );
73 v3_copy( (v3f){0.0f,1.4f,0.0f}, player->tpv_offset );
74 }
75 else{
76 v3_copy( (v3f){-0.15f,1.75f,0.0f}, player->fpv_viewpoint );
77 #if 0
78 v3_copy( (v3f){-0.35f,0.0f,0.0f}, player->fpv_offset );
79 #endif
80 v3_copy( (v3f){0.0f,0.0f,0.0f}, player->fpv_offset );
81 v3_copy( (v3f){0.0f,1.4f,0.0f}, player->tpv_offset );
82 v3_add( TEMP_TPV_EXTRA, player->tpv_offset, player->tpv_offset );
83 }
84
85 player->cam_velocity_constant = 0.25f;
86 player->cam_velocity_coefficient = 0.7f;
87
88 /* lerping */
89
90 player->cam_velocity_influence_smooth = vg_lerpf(
91 player->cam_velocity_influence_smooth,
92 player->cam_velocity_influence,
93 vg.time_frame_delta * 8.0f );
94
95 player->cam_velocity_coefficient_smooth = vg_lerpf(
96 player->cam_velocity_coefficient_smooth,
97 player->cam_velocity_coefficient,
98 vg.time_frame_delta * 8.0f );
99
100 player->cam_velocity_constant_smooth = vg_lerpf(
101 player->cam_velocity_constant_smooth,
102 player->cam_velocity_constant,
103 vg.time_frame_delta * 8.0f );
104
105 enum camera_mode target_mode = player->camera_mode;
106
107 if( player->subsystem == k_player_subsystem_dead )
108 target_mode = k_cam_thirdperson;
109
110 player->camera_type_blend =
111 vg_lerpf( player->camera_type_blend,
112 (target_mode == k_cam_firstperson)? 1.0f: 0.0f,
113 5.0f * vg.time_frame_delta );
114
115 v3_lerp( player->fpv_viewpoint_smooth, player->fpv_viewpoint,
116 vg.time_frame_delta * 8.0f, player->fpv_viewpoint_smooth );
117
118 v3_lerp( player->fpv_offset_smooth, player->fpv_offset,
119 vg.time_frame_delta * 8.0f, player->fpv_offset_smooth );
120
121 v3_lerp( player->tpv_offset_smooth, player->tpv_offset,
122 vg.time_frame_delta * 8.0f, player->tpv_offset_smooth );
123
124 /* fov -- simple blend */
125 float fov_skate = vg_lerpf( 97.0f, 135.0f, cl_fov ),
126 fov_walk = vg_lerpf( 90.0f, 110.0f, cl_fov );
127
128 player->cam.fov = vg_lerpf( fov_walk, fov_skate, player->camera_type_blend );
129
130 /*
131 * first person camera
132 */
133
134 /* position */
135 v3f fpv_pos, fpv_offset;
136 m4x3_mulv( av->sk.final_mtx[ av->id_head-1 ],
137 player->fpv_viewpoint_smooth, fpv_pos );
138 m3x3_mulv( player->rb.to_world, player->fpv_offset_smooth, fpv_offset );
139 v3_add( fpv_offset, fpv_pos, fpv_pos );
140
141 /* angles */
142 v3f velocity_angles;
143 v3_lerp( player->cam_velocity_smooth, player->rb.v, 4.0f*vg.time_frame_delta,
144 player->cam_velocity_smooth );
145
146 v3f velocity_local;
147 m3x3_mulv( player->invbasis, player->cam_velocity_smooth, velocity_local );
148 player_vector_angles( velocity_angles, velocity_local,
149 player->cam_velocity_coefficient_smooth,
150 player->cam_velocity_constant_smooth );
151
152 float inf_fpv = player->cam_velocity_influence_smooth *
153 player->camera_type_blend,
154 inf_tpv = player->cam_velocity_influence_smooth *
155 (1.0f-player->camera_type_blend);
156
157 camera_lerp_angles( player->angles, velocity_angles,
158 inf_fpv,
159 player->angles );
160
161 /*
162 * Third person camera
163 */
164
165 /* no idea what this technique is called, it acts like clamped position based
166 * on some derivative of where the final camera would end up ....
167 *
168 * it is done in the local basis then transformed back */
169
170 v3f future;
171 v3_muls( player->rb.v, 0.4f*vg.time_frame_delta, future );
172 m3x3_mulv( player->invbasis, future, future );
173
174 v3f camera_follow_dir =
175 { -sinf( player->angles[0] ) * cosf( player->angles[1] ),
176 sinf( player->angles[1] ),
177 cosf( player->angles[0] ) * cosf( player->angles[1] ) };
178
179 v3f v0;
180 v3_sub( camera_follow_dir, future, v0 );
181
182 v3f follow_angles;
183 v3_copy( player->angles, follow_angles );
184 follow_angles[0] = atan2f( -v0[0], v0[2] );
185 follow_angles[1] = 0.3f + velocity_angles[1] * 0.2f;
186
187 float ya = atan2f( -velocity_local[1], 30.0f );
188
189 follow_angles[1] = 0.3f + ya;
190 camera_lerp_angles( player->angles, follow_angles,
191 inf_tpv,
192 player->angles );
193
194 v3f pco;
195 v4f pq;
196 rb_extrapolate( &player->rb, pco, pq );
197 v3_lerp( player->tpv_lpf, pco, 20.0f*vg.time_frame_delta, player->tpv_lpf );
198
199 /* now move into world */
200
201 m3x3_mulv( player->basis, camera_follow_dir, camera_follow_dir );
202 v3f tpv_pos, tpv_offset;
203
204 v3_muladds( player->tpv_lpf, camera_follow_dir, 1.8f, tpv_pos );
205 q_mulv( pq, player->tpv_offset_smooth, tpv_offset );
206 v3_add( tpv_offset, tpv_pos, tpv_pos );
207 v3_muladds( tpv_pos, player->cam_velocity_smooth, -0.025f, tpv_pos );
208
209 /*
210 * Blend cameras
211 */
212 v3_lerp( tpv_pos, fpv_pos, player->camera_type_blend, player->cam.pos );
213 v3_copy( player->angles, player->cam.angles );
214
215 float Fd = -player->cam_land_punch_v * k_cam_damp,
216 Fs = -player->cam_land_punch * k_cam_spring;
217 player->cam_land_punch += player->cam_land_punch_v * vg.time_frame_delta;
218 player->cam_land_punch_v += ( Fd + Fs ) * vg.time_frame_delta;
219 player->cam.angles[1] += player->cam_land_punch;
220
221 /* override camera */
222 player->cam.angles[0] =
223 vg_alerpf( player->cam.angles[0], player->cam_override_angles[0],
224 player->cam_override_strength );
225 player->cam.angles[1] =
226 vg_lerpf ( player->cam.angles[1], player->cam_override_angles[1],
227 player->cam_override_strength );
228 v3_lerp( player->cam.pos, player->cam_override_pos,
229 player->cam_override_strength, player->cam.pos );
230 player->cam.fov = vg_lerpf( player->cam.fov, player->cam_override_fov,
231 player->cam_override_strength );
232
233 /* portal transitions */
234 player_camera_portal_correction( player );
235 }
236
237 VG_STATIC void player_look( player_instance *player, v3f angles )
238 {
239 angles[2] = 0.0f;
240
241 v2f mouse_input;
242 v2_copy( vg.mouse_delta, mouse_input );
243 if( cl_invert_y )
244 mouse_input[1] *= -1.0f;
245 v2_muladds( angles, mouse_input, 0.0025f, angles );
246
247 angles[0] += srinput.joy_look[0] * vg.time_delta * 4.0f;
248 float input_y = srinput.joy_look[1] * vg.time_delta * 4.0f;
249 if( cl_invert_y )
250 input_y *= -1.0f;
251
252 angles[1] += input_y;
253
254 angles[1] = vg_clampf( angles[1], -VG_PIf*0.5f, VG_PIf*0.5f );
255 }
256
257 #endif /* PLAYER_COMMON_C */