dead
[carveJwlIkooP6JGAAIwe30JlM.git] / player_common.c
1 #ifndef PLAYER_COMMON_C
2 #define PLAYER_COMMON_C
3
4 #include "player.h"
5
6 VG_STATIC void player_vector_angles( v3f angles, v3f v, float C, float k )
7 {
8 float yaw = atan2f( v[0], -v[2] ),
9 pitch = atan2f
10 (
11 -v[1],
12 sqrtf
13 (
14 v[0]*v[0] + v[2]*v[2]
15 )
16 ) * C + k;
17
18 angles[0] = yaw;
19 angles[1] = pitch;
20 }
21
22 VG_STATIC float player_get_heading_yaw( player_instance *player )
23 {
24 v3f xz;
25 q_mulv( player->rb.q, (v3f){ 0.0f,0.0f,1.0f }, xz );
26 return atan2f( xz[0], xz[2] );
27 }
28
29 VG_STATIC void player_camera_portal_correction( player_instance *player )
30 {
31 if( player->gate_waiting )
32 {
33 /* construct plane equation for reciever gate */
34 v4f plane;
35 v3_copy( player->gate_waiting->recv_to_world[2], plane );
36 plane[3] = v3_dot( plane, player->gate_waiting->recv_to_world[3] );
37
38 /* check camera polarity */
39 if( v3_dot( player->cam.pos, plane ) < plane[3] )
40 {
41 vg_success( "Plane cleared\n" );
42 player_apply_transport_to_cam( player->gate_waiting->transport );
43 player->gate_waiting = NULL;
44 }
45 else
46 {
47 /* de-transform camera and player back */
48 m4x3f inverse;
49 m4x3_invert_affine( player->gate_waiting->transport, inverse );
50 m4x3_mulv( inverse, player->cam.pos, player->cam.pos );
51
52 /* TODO: Find robust method for this */
53 v3f fwd_dir = { cosf(player->cam.angles[0]),
54 0.0f,
55 sinf(player->cam.angles[0])};
56 m3x3_mulv( inverse, fwd_dir, fwd_dir );
57 player->cam.angles[0] = atan2f( fwd_dir[2], fwd_dir[0] );
58
59 struct skeleton *sk = &player->playeravatar->sk;
60 skeleton_apply_transform( sk, inverse );
61 }
62 }
63 }
64
65 VG_STATIC void player__cam_iterate( player_instance *player )
66 {
67 struct player_avatar *av = player->playeravatar;
68
69 if( player->subsystem == k_player_subsystem_walk )
70 {
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 {
77 v3_copy( (v3f){0.0f,1.8f,0.0f}, player->fpv_viewpoint );
78 v3_copy( (v3f){-0.35f,0.0f,0.0f}, player->fpv_offset );
79 v3_copy( (v3f){0.0f,1.4f,0.0f}, player->tpv_offset );
80 }
81
82 player->cam_velocity_constant = 0.25f;
83 player->cam_velocity_coefficient = 0.7f;
84
85 /* lerping */
86
87 player->cam_velocity_influence_smooth = vg_lerpf(
88 player->cam_velocity_influence_smooth,
89 player->cam_velocity_influence,
90 vg.frame_delta * 8.0f );
91
92 player->cam_velocity_coefficient_smooth = vg_lerpf(
93 player->cam_velocity_coefficient_smooth,
94 player->cam_velocity_coefficient,
95 vg.frame_delta * 8.0f );
96
97 player->cam_velocity_constant_smooth = vg_lerpf(
98 player->cam_velocity_constant_smooth,
99 player->cam_velocity_constant,
100 vg.frame_delta * 8.0f );
101
102 enum camera_mode target_mode = player->camera_mode;
103
104 if( player->subsystem == k_player_subsystem_dead )
105 target_mode = k_cam_thirdperson;
106
107 player->camera_type_blend =
108 vg_lerpf( player->camera_type_blend,
109 (target_mode == k_cam_firstperson)? 1.0f: 0.0f,
110 5.0f * vg.frame_delta );
111
112 v3_lerp( player->fpv_viewpoint_smooth, player->fpv_viewpoint,
113 vg.frame_delta * 8.0f, player->fpv_viewpoint_smooth );
114
115 v3_lerp( player->fpv_offset_smooth, player->fpv_offset,
116 vg.frame_delta * 8.0f, player->fpv_offset_smooth );
117
118 v3_lerp( player->tpv_offset_smooth, player->tpv_offset,
119 vg.frame_delta * 8.0f, player->tpv_offset_smooth );
120
121 /* fov -- simple blend */
122 /* FIXME: cl_fov */
123 player->cam.fov = vg_lerpf( 97.0f, 118.0f, player->camera_type_blend );
124
125 /*
126 * first person camera
127 */
128
129 /* position */
130 v3f fpv_pos, fpv_offset;
131 m4x3_mulv( av->sk.final_mtx[ av->id_head-1 ],
132 player->fpv_viewpoint_smooth, fpv_pos );
133 m3x3_mulv( player->rb.to_world, player->fpv_offset_smooth, fpv_offset );
134 v3_add( fpv_offset, fpv_pos, fpv_pos );
135
136 /* angles */
137 v3f velocity_angles;
138 v3_lerp( player->cam_velocity_smooth, player->rb.v, 4.0f*vg.frame_delta,
139 player->cam_velocity_smooth );
140 player_vector_angles( velocity_angles, player->cam_velocity_smooth,
141 player->cam_velocity_coefficient_smooth,
142 player->cam_velocity_constant_smooth );
143
144 float inf_fpv = player->cam_velocity_influence_smooth *
145 player->camera_type_blend,
146 inf_tpv = player->cam_velocity_influence_smooth *
147 (1.0f-player->camera_type_blend);
148
149 camera_lerp_angles( player->angles, velocity_angles,
150 inf_fpv,
151 player->angles );
152
153 /*
154 * Third person camera
155 */
156
157 /* no idea what this technique is called, it acts like clamped position based
158 * on some derivative of where the final camera would end up .... */
159
160 v3f future;
161 v3_muls( player->rb.v, 0.4f*vg.frame_delta, future );
162
163 v3f camera_follow_dir =
164 { -sinf( player->angles[0] ) * cosf( player->angles[1] ),
165 sinf( player->angles[1] ),
166 cosf( player->angles[0] ) * cosf( player->angles[1] ) };
167
168 v3f v0;
169 v3_sub( camera_follow_dir, future, v0 );
170
171 v3f follow_angles;
172 v3_copy( player->angles, follow_angles );
173 follow_angles[0] = atan2f( -v0[0], v0[2] );
174 follow_angles[1] = 0.3f + velocity_angles[1] * 0.2f;
175
176 float ya = atan2f
177 (
178 -player->cam_velocity_smooth[1],
179 30.0f
180 );
181
182 follow_angles[1] = 0.3f + ya;
183
184 camera_lerp_angles( player->angles, follow_angles,
185 inf_tpv,
186 player->angles );
187
188 v3f pco;
189 v4f pq;
190 rb_extrapolate( &player->rb, pco, pq );
191 v3_lerp( player->tpv_lpf, pco, 20.0f*vg.frame_delta, player->tpv_lpf );
192
193 v3f tpv_pos, tpv_offset;
194 v3_muladds( player->tpv_lpf, camera_follow_dir, 1.8f, tpv_pos );
195 q_mulv( pq, player->tpv_offset_smooth, tpv_offset );
196 v3_add( tpv_offset, tpv_pos, tpv_pos );
197 v3_muladds( tpv_pos, player->cam_velocity_smooth, -0.025f, tpv_pos );
198
199
200 /*
201 * Blend cameras
202 */
203
204 v3_lerp( tpv_pos, fpv_pos, player->camera_type_blend, player->cam.pos );
205 v3_copy( player->angles, player->cam.angles );
206
207
208 float Fd = -player->cam_land_punch_v * k_cam_damp,
209 Fs = -player->cam_land_punch * k_cam_spring;
210 player->cam_land_punch += player->cam_land_punch_v * vg.frame_delta;
211 player->cam_land_punch_v += ( Fd + Fs ) * vg.frame_delta;
212 player->cam.angles[1] += player->cam_land_punch;
213
214 /* portal transitions */
215 player_camera_portal_correction( player );
216 }
217
218 VG_STATIC void player_look( player_instance *player, v3f angles )
219 {
220 angles[2] = 0.0f;
221 v2_muladds( angles, vg.mouse_delta, 0.0025f, angles );
222
223 if( vg_input.controller_should_use_trackpad_look )
224 {
225 static v2f last_input;
226 static v2f vel;
227 static v2f vel_smooth;
228
229 v2f input = { player->input_js2h->axis.value,
230 player->input_js2v->axis.value };
231
232 if( (v2_length2(last_input) > 0.001f) && (v2_length2(input) > 0.001f) )
233 {
234 v2_sub( input, last_input, vel );
235 v2_muls( vel, 1.0f/vg.time_delta, vel );
236 }
237 else
238 {
239 v2_zero( vel );
240 }
241
242 v2_lerp( vel_smooth, vel, vg.time_delta*8.0f, vel_smooth );
243
244 v2_muladds( angles, vel_smooth, vg.time_delta, angles );
245 v2_copy( input, last_input );
246 }
247 else
248 {
249 angles[0] += player->input_js2h->axis.value * vg.time_delta * 4.0f;
250 angles[1] += player->input_js2v->axis.value * vg.time_delta * 4.0f;
251 }
252
253 angles[1] = vg_clampf( angles[1], -VG_PIf*0.5f, VG_PIf*0.5f );
254 }
255
256 #endif /* PLAYER_COMMON_C */