TurboFisto
[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 m3x3_mulv( player->invbasis, xz, xz );
27 return atan2f( xz[0], xz[2] );
28 }
29
30 VG_STATIC void player_camera_portal_correction( player_instance *player )
31 {
32 if( player->gate_waiting ){
33 /* construct plane equation for reciever gate */
34 v4f plane;
35 q_mulv( player->gate_waiting->q[1], (v3f){0.0f,0.0f,1.0f}, plane );
36 plane[3] = v3_dot( plane, player->gate_waiting->co[1] );
37
38 /* check camera polarity */
39 if( v3_dot( player->cam.pos, plane ) < plane[3] ) {
40 vg_success( "Plane cleared\n" );
41 player_apply_transport_to_cam( player->gate_waiting->transport );
42 player->gate_waiting = NULL;
43 player->viewable_world = get_active_world();
44 }
45 else{
46 /* de-transform camera and player back */
47 m4x3f inverse;
48 m4x3_invert_affine( player->gate_waiting->transport, inverse );
49 m4x3_mulv( inverse, player->cam.pos, player->cam.pos );
50
51 struct skeleton *sk = &player->playeravatar->sk;
52 skeleton_apply_transform( sk, inverse );
53 }
54 }
55 }
56
57 static v3f TEMP_TPV_EXTRA;
58
59 VG_STATIC void player__cam_iterate( player_instance *player )
60 {
61 struct player_avatar *av = player->playeravatar;
62
63 if( player->subsystem == k_player_subsystem_walk ){
64 v3_copy( (v3f){-0.1f,1.8f,0.0f}, player->fpv_viewpoint );
65 v3_copy( (v3f){0.0f,0.0f,0.0f}, player->fpv_offset );
66 v3_copy( (v3f){0.0f,1.4f,0.0f}, player->tpv_offset );
67 }
68 else{
69 v3_copy( (v3f){-0.15f,1.75f,0.0f}, player->fpv_viewpoint );
70 #if 0
71 v3_copy( (v3f){-0.35f,0.0f,0.0f}, player->fpv_offset );
72 #endif
73 v3_copy( (v3f){0.0f,0.0f,0.0f}, player->fpv_offset );
74 v3_copy( (v3f){0.0f,1.4f,0.0f}, player->tpv_offset );
75 v3_add( TEMP_TPV_EXTRA, player->tpv_offset, player->tpv_offset );
76 }
77
78 player->cam_velocity_constant = 0.25f;
79 player->cam_velocity_coefficient = 0.7f;
80
81 /* lerping */
82
83 player->cam_velocity_influence_smooth = vg_lerpf(
84 player->cam_velocity_influence_smooth,
85 player->cam_velocity_influence,
86 vg.frame_delta * 8.0f );
87
88 player->cam_velocity_coefficient_smooth = vg_lerpf(
89 player->cam_velocity_coefficient_smooth,
90 player->cam_velocity_coefficient,
91 vg.frame_delta * 8.0f );
92
93 player->cam_velocity_constant_smooth = vg_lerpf(
94 player->cam_velocity_constant_smooth,
95 player->cam_velocity_constant,
96 vg.frame_delta * 8.0f );
97
98 enum camera_mode target_mode = player->camera_mode;
99
100 if( player->subsystem == k_player_subsystem_dead )
101 target_mode = k_cam_thirdperson;
102
103 player->camera_type_blend =
104 vg_lerpf( player->camera_type_blend,
105 (target_mode == k_cam_firstperson)? 1.0f: 0.0f,
106 5.0f * vg.frame_delta );
107
108 v3_lerp( player->fpv_viewpoint_smooth, player->fpv_viewpoint,
109 vg.frame_delta * 8.0f, player->fpv_viewpoint_smooth );
110
111 v3_lerp( player->fpv_offset_smooth, player->fpv_offset,
112 vg.frame_delta * 8.0f, player->fpv_offset_smooth );
113
114 v3_lerp( player->tpv_offset_smooth, player->tpv_offset,
115 vg.frame_delta * 8.0f, player->tpv_offset_smooth );
116
117 /* fov -- simple blend */
118 /* FIXME: cl_fov */
119 player->cam.fov = vg_lerpf( 97.0f, 128.0f, player->camera_type_blend );
120
121 /*
122 * first person camera
123 */
124
125 /* position */
126 v3f fpv_pos, fpv_offset;
127 m4x3_mulv( av->sk.final_mtx[ av->id_head-1 ],
128 player->fpv_viewpoint_smooth, fpv_pos );
129 m3x3_mulv( player->rb.to_world, player->fpv_offset_smooth, fpv_offset );
130 v3_add( fpv_offset, fpv_pos, fpv_pos );
131
132 /* angles */
133 v3f velocity_angles;
134 v3_lerp( player->cam_velocity_smooth, player->rb.v, 4.0f*vg.frame_delta,
135 player->cam_velocity_smooth );
136
137 v3f velocity_local;
138 m3x3_mulv( player->invbasis, player->cam_velocity_smooth, velocity_local );
139 player_vector_angles( velocity_angles, velocity_local,
140 player->cam_velocity_coefficient_smooth,
141 player->cam_velocity_constant_smooth );
142
143 float inf_fpv = player->cam_velocity_influence_smooth *
144 player->camera_type_blend,
145 inf_tpv = player->cam_velocity_influence_smooth *
146 (1.0f-player->camera_type_blend);
147
148 camera_lerp_angles( player->angles, velocity_angles,
149 inf_fpv,
150 player->angles );
151
152 /*
153 * Third person camera
154 */
155
156 /* no idea what this technique is called, it acts like clamped position based
157 * on some derivative of where the final camera would end up ....
158 *
159 * it is done in the local basis then transformed back */
160
161 v3f future;
162 v3_muls( player->rb.v, 0.4f*vg.frame_delta, future );
163 m3x3_mulv( player->invbasis, future, future );
164
165 v3f camera_follow_dir =
166 { -sinf( player->angles[0] ) * cosf( player->angles[1] ),
167 sinf( player->angles[1] ),
168 cosf( player->angles[0] ) * cosf( player->angles[1] ) };
169
170 v3f v0;
171 v3_sub( camera_follow_dir, future, v0 );
172
173 v3f follow_angles;
174 v3_copy( player->angles, follow_angles );
175 follow_angles[0] = atan2f( -v0[0], v0[2] );
176 follow_angles[1] = 0.3f + velocity_angles[1] * 0.2f;
177
178 float ya = atan2f( -velocity_local[1], 30.0f );
179
180 follow_angles[1] = 0.3f + ya;
181 camera_lerp_angles( player->angles, follow_angles,
182 inf_tpv,
183 player->angles );
184
185 v3f pco;
186 v4f pq;
187 rb_extrapolate( &player->rb, pco, pq );
188 v3_lerp( player->tpv_lpf, pco, 20.0f*vg.frame_delta, player->tpv_lpf );
189
190 /* now move into world */
191
192 m3x3_mulv( player->basis, camera_follow_dir, camera_follow_dir );
193 v3f tpv_pos, tpv_offset;
194
195 v3_muladds( player->tpv_lpf, camera_follow_dir, 1.8f, tpv_pos );
196 q_mulv( pq, player->tpv_offset_smooth, tpv_offset );
197 v3_add( tpv_offset, tpv_pos, tpv_pos );
198 v3_muladds( tpv_pos, player->cam_velocity_smooth, -0.025f, tpv_pos );
199
200 /*
201 * Blend cameras
202 */
203 v3_lerp( tpv_pos, fpv_pos, player->camera_type_blend, player->cam.pos );
204 v3_copy( player->angles, player->cam.angles );
205
206 float Fd = -player->cam_land_punch_v * k_cam_damp,
207 Fs = -player->cam_land_punch * k_cam_spring;
208 player->cam_land_punch += player->cam_land_punch_v * vg.frame_delta;
209 player->cam_land_punch_v += ( Fd + Fs ) * vg.frame_delta;
210 player->cam.angles[1] += player->cam_land_punch;
211
212 /* override camera */
213 player->cam.angles[0] =
214 vg_alerpf( player->cam.angles[0], player->cam_override_angles[0],
215 player->cam_override_strength );
216 player->cam.angles[1] =
217 vg_lerpf ( player->cam.angles[1], player->cam_override_angles[1],
218 player->cam_override_strength );
219 v3_lerp( player->cam.pos, player->cam_override_pos,
220 player->cam_override_strength, player->cam.pos );
221
222 /* portal transitions */
223 player_camera_portal_correction( player );
224 }
225
226 VG_STATIC void player_look( player_instance *player, v3f angles )
227 {
228 angles[2] = 0.0f;
229 v2_muladds( angles, vg.mouse_delta, 0.0025f, angles );
230
231 if( vg_input.controller_should_use_trackpad_look ){
232 static v2f last_input;
233 static v2f vel;
234 static v2f vel_smooth;
235
236 v2f input = { player->input_js2h->axis.value,
237 player->input_js2v->axis.value };
238
239 if( (v2_length2(last_input) > 0.001f) && (v2_length2(input) > 0.001f) ){
240 v2_sub( input, last_input, vel );
241 v2_muls( vel, 1.0f/vg.time_delta, vel );
242 }
243 else{
244 v2_zero( vel );
245 }
246
247 v2_lerp( vel_smooth, vel, vg.time_delta*8.0f, vel_smooth );
248
249 v2_muladds( angles, vel_smooth, vg.time_delta, angles );
250 v2_copy( input, last_input );
251 }
252 else{
253 angles[0] += player->input_js2h->axis.value * vg.time_delta * 4.0f;
254 angles[1] += player->input_js2v->axis.value * vg.time_delta * 4.0f;
255 }
256
257 angles[1] = vg_clampf( angles[1], -VG_PIf*0.5f, VG_PIf*0.5f );
258 }
259
260 #endif /* PLAYER_COMMON_C */