plish
authorhgn <hgodden00@gmail.com>
Sun, 5 Feb 2023 13:55:58 +0000 (13:55 +0000)
committerhgn <hgodden00@gmail.com>
Sun, 5 Feb 2023 13:55:58 +0000 (13:55 +0000)
common.h
player.c
player.h
player_common.c
player_skate.c
player_walk.c
player_walk.h

index d70ae0308b4667539e4ce5854402044ef3be39b8..79ea5265adc3b4117221f26d9f1038cf045bd3d0 100644 (file)
--- a/common.h
+++ b/common.h
@@ -143,6 +143,11 @@ VG_STATIC float
    k_walk_friction         = 10.0f,
    k_walk_step_height      = 0.2f;
 
+VG_STATIC float
+   k_cam_punch             = -0.1f,
+   k_cam_spring            = 20.0f,
+   k_cam_damp              = 6.7f;
+
 VG_STATIC float k_ragdoll_floatyiness = 20.0f,
                 k_ragdoll_floatydrag  = 1.0f,
                 k_ragdoll_limit_scale = 1.0f;
@@ -160,6 +165,10 @@ VG_STATIC int cl_thirdperson = 0;
 
 VG_STATIC void common_var_temp(void)
 {
+   VG_VAR_F32( k_cam_punch );
+   VG_VAR_F32( k_cam_damp );
+   VG_VAR_F32( k_cam_spring );
+
    VG_VAR_F32( k_walkspeed );
    VG_VAR_F32( k_stopspeed );
    VG_VAR_F32( k_airspeed );
index 72d4810531739f4dfd19bd99e34506eee6cadb35..a43009158aa8baa0cfb0bcd9eb788c38ee325c07 100644 (file)
--- a/player.c
+++ b/player.c
@@ -169,6 +169,17 @@ VG_STATIC void player_apply_transport_to_cam( m4x3f transport )
    m4x4_mul( main_camera.mtx.v,  transport_4, main_camera.mtx.v );
 }
 
+VG_STATIC void gate_rotate_angles( teleport_gate *gate, v3f angles, v3f d )
+{
+   v3f fwd_dir = { cosf(angles[0]),
+                   0.0f,
+                   sinf(angles[0])};
+   m3x3_mulv( gate->transport, fwd_dir, fwd_dir );
+
+   v3_copy( angles, d );
+   d[0] = atan2f( fwd_dir[2], fwd_dir[0] );
+}
+
 /*
  * Applies gate transport to a player_interface
  */
@@ -178,6 +189,11 @@ void player__pass_gate( player_instance *player, teleport_gate *gate )
    player->gate_waiting = gate;
 
    /* TODO: Add back other logic thats normally here */
+
+#if 0
+   m4x3_mulv( gate->transport, player->follow_pos, player->follow_pos );
+   gate_rotate_angles( gate, player->follow_angles, player->follow_angles );
+#endif
 }
 
 VG_STATIC void player__pre_render( player_instance *player )
@@ -237,6 +253,19 @@ PLAYER_API void player__im_gui( player_instance *player )
 
    vg_uictx.cursor[0] = vg.window_x;
 
+   player__debugtext( 1, "%.2f %.2f %.2f", player->cam.pos[0],
+                                           player->cam.pos[1],
+                                           player->cam.pos[2] );
+   player__debugtext( 1, "%.2f %.2f %.2f (%.2f)", 
+                                           player->cam.angles[0],
+                                           player->cam.angles[1],
+                                           player->cam.angles[2],
+                                           player->cam.fov);
+   player__debugtext( 1, "C/K %.2f %.2f (%.2f)", 
+                              player->cam_velocity_coefficient_smooth,
+                              player->cam_velocity_constant_smooth,
+                              player->cam_velocity_influence_smooth );
+
    if( _player_im_gui[ player->subsystem ] )
       _player_im_gui[ player->subsystem ]( player );
 
index 85bca0a8258a5f13aa067d14d3de5fba4ad5fb3c..d744d192d06db58c16097a3c2df53fdfaa3f1f2e 100644 (file)
--- a/player.h
+++ b/player.h
@@ -36,6 +36,7 @@ struct player_instance
    cam1, cam3;
 #endif
 
+#if 0
    v3f follow_pos,
        follow_angles,
        follow_pos_target,
@@ -43,10 +44,33 @@ struct player_instance
        override_pos,
        override_angles,
        fpv_pos,
-       fpv_angles;
+       fpv_angles,
+       fpv_offset,
+       fpv_offset_target;
 
    float cam_position_override_strength,
-         cam_angles_override_strength;
+         cam_angles_override_strength,
+         cam_land_punch,
+         cam_land_punch_v;
+#endif
+
+   v3f fpv_offset,         /* expressed relative to rigidbody */
+       tpv_offset,
+       fpv_viewpoint,      /* expressed relative to neck bone inverse final */
+       fpv_offset_smooth,
+       fpv_viewpoint_smooth,
+       tpv_offset_smooth,
+       tpv_lpf,
+       cam_velocity_smooth;
+
+   float cam_velocity_influence,
+         cam_velocity_coefficient,
+         cam_velocity_constant,
+         cam_velocity_coefficient_smooth,
+         cam_velocity_constant_smooth,
+         cam_velocity_influence_smooth,
+         cam_land_punch,
+         cam_land_punch_v;
 
    teleport_gate *gate_waiting;
 
index 3f8e7b11db12265c18f960de6076805572c95302..7a6861cdc537156d0b6de50bd63a59c01c7f4be4 100644 (file)
@@ -19,6 +19,13 @@ VG_STATIC void player_vector_angles( v3f angles, v3f v, float C, float k )
    angles[1] = pitch;
 }
 
+VG_STATIC float player_get_heading_yaw( player_instance *player )
+{
+   v3f xz;
+   q_mulv( player->rb.q, (v3f){ 0.0f,0.0f,1.0f }, xz );
+   return atan2f( xz[0], xz[2] );
+}
+
 VG_STATIC void player_camera_portal_correction( player_instance *player )
 {
    if( player->gate_waiting )
@@ -59,12 +66,156 @@ VG_STATIC void player__cam_iterate( player_instance *player )
 {
    struct player_avatar *av = player->playeravatar;
 
+   if( player->subsystem == k_player_subsystem_walk )
+   {
+      v3_copy( (v3f){-0.1f,1.8f,0.0f}, player->fpv_viewpoint );
+      v3_copy( (v3f){0.0f,0.0f,0.0f}, player->fpv_offset );
+      v3_copy( (v3f){0.0f,1.4f,0.0f}, player->tpv_offset );
+   }
+   else
+   {
+      v3_copy( (v3f){0.0f,1.8f,0.0f}, player->fpv_viewpoint );
+      v3_copy( (v3f){-0.35f,0.0f,0.0f}, player->fpv_offset );
+      v3_copy( (v3f){0.0f,1.4f,0.0f}, player->tpv_offset );
+   }
+
+   player->cam_velocity_constant = 0.25f;
+   player->cam_velocity_coefficient = 0.7f;
+
+   /* lerping */
+
+   player->cam_velocity_influence_smooth = vg_lerpf(
+         player->cam_velocity_influence_smooth, 
+         player->cam_velocity_influence,
+         vg.frame_delta * 8.0f );
+
+   player->cam_velocity_coefficient_smooth = vg_lerpf(
+         player->cam_velocity_coefficient_smooth,
+         player->cam_velocity_coefficient,
+         vg.frame_delta * 8.0f );
+
+   player->cam_velocity_constant_smooth = vg_lerpf(
+         player->cam_velocity_constant_smooth,
+         player->cam_velocity_constant,
+         vg.frame_delta * 8.0f );
+
+   player->camera_type_blend = 
+      vg_lerpf( player->camera_type_blend, 
+                (player->camera_mode == k_cam_firstperson)? 1.0f: 0.0f,
+                5.0f * vg.frame_delta );
+
+   v3_lerp( player->fpv_viewpoint_smooth, player->fpv_viewpoint,
+         vg.frame_delta * 8.0f, player->fpv_viewpoint_smooth );
+
+   v3_lerp( player->fpv_offset_smooth, player->fpv_offset,
+         vg.frame_delta * 8.0f, player->fpv_offset_smooth );
+
+   v3_lerp( player->tpv_offset_smooth, player->tpv_offset,
+         vg.frame_delta * 8.0f, player->tpv_offset_smooth );
+
+   /* fov -- simple blend */
+   player->cam.fov = vg_lerpf( 97.0f, 118.0f, player->camera_type_blend );
+
+   /* 
+    * first person camera
+    */
+
+   /* position */
+   v3f fpv_pos, fpv_offset;
+   m4x3_mulv( av->sk.final_mtx[ av->id_head-1 ], 
+               player->fpv_viewpoint_smooth, fpv_pos );
+   m3x3_mulv( player->rb.to_world, player->fpv_offset_smooth, fpv_offset );
+   v3_add( fpv_offset, fpv_pos, fpv_pos );
+
+   /* angles */
+   v3f velocity_angles;
+   v3_lerp( player->cam_velocity_smooth, player->rb.v, 4.0f*vg.frame_delta, 
+            player->cam_velocity_smooth );
+   player_vector_angles( velocity_angles, player->cam_velocity_smooth,
+                         player->cam_velocity_coefficient_smooth,
+                         player->cam_velocity_constant_smooth );
+
+   float inf_fpv = player->cam_velocity_influence_smooth *
+                   player->camera_type_blend,
+         inf_tpv = player->cam_velocity_influence_smooth *
+                   (1.0f-player->camera_type_blend);
+
+   camera_lerp_angles( player->angles, velocity_angles, 
+                        inf_fpv,
+                        player->angles );
+
+   /*
+    * Third person camera
+    */
+
+   /* no idea what this technique is called, it acts like clamped position based 
+    * on some derivative of where the final camera would end up .... */
+
+   v3f future;
+   v3_muls( player->rb.v, 0.4f*vg.frame_delta, future );
+
+   v3f camera_follow_dir = 
+      { -sinf( player->angles[0] ) * cosf( player->angles[1] ),
+         sinf( player->angles[1] ),
+         cosf( player->angles[0] ) * cosf( player->angles[1] ) };
+
+   v3f v0;
+   v3_sub( camera_follow_dir, future, v0 );
+
+   v3f follow_angles;
+   v3_copy( player->angles, follow_angles );
+   follow_angles[0] = atan2f( -v0[0], v0[2] );
+   follow_angles[1] = 0.3f + velocity_angles[1] * 0.2f;
+
+   float ya = atan2f
+      ( 
+          -player->cam_velocity_smooth[1], 
+           30.0f
+      );
+
+   follow_angles[1] = 0.3f + ya;
+
+   camera_lerp_angles( player->angles, follow_angles,
+                        inf_tpv,
+                        player->angles );
+
+   v3f pco;
+   v4f pq;
+   rb_extrapolate( &player->rb, pco, pq );
+   v3_lerp( player->tpv_lpf, pco, 20.0f*vg.frame_delta, player->tpv_lpf );
+
+   v3f tpv_pos, tpv_offset;
+   v3_muladds( player->tpv_lpf, camera_follow_dir, 1.8f, tpv_pos );
+   q_mulv( pq, player->tpv_offset_smooth, tpv_offset );
+   v3_add( tpv_offset, tpv_pos, tpv_pos );
+   v3_muladds( tpv_pos, player->cam_velocity_smooth, -0.025f, tpv_pos );
+
+
+   /* 
+    * Blend cameras 
+    */
+
+   v3_lerp( tpv_pos, fpv_pos, player->camera_type_blend, player->cam.pos );
+   v3_copy( player->angles, player->cam.angles );
+
+#if 0
+   /* 
+    * Follow camera
+    */
    v3_lerp( player->follow_pos, player->follow_pos_target, 
             vg.frame_delta * 15.0f, player->follow_pos );
    camera_lerp_angles( player->follow_angles, player->follow_angles_target,
             vg.frame_delta * 18.0f, player->follow_angles );
+   
+   /*
+    * Fpv camera 
+    */
+   v3_lerp( player->fpv_offset, player->fpv_offset_target,
+            vg.frame_delta * 6.0f, player->fpv_offset );
 
-   /* Blending */
+   /* 
+    * Mix follow / override cameras
+    */
    player->camera_type_blend = 
       vg_lerpf( player->camera_type_blend, 
                 (player->camera_mode == k_cam_firstperson)? 1.0f: 0.0f,
@@ -83,13 +234,23 @@ VG_STATIC void player__cam_iterate( player_instance *player )
    v3_lerp( p0, p1, player->camera_type_blend, player->cam.pos );
    camera_lerp_angles( a0, a1, player->camera_type_blend, player->cam.angles );
 
+
+#endif
    /* FIXME: cl_fov */
-   player->cam.fov = vg_lerpf( 118.0f, 90.0f, player->camera_type_blend );
+
+#if 0
+   float Fd = -player->cam_land_punch_v * k_cam_damp,
+         Fs = -player->cam_land_punch   * k_cam_spring;
+   player->cam_land_punch   += player->cam_land_punch_v * vg.frame_delta;
+   player->cam_land_punch_v += ( Fd + Fs ) * vg.frame_delta;
+   player->cam.angles[1] += player->cam_land_punch;
+#endif
 
    /* portal transitions */
    player_camera_portal_correction( player );
 }
 
+#if 0
 VG_STATIC void player_set_follower_subject( player_instance *player, 
                                             v3f subj )
 {
@@ -106,6 +267,7 @@ VG_STATIC void player_set_follower_subject( player_instance *player,
    v3_muladds( subj, dir, -2.0f, player->follow_pos_target );
    player_vector_angles( player->follow_angles_target, dir, 1.0f, 0.2f );
 }
+#endif
 
 VG_STATIC void player_look( player_instance *player, v3f angles )
 {
index 4e354e5e8ed009f448a71754a89bcdc958548d97..fa59d24e1718a534169a693a587f74cd69ad783b 100644 (file)
@@ -684,6 +684,12 @@ VG_STATIC void skate_apply_interface_model( player_instance *player,
          s->state.lift_frames = 0;
          v3f projected, axis;
 
+         if( s->state.activity_prev == k_skate_activity_air )
+         {
+            player->cam_land_punch_v += v3_dot( player->rb.v, surface_avg ) *
+                                          k_cam_punch;
+         }
+
          float const DOWNFORCE = -k_downforce*VG_TIMESTEP_FIXED;
          v3_muladds( player->rb.v, player->rb.to_world[1], 
                      DOWNFORCE, player->rb.v );
@@ -1239,18 +1245,16 @@ VG_STATIC void player__skate_animate( player_instance *player,
    m4x3_mulv( player->rb.to_local, s->state.cog, offset );
    v3_muls( offset, -4.0f, offset );
 
-   static float speed_wobble = 0.0f, speed_wobble_2 = 0.0f;
-
    float curspeed  = v3_length( player->rb.v ),
          kickspeed = vg_clampf( curspeed*(1.0f/40.0f), 0.0f, 1.0f ),
          kicks     = (vg_randf()-0.5f)*2.0f*kickspeed,
          sign      = vg_signf( kicks );
 
    s->wobble[0] = vg_lerpf( s->wobble[0], kicks*kicks*sign, 6.0f*vg.time_delta);
-   s->wobble[1] = vg_lerpf( s->wobble[1], speed_wobble,     2.4f*vg.time_delta);
+   s->wobble[1] = vg_lerpf( s->wobble[1], s->wobble[0],     2.4f*vg.time_delta);
 
    offset[0] *= 0.26f;
-   offset[0] += speed_wobble_2*3.0f;
+   offset[0] += s->wobble[1]*3.0f;
 
    offset[1] *= -0.3f;
    offset[2] *= 0.01f;
@@ -1449,10 +1453,7 @@ VG_STATIC void player__skate_animate( player_instance *player,
       v3_muladds( player->rb.co, player->rb.to_world[1], 0.5f, rotation_point );
       v3_sub( dest->root_co, rotation_point, rco );
       
-      /* FIXME: q_mul v3 */
-      m3x3f TEMP;
-      q_m3x3( qflip, TEMP );
-      m3x3_mulv( TEMP, rco, rco );
+      q_mulv( qflip, rco, rco );
       v3_add( rco, rotation_point, dest->root_co );
    }
 }
@@ -1462,34 +1463,17 @@ VG_STATIC void skate_camera_firstperson( player_instance *player )
    struct player_skate *s = &player->_skate;
    struct player_avatar *av = player->playeravatar;
 
+#if 0
    /* FIXME: viewpoint entity */
-   v3f vp = {-0.1f,1.8f,0.0f};
+   v3f vp = {-0.0f,1.8f,0.0f};
    m4x3_mulv( av->sk.final_mtx[ av->id_head-1 ], vp, player->fpv_pos );
+   v3_muladds( player->fpv_pos, player->rb.to_world[0], 
+               -0.35f, player->fpv_pos );
    v3_zero( player->fpv_angles );
 
-   v3f flat_dir,
-       vel_dir,
-       look_dir;
-
-   v3_copy( player->rb.v, vel_dir );
-   //v3_normalize( vel_dir );
-
-   float tti = s->land_dist;
-   v3f   norm;
-   v3_copy( s->land_normal, norm );
-
-   if( s->state.activity == k_skate_activity_ground )
-   {
-      tti = 0.0f;
-      v3_copy( player->rb.to_world[1], norm );
-   }
-
-   v3_muladds( vel_dir, norm, -v3_dot(vel_dir,norm), flat_dir );
-   //v3_normalize( flat_dir );
-
-   v3_lerp( flat_dir, vel_dir, vg_clampf( tti / 2.0f, 0.4f, 1.0f ), look_dir );
-   v3_lerp( s->state.vl, look_dir, 4.0f*vg.time_delta, s->state.vl );
-   player_vector_angles( player->fpv_angles, s->state.vl, 1.0f, 0.25f );
+   v3_lerp( s->state.vl, player->rb.v, 4.0f*vg.time_delta, s->state.vl );
+   player_vector_angles( player->fpv_angles, s->state.vl, 0.7f, 0.25f );
+#endif
 }
 
 VG_STATIC void skate_camera_thirdperson( player_instance *player )
@@ -1500,7 +1484,10 @@ VG_STATIC void skate_camera_thirdperson( player_instance *player )
    v3f origin, dir, target;
    v3_copy( player->rb.co, origin );
    v3_add( origin, (v3f){0.0f,1.35f,0.0f}, origin );
+
+#if 0
    player_set_follower_subject( player, origin );
+#endif
 }
 
 VG_STATIC void player__skate_post_animate( player_instance *player )
@@ -1510,11 +1497,14 @@ VG_STATIC void player__skate_post_animate( player_instance *player )
 
    skate_camera_thirdperson( player );
    skate_camera_firstperson( player );
+
+#if 0
    player->cam_angles_override_strength = 0.0f;
    player->cam_position_override_strength = 0.0f;
+#endif
 
 
-
+   player->cam_velocity_influence = 1.0f;
 
    /* FIXME: Organize this. Its int wrong fucking place */
    v3f vp0 = {0.0f,0.1f, 0.6f},
index 0d6f8738737996210493c96ad3404ea4a965629b..fb71f23c3cc57f8b2ad2e38731fecc6001edfc86 100644 (file)
@@ -15,10 +15,7 @@ VG_STATIC void player_walk_transfer_to_skate( player_instance *player,
 
    if( v3_length2( xy_speed ) < 0.1f * 0.1f )
    {
-      v[0] = -sinf( -w->state.angles[0] );
-      v[1] =  0.0f;
-      v[2] = -cosf( -w->state.angles[0] );
-      v3_muls( v, 1.6f, v );
+      q_mulv( player->rb.q, (v3f){0.0f,0.0f,-1.6f}, v );
    }
    else
       v3_copy( player->rb.v, v );
@@ -52,12 +49,13 @@ VG_STATIC void temp_drop_in_finish( player_instance *player )
    v3_normalize( init_dir );
    v3_muls( init_dir, 7.0f, init_velocity );
 
+   rb_update_transform( &player->rb );
+
    v3_muladds( player->rb.co, player->rb.to_world[1], 1.0f, s->state.cog );
    v3_copy( init_velocity, s->state.cog_v );
    v3_copy( init_velocity, s->state.vl );
    v3_copy( init_velocity, player->rb.v );
-
-   rb_update_transform( &player->rb );
+   v3_copy( init_velocity, player->cam_velocity_smooth );
 }
 
 VG_STATIC int player_walk_scan_for_drop_in( player_instance *player )
@@ -65,10 +63,7 @@ VG_STATIC int player_walk_scan_for_drop_in( player_instance *player )
    struct player_walk *w = &player->_walk;
 
    v3f dir, center;
-   dir[0] = sinf( w->state.heading_angle );
-   dir[1] = 0.0f;
-   dir[2] = cosf( w->state.heading_angle );
-
+   q_mulv( player->rb.q, (v3f){0.0f,0.0f,1.0f}, dir );
    v3_muladds( player->rb.co, player->rb.to_world[1], -1.0f, center );
 
    ray_hit samples[20];
@@ -141,6 +136,12 @@ VG_STATIC int player_walk_scan_for_drop_in( player_instance *player )
          v3_copy( edge, w->state.drop_in_target );
          v3_copy( s1->normal, w->state.drop_in_normal );
 
+         v3f axis, init_dir;
+         v3_cross( (v3f){0.0f,1.0f,0.0f}, w->state.drop_in_normal, axis );
+         v3_cross( axis, w->state.drop_in_normal, init_dir );
+         v3_normalize( init_dir );
+         v3_muls( init_dir, 7.0f, player->rb.v );
+
          return 1;
 
 #if 0
@@ -163,7 +164,9 @@ VG_STATIC int player_walk_scan_for_drop_in( player_instance *player )
 VG_STATIC void player__walk_pre_update( player_instance *player )
 {
    struct player_walk *w = &player->_walk;
-   player_look( player, w->state.angles );
+
+   if( w->state.activity != k_walk_activity_immobile )
+      player_look( player, player->angles );
 
    if( w->state.outro_anim )
    {
@@ -195,13 +198,15 @@ VG_STATIC void player__walk_pre_update( player_instance *player )
             w->state.outro_type = k_walk_outro_drop_in;
             w->state.outro_anim = w->anim_drop_in;
             w->state.outro_start_time = vg.time;
+#if 0
             v3_copy( player->cam.pos, player->follow_pos );
             v3_copy( player->cam.angles, player->follow_angles );
+#endif
             w->state.activity = k_walk_activity_immobile;
-            v3_zero( player->rb.v );
+            //v3_zero( player->rb.v );
             v3_copy( player->rb.co, w->state.drop_in_start );
-            
-            w->state.drop_in_start_angle = w->state.heading_angle;
+
+            w->state.drop_in_start_angle = player_get_heading_yaw( player );
             w->state.drop_in_angle = atan2f( w->state.drop_in_normal[0],
                                              w->state.drop_in_normal[2] );
 
@@ -217,8 +222,10 @@ VG_STATIC void player__walk_pre_update( player_instance *player )
          w->state.outro_type = k_walk_outro_jump_to_air;
          w->state.outro_anim = w->anim_jump_to_air;
          w->state.outro_start_time = vg.time;
+#if 0
          v3_copy( player->cam.pos, player->follow_pos );
          v3_copy( player->cam.angles, player->follow_angles );
+#endif
          return;
       }
    }
@@ -282,7 +289,7 @@ VG_STATIC void player__walk_update( player_instance *player )
    rb_ct manifold[64];
    int len;
 
-   float yaw = w->state.angles[0];
+   float yaw = player->angles[0];
 
    v3f forward_dir = { sinf(yaw),          0.0f, -cosf(yaw) };
    v3f right_dir   = { -forward_dir[2],    0.0f,  forward_dir[0] };
@@ -495,11 +502,12 @@ VG_STATIC void player__walk_update( player_instance *player )
       rb_update_transform( &player->rb );
 
       /* analytical rotation of yaw */
-      v3f fwd_dir = { cosf(w->state.angles[0]),
+      float a = player_get_heading_yaw( player );
+      v3f fwd_dir = { cosf(a),
                       0.0f,
-                      sinf(w->state.angles[0])};
+                      sinf(a)};
       m3x3_mulv( gate->transport, fwd_dir, fwd_dir );
-      w->state.angles[0] = atan2f( fwd_dir[2], fwd_dir[0] );
+      player->angles[0] = atan2f( fwd_dir[2], fwd_dir[0] );
 
       w->state_gate_storage = w->state;
       player__pass_gate( player, gate );
@@ -526,7 +534,10 @@ VG_STATIC void player__walk_post_update( player_instance *player )
    xy_speed[1] = 0.0f;
 
    if( v3_length2( xy_speed ) > 0.1f * 0.1f )
-      w->state.heading_angle = atan2f( player->rb.v[0], player->rb.v[2] );
+   {
+      float a = atan2f( player->rb.v[0], player->rb.v[2] );
+      q_axis_angle( player->rb.q, (v3f){0.0f,1.0f,0.0f}, a );
+   }
 
    vg_line_pt3( w->state.drop_in_target, 0.1f, VG__GREEN );
    v3f p1;
@@ -538,9 +549,11 @@ VG_STATIC void player__walk_post_update( player_instance *player )
    vg_line( w->state.drop_in_target, w->state.drop_in_foot_anchor, VG__WHITE );
    vg_line_pt3( w->state.drop_in_foot_anchor, 0.08f, VG__PINK );
 
-   p1[0] = sinf( w->state.heading_angle );
+
+   float a = player_get_heading_yaw( player );
+   p1[0] = sinf( a );
    p1[1] = 0.0f;
-   p1[2] = cosf( w->state.heading_angle );
+   p1[2] = cosf( a );
 
    v3_add( player->rb.co, p1, p1 );
    vg_line( player->rb.co, p1, VG__PINK );
@@ -607,7 +620,7 @@ VG_STATIC void player__walk_animate( player_instance *player,
    /* Create transform */
    rb_extrapolate( &player->rb, dest->root_co, dest->root_q );
 
-   float walk_yaw = w->state.heading_angle;
+   float walk_yaw = player_get_heading_yaw( player );
 
    if( w->state.outro_anim )
    {
@@ -636,7 +649,9 @@ VG_STATIC void player__walk_animate( player_instance *player,
 
          walk_yaw = vg_alerpf( w->state.drop_in_start_angle, 
                                w->state.drop_in_angle, step_t );
+#if 0
          w->state.heading_angle = walk_yaw;
+#endif
 
          v3_lerp( w->state.drop_in_start, w->state.drop_in_target,
                   step_t, player->rb.co );
@@ -666,19 +681,22 @@ VG_STATIC void player__walk_animate( player_instance *player,
          q_axis_angle( final_q, axis, a );
          q_mul( final_q, dest->root_q, dest->root_q );
 
-         float l = dop_t * 0.7f;
+         float l = dop_t * 0.5f,
+               heading_angle = player_get_heading_yaw( player );
 
          v3f overhang;
-         overhang[0] = sinf( w->state.heading_angle ) * l;
+         overhang[0] = sinf( heading_angle ) * l;
          overhang[1] = 0.28f * l;
-         overhang[2] = cosf( w->state.heading_angle ) * l;
+         overhang[2] = cosf( heading_angle ) * l;
+
+         q_mulv( final_q, overhang, overhang );
 
-         m3x3f tmp;
-         q_m3x3( final_q, tmp );
-         m3x3_mulv( tmp, overhang, overhang );
          v3_add( player->rb.co, overhang, player->rb.co );
          v3_copy( player->rb.co, dest->root_co );
          v4_copy( dest->root_q, player->rb.q );
+
+         v3_muladds( dest->root_co, player->rb.to_world[1], 
+                     -0.28f * dop_t, dest->root_co );
          return;
       }
       else
@@ -703,9 +721,26 @@ VG_STATIC void player__walk_post_animate( player_instance *player )
    struct player_walk *w = &player->_walk;
    struct player_avatar *av = player->playeravatar;
 
+   if( w->state.outro_anim )
+   {
+      float outro_length = (float)w->state.outro_anim->length /
+                                  w->state.outro_anim->rate,
+            outro_time   = vg.time - w->state.outro_start_time,
+            outro_t      = outro_time / outro_length;
+
+      player->cam_velocity_influence = outro_t;
+   }
+   else
+      player->cam_velocity_influence = 0.0f;
+
+#if 0
    /* 3RD */
+
+   v3f view_angles;
+   v3_copy( w->state.angles, view_angles );
+
    m3x3f angles;
-   euler_m3x3( w->state.angles, angles );
+   euler_m3x3( view_angles, angles );
 
    v3f cast_dir, origin;
 
@@ -714,6 +749,16 @@ VG_STATIC void player__walk_post_animate( player_instance *player )
    v3_muladds( origin, angles[2], 2.0f, player->override_pos );
    v3_muladds( player->override_pos, angles[0], 0.5f, player->override_pos );
 
+   if( w->state.outro_anim && (w->state.outro_type == k_walk_outro_drop_in))
+   {
+      float outro_length = (float)w->state.outro_anim->length /
+                                  w->state.outro_anim->rate,
+            outro_time   = vg.time - w->state.outro_start_time,
+            outro_t      = outro_time / outro_length;
+
+      player->override_pos[1] += outro_t * 3.0f;
+   }
+
    float t;
    v3f n;
    if( spherecast_world( origin, player->override_pos, 0.1f, &t, n ) != -1 )
@@ -726,10 +771,6 @@ VG_STATIC void player__walk_post_animate( player_instance *player )
    m4x3_mulv( av->sk.final_mtx[ av->id_head-1 ], vp, player->fpv_pos );
    v3_copy( w->state.angles, player->fpv_angles );
 
-   /* FIXME: Organize this. Its int wrong fucking place */
-   v3f vp0 = {0.0f,0.1f, 0.6f},
-       vp1 = {0.0f,0.1f,-0.6f};
-
    if( w->state.outro_anim )
    {
       float outro_length = (float)w->state.outro_anim->length /
@@ -744,17 +785,39 @@ VG_STATIC void player__walk_post_animate( player_instance *player )
       player->cam_angles_override_strength   = 1.0f-outro_t;
       player->cam_position_override_strength = 1.0f-outro_t;
 
-
       v3f fpv_angles;
-      player_vector_angles( fpv_angles, player->rb.v, 1.0f, 0.25f );
-      v3_lerp( player->fpv_angles,fpv_angles, outro_t, player->fpv_angles );
+
+      if( w->state.outro_anim )
+      {
+         if( w->state.outro_type == k_walk_outro_drop_in )
+         {
+            v3f axis, init_dir;
+            v3_cross( (v3f){0.0f,1.0f,0.0f}, w->state.drop_in_normal, axis );
+            v3_cross( axis, w->state.drop_in_normal, init_dir );
+
+            player_vector_angles( fpv_angles, init_dir, 1.0f, 0.25f );
+         }
+         else
+         {
+            player_vector_angles( fpv_angles, player->rb.v, 1.0f, 0.25f );
+         }
+      }
+      else
+         player_vector_angles( fpv_angles, player->rb.v, 1.0f, 0.25f );
+
+      camera_lerp_angles( player->fpv_angles, fpv_angles, outro_t,
+                          player->fpv_angles );
    }
    else
    {
       player->cam_angles_override_strength = 1.0f;
       player->cam_position_override_strength = 1.0f;
    }
+#endif
 
+   /* FIXME: Organize this. Its int wrong fucking place */
+   v3f vp0 = {0.0f,0.1f, 0.6f},
+       vp1 = {0.0f,0.1f,-0.6f};
    m4x3_mulv( av->sk.final_mtx[ av->id_board ], vp0, TEMP_BOARD_0 );
    m4x3_mulv( av->sk.final_mtx[ av->id_board ], vp1, TEMP_BOARD_1 );
 }
@@ -802,7 +865,9 @@ VG_STATIC void player__walk_bind( player_instance *player )
 VG_STATIC void player__walk_transition( player_instance *player, v3f angles )
 {
    struct player_walk *w = &player->_walk;
+#if 0
    v3_copy( angles, w->state.angles );
+#endif
    w->state.activity = k_walk_activity_air;
 }
 
index 726623dbcd6eba4cc4829491278b98608fea131f..3d6f3adf515d80698c0b3514e21310f617f8bea5 100644 (file)
@@ -9,8 +9,10 @@ struct player_walk
 
    struct
    {
+#if 0
       v3f angles;
       float heading_angle;
+#endif
 
       v3f prev_pos;
       v3f drop_in_target,