{
float dirz = phys->reverse > 0.0f? 0.0f: 1.0f,
dirx = phys->slip < 0.0f? 0.0f: 1.0f,
- fly = phys->in_air? 1.0f: 0.0f;
+ fly = (phys->in_air|phys->grind)? 1.0f: 0.0f;
player.fdirz = vg_lerpf( player.fdirz, dirz, 2.4f*vg.time_delta );
player.fdirx = vg_lerpf( player.fdirx, dirx, 0.6f*vg.time_delta );
player.angles[1] = -asinf( delta[1] );
}
+VG_STATIC void player_animate_follow_cam( v3f target, float dist, float speed )
+{
+ v3f delta;
+
+ v3_sub( target, player.camera_pos, delta );
+ v3_normalize( delta );
+
+ v3f follow_pos;
+ v3_muladds( target, delta, -dist, follow_pos );
+ v3_lerp( player.camera_pos, follow_pos,
+ speed * vg.time_delta, player.camera_pos );
+
+ /*
+ * Make sure the camera stays above the ground
+ */
+ v3f min_height = {0.0f,1.0f,0.0f};
+
+ v3f sample;
+ v3_add( player.camera_pos, min_height, sample );
+ ray_hit hit;
+ hit.dist = min_height[1]*2.0f;
+
+ if( ray_world( sample, (v3f){0.0f,-1.0f,0.0f}, &hit ))
+ v3_add( hit.pos, min_height, player.camera_pos );
+
+#if 0
+ if( world.water.enabled )
+ {
+ player.camera_pos[1] =
+ vg_maxf( world.water.height + 2.0f, player.camera_pos[1] );
+ }
+#endif
+
+ player.angles[0] = atan2f( delta[0], -delta[2] );
+ player.angles[1] = -asinf( delta[1] );
+}
+
+VG_STATIC void player_animate_camera_thirdperson(void)
+{
+ static v3f lerp_cam = { 0.0f, 0.0f, 0.0f };
+ v3f target;
+
+ v3_muladds( player.phys.rb.co, player.phys.rb.up, 1.2f, target );
+
+ player_animate_follow_cam( target, 1.5f, 20.0f );
+}
+
VG_STATIC void player_animate_camera(void)
{
struct player_phys *phys = &player.phys;
/* Look angles */
v3_lerp( phys->vl, phys->rb.v, 0.05f, phys->vl );
+ player.fgrind = vg_lerpf( player.fgrind, phys->grind, vg.time_delta );
+
float yaw = atan2f( phys->vl[0], -phys->vl[2] ),
- pitch = atan2f( -phys->vl[1],
- sqrtf(
- phys->vl[0]*phys->vl[0] + phys->vl[2]*phys->vl[2]
- )) * 0.7f;
+ pitch = atan2f
+ (
+ -phys->vl[1],
+ sqrtf
+ (
+ phys->vl[0]*phys->vl[0] + phys->vl[2]*phys->vl[2]
+ )
+ )
+ * 0.7f + vg_lerpf( 0.30f, 0.90f, player.fgrind );
player.angles[0] = yaw;
- player.angles[1] = vg_lerpf( player.angles[1], pitch + 0.30f,
- player.fonboard );
+ player.angles[1] = vg_lerpf( player.angles[1], pitch, player.fonboard );
/* Camera shake */
static v2f shake_damp = {0.0f,0.0f};
m4x3_mulv( mtx, player.mdl.cam_pos, cam_pos );
v3_add( cam_pos, forward_dir, player.camera_pos );
- v3_lerp( phys->vl, phys->rb.v, 0.3f, phys->vl );
+ v3_lerp( phys->vl, phys->rb.v, 18.0f*vg.time_delta, phys->vl );
}
}