#include "player_interface.h"
#include "skeleton.h"
#include "player_model.h"
+#include "player_device_common.h"
struct player_device_skate
{
double start_push,
cur_push;
- v3f vl;
+ v3f prev_pos;
+
+
+ v3f vl, /* 1st */
+ posl; /* 3rd */
}
state,
state_gate_storage;
player_attachment *at )
{
struct player_device_skate *s = at->storage;
+ v3_copy( player->rb.co, s->state.prev_pos );
s->state.activity_prev = s->state.activity;
/* Setup colliders */
&s->sphere_front, manifold ),
len_back = skate_collide_smooth( player, mtx_back,
&s->sphere_back, &manifold[len_front] ),
-
interface_len = len_front + len_back;
+ /* try to slap both wheels onto the ground when landing to prevent mega
+ * angular velocities being added */
+ if( (s->state.activity == k_skate_activity_air) && (len_front != len_back) )
+ {
+ v3f trace_from, trace_dir;
+ v3_muls( player->rb.to_world[1], -1.0f, trace_dir );
+
+ if( len_front )
+ v3_copy( mtx_back[3], trace_from );
+ else
+ v3_copy( mtx_front[3], trace_from );
+
+ ray_hit ray;
+ ray.dist = 0.6f;
+
+ if( ray_world( trace_from, trace_dir, &ray ) )
+ {
+ rb_ct *ct = &manifold[ interface_len ];
+
+ v3_copy( ray.pos, ct->co );
+ v3_copy( ray.normal, ct->n );
+ ct->p = 0.0f;
+
+ interface_len ++;
+ }
+ }
+
interface_manifold = manifold;
grind_manifold = manifold + interface_len;
vg_line_pt3( s->state.cog, 0.14f, VG__WHITE );
vg_line( player->rb.co, s->state.cog, VG__RED );
+
+
+ teleport_gate *gate;
+ if( (gate = world_intersect_gates( player->rb.co, s->state.prev_pos )) )
+ {
+ m4x3_mulv( gate->transport, player->rb.co, player->rb.co );
+ m3x3_mulv( gate->transport, player->rb.v, player->rb.v );
+ m4x3_mulv( gate->transport, s->state.cog, s->state.cog );
+ m3x3_mulv( gate->transport, s->state.cog_v, s->state.cog_v );
+ m3x3_mulv( gate->transport, s->state.throw_v, s->state.throw_v );
+ m4x3_mulv( gate->transport, s->state.posl, s->state.posl );
+ m3x3_mulv( gate->transport, s->state.vl, s->state.vl );
+
+#if 0
+ mixedcam_transport( &s->state.cam, gate );
+#endif
+
+ v4f transport_rotation;
+ m3x3_q( gate->transport, transport_rotation );
+ q_mul( transport_rotation, player->rb.q, player->rb.q );
+ rb_update_transform( &player->rb );
+
+ s->state_gate_storage = s->state;
+ player_pass_gate( player, gate );
+ }
}
VG_STATIC void player_skate_post_update( player_interface *player,
k_steer_ground, k_steer_air );
}
-VG_STATIC void player_skate_pose( player_interface *player,
- player_attachment *at,
- player_pose pose, m4x3f transform )
+VG_STATIC void player_skate_animate( player_interface *player,
+ player_attachment *at )
{
struct player_device_skate *s = at->storage;
struct player_avatar *av = player->playeravatar;
skeleton_lerp_pose( sk, apose, bpose, s->state.grabbing, air_pose );
}
- skeleton_lerp_pose( sk, ground_pose, air_pose, s->blend_fly, pose );
+ skeleton_lerp_pose( sk, ground_pose, air_pose, s->blend_fly, at->pose );
float add_grab_mod = 1.0f - s->blend_fly;
for( int i=0; i<vg_list_size(apply_to); i ++ )
{
- pose[apply_to[i]-1].co[0] += offset[0]*add_grab_mod;
- pose[apply_to[i]-1].co[2] += offset[2]*add_grab_mod;
+ at->pose[apply_to[i]-1].co[0] += offset[0]*add_grab_mod;
+ at->pose[apply_to[i]-1].co[2] += offset[2]*add_grab_mod;
}
- mdl_keyframe *kf_board = &pose[av->id_board-1],
- *kf_foot_l = &pose[av->id_ik_foot_l-1],
- *kf_foot_r = &pose[av->id_ik_foot_r-1];
+ mdl_keyframe *kf_board = &at->pose[av->id_board-1],
+ *kf_foot_l = &at->pose[av->id_ik_foot_l-1],
+ *kf_foot_r = &at->pose[av->id_ik_foot_r-1];
v3f bo;
v3_muls( s->board_offset, add_grab_mod, bo );
}
/* transform */
- rb_extrapolate_transform( &player->rb, transform );
+ rb_extrapolate( &player->rb, at->pose_root_co, at->pose_root_q );
-#if 0
- v3_muladds( player.visual_transform[3], phys->rb.up, -0.2f,
- player.visual_transform[3] );
-#endif
+ v3_muladds( at->pose_root_co, player->rb.to_world[1], -0.28f,
+ at->pose_root_co );
v4f qresy, qresx, qresidual;
m3x3f mtx_residual;
q_axis_angle( qresx, player->rb.to_world[0], s->state.steerx_s*substep );
q_mul( qresy, qresx, qresidual );
- q_m3x3( qresidual, mtx_residual );
- m3x3_mul( transform, mtx_residual, transform );
+ q_normalize( qresidual );
+ q_mul( at->pose_root_q, qresidual, at->pose_root_q );
+ q_normalize( at->pose_root_q );
+
+#if 0
+ if( cl_thirdperson )
+ {
+ if( !followcam_will_hit_gate( player, &s->state.cam ) )
+ {
+ m4x3f inverse;
+ m4x3_invert_affine( s->state.cam.gate->transport, inverse );
+ m4x3_mul( inverse, transform, transform );
+ }
+ }
+#endif
}
-VG_STATIC void player_skate_get_camera( player_interface *player,
- player_attachment *at, camera *cam )
+VG_STATIC void skate_camera_vector_look( camera *cam, v3f v, float C, float k )
+{
+ float yaw = atan2f( v[0], -v[2] ),
+ pitch = atan2f
+ (
+ -v[1],
+ sqrtf
+ (
+ v[0]*v[0] + v[2]*v[2]
+ )
+ ) * C + k;
+
+ cam->angles[0] = yaw;
+ cam->angles[1] = pitch;
+}
+
+VG_STATIC void skate_camera_firstperson( player_interface *player,
+ player_attachment *at )
{
struct player_device_skate *s = at->storage;
struct player_avatar *av = player->playeravatar;
/* FIXME: viewpoint entity */
v3f vp = {-0.1f,1.8f,0.0f};
- m4x3_mulv( av->sk.final_mtx[ av->id_head-1 ], vp, cam->pos );
+ m4x3_mulv( av->sk.final_mtx[ av->id_head-1 ], vp, at->cam_1st.pos );
- v3_zero( cam->angles );
- cam->fov = 119.0f;
+ v3_zero( at->cam_1st.angles );
+ at->cam_1st.fov = 119.0f;
v3f flat_dir,
vel_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 );
- float *v = s->state.vl,
- yaw = atan2f( v[0], -v[2] ),
- pitch = atan2f
- (
- -v[1],
- sqrtf
- (
- v[0]*v[0] + v[2]*v[2]
- )
- )
- * 0.7f + 0.5f;
+ skate_camera_vector_look( &at->cam_1st, s->state.vl, 1.0f, 0.25f );
+}
- cam->angles[0] = yaw;
- cam->angles[1] = pitch;
+VG_STATIC void skate_camera_thirdperson( player_interface *player,
+ player_attachment *at )
+{
+ struct player_device_skate *s = at->storage;
+ struct player_avatar *av = player->playeravatar;
+
+ v3f origin, dir, target;
+ v3_copy( player->rb.co, origin );
+ v3_add( origin, (v3f){0.0f,1.35f,0.0f}, origin );
+ v3_sub( origin, s->state.posl, dir );
+
+ if( v3_length2( dir ) < 0.1f*0.1f )
+ v3_copy( (v3f){ 0.0f, 0.0f, 1.0f }, dir ); /* FIXME */
+ else
+ v3_normalize( dir );
+
+ v3_muladds( origin, dir, -2.0f, target );
+ v3_lerp( s->state.posl, target, vg.frame_delta * 12.0f, s->state.posl );
+
+ v3_copy( s->state.posl, at->cam_3rd.pos );
+ skate_camera_vector_look( &at->cam_3rd, dir, 1.0f, 0.0f );
+ at->cam_3rd.fov = 100.0f;
}
-VG_STATIC void player_skate_transport( player_interface *player,
- player_attachment *at,
- teleport_gate *gate )
+VG_STATIC void player_skate_post_animate( player_interface *player,
+ player_attachment *at )
{
struct player_device_skate *s = at->storage;
+ struct player_avatar *av = player->playeravatar;
- m4x3_mulv( gate->transport, player->rb.co, player->rb.co );
- m3x3_mulv( gate->transport, player->rb.v, player->rb.v );
- m4x3_mulv( gate->transport, s->state.cog, s->state.cog );
- m3x3_mulv( gate->transport, s->state.cog_v, s->state.cog_v );
- m3x3_mulv( gate->transport, s->state.vl, s->state.vl );
- m3x3_mulv( gate->transport, s->state.throw_v, s->state.throw_v );
+ v3_zero( at->cam_1st.pos );
+ v3_zero( at->cam_1st.angles );
+ at->cam_1st.fov = 90.0f;
- v4f transport_rotation;
- m3x3_q( gate->transport, transport_rotation );
- q_mul( transport_rotation, player->rb.q, player->rb.q );
- rb_update_transform( &player->rb );
+ skate_camera_thirdperson( player, at );
+ skate_camera_firstperson( player, at );
- s->state_gate_storage = s->state;
+ /* 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 );
+}
+
+VG_STATIC void player_skate_transport( player_interface *player,
+ player_attachment *at,
+ teleport_gate *gate )
+{
}
VG_STATIC void player_skate_reset( player_interface *player,
{
struct player_device_skate *s = at->storage;
v3_muladds( player->rb.co, player->rb.to_world[1], 1.0f, s->state.cog );
+
+#if 0
+ mixedcam_reset( player, &s->state.cam );
+#endif
}
VG_STATIC player_device player_device_skate =
.pre_update = player_skate_pre_update,
.update = player_skate_update,
.post_update = player_skate_post_update,
- .get_camera = player_skate_get_camera,
+ .animate = player_skate_animate,
+ .post_animate = player_skate_post_animate,
.debug_ui = player_skate_ui,
.bind = player_skate_bind,
- .pose = player_skate_pose,
- .gate_transport= player_skate_transport,
.reset = player_skate_reset
};