}
VG_STATIC
-void player_approximate_best_trajectory( player_instance *player )
+void player__approximate_best_trajectory( player_instance *player )
{
struct player_skate *s = &player->_skate;
return;
if( s->state.activity_prev != k_skate_activity_air )
- player_approximate_best_trajectory( player );
+ player__approximate_best_trajectory( player );
m3x3_mulv( s->state.velocity_bias, player->rb.v, player->rb.v );
ray_hit hit;
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 );
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 )) )
{
m3x3_mulv( gate->transport, s->state.cog_v, s->state.cog_v );
m3x3_mulv( gate->transport, s->state.throw_v, s->state.throw_v );
- /*camera */
- m4x3_mulv( gate->transport, s->state.posl, s->state.posl );
- m3x3_mulv( gate->transport, s->state.vl, s->state.vl );
- m3x3_mulv( gate->transport, s->state.dirl, s->state.dirl );
-
-#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 );
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;
/* transform */
rb_extrapolate( &player->rb, dest->root_co, dest->root_q );
-
v3_muladds( dest->root_co, player->rb.to_world[1], -0.28f, dest->root_co );
v4f qresy, qresx, qresidual;
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 );
}
}
-VG_STATIC void skate_camera_vector_look( v3f angles, 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;
-
- angles[0] = yaw;
- angles[1] = pitch;
-}
-
-VG_STATIC void skate_camera_firstperson( player_instance *player )
+VG_STATIC void player__skate_post_animate( player_instance *player )
{
struct player_skate *s = &player->_skate;
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, player->cam1.co );
- v3_zero( player->cam1.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 );
-
- skate_camera_vector_look( player->cam1.angles, s->state.vl, 1.0f, 0.25f );
+ player->cam_velocity_influence = 1.0f;
}
-VG_STATIC void skate_camera_thirdperson( player_instance *player )
+VG_STATIC void player__skate_reset_animator( player_instance *player )
{
struct player_skate *s = &player->_skate;
- 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 );
if( s->state.activity == k_skate_activity_air )
- dir[1] *= vg_maxf( 0.0f, 1.0f - (s->land_dist/2.0f) );
- dir[1] *= 0.0f;
-
- v3_muladds( origin, dir, -2.0f, target );
-
- v3_lerp( s->state.posl, target, vg.frame_delta * 15.0f, s->state.posl );
- v3_lerp( s->state.dirl, dir, 18.0f*vg.time_delta, s->state.dirl );
-
- v3_copy( s->state.posl, player->cam3.co );
- skate_camera_vector_look( player->cam3.angles, s->state.dirl, 1.0f, 0.2f );
+ s->blend_fly = 1.0f;
+ else
+ s->blend_fly = 0.0f;
+
+ s->blend_slide = 0.0f;
+ s->blend_z = 0.0f;
+ s->blend_x = 0.0f;
+ s->blend_stand = 0.0f;
+ s->blend_push = 0.0f;
+ s->blend_jump = 0.0f;
+ s->blend_airdir = 0.0f;
}
-VG_STATIC void player__skate_post_animate( player_instance *player )
+VG_STATIC void player__skate_clear_mechanics( player_instance *player )
{
struct player_skate *s = &player->_skate;
- struct player_avatar *av = player->playeravatar;
-
- v3_zero( player->cam1.co );
- v3_zero( player->cam1.angles );
-
- skate_camera_thirdperson( player );
- skate_camera_firstperson( player );
-
- /* FIXME: Organize this. Its int wrong fucking place */
- v3f vp0 = {0.0f,0.1f, 0.6f},
- vp1 = {0.0f,0.1f,-0.6f};
+ s->state.jump_charge = 0.0f;
+ s->state.lift_frames = 0;
+ s->state.flip_rate = 0.0f;
+ s->state.steery = 0.0f;
+ s->state.steerx = 0.0f;
+ s->state.steery_s = 0.0f;
+ s->state.steerx_s = 0.0f;
+ s->state.reverse = 0.0f;
+ s->state.slip = 0.0f;
+ v3_copy( player->rb.co, s->state.prev_pos );
- 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 );
+ m3x3_identity( s->state.velocity_bias );
+ m3x3_identity( s->state.velocity_bias_pstep );
+ v3_zero( s->state.throw_v );
}
VG_STATIC void player__skate_reset( player_instance *player,
- struct respawn_point *rp )
+ struct respawn_point *rp )
{
struct player_skate *s = &player->_skate;
v3_muladds( player->rb.co, player->rb.to_world[1], 1.0f, s->state.cog );
+ v3_zero( player->rb.v );
+ v3_zero( s->state.cog_v );
+ v4_copy( rp->q, player->rb.q );
-#if 0
- mixedcam_reset( player, &s->state.cam );
-#endif
-}
-
-VG_STATIC void player__skate_transition( player_instance *player,
- v3f init_velocity )
-{
- struct player_skate *s = &player->_skate;
- s->state.activity_prev = k_skate_activity_ground;
s->state.activity = k_skate_activity_air;
+ s->state.activity_prev = k_skate_activity_air;
- v3f dir;
- v3_copy( init_velocity, dir );
- v3_normalize( dir );
-
- q_axis_angle( player->rb.q, (v3f){0.0f,1.0f,0.0f},
- atan2f( dir[0], dir[2] ) );
- v3_copy( player->cam.pos, s->state.posl );
-
- m3x3f temp;
- euler_m3x3( player->cam.angles, temp );
- v3_muls( temp[2], -1.0f, s->state.dirl );
-
- 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, player->rb.v );
-
- rb_update_transform( &player->rb );
+ player__skate_clear_mechanics( player );
+ player__skate_reset_animator( player );
}
-
#endif /* PLAYER_SKATE_C */