}
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;
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 */
- 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 );
}
}
-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;
-#if 0
- /* FIXME: viewpoint entity */
- 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 );
-
- 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
+ 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 );
+ if( s->state.activity == k_skate_activity_air )
+ s->blend_fly = 1.0f;
+ else
+ s->blend_fly = 0.0f;
-#if 0
- player_set_follower_subject( player, origin );
-#endif
+ 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;
-
- 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},
- 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,
- enum skate_activity init_acitivity )
-{
- struct player_skate *s = &player->_skate;
- s->state.activity_prev = k_skate_activity_ground;
- s->state.activity = init_acitivity;
-
- v3f dir;
- v3_copy( init_velocity, dir );
- v3_normalize( dir );
-
- vg_info( "init velocity: %f %f %f\n", init_velocity[0],
- init_velocity[1],
- init_velocity[2] );
-
- q_axis_angle( player->rb.q, (v3f){0.0f,1.0f,0.0f},
- atan2f( -dir[0], -dir[2] ) );
-
- 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 );
+ s->state.activity = k_skate_activity_air;
+ s->state.activity_prev = k_skate_activity_air;
- rb_update_transform( &player->rb );
-
- if( init_acitivity == k_skate_activity_air )
- {
- player_approximate_best_trajectory( player );
- 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;
+ player__skate_clear_mechanics( player );
+ player__skate_reset_animator( player );
}
#endif /* PLAYER_SKATE_C */