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better? grinds
[carveJwlIkooP6JGAAIwe30JlM.git]
/
player.c
diff --git
a/player.c
b/player.c
index a43009158aa8baa0cfb0bcd9eb788c38ee325c07..653452365af1b3d32f4fa6e45c061790d8530dfa 100644
(file)
--- a/
player.c
+++ b/
player.c
@@
-42,6
+42,9
@@
void player__create( player_instance *inst )
inst->input_use = vg_create_named_input( "use", k_input_type_button );
inst->input_reset= vg_create_named_input( "reset", k_input_type_button );
inst->input_camera=vg_create_named_input( "camera", k_input_type_button );
inst->input_use = vg_create_named_input( "use", k_input_type_button );
inst->input_reset= vg_create_named_input( "reset", k_input_type_button );
inst->input_camera=vg_create_named_input( "camera", k_input_type_button );
+ inst->input_trick0=vg_create_named_input( "trick0", k_input_type_button );
+ inst->input_trick1=vg_create_named_input( "trick1", k_input_type_button );
+ inst->input_trick2=vg_create_named_input( "trick2", k_input_type_button );
const char *default_cfg[] =
{
const char *default_cfg[] =
{
@@
-61,6
+64,12
@@
void player__create( player_instance *inst )
"bind jump space",
"bind jump gp-a",
"bind jump space",
"bind jump gp-a",
+ "bind trick0 mouse1",
+ "bind trick0 gp-a",
+ "bind trick1 mouse2",
+ "bind trick1 gp-b",
+ "bind trick2 gp-x", /* keyboard: m0 + m1 */
+
"bind push gp-b",
"bind push w",
"bind push gp-b",
"bind push w",
@@
-188,12
+197,10
@@
void player__pass_gate( player_instance *player, teleport_gate *gate )
{
player->gate_waiting = 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
+ gate_rotate_angles( gate, player->angles, player->angles );
+ m4x3_mulv( gate->transport, player->tpv_lpf, player->tpv_lpf );
+ m3x3_mulv( gate->transport, player->cam_velocity_smooth,
+ player->cam_velocity_smooth );
}
VG_STATIC void player__pre_render( player_instance *player )
}
VG_STATIC void player__pre_render( player_instance *player )
@@
-211,17
+218,34
@@
VG_STATIC void player__pre_render( player_instance *player )
struct skeleton *sk = &player->playeravatar->sk;
struct skeleton *sk = &player->playeravatar->sk;
+ if( player->holdout_time > 0.0f )
+ {
+ skeleton_lerp_pose( sk, res.pose, player->holdout_pose,
+ player->holdout_time, res.pose );
+ player->holdout_time -= vg.frame_delta * 2.0f;
+ }
+
skeleton_apply_pose( sk, res.pose, k_anim_apply_defer_ik );
skeleton_apply_ik_pass( sk );
skeleton_apply_pose( sk, res.pose, k_anim_apply_deffered_only );
skeleton_apply_inverses( sk );
skeleton_apply_transform( sk, transform );
skeleton_apply_pose( sk, res.pose, k_anim_apply_defer_ik );
skeleton_apply_ik_pass( sk );
skeleton_apply_pose( sk, res.pose, k_anim_apply_deffered_only );
skeleton_apply_inverses( sk );
skeleton_apply_transform( sk, transform );
+
+#if 0
skeleton_debug( sk );
skeleton_debug( sk );
+#endif
}
if( _player_post_animate[ player->subsystem ] )
_player_post_animate[ player->subsystem ]( player );
}
if( _player_post_animate[ player->subsystem ] )
_player_post_animate[ player->subsystem ]( player );
+ struct player_avatar *av = player->playeravatar;
+ 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 );
+
player__cam_iterate( player );
}
player__cam_iterate( player );
}
@@
-253,18
+277,16
@@
PLAYER_API void player__im_gui( player_instance *player )
vg_uictx.cursor[0] = vg.window_x;
vg_uictx.cursor[0] = vg.window_x;
+#if 0
player__debugtext( 1, "%.2f %.2f %.2f", player->cam.pos[0],
player->cam.pos[1],
player->cam.pos[2] );
player__debugtext( 1, "%.2f %.2f %.2f", player->cam.pos[0],
player->cam.pos[1],
player->cam.pos[2] );
+#endif
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, "%.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 );
if( _player_im_gui[ player->subsystem ] )
_player_im_gui[ player->subsystem ]( player );
@@
-282,6
+304,8
@@
PLAYER_API void player__spawn( player_instance *player,
q_identity( player->rb.q );
rb_update_transform( &player->rb );
q_identity( player->rb.q );
rb_update_transform( &player->rb );
+ player->subsystem = k_player_subsystem_walk;
+
if( _player_reset[ player->subsystem ] )
_player_reset[ player->subsystem ]( player, rp );
}
if( _player_reset[ player->subsystem ] )
_player_reset[ player->subsystem ]( player, rp );
}