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pre-velocity-change
[carveJwlIkooP6JGAAIwe30JlM.git]
/
player.c
diff --git
a/player.c
b/player.c
index c898e6d83958eaf4315bf3de3a92f828c6fd336b..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",
@@
-213,7
+222,7
@@
VG_STATIC void player__pre_render( player_instance *player )
{
skeleton_lerp_pose( sk, res.pose, player->holdout_pose,
player->holdout_time, res.pose );
{
skeleton_lerp_pose( sk, res.pose, player->holdout_pose,
player->holdout_time, res.pose );
- player->holdout_time -= vg.frame_delta *
4
.0f;
+ player->holdout_time -= vg.frame_delta *
2
.0f;
}
skeleton_apply_pose( sk, res.pose, k_anim_apply_defer_ik );
}
skeleton_apply_pose( sk, res.pose, k_anim_apply_defer_ik );
@@
-221,7
+230,10
@@
VG_STATIC void player__pre_render( player_instance *player )
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_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 ] )
}
if( _player_post_animate[ player->subsystem ] )
@@
-265,18
+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 );
@@
-294,6
+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 );
}