fuckin hell
[carveJwlIkooP6JGAAIwe30JlM.git] / player.c
index 0c727be4fe98b8cf9870e62525610f84d8dc0902..4c8f76a755bc2e2f9f31d374085a7f8b199dafc9 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_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[] = 
    {
@@ -61,6 +64,12 @@ void player__create( player_instance *inst )
       "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",
 
@@ -169,8 +178,12 @@ VG_STATIC void player_apply_transport_to_cam( m4x3f transport )
    m4x4_mul( main_camera.mtx.v,  transport_4, main_camera.mtx.v );
 }
 
+__attribute__ ((deprecated))
 VG_STATIC void gate_rotate_angles( teleport_gate *gate, v3f angles, v3f d )
 {
+   v3_copy( angles, d );
+   return;
+
    v3f fwd_dir = { cosf(angles[0]),
                    0.0f,
                    sinf(angles[0])};
@@ -188,10 +201,18 @@ void player__pass_gate( player_instance *player, teleport_gate *gate )
 {
    player->gate_waiting = gate;
 
-   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 );
+
+   m3x3_copy( player->basis, player->basis_gate );
+
+   v4f q;
+   m3x3_q( gate->transport, q );
+   q_mul( q, player->qbasis, player->qbasis );
+   q_normalize( player->qbasis );
+   q_m3x3( player->qbasis, player->basis );
+   m3x3_transpose( player->basis, player->invbasis );
 }
 
 VG_STATIC void player__pre_render( player_instance *player )
@@ -209,20 +230,30 @@ VG_STATIC void player__pre_render( player_instance *player )
 
       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 );
+
+#if 0
       skeleton_debug( sk );
+#endif
    }
 
    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};
+   v3f vp0 = {0.0f,0.1f, 0.55f},
+       vp1 = {0.0f,0.1f,-0.55f};
 
    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 );
@@ -232,13 +263,13 @@ VG_STATIC void player__pre_render( player_instance *player )
 
 PLAYER_API void player__render( camera *cam, player_instance *player )
 {
-   shader_viewchar_use();
+   shader_model_character_view_use();
    vg_tex2d_bind( player->playertex, 0 );
-   shader_viewchar_uTexMain( 0 );
-   shader_viewchar_uCamera( cam->transform[3] );
-   shader_viewchar_uPv( cam->mtx.pv );
-   shader_link_standard_ub( _shader_viewchar.id, 2 );
-   glUniformMatrix4x3fv( _uniform_viewchar_uTransforms, 
+   shader_model_character_view_uTexMain( 0 );
+   shader_model_character_view_uCamera( cam->transform[3] );
+   shader_model_character_view_uPv( cam->mtx.pv );
+   shader_link_standard_ub( _shader_model_character_view.id, 2 );
+   glUniformMatrix4x3fv( _uniform_model_character_view_uTransforms,
                          player->playeravatar->sk.bone_count,
                          0,
                          (float *)player->playeravatar->sk.final_mtx );
@@ -258,18 +289,8 @@ PLAYER_API void player__im_gui( player_instance *player )
 
    vg_uictx.cursor[0] = vg.window_x;
 
-   player__debugtext( 1, "%.2f %.2f %.2f", player->cam.pos[0],
-                                           player->cam.pos[1],
-                                           player->cam.pos[2] );
-   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 );
+   player__debugtext( 1, "angles: " PRINTF_v3f( player->cam.angles ) );
+   player__debugtext( 1, "basis:  " PRINTF_v4f( player->qbasis ) );
 
    if( _player_im_gui[ player->subsystem ] )
       _player_im_gui[ player->subsystem ]( player );
@@ -287,6 +308,12 @@ PLAYER_API void player__spawn( player_instance *player,
    q_identity( player->rb.q );
    rb_update_transform( &player->rb );
 
+   q_identity( player->qbasis );
+   m3x3_identity( player->basis );
+   m3x3_identity( player->invbasis );
+
+   player->subsystem = k_player_subsystem_walk;
+
    if( _player_reset[ player->subsystem ] )
       _player_reset[ player->subsystem ]( player, rp );
 }