better? grinds
[carveJwlIkooP6JGAAIwe30JlM.git] / player.c
index 08741d3a476e00e22b6ae8b78b3bdfe0f3dd1d00..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_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",
 
@@ -169,6 +178,17 @@ VG_STATIC void player_apply_transport_to_cam( m4x3f transport )
    m4x4_mul( main_camera.mtx.v,  transport_4, main_camera.mtx.v );
 }
 
+VG_STATIC void gate_rotate_angles( teleport_gate *gate, v3f angles, v3f d )
+{
+   v3f fwd_dir = { cosf(angles[0]),
+                   0.0f,
+                   sinf(angles[0])};
+   m3x3_mulv( gate->transport, fwd_dir, fwd_dir );
+
+   v3_copy( angles, d );
+   d[0] = atan2f( fwd_dir[2], fwd_dir[0] );
+}
+
 /*
  * Applies gate transport to a player_interface
  */
@@ -177,43 +197,10 @@ void player__pass_gate( player_instance *player, teleport_gate *gate )
 {
    player->gate_waiting = gate;
 
-   /* TODO: Add back other logic thats normally here */
-}
-
-VG_STATIC void player_camera_portal_correction( player_instance *player )
-{
-   if( player->gate_waiting )
-   {
-      /* construct plane equation for reciever gate */
-      v4f plane;
-      v3_copy( player->gate_waiting->recv_to_world[2], plane );
-      plane[3] = v3_dot( plane, player->gate_waiting->recv_to_world[3] );
-
-      /* check camera polarity */
-      if( v3_dot( player->cam.pos, plane ) < plane[3] ) 
-      {
-         vg_success( "Plane cleared\n" );
-         player_apply_transport_to_cam( player->gate_waiting->transport );
-         player->gate_waiting = NULL;
-      }
-      else
-      {
-         /* de-transform camera and player back */
-         m4x3f inverse;
-         m4x3_invert_affine( player->gate_waiting->transport, inverse );
-         m4x3_mulv( inverse, player->cam.pos, player->cam.pos );
-
-         /* TODO: Find robust method for this */
-         v3f fwd_dir = { cosf(player->cam.angles[0]),
-                         0.0f,
-                         sinf(player->cam.angles[0])};
-         m3x3_mulv( inverse, fwd_dir, fwd_dir );
-         player->cam.angles[0] = atan2f( fwd_dir[2], fwd_dir[0] );
-
-         struct skeleton *sk = &player->playeravatar->sk;
-         skeleton_apply_transform( sk, inverse );
-      }
-   }
+   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 )
@@ -231,34 +218,35 @@ 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 );
 
-   /* TODO: eventually, blending code goes here */
-
-   float camera_blend_target = 1.0f;
-   if( player->camera_mode == k_cam_firstperson )
-      camera_blend_target = 0.0f;
+   struct player_avatar *av = player->playeravatar;
+   v3f vp0 = {0.0f,0.1f, 0.6f},
+       vp1 = {0.0f,0.1f,-0.6f};
 
-   player->camera_type_blend = vg_lerpf( player->camera_type_blend, 
-                                         camera_blend_target,
-                                         5.0f * vg.frame_delta );
+   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 );
 
-   float t = player->camera_type_blend;
-   camera_lerp_angles( player->cam1.angles, player->cam3.angles, 
-                       t, player->cam.angles );
-   v3_lerp( player->cam1.co, player->cam3.co, t, player->cam.pos );
-   player->cam.fov = vg_lerpf( 118.0f, 90.0f, t );
-
-   player_camera_portal_correction( player );
+   player__cam_iterate( player );
 }
 
 PLAYER_API void player__render( camera *cam, player_instance *player )
@@ -289,6 +277,17 @@ PLAYER_API void player__im_gui( player_instance *player )
 
    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] );
+#endif
+   player__debugtext( 1, "%.2f %.2f %.2f (%.2f)", 
+                                           player->cam.angles[0],
+                                           player->cam.angles[1],
+                                           player->cam.angles[2],
+                                           player->cam.fov);
+
    if( _player_im_gui[ player->subsystem ] )
       _player_im_gui[ player->subsystem ]( player );
 
@@ -305,6 +304,8 @@ PLAYER_API void player__spawn( player_instance *player,
    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 );
 }