better? grinds
[carveJwlIkooP6JGAAIwe30JlM.git] / 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_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",
 
@@ -188,12 +197,10 @@ void player__pass_gate( player_instance *player, teleport_gate *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 )
@@ -211,17 +218,34 @@ 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};
+
+   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 );
 }
 
@@ -253,18 +277,16 @@ 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);
-   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 );
@@ -282,6 +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 );
 }