holdout poses
[carveJwlIkooP6JGAAIwe30JlM.git] / player.c
index 72d4810531739f4dfd19bd99e34506eee6cadb35..c898e6d83958eaf4315bf3de3a92f828c6fd336b 100644 (file)
--- a/player.c
+++ b/player.c
@@ -169,6 +169,17 @@ 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
  */
@@ -177,7 +188,10 @@ void player__pass_gate( player_instance *player, teleport_gate *gate )
 {
    player->gate_waiting = gate;
 
-   /* TODO: Add back other logic thats normally here */
+   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 )
@@ -195,6 +209,13 @@ 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 * 4.0f;
+      }
+
       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 );
@@ -206,6 +227,13 @@ VG_STATIC void player__pre_render( player_instance *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 );
 }
 
@@ -237,6 +265,19 @@ 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 );
+
    if( _player_im_gui[ player->subsystem ] )
       _player_im_gui[ player->subsystem ]( player );