before the storm
[carveJwlIkooP6JGAAIwe30JlM.git] / player.h
index 0e9be562e97b99ff8a5ec30ae3bbab32ad118b60..6fb74dcf6427c5c6ce6a709399f77edb9a9dadec 100644 (file)
--- a/player.h
+++ b/player.h
@@ -1,3 +1,7 @@
+/*
+ * Copyright 2021-2022 (C) Mount0 Software, Harry Godden - All Rights Reserved
+ */
+
 #ifndef PLAYER_H
 #define PLAYER_H
 
@@ -94,7 +98,7 @@ static struct gplayer
          walk_timer,
          fonboard;
 
-   v3f last_step_pos;
+v3f last_step_pos;
    int step_phase;
 }
 player = 
@@ -828,9 +832,8 @@ static void player_do_motion(void)
             m3x3_mulv( gate->transport, fwd_dir, fwd_dir );
 
             player.angles[0] = atan2f( fwd_dir[2], fwd_dir[0] );
-                                    
          }
-
+         
          m3x3_copy( player.vr, player.gate_vr_frame );
          m3x3_copy( player.vr_pstep, player.gate_vr_pstep_frame );
 
@@ -933,7 +936,6 @@ static void player_animate(void)
 
    offset[0] = vg_clampf( offset[0], -0.8f, 0.8f );
    offset[1] = vg_clampf( offset[1], -0.5f, 0.0f );
-   offset[1] = 0.0f;
 
    /* 
     * Animation blending
@@ -1033,7 +1035,7 @@ static void player_animate(void)
 
    skeleton_lerp_pose( sk, ground_pose, air_pose, player.ffly, apose );
 
-   float add_grab_mod = player.ffly * player.grab;
+   float add_grab_mod = 1.0f - player.ffly*player.grab;
 
    /* additive effects */
    apose[player.mdl.id_hip-1].co[0] += offset[0]*add_grab_mod;
@@ -1062,9 +1064,13 @@ static void player_animate(void)
 static void player_camera_update(void)
 {
    /* Update camera matrices */
-   m4x3_identity( player.camera );
-   m4x3_rotate_y( player.camera, -player.angles[0] );
-   m4x3_rotate_x( player.camera, -player.angles[1] );
+   v4f qyaw, qpitch, qcam;
+   q_axis_angle( qyaw, (v3f){ 0.0f, 1.0f, 0.0f }, -player.angles[0] ); 
+   q_axis_angle( qpitch, (v3f){ 1.0f, 0.0f, 0.0f }, -player.angles[1] ); 
+
+   q_mul( qyaw, qpitch, qcam );
+   q_m3x3( qcam, player.camera );
+
    v3_copy( player.camera_pos, player.camera[3] );
    m4x3_invert_affine( player.camera, player.camera_inverse );
 }