a fairly major physics update
[carveJwlIkooP6JGAAIwe30JlM.git] / player_animation.h
index e08991014629b05224ab5babd4754873af2cdc6a..08a540554bf5f0577fb6e9c2ce9a1b2c563faf5d 100644 (file)
@@ -30,7 +30,6 @@ VG_STATIC void player_animate_offboard(void)
    mdl_keyframe apose[32], bpose[32];
    struct skeleton *sk = &player.mdl.sk;
 
-
    if( player.walk > 0.025f )
    {
       /* TODO move */
@@ -88,6 +87,8 @@ VG_STATIC void player_animate(void)
 {
    struct player_phys *phys = &player.phys;
    rb_extrapolate_transform( &player.phys.rb, player.visual_transform );
+   v3_muladds( player.visual_transform[3], phys->rb.up, -0.2f, 
+               player.visual_transform[3] );
 
    v4f qfake_rot;
    m3x3f fake_rot;
@@ -318,6 +319,53 @@ VG_STATIC void player_animate_death_cam(void)
    player.angles[1] = -asinf( delta[1] );
 }
 
+VG_STATIC void player_animate_follow_cam( v3f target, float dist, float speed )
+{
+   v3f delta;
+
+   v3_sub( target, player.camera_pos, delta );
+   v3_normalize( delta );
+
+   v3f follow_pos;
+   v3_muladds( target, delta, -dist, follow_pos );
+   v3_lerp( player.camera_pos, follow_pos,
+             speed * vg.time_delta, player.camera_pos );
+
+   /* 
+    * Make sure the camera stays above the ground
+    */
+   v3f min_height = {0.0f,1.0f,0.0f};
+
+   v3f sample;
+   v3_add( player.camera_pos, min_height, sample );
+   ray_hit hit;
+   hit.dist = min_height[1]*2.0f;
+
+   if( ray_world( sample, (v3f){0.0f,-1.0f,0.0f}, &hit ))
+      v3_add( hit.pos, min_height, player.camera_pos );
+
+#if 0
+   if( world.water.enabled )
+   {
+      player.camera_pos[1] = 
+         vg_maxf( world.water.height + 2.0f, player.camera_pos[1] );
+   }
+#endif
+
+   player.angles[0] = atan2f( delta[0], -delta[2] ); 
+   player.angles[1] = -asinf( delta[1] );
+}
+
+VG_STATIC void player_animate_camera_thirdperson(void)
+{
+   static v3f lerp_cam = { 0.0f, 0.0f, 0.0f };
+   v3f target;
+   
+   v3_muladds( player.phys.rb.co, player.phys.rb.up, 1.2f, target );
+
+   player_animate_follow_cam( target, 1.5f, 20.0f );
+}
+
 VG_STATIC void player_animate_camera(void)
 {
    struct player_phys *phys = &player.phys;