#include "player.h"
-static void player_animate_offboard(void)
+VG_STATIC void player_animate_offboard(void)
{
{
float fly = player.phys.in_air,
player.ffly = vg_lerpf( player.ffly, fly, rate*vg.time_delta );
player.frun = vg_lerpf( player.frun,
- vg_get_axis("walk/push")*0.5f+0.5f,
+ player.walk *
+ (1.0f + player.input_walk->button.value*0.5f),
2.0f*vg.time_delta );
}
skeleton_debug( &player.mdl.sk );
}
-static void player_animate(void)
+VG_STATIC void player_animate(void)
{
struct player_phys *phys = &player.phys;
rb_extrapolate_transform( &player.phys.rb, player.visual_transform );
mdl_keyframe air_pose[32];
{
- float target = -vg_get_axis("lookh");
+ float target = -player.input_js1h->axis.value;
player.fairdir = vg_lerpf( player.fairdir, target, 2.4f*vg.time_delta );
float air_frame = (player.fairdir*0.5f+0.5f) * (15.0f/30.0f);
skeleton_sample_anim( sk, player.mdl.anim_air, air_frame, apose );
static v2f grab_choice;
- v2_lerp( grab_choice, (v2f){vg_get_axis("grabh"), vg_get_axis("grabv")},
- 0.04f, grab_choice );
+
+ v2f grab_input = { player.input_js2h->axis.value,
+ player.input_js2v->axis.value };
+ v2_add( player.phys.grab_mouse_delta, grab_input, grab_input );
+ if( v2_length2( grab_input ) <= 0.001f )
+ grab_input[0] = -1.0f;
+ else
+ v2_normalize_clamp( grab_input );
+ v2_lerp( grab_choice, grab_input, 2.4f*vg.time_delta, grab_choice );
float ang = atan2f( grab_choice[0], grab_choice[1] ),
ang_unit = (ang+VG_PIf) * (1.0f/VG_TAUf),
skeleton_debug( &player.mdl.sk );
}
-static void player_animate_death_cam(void)
+VG_STATIC void player_animate_death_cam(void)
{
v3f delta;
v3f head_pos;
if( ray_world( sample, (v3f){0.0f,-1.0f,0.0f}, &hit ))
v3_add( hit.pos, min_height, player.camera_pos );
- player.camera_pos[1] =
- vg_maxf( wrender.height + 2.0f, player.camera_pos[1] );
+ if( world.water.enabled )
+ {
+ player.camera_pos[1] =
+ vg_maxf( world.water.height + 2.0f, player.camera_pos[1] );
+ }
player.angles[0] = atan2f( delta[0], -delta[2] );
player.angles[1] = -asinf( delta[1] );
}
-static void player_animate_camera(void)
+VG_STATIC void player_animate_camera(void)
{
struct player_phys *phys = &player.phys;
else
{
float speed = vg.time_delta * k_look_speed;
+#if 0
player.angles[0] += vg_get_axis( "lookh" ) * speed;
player.angles[1] += vg_get_axis( "lookv" ) * speed;
player.angles[1] = vg_clampf( player.angles[1],
-k_pitch_limit, k_pitch_limit );
+#endif
float s = sinf(player.angles[0]) * 0.2f,
c = -cosf(player.angles[0]) * 0.2f;
m4x3_mulv( mtx, player.mdl.cam_pos, cam_pos );
v3_add( cam_pos, forward_dir, player.camera_pos );
- v3_lerp( phys->vl, phys->rb.v, 0.3f, phys->vl );
+ v3_lerp( phys->vl, phys->rb.v, 18.0f*vg.time_delta, phys->vl );
}
}