another api change
[carveJwlIkooP6JGAAIwe30JlM.git] / player_device_skate.h
index 3d5b0795c4473af25d277209b8bcd3a384026590..04a2da1115242581249cece7b445d8d03d23c553 100644 (file)
@@ -4,6 +4,7 @@
 #include "player_interface.h"
 #include "skeleton.h"
 #include "player_model.h"
+#include "player_device_common.h"
 
 struct player_device_skate
 {
@@ -43,8 +44,9 @@ struct player_device_skate
       double start_push,
              cur_push;
 
-      v3f vl, follow_cam_pos;
-      struct teleport_gate *follow_cam_gate;
+      struct mixedcam_state cam;
+
+      v3f prev_pos;
    }
    state,
    state_gate_storage;
@@ -1101,6 +1103,7 @@ VG_STATIC void player_skate_update( player_interface *player,
                                     player_attachment *at )
 {
    struct player_device_skate *s = at->storage;
+   v3_copy( player->rb.co, s->state.prev_pos );
    s->state.activity_prev = s->state.activity;
 
    /* Setup colliders */
@@ -1158,6 +1161,27 @@ VG_STATIC void player_skate_update( player_interface *player,
    vg_line_pt3( s->state.cog, 0.14f, VG__WHITE );
 
    vg_line( player->rb.co, s->state.cog, VG__RED );
+
+
+   teleport_gate *gate;
+   if( (gate = world_intersect_gates( player->rb.co, s->state.prev_pos )) )
+   {
+      m4x3_mulv( gate->transport, player->rb.co, player->rb.co );
+      m3x3_mulv( gate->transport, player->rb.v,  player->rb.v );
+      m4x3_mulv( gate->transport, s->state.cog,   s->state.cog );
+      m3x3_mulv( gate->transport, s->state.cog_v, s->state.cog_v );
+      m3x3_mulv( gate->transport, s->state.throw_v, s->state.throw_v );
+
+      mixedcam_transport( &s->state.cam, gate );
+
+      v4f transport_rotation;
+      m3x3_q( gate->transport, transport_rotation );
+      q_mul( transport_rotation, player->rb.q, player->rb.q );
+      rb_update_transform( &player->rb );
+
+      s->state_gate_storage = s->state;
+      player_pass_gate( player, gate );
+   }
 }
 
 VG_STATIC void player_skate_post_update( player_interface *player,
@@ -1191,14 +1215,8 @@ VG_STATIC void player_skate_ui( player_interface *player,
                         k_steer_ground, k_steer_air );
 }
 
-VG_STATIC void skate_camera_thirdperson_nextpos( player_interface *player,
-                                                 struct player_device_skate *s,
-                                                 struct player_avatar *av,
-                                                 v3f next_pos, v3f d );
-
-VG_STATIC void player_skate_pose( player_interface *player,
-                                  player_attachment *at, 
-                                  player_pose pose, m4x3f transform )
+VG_STATIC void player_skate_animate( player_interface *player,
+                                     player_attachment *at )
 {
    struct player_device_skate *s = at->storage;
    struct player_avatar *av = player->playeravatar;
@@ -1363,7 +1381,7 @@ VG_STATIC void player_skate_pose( player_interface *player,
       skeleton_lerp_pose( sk, apose, bpose, s->state.grabbing, air_pose );
    }
 
-   skeleton_lerp_pose( sk, ground_pose, air_pose, s->blend_fly, pose );
+   skeleton_lerp_pose( sk, ground_pose, air_pose, s->blend_fly, at->pose );
 
    float add_grab_mod = 1.0f - s->blend_fly;
 
@@ -1377,13 +1395,13 @@ VG_STATIC void player_skate_pose( player_interface *player,
 
       for( int i=0; i<vg_list_size(apply_to); i ++ )
       {
-         pose[apply_to[i]-1].co[0] += offset[0]*add_grab_mod;
-         pose[apply_to[i]-1].co[2] += offset[2]*add_grab_mod;
+         at->pose[apply_to[i]-1].co[0] += offset[0]*add_grab_mod;
+         at->pose[apply_to[i]-1].co[2] += offset[2]*add_grab_mod;
       }
 
-      mdl_keyframe *kf_board  = &pose[av->id_board-1],
-                   *kf_foot_l = &pose[av->id_ik_foot_l-1],
-                   *kf_foot_r = &pose[av->id_ik_foot_r-1];
+      mdl_keyframe *kf_board  = &at->pose[av->id_board-1],
+                   *kf_foot_l = &at->pose[av->id_ik_foot_l-1],
+                   *kf_foot_r = &at->pose[av->id_ik_foot_r-1];
 
       v3f bo;
       v3_muls( s->board_offset, add_grab_mod, bo );
@@ -1409,9 +1427,10 @@ VG_STATIC void player_skate_pose( player_interface *player,
    }
 
    /* transform */
-   rb_extrapolate_transform( &player->rb, transform );
+   rb_extrapolate( &player->rb, at->pose_root_co, at->pose_root_q );
 
-   v3_muladds( transform[3], player->rb.to_world[1], -0.28f, transform[3] );
+   v3_muladds( at->pose_root_co, player->rb.to_world[1], -0.28f, 
+               at->pose_root_co );
 
    v4f qresy, qresx, qresidual;
    m3x3f mtx_residual;
@@ -1420,22 +1439,21 @@ VG_STATIC void player_skate_pose( player_interface *player,
    q_axis_angle( qresx, player->rb.to_world[0], s->state.steerx_s*substep );
 
    q_mul( qresy, qresx, qresidual );
-   q_m3x3( qresidual, mtx_residual );
-   m3x3_mul( transform, mtx_residual, transform );
+   q_normalize( qresidual );
+   q_mul( at->pose_root_q, qresidual, at->pose_root_q );
+   q_normalize( at->pose_root_q );
 
-   if( cl_thirdperson && s->state.follow_cam_gate )
+#if 0
+   if( cl_thirdperson )
    {
-      v3f next_pos, d, _;
-      skate_camera_thirdperson_nextpos( player, s, av, next_pos, d );
-
-      if( !gate_intersect_plane( s->state.follow_cam_gate, 
-                                 next_pos, s->state.follow_cam_pos, _ ) )
+      if( !followcam_will_hit_gate( player, &s->state.cam ) )
       {
          m4x3f inverse;
-         m4x3_invert_affine( s->state.follow_cam_gate->transport, inverse );
+         m4x3_invert_affine( s->state.cam.gate->transport, inverse );
          m4x3_mul( inverse, transform, transform );
       }
    }
+#endif
 }
 
 VG_STATIC void skate_camera_vector_look( camera *cam, v3f v, float C, float k )
@@ -1455,15 +1473,17 @@ VG_STATIC void skate_camera_vector_look( camera *cam, v3f v, float C, float k )
 }
 
 VG_STATIC void skate_camera_firstperson( player_interface *player,
-                                         struct player_device_skate *s,
-                                         struct player_avatar *av, camera *cam )
+                                         player_attachment *at )
 {
+   struct player_device_skate *s = at->storage;
+   struct player_avatar *av = player->playeravatar;
+
    /* FIXME: viewpoint entity */
    v3f vp = {-0.1f,1.8f,0.0f};
-   m4x3_mulv( av->sk.final_mtx[ av->id_head-1 ], vp, cam->pos );
+   m4x3_mulv( av->sk.final_mtx[ av->id_head-1 ], vp, at->cam_1st.pos );
 
-   v3_zero( cam->angles );
-   cam->fov = 119.0f;
+   v3_zero( at->cam_1st.angles );
+   at->cam_1st.fov = 119.0f;
 
    v3f flat_dir,
        vel_dir,
@@ -1486,84 +1506,57 @@ VG_STATIC void skate_camera_firstperson( player_interface *player,
    //v3_normalize( flat_dir );
 
    v3_lerp( flat_dir, vel_dir, vg_clampf( tti / 2.0f, 0.4f, 1.0f ), look_dir );
-   v3_lerp( s->state.vl, look_dir, 4.0f*vg.time_delta, s->state.vl );
-
-   skate_camera_vector_look( cam, s->state.vl, 0.7f, 0.5f );
-}
-
-/* this is a little yucky but needs to be done so we can use this 'prediction' 
- * in the pose function. its unfortunate. too bad
- *
- * FIXME: Can do better with FREEDOM MODE + api ordering.
- */
-VG_STATIC void skate_camera_thirdperson_nextpos( player_interface *player,
-                                                 struct player_device_skate *s,
-                                                 struct player_avatar *av,
-                                                 v3f next_pos, v3f d )
-{
-   v3f origin, target;
-
-   if( s->state.follow_cam_gate )
-   {
-      m4x3f inverse;
-      m4x3_invert_affine( s->state.follow_cam_gate->transport, inverse );
-      m4x3_mulv( inverse, player->rb.co, origin );
-   }
-   else
-   {
-      v3_copy( player->rb.co, origin );
-   }
-
-   v3_add( origin, (v3f){0.0f,1.35f,0.0f}, origin );
-   v3_sub( origin, s->state.follow_cam_pos, d );
-   
-   if( v3_length2( d ) < 0.1f*0.1f )
-      v3_copy( (v3f){ 0.0f, 0.0f, 1.0f }, d );
-   else
-      v3_normalize( d );
+   v3_lerp( s->state.cam.vl, look_dir, 4.0f*vg.time_delta, s->state.cam.vl );
 
-   v3_muladds( origin, d, -2.0f, target );
-   v3_lerp( s->state.follow_cam_pos, target, vg.frame_delta * 12.0f, next_pos );
+   skate_camera_vector_look( &at->cam_1st, s->state.cam.vl, 0.7f, 0.5f );
 }
 
+#if 0
 VG_STATIC void skate_camera_thirdperson( player_interface *player,
                                          struct player_device_skate *s,
                                          struct player_avatar *av, camera *cam )
 {
    v3f prev_pos, cam_look_dir, d;
 
-   v3_copy( s->state.follow_cam_pos, prev_pos );
-   skate_camera_thirdperson_nextpos( player, s, av, s->state.follow_cam_pos, d);
+   v3_copy( s->state.cam.pos, prev_pos );
+   skate_camera_thirdperson_nextpos( player, s, av, s->state.cam.pos, d);
 
-   if( s->state.follow_cam_gate )
+   if( s->state.cam.gate )
    {
       v2f _;
-      if( gate_intersect_plane( s->state.follow_cam_gate, 
-                                s->state.follow_cam_pos, prev_pos, _ ) )
+      if( gate_intersect_plane( s->state.cam.gate, 
+                                s->state.cam.pos, prev_pos, _ ) )
       {
-         m4x3_mulv( s->state.follow_cam_gate->transport, 
-                        s->state.follow_cam_pos, s->state.follow_cam_pos );
-         m3x3_mulv( s->state.follow_cam_gate->transport, d, d );
-         player_apply_transport_to_cam( s->state.follow_cam_gate->transport );
+         m4x3_mulv( s->state.cam.gate->transport, 
+                        s->state.cam.pos, s->state.cam.pos );
+         m3x3_mulv( s->state.cam.gate->transport, d, d );
+         player_apply_transport_to_cam( s->state.cam.gate->transport );
 
-         s->state.follow_cam_gate = NULL;
+         s->state.cam.gate = NULL;
       }
    }
    
    skate_camera_vector_look( cam, d, 1.0f, 0.0f );
-   v3_copy( s->state.follow_cam_pos, cam->pos );
+   v3_copy( s->state.cam.pos, cam->pos );
 }
+#endif
 
-VG_STATIC void player_skate_get_camera( player_interface *player,
-                                        player_attachment *at, camera *cam )
+VG_STATIC void player_skate_post_animate( player_interface *player,
+                                          player_attachment *at )
 {
    struct player_device_skate *s = at->storage;
    struct player_avatar *av = player->playeravatar;
 
+   v3_zero( at->cam_1st.pos );
+   v3_zero( at->cam_1st.angles );
+   at->cam_1st.fov = 90.0f;
+
+#if 0
    if( cl_thirdperson )
       skate_camera_thirdperson( player, s, av, cam );
    else
-      skate_camera_firstperson( player, s, av, cam );
+#endif
+   skate_camera_firstperson( player, at );
 
    /* FIXME: Organize this. Its int wrong fucking place */
    v3f vp0 = {0.0f,0.1f, 0.6f},
@@ -1577,27 +1570,6 @@ VG_STATIC void player_skate_transport( player_interface *player,
                                        player_attachment *at,
                                        teleport_gate *gate )
 {
-   struct player_device_skate *s = at->storage;
-
-   m4x3_mulv( gate->transport, player->rb.co,  player->rb.co );
-   m3x3_mulv( gate->transport, player->rb.v,   player->rb.v );
-   m4x3_mulv( gate->transport, s->state.cog,   s->state.cog );
-   m3x3_mulv( gate->transport, s->state.cog_v, s->state.cog_v );
-   m3x3_mulv( gate->transport, s->state.vl,    s->state.vl );
-   m3x3_mulv( gate->transport, s->state.throw_v, s->state.throw_v );
-
-   v4f transport_rotation;
-   m3x3_q( gate->transport, transport_rotation );
-   q_mul( transport_rotation, player->rb.q, player->rb.q );
-   rb_update_transform( &player->rb );
-
-   s->state.follow_cam_gate = gate;
-   s->state_gate_storage = s->state;
-
-   if( !cl_thirdperson )
-   {
-      player_apply_transport_to_cam( gate->transport );
-   }
 }
 
 VG_STATIC void player_skate_reset( player_interface *player,
@@ -1606,7 +1578,8 @@ VG_STATIC void player_skate_reset( player_interface *player,
 {
    struct player_device_skate *s = at->storage;
    v3_muladds( player->rb.co, player->rb.to_world[1], 1.0f, s->state.cog );
-   s->state.follow_cam_gate = NULL;
+
+   mixedcam_reset( player, &s->state.cam );
 }
 
 VG_STATIC player_device player_device_skate =
@@ -1614,11 +1587,10 @@ VG_STATIC player_device player_device_skate =
    .pre_update    = player_skate_pre_update,
    .update        = player_skate_update,
    .post_update   = player_skate_post_update,
-   .get_camera    = player_skate_get_camera,
+   .animate       = player_skate_animate,
+   .post_animate  = player_skate_post_animate,
    .debug_ui      = player_skate_ui,
    .bind          = player_skate_bind,
-   .pose          = player_skate_pose,
-   .gate_transport= player_skate_transport,
    .reset         = player_skate_reset
 };