another api change
[carveJwlIkooP6JGAAIwe30JlM.git] / player_device_walk.h
index 94f436821cdbad67bf3e9f328b5dd15d3dc3eef8..3b30d061fa040d808fe4bea56ae1e78d415ef079 100644 (file)
@@ -12,6 +12,7 @@ struct player_device_walk
    struct
    {
       v3f angles;
+      v3f prev_pos;
 
       enum walk_activity
       {
@@ -99,6 +100,8 @@ VG_STATIC void player_walk_update( player_interface *player,
                                    player_attachment *at )
 {
    struct player_device_walk *w = at->storage;
+   v3_copy( player->rb.co, w->state.prev_pos );
+
    w->collider.height = 2.0f;
    w->collider.radius = 0.3f;
 
@@ -283,31 +286,21 @@ VG_STATIC void player_walk_update( player_interface *player,
 
    v3_add( player->rb.co, (v3f){0.0f, 1.0f, 0.0f}, mtx[3] );
    debug_capsule( mtx, w->collider.radius, w->collider.height, VG__GREEN );
-}
-
-VG_STATIC void player_walk_post_update( player_interface *player,
-                                        player_attachment *at )
-{
-   struct player_device_walk *w = at->storage;
-
-   m4x3f mtx;
-   m3x3_identity( mtx );
-   v3_add( player->rb.co, (v3f){0.0f, 1.0f, 0.0f}, mtx[3] );
-
-   float substep = vg_clampf( vg.accumulator / k_rb_delta, 0.0f, 1.0f );
-   v3_muladds( mtx[3], player->rb.v, k_rb_delta*substep, mtx[3] );
-   debug_capsule( mtx, w->collider.radius, w->collider.height, VG__YELOW );
-
 
+   /* 
+    * CCD routine 
+    * ---------------------------------------------------
+    *
+    */
    v3f lwr_prev,
        lwr_now,
        lwr_offs = { 0.0f, w->collider.radius, 0.0f };
 
-   v3_add( lwr_offs, player->prev_position, lwr_prev );
+   v3_add( lwr_offs, w->state.prev_pos, lwr_prev );
    v3_add( lwr_offs, player->rb.co, lwr_now );
 
    v3f movedelta;
-   v3_sub( player->rb.co, player->prev_position, movedelta );
+   v3_sub( player->rb.co, w->state.prev_pos, movedelta );
 
    float movedist = v3_length( movedelta );
 
@@ -326,35 +319,49 @@ VG_STATIC void player_walk_post_update( player_interface *player,
          debug_capsule( mtx, w->collider.radius, w->collider.height, VG__RED );
       }
    }
-}
 
-VG_STATIC void player_walk_ui( player_interface *player,
-                               player_attachment *at )
-{
-   player_debugtext( 1, "V:  %5.2f %5.2f %5.2f",player->rb.v[0],
-                                                player->rb.v[1],
-                                                player->rb.v[2] );
-   player_debugtext( 1, "CO: %5.2f %5.2f %5.2f",player->rb.co[0],
-                                                player->rb.co[1],
-                                                player->rb.co[2] );
+   teleport_gate *gate;
+   if( (gate = world_intersect_gates( player->rb.co, w->state.prev_pos )) )
+   {
+      struct player_device_walk *w = at->storage;
+
+      m4x3_mulv( gate->transport, player->rb.co, player->rb.co );
+      m3x3_mulv( gate->transport, player->rb.v,  player->rb.v );
+      rb_update_transform( &player->rb );
+
+      /* analytical rotation of yaw */
+      v3f fwd_dir = { cosf(w->state.angles[0]),
+                      0.0f,
+                      sinf(w->state.angles[0])};
+      m3x3_mulv( gate->transport, fwd_dir, fwd_dir );
+      w->state.angles[0] = atan2f( fwd_dir[2], fwd_dir[0] );
+
+      w->state_gate_storage = w->state;
+      player_pass_gate( player, gate );
+   }
 }
 
-VG_STATIC void player_walk_bind( player_interface *player,
-                                 player_attachment *at )
+VG_STATIC void player_walk_post_update( player_interface *player,
+                                        player_attachment *at )
 {
    struct player_device_walk *w = at->storage;
-   struct player_avatar *av = player->playeravatar;
-   struct skeleton *sk = &av->sk;
 
-   w->anim_idle = skeleton_get_anim( sk, "idle_cycle" );
-   w->anim_walk = skeleton_get_anim( sk, "walk" );
-   w->anim_run  = skeleton_get_anim( sk, "run" );
-   w->anim_jump = skeleton_get_anim( sk, "jump" );
+   m4x3f mtx;
+   m3x3_identity( mtx );
+   v3_add( player->rb.co, (v3f){0.0f, 1.0f, 0.0f}, mtx[3] );
+
+   float substep = vg_clampf( vg.accumulator / k_rb_delta, 0.0f, 1.0f );
+   v3_muladds( mtx[3], player->rb.v, k_rb_delta*substep, mtx[3] );
+   debug_capsule( mtx, w->collider.radius, w->collider.height, VG__YELOW );
+
+#if 0
+   player_apply_transport_to_cam( gate->transport );
+#endif
+
 }
 
-VG_STATIC void player_walk_pose( player_interface *player,
-                                 player_attachment *at, 
-                                 player_pose pose, m4x3f transform )
+VG_STATIC void player_walk_animate( player_interface *player,
+                                    player_attachment *at )
 {
    struct player_device_walk *w = at->storage;
    struct skeleton *sk = &player->playeravatar->sk;
@@ -409,49 +416,73 @@ VG_STATIC void player_walk_pose( player_interface *player,
 
    /* air */
    skeleton_sample_anim( sk, w->anim_jump, vg.time*0.6f, bpose );
-   skeleton_lerp_pose( sk, apose, bpose, w->blend_fly, pose );
-
-   /* Create transform matrix */
-   m3x3f rotation_mtx;
-   v4f rot;
-   q_axis_angle( rot, (v3f){0.0f,1.0f,0.0f}, -w->state.angles[0]-VG_PIf*0.5f );
-   q_m3x3( rot, rotation_mtx );
+   skeleton_lerp_pose( sk, apose, bpose, w->blend_fly, at->pose );
 
-   rb_extrapolate_transform( &player->rb, transform );
-   m3x3_copy( rotation_mtx, transform );
+   /* Create transform */
+   rb_extrapolate( &player->rb, at->pose_root_co, at->pose_root_q );
+   q_axis_angle( at->pose_root_q, (v3f){0.0f,1.0f,0.0f}, 
+                 -w->state.angles[0]-VG_PIf*0.5f );
 }
 
-VG_STATIC void player_walk_get_camera( player_interface *player,
-                                       player_attachment *at, camera *cam )
+VG_STATIC void player_walk_post_animate( player_interface *player,
+                                         player_attachment *at )
 {
+   /* 
+    * Camera 
+    */
    struct player_device_walk *w = at->storage;
    struct player_avatar *av = player->playeravatar;
 
+   /* 3RD */
+   m3x3f angles;
+   euler_m3x3( w->state.angles, angles );
+
+   v3f cast_dir, origin;
+
+   v3_add( player->rb.co, (v3f){0.0f,2.0f,0.0f}, origin );
+
+   v3_muladds( origin, angles[2], 2.0f, at->cam_3rd.pos );
+   v3_muladds( at->cam_3rd.pos, angles[0], 0.5f, at->cam_3rd.pos );
+
+   float t;
+   v3f n;
+   if( spherecast_world( origin, at->cam_3rd.pos, 0.1f, &t, n ) != -1 )
+      v3_lerp( origin, at->cam_3rd.pos, t, at->cam_3rd.pos );
+   v3_copy( w->state.angles, at->cam_3rd.angles );
+   at->cam_3rd.fov = 90.0f;
+
+
+   /* 1ST */
    /* FIXME: viewpoint entity */
    v3f vp = {-0.1f,1.8f,0.0f};
-   m4x3_mulv( av->sk.final_mtx[ av->id_head-1 ], vp, cam->pos );
-   v3_copy( w->state.angles, cam->angles );
-   cam->fov = 90.0f;
+   m4x3_mulv( av->sk.final_mtx[ av->id_head-1 ], vp, at->cam_1st.pos );
+   v3_copy( w->state.angles, at->cam_1st.angles );
+   at->cam_1st.fov = 90.0f;
 }
 
-VG_STATIC void player_walk_transport( player_interface *player,
-                                      player_attachment *at,
-                                      teleport_gate *gate )
-{
-   struct player_device_walk *w = at->storage;
 
-   m4x3_mulv( gate->transport, player->rb.co, player->rb.co );
-   m3x3_mulv( gate->transport, player->rb.v,  player->rb.v );
+VG_STATIC void player_walk_ui( player_interface *player,
+                               player_attachment *at )
+{
+   player_debugtext( 1, "V:  %5.2f %5.2f %5.2f",player->rb.v[0],
+                                                player->rb.v[1],
+                                                player->rb.v[2] );
+   player_debugtext( 1, "CO: %5.2f %5.2f %5.2f",player->rb.co[0],
+                                                player->rb.co[1],
+                                                player->rb.co[2] );
+}
 
-   /* analytical rotation of yaw */
-   v3f fwd_dir = { cosf(w->state.angles[0]),
-                   0.0f,
-                   sinf(w->state.angles[0])};
-   m3x3_mulv( gate->transport, fwd_dir, fwd_dir );
-   w->state.angles[0] = atan2f( fwd_dir[2], fwd_dir[0] );
+VG_STATIC void player_walk_bind( player_interface *player,
+                                 player_attachment *at )
+{
+   struct player_device_walk *w = at->storage;
+   struct player_avatar *av = player->playeravatar;
+   struct skeleton *sk = &av->sk;
 
-   w->state_gate_storage = w->state;
-   player_apply_transport_to_cam( gate->transport );
+   w->anim_idle = skeleton_get_anim( sk, "idle_cycle" );
+   w->anim_walk = skeleton_get_anim( sk, "walk" );
+   w->anim_run  = skeleton_get_anim( sk, "run" );
+   w->anim_jump = skeleton_get_anim( sk, "jump" );
 }
 
 VG_STATIC player_device player_device_walk =
@@ -459,11 +490,10 @@ VG_STATIC player_device player_device_walk =
    .pre_update    = player_walk_pre_update,
    .update        = player_walk_update,
    .post_update   = player_walk_post_update,
-   .get_camera    = player_walk_get_camera,
    .debug_ui      = player_walk_ui,
    .bind          = player_walk_bind,
-   .pose          = player_walk_pose,
-   .gate_transport= player_walk_transport
+   .animate       = player_walk_animate,
+   .post_animate  = player_walk_post_animate
 };
 
 #endif /* PLAYER_DEVICE_WALK_H */