cam rework
[carveJwlIkooP6JGAAIwe30JlM.git] / player_skate.c
index fedeee84c37edf4eb84588a502d508d86d2a969e..32a367064eb4701f9c65e588713b9d1a6e626a7a 100644 (file)
@@ -1179,9 +1179,7 @@ VG_STATIC void player__skate_update( player_instance *player )
       m3x3_mulv( gate->transport, s->state.throw_v, s->state.throw_v );
 
       /*camera */
-      m4x3_mulv( gate->transport, s->state.posl, s->state.posl );
       m3x3_mulv( gate->transport, s->state.vl, s->state.vl );
-      m3x3_mulv( gate->transport, s->state.dirl, s->state.dirl );
 
 #if 0
       mixedcam_transport( &s->state.cam, gate );
@@ -1419,7 +1417,6 @@ VG_STATIC void player__skate_animate( player_instance *player,
 
    /* transform */
    rb_extrapolate( &player->rb, dest->root_co, dest->root_q );
-
    v3_muladds( dest->root_co, player->rb.to_world[1], -0.28f, dest->root_co );
 
    v4f qresy, qresx, qresidual;
@@ -1460,22 +1457,6 @@ VG_STATIC void player__skate_animate( player_instance *player,
    }
 }
 
-VG_STATIC void skate_camera_vector_look( v3f angles, v3f v, float C, float k )
-{
-   float yaw = atan2f( v[0], -v[2] ),
-       pitch = atan2f
-               ( 
-                   -v[1], 
-                   sqrtf
-                   (
-                     v[0]*v[0] + v[2]*v[2]
-                   )
-               ) * C + k;
-
-   angles[0] = yaw;
-   angles[1] = pitch;
-}
-
 VG_STATIC void skate_camera_firstperson( player_instance *player )
 {
    struct player_skate *s = &player->_skate;
@@ -1483,8 +1464,8 @@ VG_STATIC void skate_camera_firstperson( player_instance *player )
 
    /* FIXME: viewpoint entity */
    v3f vp = {-0.1f,1.8f,0.0f};
-   m4x3_mulv( av->sk.final_mtx[ av->id_head-1 ], vp, player->cam1.co );
-   v3_zero( player->cam1.angles );
+   m4x3_mulv( av->sk.final_mtx[ av->id_head-1 ], vp, player->fpv_pos );
+   v3_zero( player->fpv_angles );
 
    v3f flat_dir,
        vel_dir,
@@ -1508,8 +1489,7 @@ VG_STATIC void skate_camera_firstperson( player_instance *player )
 
    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( player->cam1.angles, s->state.vl, 1.0f, 0.25f );
+   player_vector_angles( player->fpv_angles, s->state.vl, 1.0f, 0.25f );
 }
 
 VG_STATIC void skate_camera_thirdperson( player_instance *player )
@@ -1520,24 +1500,7 @@ VG_STATIC void skate_camera_thirdperson( player_instance *player )
    v3f origin, dir, target;
    v3_copy( player->rb.co, origin );
    v3_add( origin, (v3f){0.0f,1.35f,0.0f}, origin );
-   v3_sub( origin, s->state.posl, dir );
-   
-   if( v3_length2( dir ) < 0.1f*0.1f )
-      v3_copy( (v3f){ 0.0f, 0.0f, 1.0f }, dir );   /* FIXME */
-   else
-      v3_normalize( dir );
-
-   if( s->state.activity == k_skate_activity_air )
-      dir[1] *= vg_maxf( 0.0f, 1.0f - (s->land_dist/2.0f) );
-   dir[1] *= 0.0f;
-
-   v3_muladds( origin, dir, -2.0f, target );
-
-   v3_lerp( s->state.posl, target, vg.frame_delta * 15.0f, s->state.posl );
-   v3_lerp( s->state.dirl, dir, 18.0f*vg.time_delta, s->state.dirl );
-
-   v3_copy( s->state.posl, player->cam3.co );
-   skate_camera_vector_look( player->cam3.angles, s->state.dirl, 1.0f, 0.2f );
+   player_set_follower_subject( player, origin );
 }
 
 VG_STATIC void player__skate_post_animate( player_instance *player )
@@ -1545,11 +1508,13 @@ VG_STATIC void player__skate_post_animate( player_instance *player )
    struct player_skate *s = &player->_skate;
    struct player_avatar *av = player->playeravatar;
 
-   v3_zero( player->cam1.co );
-   v3_zero( player->cam1.angles );
-
    skate_camera_thirdperson( player );
    skate_camera_firstperson( player );
+   player->cam_angles_override_strength = 0.0f;
+   player->cam_position_override_strength = 0.0f;
+
+
+
 
    /* FIXME: Organize this. Its int wrong fucking place */
    v3f vp0 = {0.0f,0.1f, 0.6f},
@@ -1571,30 +1536,46 @@ VG_STATIC void player__skate_reset( player_instance *player,
 }
 
 VG_STATIC void player__skate_transition( player_instance *player,
-                                         v3f init_velocity )
+                                         v3f init_velocity,
+                                         enum skate_activity init_acitivity )
 {
    struct player_skate *s = &player->_skate;
    s->state.activity_prev = k_skate_activity_ground;
-   s->state.activity = k_skate_activity_air;
+   s->state.activity = init_acitivity;
 
    v3f dir;
    v3_copy( init_velocity, dir );
    v3_normalize( dir );
+   
+   vg_info( "init velocity: %f %f %f\n", init_velocity[0],
+                                         init_velocity[1],
+                                         init_velocity[2] );
 
    q_axis_angle( player->rb.q, (v3f){0.0f,1.0f,0.0f}, 
                  atan2f( dir[0], dir[2] ) );
-   v3_copy( player->cam.pos, s->state.posl );
-
-   m3x3f temp;
-   euler_m3x3( player->cam.angles, temp );
-   v3_muls( temp[2], -1.0f, s->state.dirl );
 
    v3_muladds( player->rb.co, player->rb.to_world[1], 1.0f, s->state.cog );
    v3_copy( init_velocity, s->state.cog_v );
+   v3_copy( init_velocity, s->state.vl );
    v3_copy( init_velocity, player->rb.v );
 
    rb_update_transform( &player->rb );
-}
 
+   if( init_acitivity == k_skate_activity_air )
+   {
+      player_approximate_best_trajectory( player );
+      s->blend_fly = 1.0f;
+   }
+   else
+      s->blend_fly = 0.0f;
+
+   s->blend_slide = 0.0f;
+   s->blend_z = 0.0f;
+   s->blend_x = 0.0f;
+   s->blend_stand = 0.0f;
+   s->blend_push = 0.0f;
+   s->blend_jump = 0.0f;
+   s->blend_airdir = 0.0f;
+}
 
 #endif /* PLAYER_SKATE_C */