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 );
/* 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;
}
}
-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;
/* 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,
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 )
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 )
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},
}
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 */