holdout poses
[carveJwlIkooP6JGAAIwe30JlM.git] / player_skate.c
index fa59d24e1718a534169a693a587f74cd69ad783b..d71e3cb89b7a93e3b1c7dd60d02af294d444a657 100644 (file)
@@ -263,7 +263,7 @@ VG_STATIC void skate_score_biased_path( v3f co, v3f v, m3x3f vr,
 }
 
 VG_STATIC 
-void player_approximate_best_trajectory( player_instance *player )
+void player__approximate_best_trajectory( player_instance *player )
 {
    struct player_skate *s = &player->_skate;
 
@@ -458,7 +458,7 @@ VG_STATIC void skate_apply_air_model( player_instance *player )
       return;
 
    if( s->state.activity_prev != k_skate_activity_air )
-      player_approximate_best_trajectory( player );
+      player__approximate_best_trajectory( player );
 
    m3x3_mulv( s->state.velocity_bias, player->rb.v, player->rb.v );
    ray_hit hit;
@@ -1174,7 +1174,6 @@ VG_STATIC void player__skate_update( player_instance *player )
 
    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 )) )
    {
@@ -1184,13 +1183,6 @@ VG_STATIC void player__skate_update( player_instance *player )
       m3x3_mulv( gate->transport, s->state.cog_v, s->state.cog_v );
       m3x3_mulv( gate->transport, s->state.throw_v, s->state.throw_v );
 
-      /*camera */
-      m3x3_mulv( gate->transport, s->state.vl, s->state.vl );
-
-#if 0
-      mixedcam_transport( &s->state.cam, gate );
-#endif
-
       v4f transport_rotation;
       m3x3_q( gate->transport, transport_rotation );
       q_mul( transport_rotation, player->rb.q, player->rb.q );
@@ -1458,114 +1450,65 @@ VG_STATIC void player__skate_animate( player_instance *player,
    }
 }
 
-VG_STATIC void skate_camera_firstperson( player_instance *player )
+VG_STATIC void player__skate_post_animate( player_instance *player )
 {
    struct player_skate *s = &player->_skate;
    struct player_avatar *av = player->playeravatar;
 
-#if 0
-   /* FIXME: viewpoint entity */
-   v3f vp = {-0.0f,1.8f,0.0f};
-   m4x3_mulv( av->sk.final_mtx[ av->id_head-1 ], vp, player->fpv_pos );
-   v3_muladds( player->fpv_pos, player->rb.to_world[0], 
-               -0.35f, player->fpv_pos );
-   v3_zero( player->fpv_angles );
-
-   v3_lerp( s->state.vl, player->rb.v, 4.0f*vg.time_delta, s->state.vl );
-   player_vector_angles( player->fpv_angles, s->state.vl, 0.7f, 0.25f );
-#endif
+   player->cam_velocity_influence = 1.0f;
 }
 
-VG_STATIC void skate_camera_thirdperson( player_instance *player )
+VG_STATIC void player__skate_reset_animator( player_instance *player )
 {
    struct player_skate *s = &player->_skate;
-   struct player_avatar *av = player->playeravatar;
 
-   v3f origin, dir, target;
-   v3_copy( player->rb.co, origin );
-   v3_add( origin, (v3f){0.0f,1.35f,0.0f}, origin );
+   if( s->state.activity == k_skate_activity_air )
+      s->blend_fly = 1.0f;
+   else
+      s->blend_fly = 0.0f;
 
-#if 0
-   player_set_follower_subject( player, origin );
-#endif
+   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;
 }
 
-VG_STATIC void player__skate_post_animate( player_instance *player )
+VG_STATIC void player__skate_clear_mechanics( player_instance *player )
 {
    struct player_skate *s = &player->_skate;
-   struct player_avatar *av = player->playeravatar;
-
-   skate_camera_thirdperson( player );
-   skate_camera_firstperson( player );
-
-#if 0
-   player->cam_angles_override_strength = 0.0f;
-   player->cam_position_override_strength = 0.0f;
-#endif
-
-
-   player->cam_velocity_influence = 1.0f;
-
-   /* FIXME: Organize this. Its int wrong fucking place */
-   v3f vp0 = {0.0f,0.1f, 0.6f},
-       vp1 = {0.0f,0.1f,-0.6f};
+   s->state.jump_charge    = 0.0f;
+   s->state.lift_frames    = 0;
+   s->state.flip_rate      = 0.0f;
+   s->state.steery         = 0.0f;
+   s->state.steerx         = 0.0f;
+   s->state.steery_s       = 0.0f;
+   s->state.steerx_s       = 0.0f;
+   s->state.reverse        = 0.0f;
+   s->state.slip           = 0.0f;
+   v3_copy( player->rb.co, s->state.prev_pos );
 
-   m4x3_mulv( av->sk.final_mtx[ av->id_board ], vp0, TEMP_BOARD_0 );
-   m4x3_mulv( av->sk.final_mtx[ av->id_board ], vp1, TEMP_BOARD_1 );
+   m3x3_identity( s->state.velocity_bias );
+   m3x3_identity( s->state.velocity_bias_pstep );
+   v3_zero( s->state.throw_v );
 }
 
 VG_STATIC void player__skate_reset( player_instance *player,
-                                   struct respawn_point *rp )
+                                    struct respawn_point *rp )
 {
    struct player_skate *s = &player->_skate;
    v3_muladds( player->rb.co, player->rb.to_world[1], 1.0f, s->state.cog );
+   v3_zero( player->rb.v );
+   v3_zero( s->state.cog_v );
+   v4_copy( rp->q, player->rb.q );
 
-#if 0
-   mixedcam_reset( player, &s->state.cam );
-#endif
-}
-
-VG_STATIC void player__skate_transition( player_instance *player,
-                                         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 = 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_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 );
+   s->state.activity = k_skate_activity_air;
+   s->state.activity_prev = k_skate_activity_air;
 
-   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;
+   player__skate_clear_mechanics( player );
+   player__skate_reset_animator( player );
 }
 
 #endif /* PLAYER_SKATE_C */