holdout poses
[carveJwlIkooP6JGAAIwe30JlM.git] / player_skate.c
index fedeee84c37edf4eb84588a502d508d86d2a969e..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;
@@ -684,6 +684,12 @@ VG_STATIC void skate_apply_interface_model( player_instance *player,
          s->state.lift_frames = 0;
          v3f projected, axis;
 
+         if( s->state.activity_prev == k_skate_activity_air )
+         {
+            player->cam_land_punch_v += v3_dot( player->rb.v, surface_avg ) *
+                                          k_cam_punch;
+         }
+
          float const DOWNFORCE = -k_downforce*VG_TIMESTEP_FIXED;
          v3_muladds( player->rb.v, player->rb.to_world[1], 
                      DOWNFORCE, player->rb.v );
@@ -1168,7 +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 )) )
    {
@@ -1178,15 +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 */
-      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 );
-#endif
-
       v4f transport_rotation;
       m3x3_q( gate->transport, transport_rotation );
       q_mul( transport_rotation, player->rb.q, player->rb.q );
@@ -1241,18 +1237,16 @@ VG_STATIC void player__skate_animate( player_instance *player,
    m4x3_mulv( player->rb.to_local, s->state.cog, offset );
    v3_muls( offset, -4.0f, offset );
 
-   static float speed_wobble = 0.0f, speed_wobble_2 = 0.0f;
-
    float curspeed  = v3_length( player->rb.v ),
          kickspeed = vg_clampf( curspeed*(1.0f/40.0f), 0.0f, 1.0f ),
          kicks     = (vg_randf()-0.5f)*2.0f*kickspeed,
          sign      = vg_signf( kicks );
 
    s->wobble[0] = vg_lerpf( s->wobble[0], kicks*kicks*sign, 6.0f*vg.time_delta);
-   s->wobble[1] = vg_lerpf( s->wobble[1], speed_wobble,     2.4f*vg.time_delta);
+   s->wobble[1] = vg_lerpf( s->wobble[1], s->wobble[0],     2.4f*vg.time_delta);
 
    offset[0] *= 0.26f;
-   offset[0] += speed_wobble_2*3.0f;
+   offset[0] += s->wobble[1]*3.0f;
 
    offset[1] *= -0.3f;
    offset[2] *= 0.01f;
@@ -1419,7 +1413,6 @@ 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;
@@ -1452,149 +1445,70 @@ VG_STATIC void player__skate_animate( player_instance *player,
       v3_muladds( player->rb.co, player->rb.to_world[1], 0.5f, rotation_point );
       v3_sub( dest->root_co, rotation_point, rco );
       
-      /* FIXME: q_mul v3 */
-      m3x3f TEMP;
-      q_m3x3( qflip, TEMP );
-      m3x3_mulv( TEMP, rco, rco );
+      q_mulv( qflip, rco, rco );
       v3_add( rco, rotation_point, dest->root_co );
    }
 }
 
-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 )
+VG_STATIC void player__skate_post_animate( player_instance *player )
 {
    struct player_skate *s = &player->_skate;
    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, player->cam1.co );
-   v3_zero( player->cam1.angles );
-
-   v3f flat_dir,
-       vel_dir,
-       look_dir;
-
-   v3_copy( player->rb.v, vel_dir );
-   //v3_normalize( vel_dir );
-
-   float tti = s->land_dist;
-   v3f   norm;
-   v3_copy( s->land_normal, norm );
-
-   if( s->state.activity == k_skate_activity_ground )
-   {
-      tti = 0.0f;
-      v3_copy( player->rb.to_world[1], norm );
-   }
-
-   v3_muladds( vel_dir, norm, -v3_dot(vel_dir,norm), flat_dir );
-   //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( player->cam1.angles, s->state.vl, 1.0f, 0.25f );
+   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 );
-   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 );
+      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;
 }
 
-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;
-
-   v3_zero( player->cam1.co );
-   v3_zero( player->cam1.angles );
-
-   skate_camera_thirdperson( player );
-   skate_camera_firstperson( player );
-
-   /* 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 )
-{
-   struct player_skate *s = &player->_skate;
-   s->state.activity_prev = k_skate_activity_ground;
    s->state.activity = k_skate_activity_air;
+   s->state.activity_prev = k_skate_activity_air;
 
-   v3f dir;
-   v3_copy( init_velocity, dir );
-   v3_normalize( dir );
-
-   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, player->rb.v );
-
-   rb_update_transform( &player->rb );
+   player__skate_clear_mechanics( player );
+   player__skate_reset_animator( player );
 }
 
-
 #endif /* PLAYER_SKATE_C */