#include "player.h"
-VG_STATIC void player_walk_transfer_to_skate( player_instance *player,
- enum skate_activity init )
+VG_STATIC void player_walk_drop_in_vector( player_instance *player, v3f vec )
{
struct player_walk *w = &player->_walk;
+ v3f axis, init_dir;
+ v3_cross( (v3f){0.0f,1.0f,0.0f}, w->state.drop_in_normal, axis );
+ v3_cross( axis, w->state.drop_in_normal, init_dir );
+ v3_normalize( init_dir );
+ v3_muls( init_dir, 7.0f, vec );
+}
+
+VG_STATIC void player_walk_generic_to_skate( player_instance *player,
+ enum skate_activity init )
+{
+ player->subsystem = k_player_subsystem_skate;
+
+ struct player_walk *w = &player->_walk;
+ struct player_skate *s = &player->_skate;
+
v3f xy_speed, v;
v3_copy( player->rb.v, xy_speed );
xy_speed[1] = 0.0f;
if( v3_length2( xy_speed ) < 0.1f * 0.1f )
- {
- v[0] = -sinf( -w->state.angles[0] );
- v[1] = 0.0f;
- v[2] = -cosf( -w->state.angles[0] );
- v3_muls( v, 1.6f, v );
- }
+ q_mulv( player->rb.q, (v3f){0.0f,0.0f,-1.6f}, v );
else
v3_copy( player->rb.v, v );
- player->subsystem = k_player_subsystem_skate;
- player__skate_transition( player, v, init );
- return;
+ s->state.activity_prev = k_skate_activity_ground;
+ s->state.activity = init;
+
+ v3f dir;
+ v3_copy( v, dir );
+ v3_normalize( dir );
+
+ 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( v, s->state.cog_v );
+ v3_copy( v, player->rb.v );
+
+ player__skate_reset_animator( player );
+ player__skate_clear_mechanics( player );
+ rb_update_transform( &player->rb );
+
+ if( init == k_skate_activity_air )
+ player__approximate_best_trajectory( player );
}
-VG_STATIC void temp_drop_in_finish( player_instance *player )
+VG_STATIC void player_walk_drop_in_to_skate( player_instance *player )
{
player->subsystem = k_player_subsystem_skate;
struct player_walk *w = &player->_walk;
struct player_skate *s = &player->_skate;
- s->state.activity_prev = k_skate_activity_air;
- s->state.activity = k_skate_activity_air;
-
- 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;
-
- v3f axis, init_dir, init_velocity;
- v3_cross( (v3f){0.0f,1.0f,0.0f}, w->state.drop_in_normal, axis );
- v3_cross( axis, w->state.drop_in_normal, init_dir );
- v3_normalize( init_dir );
- v3_muls( init_dir, 7.0f, init_velocity );
+ s->state.activity_prev = k_skate_activity_ground;
+ s->state.activity = k_skate_activity_ground;
+ player__skate_clear_mechanics( player );
+ player__skate_reset_animator( player );
+
+ v3f init_velocity;
+ player_walk_drop_in_vector( player, init_velocity );
+
+ rb_update_transform( &player->rb );
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 );
+ v3_copy( init_velocity, player->cam_velocity_smooth );
}
VG_STATIC int player_walk_scan_for_drop_in( player_instance *player )
struct player_walk *w = &player->_walk;
v3f dir, center;
- dir[0] = sinf( w->state.heading_angle );
- dir[1] = 0.0f;
- dir[2] = cosf( w->state.heading_angle );
-
+ q_mulv( player->rb.q, (v3f){0.0f,0.0f,1.0f}, dir );
v3_muladds( player->rb.co, player->rb.to_world[1], -1.0f, center );
ray_hit samples[20];
v3_copy( edge, w->state.drop_in_target );
v3_copy( s1->normal, w->state.drop_in_normal );
+ player_walk_drop_in_vector( player, player->rb.v );
return 1;
-
-#if 0
- v3_muladds( w->state.drop_in_target, s0->normal, 0.3f,
- player->rb.co );
-
- player->subsystem = k_player_subsystem_skate;
- player__skate_transition( player, s1->normal, k_skate_activity_air );
-#endif
}
else
{
VG_STATIC void player__walk_pre_update( player_instance *player )
{
struct player_walk *w = &player->_walk;
- player_look( player, w->state.angles );
+
+ if( w->state.activity != k_walk_activity_immobile )
+ player_look( player, player->angles );
if( w->state.outro_anim )
{
w->state.outro_anim = NULL;
if( w->state.outro_type == k_walk_outro_drop_in )
{
- temp_drop_in_finish( player );
+ player_walk_drop_in_to_skate( player );
}
else
{
- player_walk_transfer_to_skate( player, k_skate_activity_air );
+ player_walk_generic_to_skate( player, k_skate_activity_air );
}
return;
}
{
if( w->state.activity == k_walk_activity_ground )
{
- //player_walk_transfer_to_skate( player, k_skate_activity_ground );
if( player_walk_scan_for_drop_in( player ) )
{
w->state.outro_type = k_walk_outro_drop_in;
w->state.outro_anim = w->anim_drop_in;
w->state.outro_start_time = vg.time;
- v3_copy( player->cam.pos, player->follow_pos );
- v3_copy( player->cam.angles, player->follow_angles );
w->state.activity = k_walk_activity_immobile;
- v3_zero( player->rb.v );
v3_copy( player->rb.co, w->state.drop_in_start );
-
- w->state.drop_in_start_angle = w->state.heading_angle;
+
+ w->state.drop_in_start_angle = player_get_heading_yaw( player );
w->state.drop_in_angle = atan2f( w->state.drop_in_normal[0],
w->state.drop_in_normal[2] );
w->state.outro_type = k_walk_outro_jump_to_air;
w->state.outro_anim = w->anim_jump_to_air;
w->state.outro_start_time = vg.time;
- v3_copy( player->cam.pos, player->follow_pos );
- v3_copy( player->cam.angles, player->follow_angles );
return;
}
}
rb_ct manifold[64];
int len;
- float yaw = w->state.angles[0];
+ float yaw = player->angles[0];
v3f forward_dir = { sinf(yaw), 0.0f, -cosf(yaw) };
v3f right_dir = { -forward_dir[2], 0.0f, forward_dir[0] };
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 );
}
xy_speed[1] = 0.0f;
if( v3_length2( xy_speed ) > 0.1f * 0.1f )
- w->state.heading_angle = atan2f( player->rb.v[0], player->rb.v[2] );
+ {
+ float a = atan2f( player->rb.v[0], player->rb.v[2] );
+ q_axis_angle( player->rb.q, (v3f){0.0f,1.0f,0.0f}, a );
+ }
vg_line_pt3( w->state.drop_in_target, 0.1f, VG__GREEN );
v3f p1;
vg_line( w->state.drop_in_target, w->state.drop_in_foot_anchor, VG__WHITE );
vg_line_pt3( w->state.drop_in_foot_anchor, 0.08f, VG__PINK );
- p1[0] = sinf( w->state.heading_angle );
+
+ float a = player_get_heading_yaw( player );
+ p1[0] = sinf( a );
p1[1] = 0.0f;
- p1[2] = cosf( w->state.heading_angle );
+ p1[2] = cosf( a );
v3_add( player->rb.co, p1, p1 );
vg_line( player->rb.co, p1, VG__PINK );
/* Create transform */
rb_extrapolate( &player->rb, dest->root_co, dest->root_q );
- float walk_yaw = w->state.heading_angle;
+ float walk_yaw = player_get_heading_yaw( player );
if( w->state.outro_anim )
{
walk_yaw = vg_alerpf( w->state.drop_in_start_angle,
w->state.drop_in_angle, step_t );
- w->state.heading_angle = walk_yaw;
v3_lerp( w->state.drop_in_start, w->state.drop_in_target,
step_t, player->rb.co );
/* the drop in bit */
- v4f final_q;
- v3f axis;
- v3_cross( (v3f){0.0f,1.0f,0.0f}, w->state.drop_in_normal, axis );
- v3_normalize( axis );
+ if( step_t >= 1.0f )
+ {
+ v4f final_q;
+ v3f axis;
+ v3_cross( (v3f){0.0f,1.0f,0.0f}, w->state.drop_in_normal, axis );
+ v3_normalize( axis );
+
+ float a = acosf( w->state.drop_in_normal[1] ) * dop_t;
+
+ q_axis_angle( final_q, axis, a );
+ q_mul( final_q, dest->root_q, dest->root_q );
- float a = acosf( w->state.drop_in_normal[1] ) * dop_t;
+ float l = dop_t * 0.5f,
+ heading_angle = w->state.drop_in_angle;
- q_axis_angle( final_q, axis, a );
- q_mul( final_q, dest->root_q, dest->root_q );
+ v3f overhang;
+ overhang[0] = sinf( heading_angle ) * l;
+ overhang[1] = 0.28f * l;
+ overhang[2] = cosf( heading_angle ) * l;
- float l = dop_t * 0.7f;
+ q_mulv( final_q, overhang, overhang );
- v3f overhang;
- overhang[0] = sinf( w->state.heading_angle ) * l;
- overhang[1] = 0.28f * l;
- overhang[2] = cosf( w->state.heading_angle ) * l;
+ v3f overhang_pos;
+ v3_add( w->state.drop_in_target, overhang, player->rb.co );
+ v4_copy( dest->root_q, player->rb.q );
+ v3_muladds( dest->root_co, player->rb.to_world[1],
+ -0.28f * dop_t, dest->root_co );
- m3x3f tmp;
- q_m3x3( final_q, tmp );
- m3x3_mulv( tmp, overhang, overhang );
- v3_add( player->rb.co, overhang, player->rb.co );
- v3_copy( player->rb.co, dest->root_co );
- v4_copy( dest->root_q, player->rb.q );
+ skeleton_copy_pose( sk, dest->pose, player->holdout_pose );
+ player->holdout_time = 1.0f;
+ }
return;
}
else
{
v3_muladds( dest->root_co, player->rb.to_world[1],
-0.28f * outro_t, dest->root_co );
+
+ skeleton_copy_pose( sk, dest->pose, player->holdout_pose );
+ player->holdout_time = 1.0f;
}
}
else
struct player_walk *w = &player->_walk;
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, player->override_pos );
- v3_muladds( player->override_pos, angles[0], 0.5f, player->override_pos );
-
- float t;
- v3f n;
- if( spherecast_world( origin, player->override_pos, 0.1f, &t, n ) != -1 )
- v3_lerp( origin, player->override_pos, t, player->override_pos );
- v3_copy( w->state.angles, player->override_angles );
-
- /* 1ST */
- /* FIXME: viewpoint entity */
- v3f vp = {-0.1f,1.8f,0.0f};
- m4x3_mulv( av->sk.final_mtx[ av->id_head-1 ], vp, player->fpv_pos );
- v3_copy( w->state.angles, player->fpv_angles );
-
- /* FIXME: Organize this. Its int wrong fucking place */
- v3f vp0 = {0.0f,0.1f, 0.6f},
- vp1 = {0.0f,0.1f,-0.6f};
-
if( w->state.outro_anim )
{
float outro_length = (float)w->state.outro_anim->length /
outro_time = vg.time - w->state.outro_start_time,
outro_t = outro_time / outro_length;
- /* FIXME: Compression */
- v3_add( player->rb.co, (v3f){0.0f,1.35f,0.0f}, origin );
- player_set_follower_subject( player, origin );
-
- player->cam_angles_override_strength = 1.0f-outro_t;
- player->cam_position_override_strength = 1.0f-outro_t;
-
-
- v3f fpv_angles;
- player_vector_angles( fpv_angles, player->rb.v, 1.0f, 0.25f );
- v3_lerp( player->fpv_angles,fpv_angles, outro_t, player->fpv_angles );
+ player->cam_velocity_influence = outro_t;
}
else
- {
- player->cam_angles_override_strength = 1.0f;
- player->cam_position_override_strength = 1.0f;
- }
-
- 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 );
+ player->cam_velocity_influence = 0.0f;
}
VG_STATIC void player__walk_transition( player_instance *player, v3f angles )
{
struct player_walk *w = &player->_walk;
- v3_copy( angles, w->state.angles );
w->state.activity = k_walk_activity_air;
+
+ v3f fwd = { 0.0f, 0.0f, 1.0f };
+ q_mulv( player->rb.q, fwd, fwd );
+
+ q_axis_angle( player->rb.q, (v3f){0.0f,1.0f,0.0f},
+ atan2f( fwd[0], fwd[2] ) );
+ rb_update_transform( &player->rb );
}
#endif /* PLAYER_DEVICE_WALK_H */