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 );
v3_normalize( init_dir );
v3_muls( init_dir, 7.0f, 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 );
+ 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, player->rb.v );
+
return 1;
#if 0
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_type = k_walk_outro_drop_in;
w->state.outro_anim = w->anim_drop_in;
w->state.outro_start_time = vg.time;
+#if 0
v3_copy( player->cam.pos, player->follow_pos );
v3_copy( player->cam.angles, player->follow_angles );
+#endif
w->state.activity = k_walk_activity_immobile;
- v3_zero( player->rb.v );
+ //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;
+#if 0
v3_copy( player->cam.pos, player->follow_pos );
v3_copy( player->cam.angles, player->follow_angles );
+#endif
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] };
rb_update_transform( &player->rb );
/* analytical rotation of yaw */
- v3f fwd_dir = { cosf(w->state.angles[0]),
+ float a = player_get_heading_yaw( player );
+ v3f fwd_dir = { cosf(a),
0.0f,
- sinf(w->state.angles[0])};
+ sinf(a)};
m3x3_mulv( gate->transport, fwd_dir, fwd_dir );
- w->state.angles[0] = atan2f( fwd_dir[2], fwd_dir[0] );
+ player->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 );
+#if 0
w->state.heading_angle = walk_yaw;
+#endif
v3_lerp( w->state.drop_in_start, w->state.drop_in_target,
step_t, player->rb.co );
q_axis_angle( final_q, axis, a );
q_mul( final_q, dest->root_q, dest->root_q );
- float l = dop_t * 0.7f;
+ float l = dop_t * 0.5f,
+ heading_angle = player_get_heading_yaw( player );
v3f overhang;
- overhang[0] = sinf( w->state.heading_angle ) * l;
+ overhang[0] = sinf( heading_angle ) * l;
overhang[1] = 0.28f * l;
- overhang[2] = cosf( w->state.heading_angle ) * l;
+ overhang[2] = cosf( heading_angle ) * l;
+
+ q_mulv( final_q, overhang, overhang );
- 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 );
+
+ v3_muladds( dest->root_co, player->rb.to_world[1],
+ -0.28f * dop_t, dest->root_co );
return;
}
else
struct player_walk *w = &player->_walk;
struct player_avatar *av = player->playeravatar;
+ if( w->state.outro_anim )
+ {
+ float outro_length = (float)w->state.outro_anim->length /
+ w->state.outro_anim->rate,
+ outro_time = vg.time - w->state.outro_start_time,
+ outro_t = outro_time / outro_length;
+
+ player->cam_velocity_influence = outro_t;
+ }
+ else
+ player->cam_velocity_influence = 0.0f;
+
+#if 0
/* 3RD */
+
+ v3f view_angles;
+ v3_copy( w->state.angles, view_angles );
+
m3x3f angles;
- euler_m3x3( w->state.angles, angles );
+ euler_m3x3( view_angles, angles );
v3f cast_dir, origin;
v3_muladds( origin, angles[2], 2.0f, player->override_pos );
v3_muladds( player->override_pos, angles[0], 0.5f, player->override_pos );
+ if( w->state.outro_anim && (w->state.outro_type == k_walk_outro_drop_in))
+ {
+ float outro_length = (float)w->state.outro_anim->length /
+ w->state.outro_anim->rate,
+ outro_time = vg.time - w->state.outro_start_time,
+ outro_t = outro_time / outro_length;
+
+ player->override_pos[1] += outro_t * 3.0f;
+ }
+
float t;
v3f n;
if( spherecast_world( origin, player->override_pos, 0.1f, &t, n ) != -1 )
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 /
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 );
+
+ if( w->state.outro_anim )
+ {
+ if( w->state.outro_type == k_walk_outro_drop_in )
+ {
+ 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 );
+
+ player_vector_angles( fpv_angles, init_dir, 1.0f, 0.25f );
+ }
+ else
+ {
+ player_vector_angles( fpv_angles, player->rb.v, 1.0f, 0.25f );
+ }
+ }
+ else
+ player_vector_angles( fpv_angles, player->rb.v, 1.0f, 0.25f );
+
+ camera_lerp_angles( player->fpv_angles, fpv_angles, outro_t,
+ player->fpv_angles );
}
else
{
player->cam_angles_override_strength = 1.0f;
player->cam_position_override_strength = 1.0f;
}
+#endif
+ /* FIXME: Organize this. Its int wrong fucking place */
+ v3f vp0 = {0.0f,0.1f, 0.6f},
+ vp1 = {0.0f,0.1f,-0.6f};
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 );
}
VG_STATIC void player__walk_transition( player_instance *player, v3f angles )
{
struct player_walk *w = &player->_walk;
+#if 0
v3_copy( angles, w->state.angles );
+#endif
w->state.activity = k_walk_activity_air;
}