plish
[carveJwlIkooP6JGAAIwe30JlM.git] / player_walk.c
index 0d6f8738737996210493c96ad3404ea4a965629b..fb71f23c3cc57f8b2ad2e38731fecc6001edfc86 100644 (file)
@@ -15,10 +15,7 @@ VG_STATIC void player_walk_transfer_to_skate( player_instance *player,
 
    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 );
@@ -52,12 +49,13 @@ VG_STATIC void temp_drop_in_finish( player_instance *player )
    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 )
@@ -65,10 +63,7 @@ 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];
@@ -141,6 +136,12 @@ VG_STATIC int player_walk_scan_for_drop_in( player_instance *player )
          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
@@ -163,7 +164,9 @@ VG_STATIC int player_walk_scan_for_drop_in( player_instance *player )
 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 )
    {
@@ -195,13 +198,15 @@ VG_STATIC void player__walk_pre_update( player_instance *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;
+#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] );
 
@@ -217,8 +222,10 @@ VG_STATIC void player__walk_pre_update( player_instance *player )
          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;
       }
    }
@@ -282,7 +289,7 @@ VG_STATIC void player__walk_update( player_instance *player )
    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] };
@@ -495,11 +502,12 @@ VG_STATIC void player__walk_update( player_instance *player )
       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 );
@@ -526,7 +534,10 @@ VG_STATIC void player__walk_post_update( player_instance *player )
    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;
@@ -538,9 +549,11 @@ VG_STATIC void player__walk_post_update( player_instance *player )
    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 );
@@ -607,7 +620,7 @@ VG_STATIC void player__walk_animate( player_instance *player,
    /* 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 )
    {
@@ -636,7 +649,9 @@ VG_STATIC void player__walk_animate( player_instance *player,
 
          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 );
@@ -666,19 +681,22 @@ VG_STATIC void player__walk_animate( player_instance *player,
          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
@@ -703,9 +721,26 @@ VG_STATIC void player__walk_post_animate( player_instance *player )
    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;
 
@@ -714,6 +749,16 @@ VG_STATIC void player__walk_post_animate( player_instance *player )
    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 )
@@ -726,10 +771,6 @@ VG_STATIC void player__walk_post_animate( player_instance *player )
    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 /
@@ -744,17 +785,39 @@ VG_STATIC void player__walk_post_animate( player_instance *player )
       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 );
 }
@@ -802,7 +865,9 @@ VG_STATIC void player__walk_bind( player_instance *player )
 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;
 }