cam rework
[carveJwlIkooP6JGAAIwe30JlM.git] / player_walk.c
index 77386fa22b089285b91b67049360579ce25516b1..fe74981fb24259f0025c41e74bbb0d6defad2f2c 100644 (file)
@@ -3,29 +3,63 @@
 
 #include "player.h"
 
+VG_STATIC void player_walk_transfer_to_skate( player_instance *player,
+                                              enum skate_activity init )
+{
+   struct player_walk *w = &player->_walk;
+
+   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 );
+   }
+   else
+      v3_copy( player->rb.v, v );
+
+   player->subsystem = k_player_subsystem_skate;
+   player__skate_transition( player, v, init );
+   return;
+}
+
 VG_STATIC void player__walk_pre_update( player_instance *player )
 {
    struct player_walk *w = &player->_walk;
    player_look( player, w->state.angles );
 
-   if( vg_input_button_down( player->input_use ) )
+   if( w->state.outro_anim )
    {
-      v3f xy_speed, v;
-      v3_copy( player->rb.v, v );
-      v3_copy( v, xy_speed );
-      xy_speed[1] = 0.0f;
+      float outro_length = (float)w->state.outro_anim->length /
+                                  w->state.outro_anim->rate,
+            outro_time   = vg.time - w->state.outro_start_time;
 
-      if( v3_length2( xy_speed ) < 0.1f * 0.1f )
+      if( outro_time >= outro_length )
       {
-         v[0] = -sinf( -w->state.angles[0] );
-         v[1] =  0.0f;
-         v[2] = -cosf( -w->state.angles[0] );
-         v3_muls( v, 1.6f, v );
+         w->state.outro_anim = NULL;
+         player_walk_transfer_to_skate( player, k_skate_activity_air );
+         return;
+      }
+   }
+   else if( vg_input_button_down( player->input_use ) )
+   {
+      if( w->state.activity == k_walk_activity_ground )
+      {
+         player_walk_transfer_to_skate( player, k_skate_activity_ground );
+      }
+      else
+      {
+         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;
       }
-
-      player->subsystem = k_player_subsystem_skate;
-      player__skate_transition( player, v );
-      return;
    }
 }
 
@@ -121,7 +155,6 @@ VG_STATIC void player__walk_update( player_instance *player )
 
       rb_prepare_contact( ct );
    }
-   
 
    /* 
     * Move & Friction
@@ -320,6 +353,16 @@ VG_STATIC void player__walk_post_update( player_instance *player )
    float substep = vg_clampf( vg.accumulator / k_rb_delta, 0.0f, 1.0f );
    v3_muladds( mtx[3], player->rb.v, k_rb_delta*substep, mtx[3] );
    debug_capsule( mtx, w->collider.radius, w->collider.height, VG__YELOW );
+
+
+   /* Calculate header */
+   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 )
+      w->state.heading_angle = atan2f( player->rb.v[0], player->rb.v[2] );
 }
 
 VG_STATIC void player__walk_animate( player_instance *player, 
@@ -378,12 +421,36 @@ VG_STATIC void player__walk_animate( player_instance *player,
 
    /* air */
    skeleton_sample_anim( sk, w->anim_jump, vg.time*0.6f, bpose );
-   skeleton_lerp_pose( sk, apose, bpose, w->blend_fly, dest->pose );
+   skeleton_lerp_pose( sk, apose, bpose, w->blend_fly, apose );
 
    /* Create transform */
    rb_extrapolate( &player->rb, dest->root_co, dest->root_q );
-   q_axis_angle( dest->root_q, (v3f){0.0f,1.0f,0.0f}, 
-                 -w->state.angles[0]-VG_PIf*0.5f );
+
+   float walk_yaw = w->state.heading_angle + VG_PIf*0.5f;
+
+   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;
+
+      walk_yaw += -VG_PIf*0.5f*outro_t;
+
+      /* TODO: Compression */
+      v3_muladds( dest->root_co, player->rb.to_world[1], 
+                  -0.28f * outro_t, dest->root_co );
+
+      skeleton_sample_anim_clamped( sk, w->state.outro_anim, 
+                                    outro_time, bpose );
+      skeleton_lerp_pose( sk, apose, bpose, outro_t * 10.0f, dest->pose );
+   }
+   else
+   {
+      skeleton_copy_pose( sk, apose, dest->pose );
+   }
+
+   q_axis_angle( dest->root_q, (v3f){0.0f,1.0f,0.0f}, walk_yaw );
 }
 
 VG_STATIC void player__walk_post_animate( player_instance *player )
@@ -402,25 +469,50 @@ VG_STATIC void player__walk_post_animate( player_instance *player )
 
    v3_add( player->rb.co, (v3f){0.0f,2.0f,0.0f}, origin );
 
-   v3_muladds( origin, angles[2], 2.0f, player->cam3.co );
-   v3_muladds( player->cam3.co, angles[0], 0.5f, player->cam3.co );
+   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->cam3.co, 0.1f, &t, n ) != -1 )
-      v3_lerp( origin, player->cam3.co, t, player->cam3.co );
-   v3_copy( w->state.angles, player->cam3.angles );
+   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->cam1.co );
-   v3_copy( w->state.angles, player->cam1.angles );
+   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 /
+                                  w->state.outro_anim->rate,
+            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 );
+   }
+   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 );
 }
@@ -428,12 +520,26 @@ VG_STATIC void player__walk_post_animate( player_instance *player )
 
 VG_STATIC void player__walk_im_gui( player_instance *player )
 {
+   struct player_walk *w = &player->_walk;
    player__debugtext( 1, "V:  %5.2f %5.2f %5.2f",player->rb.v[0],
                                                  player->rb.v[1],
                                                  player->rb.v[2] );
    player__debugtext( 1, "CO: %5.2f %5.2f %5.2f",player->rb.co[0],
                                                  player->rb.co[1],
                                                  player->rb.co[2] );
+   player__debugtext( 1, "activity: %s\n",
+                           (const char *[]){ "k_walk_activity_air",
+                                             "k_walk_activity_ground",
+                                             "k_walk_activity_sleep" }
+                                             [w->state.activity] );
+
+   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;
+      player__debugtext( 1, "outro time: %f / %f", outro_time, outro_length );
+   }
 }
 
 VG_STATIC void player__walk_bind( player_instance *player )
@@ -442,10 +548,11 @@ VG_STATIC void player__walk_bind( player_instance *player )
    struct player_avatar *av = player->playeravatar;
    struct skeleton *sk = &av->sk;
 
-   w->anim_idle = skeleton_get_anim( sk, "idle_cycle" );
-   w->anim_walk = skeleton_get_anim( sk, "walk" );
-   w->anim_run  = skeleton_get_anim( sk, "run" );
-   w->anim_jump = skeleton_get_anim( sk, "jump" );
+   w->anim_idle         = skeleton_get_anim( sk, "idle_cycle" );
+   w->anim_walk         = skeleton_get_anim( sk, "walk" );
+   w->anim_run          = skeleton_get_anim( sk, "run" );
+   w->anim_jump         = skeleton_get_anim( sk, "jump" );
+   w->anim_jump_to_air  = skeleton_get_anim( sk, "jump_to_air" );
 }
 
 VG_STATIC void player__walk_transition( player_instance *player, v3f angles )