#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;
}
}
rb_prepare_contact( ct );
}
-
/*
* Move & Friction
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,
/* 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 )
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 );
}
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 )
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 )