X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=player.c;h=653452365af1b3d32f4fa6e45c061790d8530dfa;hb=0a5ec40708e7d128511cac04f84d85055e6fc164;hp=a43009158aa8baa0cfb0bcd9eb788c38ee325c07;hpb=76042e561d89b232f04cac8a431b5cd7b30a6b9d;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/player.c b/player.c index a430091..6534523 100644 --- a/player.c +++ b/player.c @@ -42,6 +42,9 @@ void player__create( player_instance *inst ) inst->input_use = vg_create_named_input( "use", k_input_type_button ); inst->input_reset= vg_create_named_input( "reset", k_input_type_button ); inst->input_camera=vg_create_named_input( "camera", k_input_type_button ); + inst->input_trick0=vg_create_named_input( "trick0", k_input_type_button ); + inst->input_trick1=vg_create_named_input( "trick1", k_input_type_button ); + inst->input_trick2=vg_create_named_input( "trick2", k_input_type_button ); const char *default_cfg[] = { @@ -61,6 +64,12 @@ void player__create( player_instance *inst ) "bind jump space", "bind jump gp-a", + "bind trick0 mouse1", + "bind trick0 gp-a", + "bind trick1 mouse2", + "bind trick1 gp-b", + "bind trick2 gp-x", /* keyboard: m0 + m1 */ + "bind push gp-b", "bind push w", @@ -188,12 +197,10 @@ void player__pass_gate( player_instance *player, teleport_gate *gate ) { player->gate_waiting = gate; - /* TODO: Add back other logic thats normally here */ - -#if 0 - m4x3_mulv( gate->transport, player->follow_pos, player->follow_pos ); - gate_rotate_angles( gate, player->follow_angles, player->follow_angles ); -#endif + gate_rotate_angles( gate, player->angles, player->angles ); + m4x3_mulv( gate->transport, player->tpv_lpf, player->tpv_lpf ); + m3x3_mulv( gate->transport, player->cam_velocity_smooth, + player->cam_velocity_smooth ); } VG_STATIC void player__pre_render( player_instance *player ) @@ -211,17 +218,34 @@ VG_STATIC void player__pre_render( player_instance *player ) struct skeleton *sk = &player->playeravatar->sk; + if( player->holdout_time > 0.0f ) + { + skeleton_lerp_pose( sk, res.pose, player->holdout_pose, + player->holdout_time, res.pose ); + player->holdout_time -= vg.frame_delta * 2.0f; + } + skeleton_apply_pose( sk, res.pose, k_anim_apply_defer_ik ); skeleton_apply_ik_pass( sk ); skeleton_apply_pose( sk, res.pose, k_anim_apply_deffered_only ); skeleton_apply_inverses( sk ); skeleton_apply_transform( sk, transform ); + +#if 0 skeleton_debug( sk ); +#endif } if( _player_post_animate[ player->subsystem ] ) _player_post_animate[ player->subsystem ]( player ); + struct player_avatar *av = player->playeravatar; + 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 ); + player__cam_iterate( player ); } @@ -253,18 +277,16 @@ PLAYER_API void player__im_gui( player_instance *player ) vg_uictx.cursor[0] = vg.window_x; +#if 0 player__debugtext( 1, "%.2f %.2f %.2f", player->cam.pos[0], player->cam.pos[1], player->cam.pos[2] ); +#endif player__debugtext( 1, "%.2f %.2f %.2f (%.2f)", player->cam.angles[0], player->cam.angles[1], player->cam.angles[2], player->cam.fov); - player__debugtext( 1, "C/K %.2f %.2f (%.2f)", - player->cam_velocity_coefficient_smooth, - player->cam_velocity_constant_smooth, - player->cam_velocity_influence_smooth ); if( _player_im_gui[ player->subsystem ] ) _player_im_gui[ player->subsystem ]( player ); @@ -282,6 +304,8 @@ PLAYER_API void player__spawn( player_instance *player, q_identity( player->rb.q ); rb_update_transform( &player->rb ); + player->subsystem = k_player_subsystem_walk; + if( _player_reset[ player->subsystem ] ) _player_reset[ player->subsystem ]( player, rp ); }