X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=player.c;h=c898e6d83958eaf4315bf3de3a92f828c6fd336b;hb=b06394c241991d85211af98ed0a7f4d730fa13d4;hp=72d4810531739f4dfd19bd99e34506eee6cadb35;hpb=5a6199fecf8afcff4b4ef2d341a0dfd0e220420d;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/player.c b/player.c index 72d4810..c898e6d 100644 --- a/player.c +++ b/player.c @@ -169,6 +169,17 @@ VG_STATIC void player_apply_transport_to_cam( m4x3f transport ) m4x4_mul( main_camera.mtx.v, transport_4, main_camera.mtx.v ); } +VG_STATIC void gate_rotate_angles( teleport_gate *gate, v3f angles, v3f d ) +{ + v3f fwd_dir = { cosf(angles[0]), + 0.0f, + sinf(angles[0])}; + m3x3_mulv( gate->transport, fwd_dir, fwd_dir ); + + v3_copy( angles, d ); + d[0] = atan2f( fwd_dir[2], fwd_dir[0] ); +} + /* * Applies gate transport to a player_interface */ @@ -177,7 +188,10 @@ void player__pass_gate( player_instance *player, teleport_gate *gate ) { player->gate_waiting = gate; - /* TODO: Add back other logic thats normally here */ + 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 ) @@ -195,6 +209,13 @@ 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 * 4.0f; + } + 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 ); @@ -206,6 +227,13 @@ VG_STATIC void player__pre_render( player_instance *player ) 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 ); } @@ -237,6 +265,19 @@ PLAYER_API void player__im_gui( player_instance *player ) vg_uictx.cursor[0] = vg.window_x; + player__debugtext( 1, "%.2f %.2f %.2f", player->cam.pos[0], + player->cam.pos[1], + player->cam.pos[2] ); + 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 );