X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=player_skate.c;h=d71e3cb89b7a93e3b1c7dd60d02af294d444a657;hb=06e5d59a9b7fdd96a2e46f49be85089b43df75ae;hp=fa59d24e1718a534169a693a587f74cd69ad783b;hpb=76042e561d89b232f04cac8a431b5cd7b30a6b9d;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/player_skate.c b/player_skate.c index fa59d24..d71e3cb 100644 --- a/player_skate.c +++ b/player_skate.c @@ -263,7 +263,7 @@ VG_STATIC void skate_score_biased_path( v3f co, v3f v, m3x3f vr, } VG_STATIC -void player_approximate_best_trajectory( player_instance *player ) +void player__approximate_best_trajectory( player_instance *player ) { struct player_skate *s = &player->_skate; @@ -458,7 +458,7 @@ VG_STATIC void skate_apply_air_model( player_instance *player ) return; if( s->state.activity_prev != k_skate_activity_air ) - player_approximate_best_trajectory( player ); + player__approximate_best_trajectory( player ); m3x3_mulv( s->state.velocity_bias, player->rb.v, player->rb.v ); ray_hit hit; @@ -1174,7 +1174,6 @@ VG_STATIC void player__skate_update( player_instance *player ) vg_line( player->rb.co, s->state.cog, VG__RED ); - teleport_gate *gate; if( (gate = world_intersect_gates( player->rb.co, s->state.prev_pos )) ) { @@ -1184,13 +1183,6 @@ VG_STATIC void player__skate_update( player_instance *player ) m3x3_mulv( gate->transport, s->state.cog_v, s->state.cog_v ); m3x3_mulv( gate->transport, s->state.throw_v, s->state.throw_v ); - /*camera */ - m3x3_mulv( gate->transport, s->state.vl, s->state.vl ); - -#if 0 - mixedcam_transport( &s->state.cam, gate ); -#endif - v4f transport_rotation; m3x3_q( gate->transport, transport_rotation ); q_mul( transport_rotation, player->rb.q, player->rb.q ); @@ -1458,114 +1450,65 @@ VG_STATIC void player__skate_animate( player_instance *player, } } -VG_STATIC void skate_camera_firstperson( player_instance *player ) +VG_STATIC void player__skate_post_animate( player_instance *player ) { struct player_skate *s = &player->_skate; struct player_avatar *av = player->playeravatar; -#if 0 - /* FIXME: viewpoint entity */ - v3f vp = {-0.0f,1.8f,0.0f}; - m4x3_mulv( av->sk.final_mtx[ av->id_head-1 ], vp, player->fpv_pos ); - v3_muladds( player->fpv_pos, player->rb.to_world[0], - -0.35f, player->fpv_pos ); - v3_zero( player->fpv_angles ); - - v3_lerp( s->state.vl, player->rb.v, 4.0f*vg.time_delta, s->state.vl ); - player_vector_angles( player->fpv_angles, s->state.vl, 0.7f, 0.25f ); -#endif + player->cam_velocity_influence = 1.0f; } -VG_STATIC void skate_camera_thirdperson( player_instance *player ) +VG_STATIC void player__skate_reset_animator( player_instance *player ) { struct player_skate *s = &player->_skate; - struct player_avatar *av = player->playeravatar; - v3f origin, dir, target; - v3_copy( player->rb.co, origin ); - v3_add( origin, (v3f){0.0f,1.35f,0.0f}, origin ); + if( s->state.activity == k_skate_activity_air ) + s->blend_fly = 1.0f; + else + s->blend_fly = 0.0f; -#if 0 - player_set_follower_subject( player, origin ); -#endif + s->blend_slide = 0.0f; + s->blend_z = 0.0f; + s->blend_x = 0.0f; + s->blend_stand = 0.0f; + s->blend_push = 0.0f; + s->blend_jump = 0.0f; + s->blend_airdir = 0.0f; } -VG_STATIC void player__skate_post_animate( player_instance *player ) +VG_STATIC void player__skate_clear_mechanics( player_instance *player ) { struct player_skate *s = &player->_skate; - struct player_avatar *av = player->playeravatar; - - skate_camera_thirdperson( player ); - skate_camera_firstperson( player ); - -#if 0 - player->cam_angles_override_strength = 0.0f; - player->cam_position_override_strength = 0.0f; -#endif - - - player->cam_velocity_influence = 1.0f; - - /* FIXME: Organize this. Its int wrong fucking place */ - v3f vp0 = {0.0f,0.1f, 0.6f}, - vp1 = {0.0f,0.1f,-0.6f}; + s->state.jump_charge = 0.0f; + s->state.lift_frames = 0; + s->state.flip_rate = 0.0f; + s->state.steery = 0.0f; + s->state.steerx = 0.0f; + s->state.steery_s = 0.0f; + s->state.steerx_s = 0.0f; + s->state.reverse = 0.0f; + s->state.slip = 0.0f; + v3_copy( player->rb.co, s->state.prev_pos ); - 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 ); + m3x3_identity( s->state.velocity_bias ); + m3x3_identity( s->state.velocity_bias_pstep ); + v3_zero( s->state.throw_v ); } VG_STATIC void player__skate_reset( player_instance *player, - struct respawn_point *rp ) + struct respawn_point *rp ) { struct player_skate *s = &player->_skate; v3_muladds( player->rb.co, player->rb.to_world[1], 1.0f, s->state.cog ); + v3_zero( player->rb.v ); + v3_zero( s->state.cog_v ); + v4_copy( rp->q, player->rb.q ); -#if 0 - mixedcam_reset( player, &s->state.cam ); -#endif -} - -VG_STATIC void player__skate_transition( player_instance *player, - v3f init_velocity, - enum skate_activity init_acitivity ) -{ - struct player_skate *s = &player->_skate; - s->state.activity_prev = k_skate_activity_ground; - s->state.activity = init_acitivity; - - v3f dir; - v3_copy( init_velocity, dir ); - v3_normalize( dir ); - - vg_info( "init velocity: %f %f %f\n", init_velocity[0], - init_velocity[1], - init_velocity[2] ); - - q_axis_angle( player->rb.q, (v3f){0.0f,1.0f,0.0f}, - atan2f( -dir[0], -dir[2] ) ); - - 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 ); + s->state.activity = k_skate_activity_air; + s->state.activity_prev = k_skate_activity_air; - rb_update_transform( &player->rb ); - - if( init_acitivity == k_skate_activity_air ) - { - player_approximate_best_trajectory( player ); - s->blend_fly = 1.0f; - } - else - s->blend_fly = 0.0f; - - s->blend_slide = 0.0f; - s->blend_z = 0.0f; - s->blend_x = 0.0f; - s->blend_stand = 0.0f; - s->blend_push = 0.0f; - s->blend_jump = 0.0f; - s->blend_airdir = 0.0f; + player__skate_clear_mechanics( player ); + player__skate_reset_animator( player ); } #endif /* PLAYER_SKATE_C */