X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=player_walk.c;h=fb71f23c3cc57f8b2ad2e38731fecc6001edfc86;hb=76042e561d89b232f04cac8a431b5cd7b30a6b9d;hp=0d6f8738737996210493c96ad3404ea4a965629b;hpb=33de52d9660ab86caafdd0ae4abb496dbc072778;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/player_walk.c b/player_walk.c index 0d6f873..fb71f23 100644 --- a/player_walk.c +++ b/player_walk.c @@ -15,10 +15,7 @@ VG_STATIC void player_walk_transfer_to_skate( player_instance *player, 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 ); + q_mulv( player->rb.q, (v3f){0.0f,0.0f,-1.6f}, v ); } else v3_copy( player->rb.v, v ); @@ -52,12 +49,13 @@ VG_STATIC void temp_drop_in_finish( player_instance *player ) v3_normalize( init_dir ); v3_muls( init_dir, 7.0f, init_velocity ); + rb_update_transform( &player->rb ); + 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 ); - - rb_update_transform( &player->rb ); + v3_copy( init_velocity, player->cam_velocity_smooth ); } VG_STATIC int player_walk_scan_for_drop_in( player_instance *player ) @@ -65,10 +63,7 @@ VG_STATIC int player_walk_scan_for_drop_in( player_instance *player ) struct player_walk *w = &player->_walk; v3f dir, center; - dir[0] = sinf( w->state.heading_angle ); - dir[1] = 0.0f; - dir[2] = cosf( w->state.heading_angle ); - + q_mulv( player->rb.q, (v3f){0.0f,0.0f,1.0f}, dir ); v3_muladds( player->rb.co, player->rb.to_world[1], -1.0f, center ); ray_hit samples[20]; @@ -141,6 +136,12 @@ VG_STATIC int player_walk_scan_for_drop_in( player_instance *player ) v3_copy( edge, w->state.drop_in_target ); v3_copy( s1->normal, w->state.drop_in_normal ); + v3f axis, init_dir; + v3_cross( (v3f){0.0f,1.0f,0.0f}, w->state.drop_in_normal, axis ); + v3_cross( axis, w->state.drop_in_normal, init_dir ); + v3_normalize( init_dir ); + v3_muls( init_dir, 7.0f, player->rb.v ); + return 1; #if 0 @@ -163,7 +164,9 @@ VG_STATIC int player_walk_scan_for_drop_in( player_instance *player ) VG_STATIC void player__walk_pre_update( player_instance *player ) { struct player_walk *w = &player->_walk; - player_look( player, w->state.angles ); + + if( w->state.activity != k_walk_activity_immobile ) + player_look( player, player->angles ); if( w->state.outro_anim ) { @@ -195,13 +198,15 @@ VG_STATIC void player__walk_pre_update( player_instance *player ) w->state.outro_type = k_walk_outro_drop_in; w->state.outro_anim = w->anim_drop_in; w->state.outro_start_time = vg.time; +#if 0 v3_copy( player->cam.pos, player->follow_pos ); v3_copy( player->cam.angles, player->follow_angles ); +#endif w->state.activity = k_walk_activity_immobile; - v3_zero( player->rb.v ); + //v3_zero( player->rb.v ); v3_copy( player->rb.co, w->state.drop_in_start ); - - w->state.drop_in_start_angle = w->state.heading_angle; + + w->state.drop_in_start_angle = player_get_heading_yaw( player ); w->state.drop_in_angle = atan2f( w->state.drop_in_normal[0], w->state.drop_in_normal[2] ); @@ -217,8 +222,10 @@ VG_STATIC void player__walk_pre_update( player_instance *player ) w->state.outro_type = k_walk_outro_jump_to_air; w->state.outro_anim = w->anim_jump_to_air; w->state.outro_start_time = vg.time; +#if 0 v3_copy( player->cam.pos, player->follow_pos ); v3_copy( player->cam.angles, player->follow_angles ); +#endif return; } } @@ -282,7 +289,7 @@ VG_STATIC void player__walk_update( player_instance *player ) rb_ct manifold[64]; int len; - float yaw = w->state.angles[0]; + float yaw = player->angles[0]; v3f forward_dir = { sinf(yaw), 0.0f, -cosf(yaw) }; v3f right_dir = { -forward_dir[2], 0.0f, forward_dir[0] }; @@ -495,11 +502,12 @@ VG_STATIC void player__walk_update( player_instance *player ) rb_update_transform( &player->rb ); /* analytical rotation of yaw */ - v3f fwd_dir = { cosf(w->state.angles[0]), + float a = player_get_heading_yaw( player ); + v3f fwd_dir = { cosf(a), 0.0f, - sinf(w->state.angles[0])}; + sinf(a)}; m3x3_mulv( gate->transport, fwd_dir, fwd_dir ); - w->state.angles[0] = atan2f( fwd_dir[2], fwd_dir[0] ); + player->angles[0] = atan2f( fwd_dir[2], fwd_dir[0] ); w->state_gate_storage = w->state; player__pass_gate( player, gate ); @@ -526,7 +534,10 @@ VG_STATIC void player__walk_post_update( player_instance *player ) 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] ); + { + float a = atan2f( player->rb.v[0], player->rb.v[2] ); + q_axis_angle( player->rb.q, (v3f){0.0f,1.0f,0.0f}, a ); + } vg_line_pt3( w->state.drop_in_target, 0.1f, VG__GREEN ); v3f p1; @@ -538,9 +549,11 @@ VG_STATIC void player__walk_post_update( player_instance *player ) vg_line( w->state.drop_in_target, w->state.drop_in_foot_anchor, VG__WHITE ); vg_line_pt3( w->state.drop_in_foot_anchor, 0.08f, VG__PINK ); - p1[0] = sinf( w->state.heading_angle ); + + float a = player_get_heading_yaw( player ); + p1[0] = sinf( a ); p1[1] = 0.0f; - p1[2] = cosf( w->state.heading_angle ); + p1[2] = cosf( a ); v3_add( player->rb.co, p1, p1 ); vg_line( player->rb.co, p1, VG__PINK ); @@ -607,7 +620,7 @@ VG_STATIC void player__walk_animate( player_instance *player, /* Create transform */ rb_extrapolate( &player->rb, dest->root_co, dest->root_q ); - float walk_yaw = w->state.heading_angle; + float walk_yaw = player_get_heading_yaw( player ); if( w->state.outro_anim ) { @@ -636,7 +649,9 @@ VG_STATIC void player__walk_animate( player_instance *player, walk_yaw = vg_alerpf( w->state.drop_in_start_angle, w->state.drop_in_angle, step_t ); +#if 0 w->state.heading_angle = walk_yaw; +#endif v3_lerp( w->state.drop_in_start, w->state.drop_in_target, step_t, player->rb.co ); @@ -666,19 +681,22 @@ VG_STATIC void player__walk_animate( player_instance *player, q_axis_angle( final_q, axis, a ); q_mul( final_q, dest->root_q, dest->root_q ); - float l = dop_t * 0.7f; + float l = dop_t * 0.5f, + heading_angle = player_get_heading_yaw( player ); v3f overhang; - overhang[0] = sinf( w->state.heading_angle ) * l; + overhang[0] = sinf( heading_angle ) * l; overhang[1] = 0.28f * l; - overhang[2] = cosf( w->state.heading_angle ) * l; + overhang[2] = cosf( heading_angle ) * l; + + q_mulv( final_q, overhang, overhang ); - m3x3f tmp; - q_m3x3( final_q, tmp ); - m3x3_mulv( tmp, overhang, overhang ); v3_add( player->rb.co, overhang, player->rb.co ); v3_copy( player->rb.co, dest->root_co ); v4_copy( dest->root_q, player->rb.q ); + + v3_muladds( dest->root_co, player->rb.to_world[1], + -0.28f * dop_t, dest->root_co ); return; } else @@ -703,9 +721,26 @@ VG_STATIC void player__walk_post_animate( player_instance *player ) struct player_walk *w = &player->_walk; struct player_avatar *av = player->playeravatar; + 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; + + player->cam_velocity_influence = outro_t; + } + else + player->cam_velocity_influence = 0.0f; + +#if 0 /* 3RD */ + + v3f view_angles; + v3_copy( w->state.angles, view_angles ); + m3x3f angles; - euler_m3x3( w->state.angles, angles ); + euler_m3x3( view_angles, angles ); v3f cast_dir, origin; @@ -714,6 +749,16 @@ VG_STATIC void player__walk_post_animate( player_instance *player ) v3_muladds( origin, angles[2], 2.0f, player->override_pos ); v3_muladds( player->override_pos, angles[0], 0.5f, player->override_pos ); + if( w->state.outro_anim && (w->state.outro_type == k_walk_outro_drop_in)) + { + 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; + + player->override_pos[1] += outro_t * 3.0f; + } + float t; v3f n; if( spherecast_world( origin, player->override_pos, 0.1f, &t, n ) != -1 ) @@ -726,10 +771,6 @@ VG_STATIC void player__walk_post_animate( player_instance *player ) 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 / @@ -744,17 +785,39 @@ VG_STATIC void player__walk_post_animate( player_instance *player ) 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 ); + + if( w->state.outro_anim ) + { + if( w->state.outro_type == k_walk_outro_drop_in ) + { + v3f axis, init_dir; + v3_cross( (v3f){0.0f,1.0f,0.0f}, w->state.drop_in_normal, axis ); + v3_cross( axis, w->state.drop_in_normal, init_dir ); + + player_vector_angles( fpv_angles, init_dir, 1.0f, 0.25f ); + } + else + { + player_vector_angles( fpv_angles, player->rb.v, 1.0f, 0.25f ); + } + } + else + player_vector_angles( fpv_angles, player->rb.v, 1.0f, 0.25f ); + + camera_lerp_angles( 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; } +#endif + /* FIXME: Organize this. Its int wrong fucking place */ + 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 ); } @@ -802,7 +865,9 @@ VG_STATIC void player__walk_bind( player_instance *player ) VG_STATIC void player__walk_transition( player_instance *player, v3f angles ) { struct player_walk *w = &player->_walk; +#if 0 v3_copy( angles, w->state.angles ); +#endif w->state.activity = k_walk_activity_air; }