remove some scrap code
authorhgn <hgodden00@gmail.com>
Sun, 5 Feb 2023 16:25:36 +0000 (16:25 +0000)
committerhgn <hgodden00@gmail.com>
Sun, 5 Feb 2023 16:25:36 +0000 (16:25 +0000)
player.c
player.h
player_common.c
player_skate.c
player_skate.h
player_walk.c
player_walk.h

index a43009158aa8baa0cfb0bcd9eb788c38ee325c07..0c727be4fe98b8cf9870e62525610f84d8dc0902 100644 (file)
--- a/player.c
+++ b/player.c
@@ -188,12 +188,10 @@ 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 )
@@ -222,6 +220,13 @@ 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 );
 }
 
index d744d192d06db58c16097a3c2df53fdfaa3f1f2e..b6c70c04562716bb95ec4f42c9b0ef8b31044964 100644 (file)
--- a/player.h
+++ b/player.h
@@ -28,31 +28,6 @@ struct player_instance
    camera_mode;
    float camera_type_blend;
 
-#if 0
-   struct
-   {
-      v3f co, angles;
-   }
-   cam1, cam3;
-#endif
-
-#if 0
-   v3f follow_pos,
-       follow_angles,
-       follow_pos_target,
-       follow_angles_target,
-       override_pos,
-       override_angles,
-       fpv_pos,
-       fpv_angles,
-       fpv_offset,
-       fpv_offset_target;
-
-   float cam_position_override_strength,
-         cam_angles_override_strength,
-         cam_land_punch,
-         cam_land_punch_v;
-#endif
 
    v3f fpv_offset,         /* expressed relative to rigidbody */
        tpv_offset,
index 7a6861cdc537156d0b6de50bd63a59c01c7f4be4..017aa148a02fe1ca43cd3925d9812d8015111c90 100644 (file)
@@ -114,6 +114,7 @@ VG_STATIC void player__cam_iterate( player_instance *player )
          vg.frame_delta * 8.0f, player->tpv_offset_smooth );
 
    /* fov -- simple blend */
+   /* FIXME: cl_fov */
    player->cam.fov = vg_lerpf( 97.0f, 118.0f, player->camera_type_blend );
 
    /* 
@@ -198,77 +199,17 @@ VG_STATIC void player__cam_iterate( player_instance *player )
    v3_lerp( tpv_pos, fpv_pos, player->camera_type_blend, player->cam.pos );
    v3_copy( player->angles, player->cam.angles );
 
-#if 0
-   /* 
-    * Follow camera
-    */
-   v3_lerp( player->follow_pos, player->follow_pos_target, 
-            vg.frame_delta * 15.0f, player->follow_pos );
-   camera_lerp_angles( player->follow_angles, player->follow_angles_target,
-            vg.frame_delta * 18.0f, player->follow_angles );
-   
-   /*
-    * Fpv camera 
-    */
-   v3_lerp( player->fpv_offset, player->fpv_offset_target,
-            vg.frame_delta * 6.0f, player->fpv_offset );
-
-   /* 
-    * Mix follow / override cameras
-    */
-   player->camera_type_blend = 
-      vg_lerpf( player->camera_type_blend, 
-                (player->camera_mode == k_cam_firstperson)? 1.0f: 0.0f,
-                5.0f * vg.frame_delta );
-   float t = player->camera_type_blend;
-
-   v3f p0, p1, a0, a1;
-   v3_lerp( player->follow_pos, player->override_pos, 
-            player->cam_position_override_strength, p1 );
-   camera_lerp_angles( player->follow_angles, player->override_angles,
-            player->cam_angles_override_strength, a1 );
-
-   v3_copy( player->fpv_pos, p0 );
-   v3_copy( player->fpv_angles, a0 );
-
-   v3_lerp( p0, p1, player->camera_type_blend, player->cam.pos );
-   camera_lerp_angles( a0, a1, player->camera_type_blend, player->cam.angles );
-
-
-#endif
-   /* FIXME: cl_fov */
 
-#if 0
    float Fd = -player->cam_land_punch_v * k_cam_damp,
          Fs = -player->cam_land_punch   * k_cam_spring;
    player->cam_land_punch   += player->cam_land_punch_v * vg.frame_delta;
    player->cam_land_punch_v += ( Fd + Fs ) * vg.frame_delta;
    player->cam.angles[1] += player->cam_land_punch;
-#endif
 
    /* portal transitions */
    player_camera_portal_correction( player );
 }
 
-#if 0
-VG_STATIC void player_set_follower_subject( player_instance *player, 
-                                            v3f subj )
-{
-   v3f dir;
-   v3_sub( subj, player->follow_pos, dir );
-   
-   if( v3_length2( dir ) < 0.1f*0.1f )
-      v3_copy( (v3f){ 0.0f, 0.0f, 1.0f }, dir );   /* FIXME */
-   else
-      v3_normalize( dir );
-
-   dir[1] *= 0.0f;
-
-   v3_muladds( subj, dir, -2.0f, player->follow_pos_target );
-   player_vector_angles( player->follow_angles_target, dir, 1.0f, 0.2f );
-}
-#endif
-
 VG_STATIC void player_look( player_instance *player, v3f angles )
 {
    angles[2] = 0.0f;
index fa59d24e1718a534169a693a587f74cd69ad783b..d71e3cb89b7a93e3b1c7dd60d02af294d444a657 100644 (file)
@@ -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 */
index e17e983641e8eb77e04076d7fdace839527d05d3..f0efcf8ac3df169f6d911648c110968620980cba 100644 (file)
@@ -47,14 +47,6 @@ struct player_skate
              cur_push;
 
       v3f prev_pos;
-
-      /* FIXME: Sensible names */
-
-      v3f vl;
-#if 0
-      v3f vl,          /* 1st */
-          posl, dirl;  /* 3rd */
-#endif
    }
    state,
    state_gate_storage;
@@ -119,9 +111,7 @@ VG_STATIC void player__skate_post_animate ( player_instance *player );
 VG_STATIC void player__skate_reset        ( player_instance *player,
                                             struct respawn_point *rp );
 
-VG_STATIC void player__skate_transition   ( player_instance *player,
-                                            v3f init_velocity,
-                                            enum skate_activity init_acitivity 
-                                            );
-
+VG_STATIC void player__skate_clear_mechanics( player_instance *player );
+VG_STATIC void player__skate_reset_animator( player_instance *player );
+VG_STATIC void player__approximate_best_trajectory( player_instance *player );
 #endif /* PLAYER_SKATE_H */
index fb71f23c3cc57f8b2ad2e38731fecc6001edfc86..a2a2ed80198a0fd3dff2c08a1b2b141e3222b0e1 100644 (file)
@@ -3,57 +3,75 @@
 
 #include "player.h"
 
-VG_STATIC void player_walk_transfer_to_skate( player_instance *player,
-                                              enum skate_activity init )
+VG_STATIC void player_walk_drop_in_vector( player_instance *player, v3f vec )
 {
    struct player_walk *w = &player->_walk;
 
+   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, vec );
+}
+
+VG_STATIC void player_walk_generic_to_skate( player_instance *player,
+                                             enum skate_activity init )
+{
+   player->subsystem = k_player_subsystem_skate;
+
+   struct player_walk *w = &player->_walk;
+   struct player_skate *s = &player->_skate;
+
    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 )
-   {
       q_mulv( player->rb.q, (v3f){0.0f,0.0f,-1.6f}, v );
-   }
    else
       v3_copy( player->rb.v, v );
 
-   player->subsystem = k_player_subsystem_skate;
-   player__skate_transition( player, v, init );
-   return;
+   s->state.activity_prev = k_skate_activity_ground;
+   s->state.activity = init;
+
+   v3f dir;
+   v3_copy( v, dir );
+   v3_normalize( dir );
+
+   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( v, s->state.cog_v );
+   v3_copy( v, player->rb.v );
+
+   player__skate_reset_animator( player );
+   player__skate_clear_mechanics( player );
+   rb_update_transform( &player->rb );
+
+   if( init == k_skate_activity_air )
+      player__approximate_best_trajectory( player );
 }
 
-VG_STATIC void temp_drop_in_finish( player_instance *player )
+VG_STATIC void player_walk_drop_in_to_skate( player_instance *player )
 {
    player->subsystem = k_player_subsystem_skate;
 
    struct player_walk *w = &player->_walk;
    struct player_skate *s = &player->_skate;
-   s->state.activity_prev = k_skate_activity_air;
-   s->state.activity = k_skate_activity_air;
-
-   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;
-
-   v3f axis, init_dir, init_velocity;
-   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, init_velocity );
+   s->state.activity_prev = k_skate_activity_ground;
+   s->state.activity = k_skate_activity_ground;
 
-   rb_update_transform( &player->rb );
+   player__skate_clear_mechanics( player );
+   player__skate_reset_animator( player );
+
+   v3f init_velocity;
+   player_walk_drop_in_vector( player, 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 );
    v3_copy( init_velocity, player->cam_velocity_smooth );
 }
@@ -136,21 +154,8 @@ 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 );
-
+         player_walk_drop_in_vector( player, player->rb.v );
          return 1;
-
-#if 0
-         v3_muladds( w->state.drop_in_target, s0->normal, 0.3f,
-                     player->rb.co );
-
-         player->subsystem = k_player_subsystem_skate;
-         player__skate_transition( player, s1->normal, k_skate_activity_air );
-#endif
       }
       else
       {
@@ -179,11 +184,11 @@ VG_STATIC void player__walk_pre_update( player_instance *player )
          w->state.outro_anim = NULL;
          if( w->state.outro_type == k_walk_outro_drop_in )
          {
-            temp_drop_in_finish( player );
+            player_walk_drop_in_to_skate( player );
          }
          else
          {
-            player_walk_transfer_to_skate( player, k_skate_activity_air );
+            player_walk_generic_to_skate( player, k_skate_activity_air );
          }
          return;
       }
@@ -192,18 +197,12 @@ VG_STATIC void player__walk_pre_update( player_instance *player )
    {
       if( w->state.activity == k_walk_activity_ground )
       {
-         //player_walk_transfer_to_skate( player, k_skate_activity_ground );
          if( player_walk_scan_for_drop_in( 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_copy( player->rb.co, w->state.drop_in_start );
 
             w->state.drop_in_start_angle = player_get_heading_yaw( player );
@@ -222,10 +221,6 @@ 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;
       }
    }
@@ -501,14 +496,6 @@ VG_STATIC void player__walk_update( player_instance *player )
       m3x3_mulv( gate->transport, player->rb.v,  player->rb.v );
       rb_update_transform( &player->rb );
 
-      /* analytical rotation of yaw */
-      float a = player_get_heading_yaw( player );
-      v3f fwd_dir = { cosf(a),
-                      0.0f,
-                      sinf(a)};
-      m3x3_mulv( gate->transport, fwd_dir, fwd_dir );
-      player->angles[0] = atan2f( fwd_dir[2], fwd_dir[0] );
-
       w->state_gate_storage = w->state;
       player__pass_gate( player, gate );
    }
@@ -649,9 +636,6 @@ 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 );
@@ -671,32 +655,34 @@ VG_STATIC void player__walk_animate( player_instance *player,
          
 
          /* the drop in bit */
-         v4f final_q;
-         v3f axis;
-         v3_cross( (v3f){0.0f,1.0f,0.0f}, w->state.drop_in_normal, axis );
-         v3_normalize( axis );
-
-         float a = acosf( w->state.drop_in_normal[1] ) * dop_t;
+         if( step_t >= 1.0f )
+         {
+            v4f final_q;
+            v3f axis;
+            v3_cross( (v3f){0.0f,1.0f,0.0f}, w->state.drop_in_normal, axis );
+            v3_normalize( axis );
 
-         q_axis_angle( final_q, axis, a );
-         q_mul( final_q, dest->root_q, dest->root_q );
+            float a = acosf( w->state.drop_in_normal[1] ) * dop_t;
 
-         float l = dop_t * 0.5f,
-               heading_angle = player_get_heading_yaw( player );
+            q_axis_angle( final_q, axis, a );
+            q_mul( final_q, dest->root_q, dest->root_q );
 
-         v3f overhang;
-         overhang[0] = sinf( heading_angle ) * l;
-         overhang[1] = 0.28f * l;
-         overhang[2] = cosf( heading_angle ) * l;
+            float l = dop_t * 0.5f,
+                  heading_angle = w->state.drop_in_angle;
 
-         q_mulv( final_q, overhang, overhang );
+            v3f overhang;
+            overhang[0] = sinf( heading_angle ) * l;
+            overhang[1] = 0.28f * l;
+            overhang[2] = cosf( heading_angle ) * l;
 
-         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 );
+            q_mulv( final_q, overhang, overhang );
 
-         v3_muladds( dest->root_co, player->rb.to_world[1], 
-                     -0.28f * dop_t, dest->root_co );
+            v3f overhang_pos;
+            v3_add( w->state.drop_in_target, overhang, player->rb.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
@@ -732,94 +718,6 @@ VG_STATIC void player__walk_post_animate( player_instance *player )
    }
    else
       player->cam_velocity_influence = 0.0f;
-
-#if 0
-   /* 3RD */
-
-   v3f view_angles;
-   v3_copy( w->state.angles, view_angles );
-
-   m3x3f angles;
-   euler_m3x3( view_angles, angles );
-
-   v3f cast_dir, origin;
-
-   v3_add( player->rb.co, (v3f){0.0f,2.0f,0.0f}, origin );
-
-   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 )
-      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->fpv_pos );
-   v3_copy( w->state.angles, player->fpv_angles );
-
-   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;
-
-      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 );
 }
 
 
@@ -865,10 +763,14 @@ 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;
+
+   v3f fwd = { 0.0f, 0.0f, 1.0f };
+   q_mulv( player->rb.q, fwd, fwd );
+
+   q_axis_angle( player->rb.q, (v3f){0.0f,1.0f,0.0f}, 
+                 atan2f( fwd[0], fwd[2] ) );
+   rb_update_transform( &player->rb );
 }
 
 #endif /* PLAYER_DEVICE_WALK_H */
index 3d6f3adf515d80698c0b3514e21310f617f8bea5..bc1fb59f13fd042b83b668c49cd271d20ece431f 100644 (file)
@@ -9,11 +9,6 @@ struct player_walk
 
    struct
    {
-#if 0
-      v3f angles;
-      float heading_angle;
-#endif
-
       v3f prev_pos;
       v3f drop_in_target,
           drop_in_foot_anchor,