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 );
/*
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;
}
VG_STATIC
-void player_approximate_best_trajectory( player_instance *player )
+void player__approximate_best_trajectory( player_instance *player )
{
struct player_skate *s = &player->_skate;
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;
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 )) )
{
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 );
}
}
-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 */
#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 );
}
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
{
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;
}
{
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 );
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;
}
}
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 );
}
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 );
/* 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
}
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 );
}
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 */