cam rework
authorhgn <hgodden00@gmail.com>
Fri, 3 Feb 2023 11:16:26 +0000 (11:16 +0000)
committerhgn <hgodden00@gmail.com>
Fri, 3 Feb 2023 11:16:26 +0000 (11:16 +0000)
12 files changed:
models_src/ch_jordan.mdl
models_src/ch_new.mdl
models_src/ch_outlaw.mdl
player.c
player.h
player_common.c
player_common.h
player_skate.c
player_skate.h
player_walk.c
player_walk.h
skeleton.h

index 0d147d1765460c17371fd29bcdf13a9a4bd195f1..dbf1e54cf2f039897d1e655af0266d2cb4febb45 100644 (file)
Binary files a/models_src/ch_jordan.mdl and b/models_src/ch_jordan.mdl differ
index 53b5900c5916ef3dd9124e9cb646f81a5b34fbae..a5f34470df6b506d45981e82d197acb0ce8d39c1 100644 (file)
Binary files a/models_src/ch_new.mdl and b/models_src/ch_new.mdl differ
index 29609e767f25a00932614718282ec5ff70bb017b..545312327134de39c9c3b98f25b516d325c0893f 100644 (file)
Binary files a/models_src/ch_outlaw.mdl and b/models_src/ch_outlaw.mdl differ
index 08741d3a476e00e22b6ae8b78b3bdfe0f3dd1d00..72d4810531739f4dfd19bd99e34506eee6cadb35 100644 (file)
--- a/player.c
+++ b/player.c
@@ -180,42 +180,6 @@ void player__pass_gate( player_instance *player, teleport_gate *gate )
    /* TODO: Add back other logic thats normally here */
 }
 
-VG_STATIC void player_camera_portal_correction( player_instance *player )
-{
-   if( player->gate_waiting )
-   {
-      /* construct plane equation for reciever gate */
-      v4f plane;
-      v3_copy( player->gate_waiting->recv_to_world[2], plane );
-      plane[3] = v3_dot( plane, player->gate_waiting->recv_to_world[3] );
-
-      /* check camera polarity */
-      if( v3_dot( player->cam.pos, plane ) < plane[3] ) 
-      {
-         vg_success( "Plane cleared\n" );
-         player_apply_transport_to_cam( player->gate_waiting->transport );
-         player->gate_waiting = NULL;
-      }
-      else
-      {
-         /* de-transform camera and player back */
-         m4x3f inverse;
-         m4x3_invert_affine( player->gate_waiting->transport, inverse );
-         m4x3_mulv( inverse, player->cam.pos, player->cam.pos );
-
-         /* TODO: Find robust method for this */
-         v3f fwd_dir = { cosf(player->cam.angles[0]),
-                         0.0f,
-                         sinf(player->cam.angles[0])};
-         m3x3_mulv( inverse, fwd_dir, fwd_dir );
-         player->cam.angles[0] = atan2f( fwd_dir[2], fwd_dir[0] );
-
-         struct skeleton *sk = &player->playeravatar->sk;
-         skeleton_apply_transform( sk, inverse );
-      }
-   }
-}
-
 VG_STATIC void player__pre_render( player_instance *player )
 {
    if( _player_animate[ player->subsystem ] )
@@ -242,23 +206,7 @@ VG_STATIC void player__pre_render( player_instance *player )
    if( _player_post_animate[ player->subsystem ] )
       _player_post_animate[ player->subsystem ]( player );
 
-   /* TODO: eventually, blending code goes here */
-
-   float camera_blend_target = 1.0f;
-   if( player->camera_mode == k_cam_firstperson )
-      camera_blend_target = 0.0f;
-
-   player->camera_type_blend = vg_lerpf( player->camera_type_blend, 
-                                         camera_blend_target,
-                                         5.0f * vg.frame_delta );
-
-   float t = player->camera_type_blend;
-   camera_lerp_angles( player->cam1.angles, player->cam3.angles, 
-                       t, player->cam.angles );
-   v3_lerp( player->cam1.co, player->cam3.co, t, player->cam.pos );
-   player->cam.fov = vg_lerpf( 118.0f, 90.0f, t );
-
-   player_camera_portal_correction( player );
+   player__cam_iterate( player );
 }
 
 PLAYER_API void player__render( camera *cam, player_instance *player )
index c9f13f729bd8953220694f15f5ac22419f9fd99a..85bca0a8258a5f13aa067d14d3de5fba4ad5fb3c 100644 (file)
--- a/player.h
+++ b/player.h
@@ -28,11 +28,25 @@ struct player_instance
    camera_mode;
    float camera_type_blend;
 
+#if 0
    struct
    {
       v3f co, angles;
    }
    cam1, cam3;
+#endif
+
+   v3f follow_pos,
+       follow_angles,
+       follow_pos_target,
+       follow_angles_target,
+       override_pos,
+       override_angles,
+       fpv_pos,
+       fpv_angles;
+
+   float cam_position_override_strength,
+         cam_angles_override_strength;
 
    teleport_gate *gate_waiting;
 
index 69d35aba2c3edc60dd30ecdaea3870884ac342c4..3f8e7b11db12265c18f960de6076805572c95302 100644 (file)
@@ -3,7 +3,111 @@
 
 #include "player.h"
 
-void player_look( player_instance *player, v3f angles )
+VG_STATIC void player_vector_angles( v3f angles, v3f v, float C, float k )
+{
+   float yaw = atan2f( v[0], -v[2] ),
+       pitch = atan2f
+               ( 
+                   -v[1], 
+                   sqrtf
+                   (
+                     v[0]*v[0] + v[2]*v[2]
+                   )
+               ) * C + k;
+
+   angles[0] = yaw;
+   angles[1] = pitch;
+}
+
+VG_STATIC void player_camera_portal_correction( player_instance *player )
+{
+   if( player->gate_waiting )
+   {
+      /* construct plane equation for reciever gate */
+      v4f plane;
+      v3_copy( player->gate_waiting->recv_to_world[2], plane );
+      plane[3] = v3_dot( plane, player->gate_waiting->recv_to_world[3] );
+
+      /* check camera polarity */
+      if( v3_dot( player->cam.pos, plane ) < plane[3] ) 
+      {
+         vg_success( "Plane cleared\n" );
+         player_apply_transport_to_cam( player->gate_waiting->transport );
+         player->gate_waiting = NULL;
+      }
+      else
+      {
+         /* de-transform camera and player back */
+         m4x3f inverse;
+         m4x3_invert_affine( player->gate_waiting->transport, inverse );
+         m4x3_mulv( inverse, player->cam.pos, player->cam.pos );
+
+         /* TODO: Find robust method for this */
+         v3f fwd_dir = { cosf(player->cam.angles[0]),
+                         0.0f,
+                         sinf(player->cam.angles[0])};
+         m3x3_mulv( inverse, fwd_dir, fwd_dir );
+         player->cam.angles[0] = atan2f( fwd_dir[2], fwd_dir[0] );
+
+         struct skeleton *sk = &player->playeravatar->sk;
+         skeleton_apply_transform( sk, inverse );
+      }
+   }
+}
+
+VG_STATIC void player__cam_iterate( player_instance *player )
+{
+   struct player_avatar *av = player->playeravatar;
+
+   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 );
+
+   /* Blending */
+   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 );
+
+   /* FIXME: cl_fov */
+   player->cam.fov = vg_lerpf( 118.0f, 90.0f, player->camera_type_blend );
+
+   /* portal transitions */
+   player_camera_portal_correction( player );
+}
+
+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 );
+}
+
+VG_STATIC void player_look( player_instance *player, v3f angles )
 {
    angles[2] = 0.0f;
    v2_muladds( angles, vg.mouse_delta, 0.0025f, angles );
index 91298fcaed3bb90682736c61154929b595db1977..6c825d800dec12a96256b23e8f7cf1caa3bd7fdd 100644 (file)
@@ -3,6 +3,8 @@
 
 #include "player_api.h"
 
-void player_look( player_instance *player, v3f angles );
+VG_STATIC void player_look( player_instance *player, v3f angles );
+VG_STATIC void player__cam_iterate( player_instance *player );
+VG_STATIC void player_vector_angles( v3f angles, v3f v, float C, float k );
 
 #endif /* PLAYER_COMMON_H */
index fedeee84c37edf4eb84588a502d508d86d2a969e..32a367064eb4701f9c65e588713b9d1a6e626a7a 100644 (file)
@@ -1179,9 +1179,7 @@ VG_STATIC void player__skate_update( player_instance *player )
       m3x3_mulv( gate->transport, s->state.throw_v, s->state.throw_v );
 
       /*camera */
-      m4x3_mulv( gate->transport, s->state.posl, s->state.posl );
       m3x3_mulv( gate->transport, s->state.vl, s->state.vl );
-      m3x3_mulv( gate->transport, s->state.dirl, s->state.dirl );
 
 #if 0
       mixedcam_transport( &s->state.cam, gate );
@@ -1419,7 +1417,6 @@ VG_STATIC void player__skate_animate( player_instance *player,
 
    /* transform */
    rb_extrapolate( &player->rb, dest->root_co, dest->root_q );
-
    v3_muladds( dest->root_co, player->rb.to_world[1], -0.28f, dest->root_co );
 
    v4f qresy, qresx, qresidual;
@@ -1460,22 +1457,6 @@ VG_STATIC void player__skate_animate( player_instance *player,
    }
 }
 
-VG_STATIC void skate_camera_vector_look( v3f angles, v3f v, float C, float k )
-{
-   float yaw = atan2f( v[0], -v[2] ),
-       pitch = atan2f
-               ( 
-                   -v[1], 
-                   sqrtf
-                   (
-                     v[0]*v[0] + v[2]*v[2]
-                   )
-               ) * C + k;
-
-   angles[0] = yaw;
-   angles[1] = pitch;
-}
-
 VG_STATIC void skate_camera_firstperson( player_instance *player )
 {
    struct player_skate *s = &player->_skate;
@@ -1483,8 +1464,8 @@ VG_STATIC void skate_camera_firstperson( player_instance *player )
 
    /* FIXME: viewpoint entity */
    v3f vp = {-0.1f,1.8f,0.0f};
-   m4x3_mulv( av->sk.final_mtx[ av->id_head-1 ], vp, player->cam1.co );
-   v3_zero( player->cam1.angles );
+   m4x3_mulv( av->sk.final_mtx[ av->id_head-1 ], vp, player->fpv_pos );
+   v3_zero( player->fpv_angles );
 
    v3f flat_dir,
        vel_dir,
@@ -1508,8 +1489,7 @@ VG_STATIC void skate_camera_firstperson( player_instance *player )
 
    v3_lerp( flat_dir, vel_dir, vg_clampf( tti / 2.0f, 0.4f, 1.0f ), look_dir );
    v3_lerp( s->state.vl, look_dir, 4.0f*vg.time_delta, s->state.vl );
-
-   skate_camera_vector_look( player->cam1.angles, s->state.vl, 1.0f, 0.25f );
+   player_vector_angles( player->fpv_angles, s->state.vl, 1.0f, 0.25f );
 }
 
 VG_STATIC void skate_camera_thirdperson( player_instance *player )
@@ -1520,24 +1500,7 @@ VG_STATIC void skate_camera_thirdperson( player_instance *player )
    v3f origin, dir, target;
    v3_copy( player->rb.co, origin );
    v3_add( origin, (v3f){0.0f,1.35f,0.0f}, origin );
-   v3_sub( origin, s->state.posl, dir );
-   
-   if( v3_length2( dir ) < 0.1f*0.1f )
-      v3_copy( (v3f){ 0.0f, 0.0f, 1.0f }, dir );   /* FIXME */
-   else
-      v3_normalize( dir );
-
-   if( s->state.activity == k_skate_activity_air )
-      dir[1] *= vg_maxf( 0.0f, 1.0f - (s->land_dist/2.0f) );
-   dir[1] *= 0.0f;
-
-   v3_muladds( origin, dir, -2.0f, target );
-
-   v3_lerp( s->state.posl, target, vg.frame_delta * 15.0f, s->state.posl );
-   v3_lerp( s->state.dirl, dir, 18.0f*vg.time_delta, s->state.dirl );
-
-   v3_copy( s->state.posl, player->cam3.co );
-   skate_camera_vector_look( player->cam3.angles, s->state.dirl, 1.0f, 0.2f );
+   player_set_follower_subject( player, origin );
 }
 
 VG_STATIC void player__skate_post_animate( player_instance *player )
@@ -1545,11 +1508,13 @@ VG_STATIC void player__skate_post_animate( player_instance *player )
    struct player_skate *s = &player->_skate;
    struct player_avatar *av = player->playeravatar;
 
-   v3_zero( player->cam1.co );
-   v3_zero( player->cam1.angles );
-
    skate_camera_thirdperson( player );
    skate_camera_firstperson( player );
+   player->cam_angles_override_strength = 0.0f;
+   player->cam_position_override_strength = 0.0f;
+
+
+
 
    /* FIXME: Organize this. Its int wrong fucking place */
    v3f vp0 = {0.0f,0.1f, 0.6f},
@@ -1571,30 +1536,46 @@ VG_STATIC void player__skate_reset( player_instance *player,
 }
 
 VG_STATIC void player__skate_transition( player_instance *player,
-                                         v3f init_velocity )
+                                         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 = k_skate_activity_air;
+   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_copy( player->cam.pos, s->state.posl );
-
-   m3x3f temp;
-   euler_m3x3( player->cam.angles, temp );
-   v3_muls( temp[2], -1.0f, s->state.dirl );
 
    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 );
-}
 
+   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;
+}
 
 #endif /* PLAYER_SKATE_C */
index 57922a6ec716cbbb44e6c55bf0a92c151d262719..e17e983641e8eb77e04076d7fdace839527d05d3 100644 (file)
@@ -49,8 +49,12 @@ struct player_skate
       v3f prev_pos;
 
       /* FIXME: Sensible names */
+
+      v3f vl;
+#if 0
       v3f vl,          /* 1st */
           posl, dirl;  /* 3rd */
+#endif
    }
    state,
    state_gate_storage;
@@ -116,6 +120,8 @@ 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 );
+                                            v3f init_velocity,
+                                            enum skate_activity init_acitivity 
+                                            );
 
 #endif /* PLAYER_SKATE_H */
index 77386fa22b089285b91b67049360579ce25516b1..fe74981fb24259f0025c41e74bbb0d6defad2f2c 100644 (file)
@@ -3,29 +3,63 @@
 
 #include "player.h"
 
+VG_STATIC void player_walk_transfer_to_skate( player_instance *player,
+                                              enum skate_activity init )
+{
+   struct player_walk *w = &player->_walk;
+
+   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 )
+   {
+      v[0] = -sinf( -w->state.angles[0] );
+      v[1] =  0.0f;
+      v[2] = -cosf( -w->state.angles[0] );
+      v3_muls( v, 1.6f, v );
+   }
+   else
+      v3_copy( player->rb.v, v );
+
+   player->subsystem = k_player_subsystem_skate;
+   player__skate_transition( player, v, init );
+   return;
+}
+
 VG_STATIC void player__walk_pre_update( player_instance *player )
 {
    struct player_walk *w = &player->_walk;
    player_look( player, w->state.angles );
 
-   if( vg_input_button_down( player->input_use ) )
+   if( w->state.outro_anim )
    {
-      v3f xy_speed, v;
-      v3_copy( player->rb.v, v );
-      v3_copy( v, xy_speed );
-      xy_speed[1] = 0.0f;
+      float outro_length = (float)w->state.outro_anim->length /
+                                  w->state.outro_anim->rate,
+            outro_time   = vg.time - w->state.outro_start_time;
 
-      if( v3_length2( xy_speed ) < 0.1f * 0.1f )
+      if( outro_time >= outro_length )
       {
-         v[0] = -sinf( -w->state.angles[0] );
-         v[1] =  0.0f;
-         v[2] = -cosf( -w->state.angles[0] );
-         v3_muls( v, 1.6f, v );
+         w->state.outro_anim = NULL;
+         player_walk_transfer_to_skate( player, k_skate_activity_air );
+         return;
+      }
+   }
+   else if( vg_input_button_down( player->input_use ) )
+   {
+      if( w->state.activity == k_walk_activity_ground )
+      {
+         player_walk_transfer_to_skate( player, k_skate_activity_ground );
+      }
+      else
+      {
+         w->state.outro_anim = w->anim_jump_to_air;
+         w->state.outro_start_time = vg.time;
+         v3_copy( player->cam.pos, player->follow_pos );
+         v3_copy( player->cam.angles, player->follow_angles );
+         return;
       }
-
-      player->subsystem = k_player_subsystem_skate;
-      player__skate_transition( player, v );
-      return;
    }
 }
 
@@ -121,7 +155,6 @@ VG_STATIC void player__walk_update( player_instance *player )
 
       rb_prepare_contact( ct );
    }
-   
 
    /* 
     * Move & Friction
@@ -320,6 +353,16 @@ VG_STATIC void player__walk_post_update( player_instance *player )
    float substep = vg_clampf( vg.accumulator / k_rb_delta, 0.0f, 1.0f );
    v3_muladds( mtx[3], player->rb.v, k_rb_delta*substep, mtx[3] );
    debug_capsule( mtx, w->collider.radius, w->collider.height, VG__YELOW );
+
+
+   /* Calculate header */
+   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 )
+      w->state.heading_angle = atan2f( player->rb.v[0], player->rb.v[2] );
 }
 
 VG_STATIC void player__walk_animate( player_instance *player, 
@@ -378,12 +421,36 @@ VG_STATIC void player__walk_animate( player_instance *player,
 
    /* air */
    skeleton_sample_anim( sk, w->anim_jump, vg.time*0.6f, bpose );
-   skeleton_lerp_pose( sk, apose, bpose, w->blend_fly, dest->pose );
+   skeleton_lerp_pose( sk, apose, bpose, w->blend_fly, apose );
 
    /* Create transform */
    rb_extrapolate( &player->rb, dest->root_co, dest->root_q );
-   q_axis_angle( dest->root_q, (v3f){0.0f,1.0f,0.0f}, 
-                 -w->state.angles[0]-VG_PIf*0.5f );
+
+   float walk_yaw = w->state.heading_angle + VG_PIf*0.5f;
+
+   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;
+
+      walk_yaw += -VG_PIf*0.5f*outro_t;
+
+      /* TODO: Compression */
+      v3_muladds( dest->root_co, player->rb.to_world[1], 
+                  -0.28f * outro_t, dest->root_co );
+
+      skeleton_sample_anim_clamped( sk, w->state.outro_anim, 
+                                    outro_time, bpose );
+      skeleton_lerp_pose( sk, apose, bpose, outro_t * 10.0f, dest->pose );
+   }
+   else
+   {
+      skeleton_copy_pose( sk, apose, dest->pose );
+   }
+
+   q_axis_angle( dest->root_q, (v3f){0.0f,1.0f,0.0f}, walk_yaw );
 }
 
 VG_STATIC void player__walk_post_animate( player_instance *player )
@@ -402,25 +469,50 @@ VG_STATIC void player__walk_post_animate( player_instance *player )
 
    v3_add( player->rb.co, (v3f){0.0f,2.0f,0.0f}, origin );
 
-   v3_muladds( origin, angles[2], 2.0f, player->cam3.co );
-   v3_muladds( player->cam3.co, angles[0], 0.5f, player->cam3.co );
+   v3_muladds( origin, angles[2], 2.0f, player->override_pos );
+   v3_muladds( player->override_pos, angles[0], 0.5f, player->override_pos );
 
    float t;
    v3f n;
-   if( spherecast_world( origin, player->cam3.co, 0.1f, &t, n ) != -1 )
-      v3_lerp( origin, player->cam3.co, t, player->cam3.co );
-   v3_copy( w->state.angles, player->cam3.angles );
+   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->cam1.co );
-   v3_copy( w->state.angles, player->cam1.angles );
+   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 /
+                                  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;
+      player_vector_angles( fpv_angles, player->rb.v, 1.0f, 0.25f );
+      v3_lerp( 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;
+   }
+
    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 );
 }
@@ -428,12 +520,26 @@ VG_STATIC void player__walk_post_animate( player_instance *player )
 
 VG_STATIC void player__walk_im_gui( player_instance *player )
 {
+   struct player_walk *w = &player->_walk;
    player__debugtext( 1, "V:  %5.2f %5.2f %5.2f",player->rb.v[0],
                                                  player->rb.v[1],
                                                  player->rb.v[2] );
    player__debugtext( 1, "CO: %5.2f %5.2f %5.2f",player->rb.co[0],
                                                  player->rb.co[1],
                                                  player->rb.co[2] );
+   player__debugtext( 1, "activity: %s\n",
+                           (const char *[]){ "k_walk_activity_air",
+                                             "k_walk_activity_ground",
+                                             "k_walk_activity_sleep" }
+                                             [w->state.activity] );
+
+   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;
+      player__debugtext( 1, "outro time: %f / %f", outro_time, outro_length );
+   }
 }
 
 VG_STATIC void player__walk_bind( player_instance *player )
@@ -442,10 +548,11 @@ VG_STATIC void player__walk_bind( player_instance *player )
    struct player_avatar *av = player->playeravatar;
    struct skeleton *sk = &av->sk;
 
-   w->anim_idle = skeleton_get_anim( sk, "idle_cycle" );
-   w->anim_walk = skeleton_get_anim( sk, "walk" );
-   w->anim_run  = skeleton_get_anim( sk, "run" );
-   w->anim_jump = skeleton_get_anim( sk, "jump" );
+   w->anim_idle         = skeleton_get_anim( sk, "idle_cycle" );
+   w->anim_walk         = skeleton_get_anim( sk, "walk" );
+   w->anim_run          = skeleton_get_anim( sk, "run" );
+   w->anim_jump         = skeleton_get_anim( sk, "jump" );
+   w->anim_jump_to_air  = skeleton_get_anim( sk, "jump_to_air" );
 }
 
 VG_STATIC void player__walk_transition( player_instance *player, v3f angles )
index 7a597c3b6d17b70f594d0a0d6f4eb51b53235135..f1efabc52492cc227b9c61df01c9ab152617de6b 100644 (file)
@@ -10,6 +10,8 @@ struct player_walk
    struct
    {
       v3f angles;
+      float heading_angle;
+
       v3f prev_pos;
 
       enum walk_activity
@@ -19,12 +21,16 @@ struct player_walk
          k_walk_activity_sleep
       }
       activity;
+
+      struct skeleton_anim *outro_anim;
+      double outro_start_time;
    }
    state,
    state_gate_storage;
 
    enum mdl_surface_prop surface;
-   struct skeleton_anim *anim_walk, *anim_run, *anim_idle, *anim_jump;
+   struct skeleton_anim *anim_walk, *anim_run, *anim_idle, *anim_jump,
+                        *anim_jump_to_air;
 
    float blend_fly,
          blend_run,
index ad87fd980dd7fd604e7a9c3f818fe0923fdc2328..c5f59da39fcc31ab581e1e2396c73351b28bb863 100644 (file)
@@ -67,7 +67,8 @@ VG_STATIC u32 skeleton_bone_id( struct skeleton *skele, const char *name )
    return 0;
 }
 
-VG_STATIC void keyframe_copy_pose( mdl_keyframe *kfa, mdl_keyframe *kfb, int num )
+VG_STATIC void keyframe_copy_pose( mdl_keyframe *kfa, mdl_keyframe *kfb, 
+                                   int num )
 {
    for( int i=0; i<num; i++ )
       kfb[i] = kfa[i];
@@ -76,8 +77,8 @@ VG_STATIC void keyframe_copy_pose( mdl_keyframe *kfa, mdl_keyframe *kfb, int num
 /*
  * Lerp between two sets of keyframes and store in dest. Rotations use Nlerp.
  */
-VG_STATIC void keyframe_lerp_pose( mdl_keyframe *kfa, mdl_keyframe *kfb, float t,
-                                mdl_keyframe *kfd, int count )
+VG_STATIC void keyframe_lerp_pose( mdl_keyframe *kfa, mdl_keyframe *kfb, 
+                                   float t, mdl_keyframe *kfd, int count )
 {
    if( t <= 0.01f )
    {
@@ -105,6 +106,12 @@ VG_STATIC void skeleton_lerp_pose( struct skeleton *skele,
    keyframe_lerp_pose( kfa, kfb, t, kfd, skele->bone_count-1 );
 }
 
+VG_STATIC void skeleton_copy_pose( struct skeleton *skele,
+                                   mdl_keyframe *kfa, mdl_keyframe *kfd )
+{
+   keyframe_copy_pose( kfa, kfd, skele->bone_count-1 );
+}
+
 /*
  * Sample animation between 2 closest frames using time value. Output is a
  * keyframe buffer that is allocated with an appropriate size