k_walk_friction = 10.0f,
k_walk_step_height = 0.2f;
+VG_STATIC float
+ k_cam_punch = -0.1f,
+ k_cam_spring = 20.0f,
+ k_cam_damp = 6.7f;
+
VG_STATIC float k_ragdoll_floatyiness = 20.0f,
k_ragdoll_floatydrag = 1.0f,
k_ragdoll_limit_scale = 1.0f;
VG_STATIC void common_var_temp(void)
{
+ VG_VAR_F32( k_cam_punch );
+ VG_VAR_F32( k_cam_damp );
+ VG_VAR_F32( k_cam_spring );
+
VG_VAR_F32( k_walkspeed );
VG_VAR_F32( k_stopspeed );
VG_VAR_F32( k_airspeed );
m4x4_mul( main_camera.mtx.v, transport_4, main_camera.mtx.v );
}
+VG_STATIC void gate_rotate_angles( teleport_gate *gate, v3f angles, v3f d )
+{
+ v3f fwd_dir = { cosf(angles[0]),
+ 0.0f,
+ sinf(angles[0])};
+ m3x3_mulv( gate->transport, fwd_dir, fwd_dir );
+
+ v3_copy( angles, d );
+ d[0] = atan2f( fwd_dir[2], fwd_dir[0] );
+}
+
/*
* Applies gate transport to a player_interface
*/
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
}
VG_STATIC void player__pre_render( player_instance *player )
vg_uictx.cursor[0] = vg.window_x;
+ player__debugtext( 1, "%.2f %.2f %.2f", player->cam.pos[0],
+ player->cam.pos[1],
+ player->cam.pos[2] );
+ player__debugtext( 1, "%.2f %.2f %.2f (%.2f)",
+ player->cam.angles[0],
+ player->cam.angles[1],
+ player->cam.angles[2],
+ player->cam.fov);
+ player__debugtext( 1, "C/K %.2f %.2f (%.2f)",
+ player->cam_velocity_coefficient_smooth,
+ player->cam_velocity_constant_smooth,
+ player->cam_velocity_influence_smooth );
+
if( _player_im_gui[ player->subsystem ] )
_player_im_gui[ player->subsystem ]( player );
cam1, cam3;
#endif
+#if 0
v3f follow_pos,
follow_angles,
follow_pos_target,
override_pos,
override_angles,
fpv_pos,
- fpv_angles;
+ fpv_angles,
+ fpv_offset,
+ fpv_offset_target;
float cam_position_override_strength,
- cam_angles_override_strength;
+ cam_angles_override_strength,
+ cam_land_punch,
+ cam_land_punch_v;
+#endif
+
+ v3f fpv_offset, /* expressed relative to rigidbody */
+ tpv_offset,
+ fpv_viewpoint, /* expressed relative to neck bone inverse final */
+ fpv_offset_smooth,
+ fpv_viewpoint_smooth,
+ tpv_offset_smooth,
+ tpv_lpf,
+ cam_velocity_smooth;
+
+ float cam_velocity_influence,
+ cam_velocity_coefficient,
+ cam_velocity_constant,
+ cam_velocity_coefficient_smooth,
+ cam_velocity_constant_smooth,
+ cam_velocity_influence_smooth,
+ cam_land_punch,
+ cam_land_punch_v;
teleport_gate *gate_waiting;
angles[1] = pitch;
}
+VG_STATIC float player_get_heading_yaw( player_instance *player )
+{
+ v3f xz;
+ q_mulv( player->rb.q, (v3f){ 0.0f,0.0f,1.0f }, xz );
+ return atan2f( xz[0], xz[2] );
+}
+
VG_STATIC void player_camera_portal_correction( player_instance *player )
{
if( player->gate_waiting )
{
struct player_avatar *av = player->playeravatar;
+ if( player->subsystem == k_player_subsystem_walk )
+ {
+ v3_copy( (v3f){-0.1f,1.8f,0.0f}, player->fpv_viewpoint );
+ v3_copy( (v3f){0.0f,0.0f,0.0f}, player->fpv_offset );
+ v3_copy( (v3f){0.0f,1.4f,0.0f}, player->tpv_offset );
+ }
+ else
+ {
+ v3_copy( (v3f){0.0f,1.8f,0.0f}, player->fpv_viewpoint );
+ v3_copy( (v3f){-0.35f,0.0f,0.0f}, player->fpv_offset );
+ v3_copy( (v3f){0.0f,1.4f,0.0f}, player->tpv_offset );
+ }
+
+ player->cam_velocity_constant = 0.25f;
+ player->cam_velocity_coefficient = 0.7f;
+
+ /* lerping */
+
+ player->cam_velocity_influence_smooth = vg_lerpf(
+ player->cam_velocity_influence_smooth,
+ player->cam_velocity_influence,
+ vg.frame_delta * 8.0f );
+
+ player->cam_velocity_coefficient_smooth = vg_lerpf(
+ player->cam_velocity_coefficient_smooth,
+ player->cam_velocity_coefficient,
+ vg.frame_delta * 8.0f );
+
+ player->cam_velocity_constant_smooth = vg_lerpf(
+ player->cam_velocity_constant_smooth,
+ player->cam_velocity_constant,
+ vg.frame_delta * 8.0f );
+
+ 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 );
+
+ v3_lerp( player->fpv_viewpoint_smooth, player->fpv_viewpoint,
+ vg.frame_delta * 8.0f, player->fpv_viewpoint_smooth );
+
+ v3_lerp( player->fpv_offset_smooth, player->fpv_offset,
+ vg.frame_delta * 8.0f, player->fpv_offset_smooth );
+
+ v3_lerp( player->tpv_offset_smooth, player->tpv_offset,
+ vg.frame_delta * 8.0f, player->tpv_offset_smooth );
+
+ /* fov -- simple blend */
+ player->cam.fov = vg_lerpf( 97.0f, 118.0f, player->camera_type_blend );
+
+ /*
+ * first person camera
+ */
+
+ /* position */
+ v3f fpv_pos, fpv_offset;
+ m4x3_mulv( av->sk.final_mtx[ av->id_head-1 ],
+ player->fpv_viewpoint_smooth, fpv_pos );
+ m3x3_mulv( player->rb.to_world, player->fpv_offset_smooth, fpv_offset );
+ v3_add( fpv_offset, fpv_pos, fpv_pos );
+
+ /* angles */
+ v3f velocity_angles;
+ v3_lerp( player->cam_velocity_smooth, player->rb.v, 4.0f*vg.frame_delta,
+ player->cam_velocity_smooth );
+ player_vector_angles( velocity_angles, player->cam_velocity_smooth,
+ player->cam_velocity_coefficient_smooth,
+ player->cam_velocity_constant_smooth );
+
+ float inf_fpv = player->cam_velocity_influence_smooth *
+ player->camera_type_blend,
+ inf_tpv = player->cam_velocity_influence_smooth *
+ (1.0f-player->camera_type_blend);
+
+ camera_lerp_angles( player->angles, velocity_angles,
+ inf_fpv,
+ player->angles );
+
+ /*
+ * Third person camera
+ */
+
+ /* no idea what this technique is called, it acts like clamped position based
+ * on some derivative of where the final camera would end up .... */
+
+ v3f future;
+ v3_muls( player->rb.v, 0.4f*vg.frame_delta, future );
+
+ v3f camera_follow_dir =
+ { -sinf( player->angles[0] ) * cosf( player->angles[1] ),
+ sinf( player->angles[1] ),
+ cosf( player->angles[0] ) * cosf( player->angles[1] ) };
+
+ v3f v0;
+ v3_sub( camera_follow_dir, future, v0 );
+
+ v3f follow_angles;
+ v3_copy( player->angles, follow_angles );
+ follow_angles[0] = atan2f( -v0[0], v0[2] );
+ follow_angles[1] = 0.3f + velocity_angles[1] * 0.2f;
+
+ float ya = atan2f
+ (
+ -player->cam_velocity_smooth[1],
+ 30.0f
+ );
+
+ follow_angles[1] = 0.3f + ya;
+
+ camera_lerp_angles( player->angles, follow_angles,
+ inf_tpv,
+ player->angles );
+
+ v3f pco;
+ v4f pq;
+ rb_extrapolate( &player->rb, pco, pq );
+ v3_lerp( player->tpv_lpf, pco, 20.0f*vg.frame_delta, player->tpv_lpf );
+
+ v3f tpv_pos, tpv_offset;
+ v3_muladds( player->tpv_lpf, camera_follow_dir, 1.8f, tpv_pos );
+ q_mulv( pq, player->tpv_offset_smooth, tpv_offset );
+ v3_add( tpv_offset, tpv_pos, tpv_pos );
+ v3_muladds( tpv_pos, player->cam_velocity_smooth, -0.025f, tpv_pos );
+
+
+ /*
+ * Blend cameras
+ */
+
+ 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 );
- /* Blending */
+ /*
+ * Mix follow / override cameras
+ */
player->camera_type_blend =
vg_lerpf( player->camera_type_blend,
(player->camera_mode == k_cam_firstperson)? 1.0f: 0.0f,
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 */
- player->cam.fov = vg_lerpf( 118.0f, 90.0f, player->camera_type_blend );
+
+#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 )
{
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 )
{
s->state.lift_frames = 0;
v3f projected, axis;
+ if( s->state.activity_prev == k_skate_activity_air )
+ {
+ player->cam_land_punch_v += v3_dot( player->rb.v, surface_avg ) *
+ k_cam_punch;
+ }
+
float const DOWNFORCE = -k_downforce*VG_TIMESTEP_FIXED;
v3_muladds( player->rb.v, player->rb.to_world[1],
DOWNFORCE, player->rb.v );
m4x3_mulv( player->rb.to_local, s->state.cog, offset );
v3_muls( offset, -4.0f, offset );
- static float speed_wobble = 0.0f, speed_wobble_2 = 0.0f;
-
float curspeed = v3_length( player->rb.v ),
kickspeed = vg_clampf( curspeed*(1.0f/40.0f), 0.0f, 1.0f ),
kicks = (vg_randf()-0.5f)*2.0f*kickspeed,
sign = vg_signf( kicks );
s->wobble[0] = vg_lerpf( s->wobble[0], kicks*kicks*sign, 6.0f*vg.time_delta);
- s->wobble[1] = vg_lerpf( s->wobble[1], speed_wobble, 2.4f*vg.time_delta);
+ s->wobble[1] = vg_lerpf( s->wobble[1], s->wobble[0], 2.4f*vg.time_delta);
offset[0] *= 0.26f;
- offset[0] += speed_wobble_2*3.0f;
+ offset[0] += s->wobble[1]*3.0f;
offset[1] *= -0.3f;
offset[2] *= 0.01f;
v3_muladds( player->rb.co, player->rb.to_world[1], 0.5f, rotation_point );
v3_sub( dest->root_co, rotation_point, rco );
- /* FIXME: q_mul v3 */
- m3x3f TEMP;
- q_m3x3( qflip, TEMP );
- m3x3_mulv( TEMP, rco, rco );
+ q_mulv( qflip, rco, rco );
v3_add( rco, rotation_point, dest->root_co );
}
}
struct player_skate *s = &player->_skate;
struct player_avatar *av = player->playeravatar;
+#if 0
/* FIXME: viewpoint entity */
- v3f vp = {-0.1f,1.8f,0.0f};
+ 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 );
- v3f flat_dir,
- vel_dir,
- look_dir;
-
- v3_copy( player->rb.v, vel_dir );
- //v3_normalize( vel_dir );
-
- float tti = s->land_dist;
- v3f norm;
- v3_copy( s->land_normal, norm );
-
- if( s->state.activity == k_skate_activity_ground )
- {
- tti = 0.0f;
- v3_copy( player->rb.to_world[1], norm );
- }
-
- v3_muladds( vel_dir, norm, -v3_dot(vel_dir,norm), flat_dir );
- //v3_normalize( flat_dir );
-
- 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 );
- player_vector_angles( player->fpv_angles, s->state.vl, 1.0f, 0.25f );
+ 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
}
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 );
+
+#if 0
player_set_follower_subject( player, origin );
+#endif
}
VG_STATIC void player__skate_post_animate( player_instance *player )
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},
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 );
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 )
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];
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
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 )
{
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] );
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;
}
}
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] };
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 );
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;
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 );
/* 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 )
{
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 );
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
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;
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 )
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 /
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 );
}
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;
}
struct
{
+#if 0
v3f angles;
float heading_angle;
+#endif
v3f prev_pos;
v3f drop_in_target,