From: hgn Date: Sun, 5 Feb 2023 16:25:36 +0000 (+0000) Subject: remove some scrap code X-Git-Url: https://harrygodden.com/git/?a=commitdiff_plain;ds=sidebyside;h=06e5d59a9b7fdd96a2e46f49be85089b43df75ae;p=carveJwlIkooP6JGAAIwe30JlM.git remove some scrap code --- diff --git a/player.c b/player.c index a430091..0c727be 100644 --- 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 ); } diff --git a/player.h b/player.h index d744d19..b6c70c0 100644 --- 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, diff --git a/player_common.c b/player_common.c index 7a6861c..017aa14 100644 --- a/player_common.c +++ b/player_common.c @@ -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; diff --git a/player_skate.c b/player_skate.c index fa59d24..d71e3cb 100644 --- a/player_skate.c +++ b/player_skate.c @@ -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 */ diff --git a/player_skate.h b/player_skate.h index e17e983..f0efcf8 100644 --- a/player_skate.h +++ b/player_skate.h @@ -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 */ diff --git a/player_walk.c b/player_walk.c index fb71f23..a2a2ed8 100644 --- a/player_walk.c +++ b/player_walk.c @@ -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 */ diff --git a/player_walk.h b/player_walk.h index 3d6f3ad..bc1fb59 100644 --- a/player_walk.h +++ b/player_walk.h @@ -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,