From: hgn Date: Fri, 3 Feb 2023 11:16:26 +0000 (+0000) Subject: cam rework X-Git-Url: https://harrygodden.com/git/?a=commitdiff_plain;h=5a6199fecf8afcff4b4ef2d341a0dfd0e220420d;p=carveJwlIkooP6JGAAIwe30JlM.git cam rework --- diff --git a/models_src/ch_jordan.mdl b/models_src/ch_jordan.mdl index 0d147d1..dbf1e54 100644 Binary files a/models_src/ch_jordan.mdl and b/models_src/ch_jordan.mdl differ diff --git a/models_src/ch_new.mdl b/models_src/ch_new.mdl index 53b5900..a5f3447 100644 Binary files a/models_src/ch_new.mdl and b/models_src/ch_new.mdl differ diff --git a/models_src/ch_outlaw.mdl b/models_src/ch_outlaw.mdl index 29609e7..5453123 100644 Binary files a/models_src/ch_outlaw.mdl and b/models_src/ch_outlaw.mdl differ diff --git a/player.c b/player.c index 08741d3..72d4810 100644 --- 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 ) diff --git a/player.h b/player.h index c9f13f7..85bca0a 100644 --- 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; diff --git a/player_common.c b/player_common.c index 69d35ab..3f8e7b1 100644 --- a/player_common.c +++ b/player_common.c @@ -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 ); diff --git a/player_common.h b/player_common.h index 91298fc..6c825d8 100644 --- a/player_common.h +++ b/player_common.h @@ -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 */ diff --git a/player_skate.c b/player_skate.c index fedeee8..32a3670 100644 --- a/player_skate.c +++ b/player_skate.c @@ -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 */ diff --git a/player_skate.h b/player_skate.h index 57922a6..e17e983 100644 --- a/player_skate.h +++ b/player_skate.h @@ -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 */ diff --git a/player_walk.c b/player_walk.c index 77386fa..fe74981 100644 --- a/player_walk.c +++ b/player_walk.c @@ -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 ) diff --git a/player_walk.h b/player_walk.h index 7a597c3..f1efabc 100644 --- a/player_walk.h +++ b/player_walk.h @@ -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, diff --git a/skeleton.h b/skeleton.h index ad87fd9..c5f59da 100644 --- a/skeleton.h +++ b/skeleton.h @@ -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; ibone_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