From 76042e561d89b232f04cac8a431b5cd7b30a6b9d Mon Sep 17 00:00:00 2001 From: hgn Date: Sun, 5 Feb 2023 13:55:58 +0000 Subject: [PATCH] plish --- common.h | 9 +++ player.c | 29 +++++++++ player.h | 28 +++++++- player_common.c | 166 +++++++++++++++++++++++++++++++++++++++++++++++- player_skate.c | 56 +++++++--------- player_walk.c | 137 ++++++++++++++++++++++++++++----------- player_walk.h | 2 + 7 files changed, 354 insertions(+), 73 deletions(-) diff --git a/common.h b/common.h index d70ae03..79ea526 100644 --- a/common.h +++ b/common.h @@ -143,6 +143,11 @@ VG_STATIC float 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; @@ -160,6 +165,10 @@ VG_STATIC int cl_thirdperson = 0; 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 ); diff --git a/player.c b/player.c index 72d4810..a430091 100644 --- a/player.c +++ b/player.c @@ -169,6 +169,17 @@ VG_STATIC void player_apply_transport_to_cam( m4x3f transport ) 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 */ @@ -178,6 +189,11 @@ 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 } VG_STATIC void player__pre_render( player_instance *player ) @@ -237,6 +253,19 @@ PLAYER_API void player__im_gui( 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 ); diff --git a/player.h b/player.h index 85bca0a..d744d19 100644 --- a/player.h +++ b/player.h @@ -36,6 +36,7 @@ struct player_instance cam1, cam3; #endif +#if 0 v3f follow_pos, follow_angles, follow_pos_target, @@ -43,10 +44,33 @@ struct player_instance 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; diff --git a/player_common.c b/player_common.c index 3f8e7b1..7a6861c 100644 --- a/player_common.c +++ b/player_common.c @@ -19,6 +19,13 @@ VG_STATIC void player_vector_angles( v3f angles, v3f v, float C, float k ) 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 ) @@ -59,12 +66,156 @@ VG_STATIC void player__cam_iterate( player_instance *player ) { 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, @@ -83,13 +234,23 @@ VG_STATIC void player__cam_iterate( player_instance *player ) 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 ) { @@ -106,6 +267,7 @@ VG_STATIC void player_set_follower_subject( player_instance *player, 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 ) { diff --git a/player_skate.c b/player_skate.c index 4e354e5..fa59d24 100644 --- a/player_skate.c +++ b/player_skate.c @@ -684,6 +684,12 @@ VG_STATIC void skate_apply_interface_model( player_instance *player, 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 ); @@ -1239,18 +1245,16 @@ VG_STATIC void player__skate_animate( player_instance *player, 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; @@ -1449,10 +1453,7 @@ VG_STATIC void player__skate_animate( player_instance *player, 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 ); } } @@ -1462,34 +1463,17 @@ VG_STATIC void skate_camera_firstperson( player_instance *player ) 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 ) @@ -1500,7 +1484,10 @@ 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 ) @@ -1510,11 +1497,14 @@ 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}, diff --git a/player_walk.c b/player_walk.c index 0d6f873..fb71f23 100644 --- a/player_walk.c +++ b/player_walk.c @@ -15,10 +15,7 @@ VG_STATIC void player_walk_transfer_to_skate( player_instance *player, 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 ); @@ -52,12 +49,13 @@ VG_STATIC void temp_drop_in_finish( player_instance *player ) 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 ) @@ -65,10 +63,7 @@ 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]; @@ -141,6 +136,12 @@ 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 ); + return 1; #if 0 @@ -163,7 +164,9 @@ VG_STATIC int player_walk_scan_for_drop_in( player_instance *player ) 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 ) { @@ -195,13 +198,15 @@ VG_STATIC void player__walk_pre_update( player_instance *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_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] ); @@ -217,8 +222,10 @@ 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; } } @@ -282,7 +289,7 @@ VG_STATIC void player__walk_update( player_instance *player ) 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] }; @@ -495,11 +502,12 @@ VG_STATIC void player__walk_update( player_instance *player ) 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 ); @@ -526,7 +534,10 @@ VG_STATIC void player__walk_post_update( player_instance *player ) 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; @@ -538,9 +549,11 @@ VG_STATIC void player__walk_post_update( player_instance *player ) 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 ); @@ -607,7 +620,7 @@ VG_STATIC void player__walk_animate( player_instance *player, /* 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 ) { @@ -636,7 +649,9 @@ 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 ); @@ -666,19 +681,22 @@ VG_STATIC void player__walk_animate( player_instance *player, 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 @@ -703,9 +721,26 @@ VG_STATIC void player__walk_post_animate( player_instance *player ) 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; @@ -714,6 +749,16 @@ VG_STATIC void player__walk_post_animate( player_instance *player ) 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 ) @@ -726,10 +771,6 @@ VG_STATIC void player__walk_post_animate( player_instance *player ) 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 / @@ -744,17 +785,39 @@ VG_STATIC void player__walk_post_animate( player_instance *player ) 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 ); } @@ -802,7 +865,9 @@ 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; } diff --git a/player_walk.h b/player_walk.h index 726623d..3d6f3ad 100644 --- a/player_walk.h +++ b/player_walk.h @@ -9,8 +9,10 @@ struct player_walk struct { +#if 0 v3f angles; float heading_angle; +#endif v3f prev_pos; v3f drop_in_target, -- 2.25.1