remove avatar concept
[carveJwlIkooP6JGAAIwe30JlM.git] / player_dead.c
1 #ifndef PLAYER_DEAD_C
2 #define PLAYER_DEAD_C
3
4 #include "player.h"
5
6 static void player__dead_update(void){
7 player_ragdoll_iter( &localplayer.ragdoll );
8 }
9
10 static void player__dead_post_update(void){
11 struct ragdoll_part *part =
12 &localplayer.ragdoll.parts[ localplayer.id_hip-1 ];
13 struct player_dead *d = &player_dead;
14
15 v3f ext_co;
16 v4f ext_q;
17 rb_extrapolate( &part->obj.rb, ext_co, ext_q );
18
19 v3_lerp( d->co_lpf, ext_co, vg.time_frame_delta*4.0f, d->co_lpf );
20 v3_lerp( d->v_lpf, part->obj.rb.v, vg.time_frame_delta*4.0f, d->v_lpf );
21 v3_lerp( d->w_lpf, part->obj.rb.w, vg.time_frame_delta*4.0f, d->w_lpf );
22
23 v3_copy( d->co_lpf, localplayer.rb.co );
24 v3_zero( localplayer.rb.v );
25 v3_zero( localplayer.rb.w );
26 }
27
28 static void player__dead_animate(void){
29 struct player_dead *d = &player_dead;
30 struct player_dead_animator *animator = &d->animator;
31 struct player_ragdoll *rd = &localplayer.ragdoll;
32 struct skeleton *sk = &localplayer.skeleton;
33
34 m4x3f transforms[ 32 ];
35
36 /* root transform */
37 q_m3x3( localplayer.rb.q, transforms[0] );
38 v3_copy( localplayer.rb.co, transforms[0][3] );
39
40 v4_copy( localplayer.rb.q, animator->transforms[0].q );
41 v3_copy( localplayer.rb.co, animator->transforms[0].co );
42
43 /* colliders with bones transforms */
44 for( int i=0; i<rd->part_count; i++ ){
45 struct ragdoll_part *part = &rd->parts[i];
46
47 m4x3f mtx;
48
49 v4f q_int;
50 v3f co_int;
51
52 float substep = vg.time_fixed_extrapolate;
53 v3_lerp( part->prev_co, part->obj.rb.co, substep, co_int );
54 q_nlerp( part->prev_q, part->obj.rb.q, substep, q_int );
55 v4_copy( part->obj.rb.q, q_int );
56
57 q_m3x3( q_int, mtx );
58 v3_copy( co_int, mtx[3] );
59
60 m4x3_mul( mtx, part->inv_collider_mtx, transforms[part->bone_id] );
61 }
62
63 /* bones without colliders transforms */
64 for( u32 i=1; i<sk->bone_count; i++ ){
65 struct skeleton_bone *sb = &sk->bones[i];
66
67 if( sb->parent && !sb->collider ){
68 v3f delta;
69 v3_sub( sk->bones[i].co, sk->bones[sb->parent].co, delta );
70
71 m4x3f posemtx;
72 m3x3_identity( posemtx );
73 v3_copy( delta, posemtx[3] );
74
75 /* final matrix */
76 m4x3_mul( transforms[sb->parent], posemtx, transforms[i] );
77 }
78 }
79
80 /* measurements */
81 for( u32 i=1; i<sk->bone_count; i++ ){
82 struct skeleton_bone *sb = &sk->bones[i];
83
84 v3_zero( animator->transforms[i].co );
85 q_identity( animator->transforms[i].q );
86
87 m4x3f parent, inverse, local;
88 m3x3_identity( parent );
89 v3_sub( sk->bones[i].co, sk->bones[sb->parent].co, parent[3] );
90 m4x3_mul( transforms[ sb->parent ], parent, parent );
91 m4x3_invert_affine( parent, inverse );
92
93 v3f _s;
94 m4x3_mul( inverse, transforms[i], local );
95 m4x3_decompose( local, animator->transforms[i].co,
96 animator->transforms[i].q, _s );
97 }
98 }
99
100 static void player__dead_pose( void *_animator, player_pose *pose ){
101 struct player_dead_animator *animator = _animator;
102 struct player_ragdoll *rd = &localplayer.ragdoll;
103 struct skeleton *sk = &localplayer.skeleton;
104
105 pose->type = k_player_pose_type_fk_2;
106 pose->board.lean = 0.0f;
107
108 v3_copy( animator->transforms[0].co, pose->root_co );
109 v4_copy( animator->transforms[0].q, pose->root_q );
110
111 for( u32 i=1; i<sk->bone_count; i++ ){
112 v3_copy( animator->transforms[i].co, pose->keyframes[i-1].co );
113 v4_copy( animator->transforms[i].q, pose->keyframes[i-1].q );
114 v3_fill( pose->keyframes[i-1].s, 1.0f );
115 }
116 }
117
118 static void player__dead_post_animate(void){
119 localplayer.cam_velocity_influence = 1.0f;
120 }
121
122 static void player__dead_im_gui(void){
123 }
124
125 static void player__dead_transition(void){
126 localplayer.subsystem = k_player_subsystem_dead;
127 copy_localplayer_to_ragdoll( &localplayer.ragdoll, localplayer.rb.v );
128
129 struct ragdoll_part *part =
130 &localplayer.ragdoll.parts[ localplayer.id_hip-1 ];
131 v3_copy( part->obj.rb.co, player_dead.co_lpf );
132 v3_copy( part->obj.rb.v, player_dead.v_lpf );
133 v3_copy( part->obj.rb.w, player_dead.w_lpf );
134 }
135
136 static void player__dead_animator_exchange( bitpack_ctx *ctx, void *data ){
137 struct player_dead_animator *animator = data;
138
139 for( u32 i=0; i<localplayer.skeleton.bone_count; i ++ ){
140 bitpack_qv3f( ctx, 24, -1024.0f, 1024.0f, animator->transforms[i].co );
141 bitpack_qquat( ctx, animator->transforms[i].q );
142 }
143 }
144
145 #endif /* PLAYER_DEAD_C */