- /* Camera position */
- static v3f last_vel = { 0.0f, 0.0f, 0.0f };
- static v3f momentum, bob;
-
- v3_sub( player.v, last_vel, player.a );
- v3_copy( player.v, last_vel );
-
- v3_add( momentum, player.a, momentum );
- v3_lerp( momentum, (v3f){0.0f,0.0f,0.0f}, 0.1f, momentum );
- v3f target;
-
- momentum[0] = vg_clampf( momentum[0], -2.0f, 2.0f );
- momentum[1] = vg_clampf( momentum[1], -0.2f, 5.0f );
- momentum[2] = vg_clampf( momentum[2], -2.0f, 2.0f );
- v3_copy( momentum, target );
- v3_lerp( bob, target, 0.2f, bob );
-
- /* Head */
- float lslip = fabsf(player.slip); //vg_minf( 0.4f, slip );
-
- float grabt = vg_get_axis( "grabr" )*0.5f+0.5f;
- player.grab = vg_lerpf( player.grab, grabt, 0.04f );
-
- float kheight = 2.0f,
- kleg = 0.6f;
-
- v3f head;
- head[0] = 0.0f;
- head[1] = (0.3f+cosf(lslip)*0.5f*(1.0f-player.grab*0.7f)) * kheight;
- head[2] = 0.0f;
-
- v3f offset;
- m3x3_mulv( player.to_local, bob, offset );
-
- offset[0] *= 0.3333f;
- offset[1] *= -0.25f;
- offset[2] *= 0.7f;
- v3_muladds( head, offset, 0.7f, head );
- head[1] = vg_clampf( head[1], 0.3f, kheight );
-
- v3_copy( head, player.view );
-
- /* New board transformation */
- v4f board_rotation; v3f board_location;
-
- /* TODO: Move this out of animate into update */
- v2_lerp( player.board_xy, (v2f){ vg_get_axis("h1"), vg_get_axis("v1") },
- ktimestep*3.0f, player.board_xy );
-
- v4f rz, rx;
- q_axis_angle( rz, (v3f){ 0.0f, 0.0f, 1.0f }, player.board_xy[0] );
- q_axis_angle( rx, (v3f){ 1.0f, 0.0f, 0.0f }, player.board_xy[1] );
- q_mul( rx, rz, board_rotation );
-
- v3f *mboard = player.mdl.matrices[k_chpart_board];// player.mboard;
- q_m3x3( board_rotation, mboard );
- m3x3_mulv( mboard, (v3f){ 0.0f, -0.5f, 0.0f }, board_location );
- v3_add( (v3f){0.0f,0.5f,0.0f}, board_location, board_location );
- v3_copy( board_location, mboard[3] );
-
- /* In the air, the dude should grab with the side thats highest,
- * while also sliding the same foot downwards a bit */
-
- float foot_l = 0.3f,
- foot_r = -0.4f;
-
- player.handl_target[0] = 0.0f;
- player.handl_target[1] = 0.0f;
- player.handl_target[2] = 0.6f;
-
- player.handr_target[0] = 0.0f;
- player.handr_target[1] = 0.0f;
- player.handr_target[2] = -0.6f;
-
- if( 1||player.in_air )
- {
- float tuck = player.board_xy[1],
- tuck_amt = fabsf( tuck ) * (1.0f-fabsf(player.board_xy[0]));
-
- if( tuck < 0.0f )
- {
- foot_l *= 1.0f-tuck_amt*1.5f;
-
- if( player.grab > 0.1f )
- {
- m4x3_mulv( mboard, (v3f){0.1f,0.14f,0.6f},
- player.handl_target );
- }
- }
- else
- {
- foot_r *= 1.0f-tuck_amt*1.4f;
-
- if( player.grab > 0.1f )
- {
- m4x3_mulv( mboard, (v3f){0.1f,0.14f,-0.6f},
- player.handr_target );
- }
- }
- }
- else
- {
- }
-
- v3f fwd;
-
- /* offset */
- float *hips = player.mdl.ik_body.base,
- *collar = player.mdl.ik_body.end,
- *pole = player.mdl.ik_body.pole;
-
- v3_add( hips, collar, pole );
- v3_muls( pole, 0.5f, pole );
- v3_add( pole, (v3f){ 1.0f, 0.0f, 0.0f }, pole );
-
- v3_copy( player.view, collar );
- v3_add( (v3f){ 0.2f,-0.45f,0.0f}, collar, hips );
-
- player.mdl.rhip = sinf(vg_time);
- player.mdl.rcollar = sinf(vg_time)*0.5f;
-
- struct ik_basic *ik_leg_l = &player.mdl.ik_leg_l,
- *ik_leg_r = &player.mdl.ik_leg_r,
- *ik_arm_l = &player.mdl.ik_arm_l,
- *ik_arm_r = &player.mdl.ik_arm_r;
-
- m4x3_mulv( mboard, (v3f){ 0.0f,0.16f, foot_r }, ik_leg_r->end );
- m4x3_mulv( mboard, (v3f){ 0.0f,0.16f, foot_l }, ik_leg_l->end );
-
- m4x3f tomp;
- m4x3_identity(tomp);
- m4x3_mulv( tomp, (v3f){ -0.4f,0.50f,-0.50f }, ik_leg_r->pole );
- m4x3_mulv( tomp, (v3f){ -0.4f,0.50f,-0.3f }, ik_leg_l->pole );
-
- /* Arms */
- v3f hl, hr, neckl = {0.0f, 0.5f, 0.2f},
- neckr = {0.0f, 0.5f,-0.2f};
-
- v3_lerp( player.handl, player.handl_target, 0.1f, player.handl );
- v3_lerp( player.handr, player.handr_target, 0.1f, player.handr );
-
- v3_copy( player.handl, ik_arm_l->end );
- v3_copy( player.handr, ik_arm_r->end );
- v3_copy( (v3f){ 0.6f,0.7f, 0.4f }, ik_arm_l->pole );
- v3_copy( (v3f){ 0.6f,0.7f,-0.35f }, ik_arm_r->pole );
-
- if( thirdperson )
- {
- v3f nv;
- v3_copy( player.v, nv );
- v3_normalize( nv );
- v3_muladds( player.view, nv, -3.0f, player.view );
- }
-
- v3f camoffs = {-0.3f,0.0f,0.3f};
- v3_add( player.view, camoffs, player.view );
-
- m4x3_copy( mboard, player.mdl.matrices[k_chpart_wheels] );
-}
-
-static void draw_player(void)
-{
- /* Draw */
- SHADER_USE(shader_standard_lit);
-
- glUniformMatrix4fv( SHADER_UNIFORM( shader_standard_lit, "uPv" ),
- 1, GL_FALSE, (float *)vg_pv );
- glUniform1i( SHADER_UNIFORM( shader_standard_lit, "uTexMain" ), 0 );
-
- GLint kuMdl = SHADER_UNIFORM( shader_standard_lit, "uMdl" );
-
-#if 0
- float kscale = 0.7f;
- glUniform4f( SHADER_UNIFORM(shader_standard_lit,"uColour"),
- 0.35f*kscale,0.35f*kscale,0.35f*kscale,1.0f );
-
- glUniformMatrix4x3fv( kuMdl, 1, GL_FALSE, (float *)player.mboard );
- submodel_draw( &player.board );
-
- glUniform4f( SHADER_UNIFORM(shader_standard_lit,"uColour"),
- 0.7f*kscale,0.7f*kscale,0.7f*kscale,1.0f );
- submodel_draw( &player.wheels );
-
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE);
- glBlendEquation(GL_FUNC_ADD);
- glDisable( GL_DEPTH_TEST );
-#endif
-#if 0
- glUniform4f( SHADER_UNIFORM(shader_standard_lit,"uColour"),
- 0.2f*kscale,0.8f*kscale,0.4f*kscale,0.14f );
-
- glUniformMatrix4x3fv( kuMdl, 1, GL_FALSE, (float *)player.mfoot_l );
- submodel_draw( &player.foot_l );
- glUniformMatrix4x3fv( kuMdl, 1, GL_FALSE, (float *)player.mfoot_r );
- submodel_draw( &player.foot_r );
-
- glUniformMatrix4x3fv( kuMdl, 1, GL_FALSE, (float *)player.mleg_l );
- submodel_draw( &player.leg_l0 );
-
- glUniformMatrix4x3fv( kuMdl, 1, GL_FALSE, (float *)player.mknee_l );
- submodel_draw( &player.leg_l1 );
-
- glUniformMatrix4x3fv( kuMdl, 1, GL_FALSE, (float *)player.mleg_r );
- submodel_draw( &player.leg_r0 );
-
- glUniformMatrix4x3fv( kuMdl, 1, GL_FALSE, (float *)player.mknee_r );
- submodel_draw( &player.leg_r1 );
-
- /* arms */
- glUniformMatrix4x3fv( kuMdl, 1, GL_FALSE, (float *)player.marm_l );
- submodel_draw( &player.arm_l0 );
-
- glUniformMatrix4x3fv( kuMdl, 1, GL_FALSE, (float *)player.melbow_l );
- submodel_draw( &player.arm_l1 );
-
- glUniformMatrix4x3fv( kuMdl, 1, GL_FALSE, (float *)player.marm_r );
- submodel_draw( &player.arm_r0 );
-
- glUniformMatrix4x3fv( kuMdl, 1, GL_FALSE, (float *)player.melbow_r );
- submodel_draw( &player.arm_r1 );
-
- /* body */
- glUniformMatrix4x3fv( kuMdl, 1, GL_FALSE, (float *)player.mbutt );
- submodel_draw( &player.body );
-
- glUniform4f( SHADER_UNIFORM(shader_standard_lit,"uColour"),
- 0.2f*kscale,0.2f*kscale,0.2f*kscale,0.14f );
- submodel_draw( &player.head );
-
- glDisable(GL_BLEND);
- glEnable( GL_DEPTH_TEST );
-#endif
-
- vg_tex2d_bind( &tex_pallet, 0 );
- //m4x3_identity( player.mdl.mroot );
- //character_testpose( &player.mdl, vg_time );
- m4x3_copy( player.to_world, player.mdl.mroot );
- character_eval( &player.mdl );
- character_draw( &player.mdl, kuMdl );