-
- m3x3_copy( player.mboard, player.mfoot_l );
- m4x3_mulv( player.mboard, (v3f){ 0.0f,0.16f,foot_l }, player.mfoot_l[3] );
-
- m3x3_copy( player.mboard, player.mfoot_r );
- m4x3_mulv( player.mboard, (v3f){ 0.0f,0.16f,foot_r }, player.mfoot_r[3] );
-
- float const kleg_upper = 0.53f,
- kleg_lower = 0.5f,
- karm_ratio = 0.75f,
- karm_upper = kleg_upper*karm_ratio,
- karm_lower = kleg_lower*karm_ratio;
-
- /* Create IK targets */
- struct ik_basic ik_leg_l = { .l1 = kleg_upper, .l2 = kleg_lower },
- ik_leg_r = { .l1 = kleg_upper, .l2 = kleg_lower },
- ik_arm_l = { .l1 = karm_upper, .l2 = karm_lower },
- ik_arm_r = { .l1 = karm_upper, .l2 = karm_lower };
-
- v3f butt, fwd;
- v4f hip_rotation;
-
- /* create hip rotation */
- q_axis_angle( hip_rotation, (v3f){0.0f,1.0f,0.0f}, sinf(vg_time) );
- q_m3x3( hip_rotation, player.mbutt );
- m3x3_mul( player.to_world, player.mbutt, player.mbutt );
-
- /* offset */
- m3x3_mulv( player.to_world, (v3f){ 0.2f,-0.55f,0.0f}, butt );
- v3_add( butt, player.view, butt );
- v3_copy( butt, player.mbutt[3] );
-
- m4x3_mulv( player.mbutt, (v3f){0.0f,0.0f,-0.1f}, ik_leg_r.base );
- m4x3_mulv( player.mbutt, (v3f){0.0f,0.0f, 0.1f}, ik_leg_l.base );
-
- m4x3_mulv( player.mboard, (v3f){ 0.0f,0.16f, foot_r }, ik_leg_r.end );
- m4x3_mulv( player.mboard, (v3f){ 0.0f,0.16f, foot_l }, ik_leg_l.end );
- m4x3_mulv( player.mboard, (v3f){ -0.6f,0.50f,-0.40f }, ik_leg_r.pole );
- m4x3_mulv( player.mboard, (v3f){ -0.6f,0.50f, 0.35f }, ik_leg_l.pole );
-
- /* Compute IK */
- ik_basic( &ik_leg_r, player.mleg_r, player.mknee_r );
- ik_basic( &ik_leg_l, player.mleg_l, player.mknee_l );
-
- /* Arms */
- v3f hl, hr, neckl = {0.0f, 0.5f, 0.2f},
- neckr = {0.0f, 0.5f,-0.2f};
-
- m4x3_mulv( player.mbutt, neckl, ik_arm_l.base );
- m4x3_mulv( player.mbutt, neckr, ik_arm_r.base );
-
- v3_lerp( player.handl, player.handl_target, 0.1f, player.handl );
- v3_lerp( player.handr, player.handr_target, 0.1f, player.handr );
-
- m4x3_mulv( player.to_world, player.handl, ik_arm_l.end );
- m4x3_mulv( player.to_world, player.handr, ik_arm_r.end );
- m4x3_mulv( player.to_world, (v3f){ 0.6f,0.7f, 0.4f }, ik_arm_l.pole );
- m4x3_mulv( player.to_world, (v3f){ 0.6f,0.7f,-0.35f }, ik_arm_r.pole );
-
- ik_basic( &ik_arm_l, player.marm_l, player.melbow_l );
- ik_basic( &ik_arm_r, player.marm_r, player.melbow_r );
-
- if( thirdperson )
- {
- v3f nv;
- v3_copy( player.v, nv );
- v3_normalize( nv );
- v3_muladds( player.view, nv, -3.0f, player.view );
- }
-}
-
-static void draw_player(void)
-{
- mesh_bind( &player.mesh );
-
- /* Draw */
- vg_tex2d_bind( &tex_grid, 0 );
- scene_tree_sway = 0.0f;
-
- mesh_bind( &player.mesh );
- m4x4f mat;
-
- 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 );
- vg_tex2d_bind( &tex_grid, 0 );
-
- GLint kuMdl = SHADER_UNIFORM( shader_standard_lit, "uMdl" );
-
- 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 );
- 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 );