-
-
-#if 0
- return;
-
- /* 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,-0.55f,0.0f}, collar, hips );
-
- player.mdl.rhip = 0.0f;//-1.0f;//sinf(vg_time);
- player.mdl.rcollar = 0.0f;//-0.5f;//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 );
- }
-
- m4x3_copy( mboard, player.mdl.matrices[k_chpart_wheels] );
-#endif