- /*
- * For each walkgrid iteration we are stepping through cells and determining
- * the intersections with the grid, and any edges that are present
- */
-
- u32 icolours[] = { 0xffff00ff, 0xff00ffff, 0xffffff00 };
-
- v3f pa, pb, pc, pd, pl0, pl1;
- pa[0] = wg->region[0][0] + (float)wg->cell_id[0] *k_gridscale;
- pa[1] = (wg->region[0][1] + wg->region[1][1]) * 0.5f + k_gridscale;
- pa[2] = wg->region[0][2] + (float)wg->cell_id[1] *k_gridscale;
-#if 0
- pb[0] = pa[0];
- pb[1] = pa[1];
- pb[2] = pa[2] + k_gridscale;
- pc[0] = pa[0] + k_gridscale;
- pc[1] = pa[1];
- pc[2] = pa[2] + k_gridscale;
- pd[0] = pa[0] + k_gridscale;
- pd[1] = pa[1];
- pd[2] = pa[2];
- /* if you want to draw the current cell */
- vg_line( pa, pb, 0xff00ffff );
- vg_line( pb, pc, 0xff00ffff );
- vg_line( pc, pd, 0xff00ffff );
- vg_line( pd, pa, 0xff00ffff );
-#endif
- pl0[0] = pa[0] + wg->pos[0]*k_gridscale;
- pl0[1] = pa[1];
- pl0[2] = pa[2] + wg->pos[1]*k_gridscale;
-
- /*
- * If there are edges present, we need to create a 'substep' event, where
- * we find the intersection point, find the fully resolved position,
- * then the new pos dir is the intersection->resolution
- *
- * the resolution is applied in non-discretized space in order to create a
- * suitable vector for finding outflow, we want it to leave the cell so it
- * can be used by the quad
- */
-
- v2f pos, dir;
- v2_copy( wg->pos, pos );
- v2_muls( wg->dir, wg->move, dir );
-
- struct grid_sample *corners[4];
- v2f corners2d[4] = {{0.0f,0.0f},{0.0f,1.0f},{1.0f,1.0f},{1.0f,0.0f}};
- const struct conf *conf = player_walkgrid_conf( wg, wg->cell_id, corners );
-
- float t[7];
- player_walkgrid_min_cell( t, pos, dir );
-
- for( int i=0; i<conf->edge_count; i++ )
- {
- const struct confedge *edge = &conf->edges[i];
-
- v2f e0, e1, n, r, target, res, tangent;
- e0[0] = corners2d[edge->i0][0] + corners[edge->d0]->clip[edge->a0][0];
- e0[1] = corners2d[edge->i0][1] + corners[edge->d0]->clip[edge->a0][2];
- e1[0] = corners2d[edge->i1][0] + corners[edge->d1]->clip[edge->a1][0];
- e1[1] = corners2d[edge->i1][1] + corners[edge->d1]->clip[edge->a1][2];
-
- v3f pe0 = { pa[0] + e0[0]*k_gridscale,
- pa[1],
- pa[2] + e0[1]*k_gridscale };
- v3f pe1 = { pa[0] + e1[0]*k_gridscale,
- pa[1],
- pa[2] + e1[1]*k_gridscale };
-
- v2_sub( e1, e0, tangent );
- n[0] = -tangent[1];
- n[1] = tangent[0];
- v2_normalize( n );
-
- /*
- * If we find ourselfs already penetrating the edge, move back out a
- * little
- */
- v2_sub( e0, pos, r );
- float p1 = v2_dot(r,n);
-
- if( -p1 < 0.0001f )
- {
- v2_muladds( pos, n, p1+0.0001f, pos );
- v2_copy( pos, wg->pos );
- v3f p_new = { pa[0] + pos[0]*k_gridscale,
- pa[1],
- pa[2] + pos[1]*k_gridscale };
- v3_copy( p_new, pl0 );
- }
-
- v2_add( pos, dir, target );
-
- v2f v1, v2, v3;
- v2_sub( e0, pos, v1 );
- v2_sub( target, pos, v2 );
-
- v2_copy( n, v3 );
-
- v2_sub( e0, target, r );
- float p = v2_dot(r,n),
- t1 = v2_dot(v1,v3)/v2_dot(v2,v3);
-
- if( t1 < t[6] && t1 > 0.0f && -p < 0.001f )
- {
- v2_muladds( target, n, p+0.0001f, res );
-
- v2f intersect;
- v2_muladds( pos, dir, t1, intersect );
- v2_copy( intersect, pos );
- v2_sub( res, intersect, dir );
-
- v3f p_res = { pa[0] + res[0]*k_gridscale,
- pa[1],
- pa[2] + res[1]*k_gridscale };
- v3f p_int = { pa[0] + intersect[0]*k_gridscale,
- pa[1],
- pa[2] + intersect[1]*k_gridscale };
-
- vg_line( pl0, p_int, icolours[iter%3] );
- v3_copy( p_int, pl0 );
- v2_copy( pos, wg->pos );
-
- player_walkgrid_min_cell( t, pos, dir );
- }
- }
-
- /*
- * Compute intersection with grid cell moving outwards
- */
- t[6] = vg_minf( t[6], 1.0f );
-
- pl1[0] = pl0[0] + dir[0]*k_gridscale*t[6];
- pl1[1] = pl0[1];
- pl1[2] = pl0[2] + dir[1]*k_gridscale*t[6];
- vg_line( pl0, pl1, icolours[iter%3] );
-
- if( t[6] < 1.0f )
- {
- /*
- * To figure out what t value created the clip so we know which edge
- * to wrap around
- */
-
- if( t[4] < t[5] )
- {
- wg->pos[1] = pos[1] + dir[1]*t[6];
-
- if( t[0] > t[1] ) /* left edge */
- {
- wg->pos[0] = 0.9999f;
- wg->cell_id[0] --;
-
- if( wg->cell_id[0] == 0 )
- wg->move = -1.0f;
- }
- else /* Right edge */
- {
- wg->pos[0] = 0.0001f;
- wg->cell_id[0] ++;
-
- if( wg->cell_id[0] == WALKGRID_SIZE-2 )
- wg->move = -1.0f;
- }
- }
- else
- {
- wg->pos[0] = pos[0] + dir[0]*t[6];
-
- if( t[2] > t[3] ) /* bottom edge */
- {
- wg->pos[1] = 0.9999f;
- wg->cell_id[1] --;
-
- if( wg->cell_id[1] == 0 )
- wg->move = -1.0f;
- }
- else /* top edge */
- {
- wg->pos[1] = 0.0001f;
- wg->cell_id[1] ++;
-
- if( wg->cell_id[1] == WALKGRID_SIZE-2 )
- wg->move = -1.0f;
- }
- }
-
- wg->move -= t[6];
- }
- else
- {
- v2_muladds( wg->pos, dir, wg->move, wg->pos );
- wg->move = 0.0f;
- }
-}
-
-static void player_walkgrid_stand_cell(struct walkgrid *wg)
-{
- /*
- * NOTE: as opposed to the other function which is done in discretized space
- * this use a combination of both.
- */
-
- v3f world;
- world[0] = wg->region[0][0]+((float)wg->cell_id[0]+wg->pos[0])*k_gridscale;
- world[1] = player.rb.co[1];
- world[2] = wg->region[0][2]+((float)wg->cell_id[1]+wg->pos[1])*k_gridscale;
-
- struct grid_sample *corners[4];
- const struct conf *conf = player_walkgrid_conf( wg, wg->cell_id, corners );
-
- if( conf != k_walkgrid_configs )
- {
- if( conf->edge_count == 0 )
- {
- v3f v0;
-
- /* Split the basic quad along the shortest diagonal */
- if( fabsf(corners[2]->pos[1] - corners[0]->pos[1]) <
- fabsf(corners[3]->pos[1] - corners[1]->pos[1]) )
- {
- vg_line( corners[2]->pos, corners[0]->pos, 0xffaaaaaa );
-
- if( wg->pos[0] > wg->pos[1] )
- player_walkgrid_stand_tri( corners[0]->pos,
- corners[3]->pos,
- corners[2]->pos, world );
- else
- player_walkgrid_stand_tri( corners[0]->pos,
- corners[2]->pos,
- corners[1]->pos, world );
- }
- else
- {
- vg_line( corners[3]->pos, corners[1]->pos, 0xffaaaaaa );
-
- if( wg->pos[0] < 1.0f-wg->pos[1] )
- player_walkgrid_stand_tri( corners[0]->pos,
- corners[3]->pos,
- corners[1]->pos, world );
- else
- player_walkgrid_stand_tri( corners[3]->pos,
- corners[2]->pos,
- corners[1]->pos, world );
- }
- }
- else
- {
- for( int i=0; i<conf->edge_count; i++ )
- {
- const struct confedge *edge = &conf->edges[i];
-
- v3f p0, p1;
- v3_muladds( corners[edge->i0]->pos,
- corners[edge->d0]->clip[edge->a0], k_gridscale, p0 );
- v3_muladds( corners[edge->i1]->pos,
- corners[edge->d1]->clip[edge->a1], k_gridscale, p1 );
-
- /*
- * Find penetration distance between player position and the edge
- */
-
- v2f normal = { -(p1[2]-p0[2]), p1[0]-p0[0] },
- rel = { world[0]-p0[0], world[2]-p0[2] };
-
- if( edge->o0 == -1 )
- {
- /* No subregions (default case), just use triangle created by
- * i0, e0, e1 */
- player_walkgrid_stand_tri( corners[edge->i0]->pos,
- p0,
- p1, world );
- }
- else
- {
- /*
- * Test if we are in the first region, which is
- * edge.i0, edge.e0, edge.o0,
- */
- v3f v0, ref;
- v3_sub( p0, corners[edge->o0]->pos, ref );
- v3_sub( world, corners[edge->o0]->pos, v0 );
-
- vg_line( corners[edge->o0]->pos, p0, 0xffffff00 );
- vg_line( corners[edge->o0]->pos, world, 0xff000000 );
-
- if( ref[0]*v0[2] - ref[2]*v0[0] < 0.0f )
- {
- player_walkgrid_stand_tri( corners[edge->i0]->pos,
- p0,
- corners[edge->o0]->pos, world );
- }
- else
- {
- if( edge->o1 == -1 )
- {
- /*
- * No other edges mean we just need to use the opposite
- *
- * e0, e1, o0 (in our case, also i1)
- */
- player_walkgrid_stand_tri( p0,
- p1,
- corners[edge->o0]->pos, world );
- }
- else
- {
- /*
- * Note: this v0 calculation can be ommited with the
- * current tileset.
- *
- * the last two triangles we have are:
- * e0, e1, o1
- * and
- * e1, i1, o1
- */
- v3_sub( p1, corners[edge->o1]->pos, ref );
- v3_sub( world, corners[edge->o1]->pos, v0 );
- vg_line( corners[edge->o1]->pos, p1, 0xff00ffff );
-
- if( ref[0]*v0[2] - ref[2]*v0[0] < 0.0f )
- {
- player_walkgrid_stand_tri( p0,
- p1,
- corners[edge->o1]->pos,
- world );
- }
- else
- {
- player_walkgrid_stand_tri( p1,
- corners[edge->i1]->pos,
- corners[edge->o1]->pos,
- world );
- }
- }
- }
- }
- }
- }
- }
-
- v3_copy( world, player.rb.co );
-}
-
-static void player_walkgrid_getsurface(void)
-{
- float const k_stepheight = 0.5f;
- float const k_miny = 0.6f;
- float const k_height = 1.78f;
- float const k_region_size = (float)WALKGRID_SIZE/2.0f * k_gridscale;
-
- static struct walkgrid wg;
-
- v3f cell;
- v3_copy( player.rb.co, cell );
- player_walkgrid_floor( cell );
-
- v3_muladds( cell, (v3f){-1.0f,-1.0f,-1.0f}, k_region_size, wg.region[0] );
- v3_muladds( cell, (v3f){ 1.0f, 1.0f, 1.0f}, k_region_size, wg.region[1] );
-
-
- /*
- * Create player input vector
- */
- v3f delta = {0.0f,0.0f,0.0f};
- v3f fwd = { -sinf(-player.angles[0]), 0.0f, -cosf(-player.angles[0]) },
- side = { -fwd[2], 0.0f, fwd[0] };
-
- /* Temp */
- if( !vg_console_enabled() )
- {
- if( glfwGetKey( vg_window, GLFW_KEY_W ) )
- v3_muladds( delta, fwd, ktimestep*k_walkspeed, delta );
- if( glfwGetKey( vg_window, GLFW_KEY_S ) )
- v3_muladds( delta, fwd, -ktimestep*k_walkspeed, delta );
-
- if( glfwGetKey( vg_window, GLFW_KEY_A ) )
- v3_muladds( delta, side, -ktimestep*k_walkspeed, delta );
- if( glfwGetKey( vg_window, GLFW_KEY_D ) )
- v3_muladds( delta, side, ktimestep*k_walkspeed, delta );
-
- v3_muladds( delta, fwd,
- vg_get_axis("vertical")*-ktimestep*k_walkspeed, delta );
- v3_muladds( delta, side,
- vg_get_axis("horizontal")*ktimestep*k_walkspeed, delta );
- }
-
- /*
- * Create our move in grid space
- */
- wg.dir[0] = delta[0] * (1.0f/k_gridscale);
- wg.dir[1] = delta[2] * (1.0f/k_gridscale);
- wg.move = 1.0f;
-
- v2f region_pos =
- {
- (player.rb.co[0] - wg.region[0][0]) * (1.0f/k_gridscale),
- (player.rb.co[2] - wg.region[0][2]) * (1.0f/k_gridscale)
- };
- v2f region_cell_pos;
- v2_floor( region_pos, region_cell_pos );
- v2_sub( region_pos, region_cell_pos, wg.pos );
-
- wg.cell_id[0] = region_cell_pos[0];
- wg.cell_id[1] = region_cell_pos[1];
-
- for(int y=0; y<WALKGRID_SIZE; y++ )
- {
- for(int x=0; x<WALKGRID_SIZE; x++ )
- {
- struct grid_sample *s = &wg.samples[y][x];
- v3_muladds( wg.region[0], (v3f){ x, 0, y }, k_gridscale, s->pos );
- s->state = k_traverse_none;
- s->type = k_sample_type_air;
- v3_zero( s->clip[0] );
- v3_zero( s->clip[1] );
- }
- }
-
- v2i border[WALKGRID_SIZE*WALKGRID_SIZE];
- v2i *cborder = border;
- u32 border_length = 1;
-
- struct grid_sample *base = NULL;
-
- v2i starters[] = {{0,0},{1,1},{0,1},{1,0}};
-
- for( int i=0;i<4;i++ )
- {
- v2i test;
- v2i_add( wg.cell_id, starters[i], test );
- v2i_copy( test, border[0] );
- base = &wg.samples[test[1]][test[0]];
-
- base->pos[1] = cell[1];
- player_walkgrid_samplepole( base );
-
- if( base->type == k_sample_type_valid )
- break;
- else
- base->type = k_sample_type_air;
- }
-
- vg_line_pt3( base->pos, 0.1f, 0xffffffff );
-
- int iter = 0;
-
- while( border_length )
- {
- v2i directions[] = {{1,0},{0,1},{-1,0},{0,-1}};
-
- v2i *old_border = cborder;
- int len = border_length;
-
- border_length = 0;
- cborder = old_border+len;
-
- for( int i=0; i<len; i++ )
- {
- v2i co;
- v2i_copy( old_border[i], co );
- struct grid_sample *sa = &wg.samples[co[1]][co[0]];
-
- for( int j=0; j<4; j++ )
- {
- v2i newp;
- v2i_add( co, directions[j], newp );
-
- if( newp[0] < 0 || newp[1] < 0 ||
- newp[0] == WALKGRID_SIZE || newp[1] == WALKGRID_SIZE )
- continue;
-
- struct grid_sample *sb = &wg.samples[newp[1]][newp[0]];
- enum traverse_state thismove = j%2==0? 1: 2;
-
- if( (sb->state & thismove) == 0x00 ||
- sb->type == k_sample_type_air )
- {
- sb->pos[1] = sa->pos[1];
-
- player_walkgrid_samplepole( sb );
-
- if( sb->type != k_sample_type_air )
- {
- /*
- * Need to do a blocker pass
- */
-
- struct grid_sample *store = (j>>1 == 0)? sa: sb;
- player_walkgrid_clip_blocker( sa, sb, store, j%2 );
-
-
- if( sb->type != k_sample_type_air )
- {
- vg_line( sa->pos, sb->pos, 0xffffffff );
-
- if( sb->state == k_traverse_none )
- v2i_copy( newp, cborder[ border_length ++ ] );
- }
- else
- {
- v3f p1;
- v3_muladds( sa->pos, store->clip[j%2], k_gridscale, p1 );
- vg_line( sa->pos, p1, 0xffffffff );
- }
- }
- else
- {
- /*
- * A clipping pass is now done on the edge of the walkable
- * surface
- */
-
- struct grid_sample *store = (j>>1 == 0)? sa: sb;
- player_walkgrid_clip_edge( sa, sb, store, j%2 );
-
- v3f p1;
- v3_muladds( sa->pos, store->clip[j%2], k_gridscale, p1 );
- vg_line( sa->pos, p1, 0xffffffff );
- }
-
- sb->state |= thismove;
- }
- }
-
- sa->state = k_traverse_h|k_traverse_v;
- }
-
- iter ++;
- if( iter == walk_grid_iterations )
- break;
- }
-
- /* Draw connections */
- struct grid_sample *corners[4];
- for( int x=0; x<WALKGRID_SIZE-1; x++ )
- {
- for( int z=0; z<WALKGRID_SIZE-1; z++ )
- {
- const struct conf *conf =
- player_walkgrid_conf( &wg, (v2i){x,z}, corners );
-
- for( int i=0; i<conf->edge_count; i++ )
- {
- const struct confedge *edge = &conf->edges[i];
-
- v3f p0, p1;
- v3_muladds( corners[edge->i0]->pos,
- corners[edge->d0]->clip[edge->a0], k_gridscale, p0 );
- v3_muladds( corners[edge->i1]->pos,
- corners[edge->d1]->clip[edge->a1], k_gridscale, p1 );
-
- vg_line( p0, p1, 0xff0000ff );
- }
- }
- }
-
- /*
- * Commit player movement into the grid
- */
-
- if( v3_length2(delta) <= 0.00001f )
- return;
-
- int i=0;
- for(; i<8 && wg.move > 0.001f; i++ )
- player_walkgrid_iter( &wg, i );
-
- player_walkgrid_stand_cell( &wg );
-}
-
-static void player_walkgrid(void)
-{
- player_walkgrid_getsurface();
-
- m4x3_mulv( player.rb.to_world, (v3f){0.0f,1.8f,0.0f}, player.camera_pos );
- player_mouseview();
- rb_update_transform( &player.rb );
-}
-
-/*
- * Animation
- */
-
-static void player_animate(void)
-{
- /* Camera position */
- v3_sub( player.rb.v, player.v_last, player.a );
- v3_copy( player.rb.v, player.v_last );
-
- v3_add( player.m, player.a, player.m );
- v3_lerp( player.m, (v3f){0.0f,0.0f,0.0f}, 0.1f, player.m );
-
- player.m[0] = vg_clampf( player.m[0], -2.0f, 2.0f );
- player.m[1] = vg_clampf( player.m[1], -2.0f, 2.0f );
- player.m[2] = vg_clampf( player.m[2], -2.0f, 2.0f );
- v3_lerp( player.bob, player.m, 0.2f, player.bob );
-
- /* Head */
- float lslip = fabsf(player.slip);
-
- float kheight = 2.0f,
- kleg = 0.6f;
-
- v3f offset;
- v3_zero( offset );
- m3x3_mulv( player.rb.to_local, player.bob, offset );
-
- static float speed_wobble = 0.0f, speed_wobble_2 = 0.0f;
-
- float kickspeed = vg_clampf(v3_length(player.rb.v)*(1.0f/40.0f), 0.0f, 1.0f);
- float kicks = (vg_randf()-0.5f)*2.0f*kickspeed;
- float sign = vg_signf( kicks );
- speed_wobble = vg_lerpf( speed_wobble, kicks*kicks*sign, 0.1f );
- speed_wobble_2 = vg_lerpf( speed_wobble_2, speed_wobble, 0.04f );
-
- offset[0] *= 0.26f;
- offset[0] += speed_wobble_2*3.0f;
-
- offset[1] *= -0.3f;
- offset[2] *= 0.01f;
-
- offset[0] = vg_clampf( offset[0], -0.8f, 0.8f );
- offset[1] = vg_clampf( offset[1], -0.5f, 0.0f );
- offset[1] = 0.0f;
-
- /*
- * Player rotation
- */
-#if 0
- float angle = v3_dot( player.rb.up, (v3f){0.0f,1.0f,0.0f} );
- v3f axis;
- v3_cross( player.rb.up, (v3f){0.0f,1.0f,0.0f}, axis );
-
- v4f correction;
- if( angle < 0.99f && 0 )
- {
- m3x3_mulv( player.rb.to_local, axis, axis );
- q_axis_angle( correction, axis, acosf(angle) );
- }
- else
- {
- q_identity( correction );
- }
-
- /*
- * Animation blending
- * ===========================================
- */
-#endif
-
- static float fslide = 0.0f;
- static float fdirz = 0.0f;
- static float fdirx = 0.0f;
- static float fstand = 0.0f;
- static float ffly = 0.0f;
- static float fpush = 0.0f;
-
- float speed = v3_length( player.rb.v );
-
- fstand = vg_lerpf(fstand, 1.0f-vg_clampf(speed*0.03f,0.0f,1.0f),0.1f);
- fslide = vg_lerpf(fslide, vg_clampf(lslip,0.0f,1.0f), 0.04f);
- fdirz = vg_lerpf(fdirz, player.reverse > 0.0f? 0.0f: 1.0f, 0.04f );
- fdirx = vg_lerpf(fdirx, player.slip < 0.0f? 0.0f: 1.0f, 0.01f );
- ffly = vg_lerpf(ffly, player.in_air? 1.0f: 0.0f, 0.04f );
- fpush = vg_lerpf(fpush, player.pushing, 0.1f );
-
- float lr = fdirz * (15.0f/30.0f),
- st = offset[1]*-2.0f,
- sa = fdirx * (15.0f/30.0f);
-
- mdl_keyframe apose[32], bpose[32];
- skeleton_sample_anim( &player.mdl.sk, player.mdl.anim_stand, lr, apose );
- skeleton_sample_anim( &player.mdl.sk, player.mdl.anim_highg, lr, bpose );
- skeleton_lerp_pose( &player.mdl.sk, apose, bpose, st, apose );
-
- skeleton_sample_anim( &player.mdl.sk, player.mdl.anim_slide, sa, bpose );
- skeleton_lerp_pose( &player.mdl.sk, apose, bpose, fslide, apose );
-
- static float fairdir = 0.0f;
- fairdir = vg_lerpf( fairdir, -vg_get_axis("horizontal"), 0.04f );
-
- /* air anim */
- float air_dir = (fairdir*0.5f+0.5f)*(15.0f/30.0f);
- skeleton_sample_anim( &player.mdl.sk, player.mdl.anim_air, air_dir, bpose );
- skeleton_lerp_pose( &player.mdl.sk, apose, bpose, ffly, apose );
-
- /* push anim */
- skeleton_sample_anim( &player.mdl.sk, player.reverse > 0.0f?
- player.mdl.anim_push:
- player.mdl.anim_push_reverse,
- player.push_time, bpose );
- skeleton_lerp_pose( &player.mdl.sk, apose, bpose, fpush, apose );
-
-
- /* additive effects */
- apose[player.mdl.id_hip-1].co[0] += offset[0];
- apose[player.mdl.id_hip-1].co[2] += offset[2];
- apose[player.mdl.id_ik_hand_l-1].co[0] += offset[0];
- apose[player.mdl.id_ik_hand_l-1].co[2] += offset[2];
- apose[player.mdl.id_ik_hand_r-1].co[0] += offset[0];
- apose[player.mdl.id_ik_hand_r-1].co[2] += offset[2];
- apose[player.mdl.id_ik_elbow_l-1].co[0] += offset[0];
- apose[player.mdl.id_ik_elbow_l-1].co[2] += offset[2];
- apose[player.mdl.id_ik_elbow_r-1].co[0] += offset[0];
- apose[player.mdl.id_ik_elbow_r-1].co[2] += offset[2];
-
- skeleton_apply_pose( &player.mdl.sk, apose, k_anim_apply_defer_ik );
- skeleton_apply_ik_pass( &player.mdl.sk );
- skeleton_apply_pose( &player.mdl.sk, apose, k_anim_apply_deffered_only );
-
- v3_copy( player.mdl.sk.final_mtx[player.mdl.id_head-1][3],
- player.mdl.cam_pos );
- skeleton_apply_inverses( &player.mdl.sk );
- skeleton_apply_transform( &player.mdl.sk, player.rb.to_world );
-
- skeleton_debug( &player.mdl.sk );
-
-#if 0
- character_pose_reset( &player.mdl );
-
- /* TODO */
- float fstand1 = 1.0f-(1.0f-fstand)*0.0f;
-
- float amt_air = ffly*ffly,
- amt_ground = 1.0f-amt_air,
- amt_std = (1.0f-fslide) * amt_ground,
- amt_stand = amt_std * fstand1,
- amt_aero = amt_std * (1.0f-fstand1),
- amt_slide = amt_ground * fslide;
-
- character_final_pose( &player.mdl, offset, &pose_stand, amt_stand*fdirz );
- character_final_pose( &player.mdl, offset,
- &pose_stand_reverse, amt_stand * (1.0f-fdirz) );
-
- character_final_pose( &player.mdl, offset, &pose_aero, amt_aero*fdirz );
- character_final_pose( &player.mdl, offset,
- &pose_aero_reverse, amt_aero * (1.0f-fdirz) );
-
- character_final_pose( &player.mdl, offset, &pose_slide, amt_slide*fdirx );
- character_final_pose( &player.mdl, offset,
- &pose_slide1, amt_slide*(1.0f-fdirx) );
-
- character_final_pose( &player.mdl, (v4f){0.0f,0.0f,0.0f,1.0f},
- &pose_fly, amt_air );
-
- /*
- * Additive effects
- * ==========================
- */
- struct ik_basic *arm_l = &player.mdl.ik_arm_l,
- *arm_r = &player.mdl.ik_arm_r;
-
- v3f localv;
- m3x3_mulv( player.rb.to_local, player.rb.v, localv );
-
- /* New board transformation */
- v4f board_rotation; v3f board_location;
-
- 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] );
-
-
- float wheel_r = offset[0]*-0.4f;
- v4f qwheel;
- q_axis_angle( qwheel, (v3f){0.0f,1.0f,0.0f}, wheel_r );
-
- q_m3x3( qwheel, player.mdl.matrices[k_chpart_wb] );
-
- m3x3_transpose( player.mdl.matrices[k_chpart_wb],
- player.mdl.matrices[k_chpart_wf] );
- v3_copy( player.mdl.offsets[k_chpart_wb],
- player.mdl.matrices[k_chpart_wb][3] );
- v3_copy( player.mdl.offsets[k_chpart_wf],
- player.mdl.matrices[k_chpart_wf][3] );
-
- m4x3_mul( mboard, player.mdl.matrices[k_chpart_wb],
- player.mdl.matrices[k_chpart_wb] );
- m4x3_mul( mboard, player.mdl.matrices[k_chpart_wf],
- player.mdl.matrices[k_chpart_wf] );
-
- m4x3_mulv( mboard, player.mdl.ik_leg_l.end, player.mdl.ik_leg_l.end );
- m4x3_mulv( mboard, player.mdl.ik_leg_r.end, player.mdl.ik_leg_r.end );
-
-
- v3_copy( player.mdl.ik_arm_l.end, player.handl_target );
- v3_copy( player.mdl.ik_arm_r.end, player.handr_target );
-
- if( 1||player.in_air )
- {
- float tuck = player.board_xy[1],
- tuck_amt = fabsf( tuck ) * (1.0f-fabsf(player.board_xy[0]));
-
- float crouch = player.grab*0.3f;
- v3_muladds( player.mdl.ik_body.base, (v3f){0.0f,-1.0f,0.0f},
- crouch, player.mdl.ik_body.base );
- v3_muladds( player.mdl.ik_body.end, (v3f){0.0f,-1.0f,0.0f},
- crouch*1.2f, player.mdl.ik_body.end );
-
- 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 );
- }
- }
- }
-
- v3_lerp( player.handl, player.handl_target, 1.0f, player.handl );
- v3_lerp( player.handr, player.handr_target, 1.0f, player.handr );
-
- v3_copy( player.handl, player.mdl.ik_arm_l.end );
- v3_copy( player.handr, player.mdl.ik_arm_r.end );
-
- /* Head rotation */
-
- static float rhead = 0.0f;
- static const float klook_max = 0.8f;
- rhead = vg_lerpf( rhead,
- vg_clampf( atan2f(localv[2],-localv[0]),-klook_max,klook_max), 0.04f );
- player.mdl.rhead = rhead;
-#endif
-}
-
-static void player_camera_update(void)
-{
- /* Update camera matrices */
- m4x3_identity( player.camera );
- m4x3_rotate_y( player.camera, -player.angles[0] );
- m4x3_rotate_x( player.camera, -player.angles[1] );
- v3_copy( player.camera_pos, player.camera[3] );
- m4x3_invert_affine( player.camera, player.camera_inverse );
-}
-
-static void player_animate_death_cam(void)