-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;
-
- /*
- * Animation blending
- * ===========================================
- */
-
- /* scalar blending information */
- float speed = v3_length( player.rb.v );
-
- /* sliding */
- {
- float desired = vg_clampf( lslip, 0.0f, 1.0f );
- player.fslide = vg_lerpf( player.fslide, desired, 0.04f );
- }
-
- /* movement information */
- {
- float dirz = player.reverse > 0.0f? 0.0f: 1.0f,
- dirx = player.slip < 0.0f? 0.0f: 1.0f,
- fly = player.in_air? 1.0f: 0.0f;
-
- player.fdirz = vg_lerpf( player.fdirz, dirz, 0.04f );
- player.fdirx = vg_lerpf( player.fdirx, dirx, 0.01f );
- player.ffly = vg_lerpf( player.ffly, fly, 0.04f );
- }
-
- struct skeleton *sk = &player.mdl.sk;
-
- mdl_keyframe apose[32], bpose[32];
- mdl_keyframe ground_pose[32];
- {
- /* when the player is moving fast he will crouch down a little bit */
- float stand = 1.0f - vg_clampf( speed * 0.03f, 0.0f, 1.0f );
- player.fstand = vg_lerpf( player.fstand, stand, 0.1f );
-
- /* stand/crouch */
- float dir_frame = player.fdirz * (15.0f/30.0f),
- stand_blend = offset[1]*-2.0f;
-
- skeleton_sample_anim( sk, player.mdl.anim_stand, dir_frame, apose );
- skeleton_sample_anim( sk, player.mdl.anim_highg, dir_frame, bpose );
- skeleton_lerp_pose( sk, apose, bpose, stand_blend, apose );
-
- /* sliding */
- float slide_frame = player.fdirx * (15.0f/30.0f);
- skeleton_sample_anim( sk, player.mdl.anim_slide, slide_frame, bpose );
- skeleton_lerp_pose( sk, apose, bpose, player.fslide, apose );
-
- /* pushing */
- player.fpush = vg_lerpf( player.fpush, player.pushing, 0.1f );
-
- float pt = player.push_time;
- if( player.reverse > 0.0f )
- skeleton_sample_anim( sk, player.mdl.anim_push, pt, bpose );
- else
- skeleton_sample_anim( sk, player.mdl.anim_push_reverse, pt, bpose );
-
- skeleton_lerp_pose( sk, apose, bpose, player.fpush, apose );
-
- /* trick setup */
- float setup_frame = player.jump * (12.0f/30.0f),
- setup_blend = vg_minf( player.jump*5.0f, 1.0f );
-
- float jump_frame = (vg_time - player.jump_time) + (12.0f/30.0f);
- if( jump_frame >= (12.0f/30.0f) && jump_frame <= (40.0f/30.0f) )
- setup_frame = jump_frame;
-
- skeleton_sample_anim_clamped( sk, player.mdl.anim_ollie,
- setup_frame, bpose );
- skeleton_lerp_pose( sk, apose, bpose, setup_blend, ground_pose );
- }
-
- mdl_keyframe air_pose[32];
- {
- float target = -vg_get_axis("horizontal");
- player.fairdir = vg_lerpf( player.fairdir, target, 0.04f );
-
- float air_frame = (player.fairdir*0.5f+0.5f) * (15.0f/30.0f);
-
- skeleton_sample_anim( sk, player.mdl.anim_air, air_frame, air_pose );
- }
-
- skeleton_lerp_pose( sk, ground_pose, air_pose, player.ffly, 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 );
-}
-
-static void player_camera_update(void)