- 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)
-{
-#if 0
- v3f delta;
- v3f head_pos;
- v3_copy( player.mdl.ragdoll[k_chpart_head].co, head_pos );
-
- v3_sub( head_pos, player.camera_pos, delta );
- v3_normalize( delta );
-
- v3f follow_pos;
- v3_muladds( head_pos, delta, -2.5f, follow_pos );
- v3_lerp( player.camera_pos, follow_pos, 0.1f, player.camera_pos );
-
- /*
- * Make sure the camera stays above the ground
- */
- v3f min_height = {0.0f,1.0f,0.0f};
-
- v3f sample;
- v3_add( player.camera_pos, min_height, sample );
- ray_hit hit;
- hit.dist = min_height[1]*2.0f;
-
- if( ray_world( sample, (v3f){0.0f,-1.0f,0.0f}, &hit ))
- v3_add( hit.pos, min_height, player.camera_pos );
-
- player.camera_pos[1] =
- vg_maxf( wrender.height + 2.0f, player.camera_pos[1] );
-
- player.angles[0] = atan2f( delta[0], -delta[2] );
- player.angles[1] = -asinf( delta[1] );
-#endif
-}
-
-static void player_animate_camera(void)
-{
- static v3f lerp_cam = {0.0f,0.0f,0.0f};
- v3f offs = { -0.4f, 0.15f, 0.0f };
-
- v3_lerp( lerp_cam, player.mdl.cam_pos, 0.8f, lerp_cam );
- v3_add( lerp_cam, offs, offs );
- m4x3_mulv( player.rb.to_world, offs, player.camera_pos );
-
- /* Look angles */
- v3_lerp( player.vl, player.rb.v, 0.05f, player.vl );
-
- float yaw = atan2f( player.vl[0], -player.vl[2] ),
- pitch = atan2f( -player.vl[1],
- sqrtf(
- player.vl[0]*player.vl[0] + player.vl[2]*player.vl[2]
- )) * 0.7f;
-
- player.angles[0] = yaw;
- player.angles[1] = pitch + 0.30f;
-
- /* Camera shake */
- static v2f shake_damp = {0.0f,0.0f};
- v2f shake = { vg_randf()-0.5f, vg_randf()-0.5f };
- v2_muls( shake, v3_length(player.rb.v)*0.3f
- * (1.0f+fabsf(player.slip)), shake);
-
- v2_lerp( shake_damp, shake, 0.01f, shake_damp );
- shake_damp[0] *= 0.2f;
-
- v2_muladds( player.angles, shake_damp, 0.1f, player.angles );
-}
-
-/*
- * Audio
- */
-static void player_audio(void)
-{
- float speed = vg_minf(v3_length( player.rb.v )*0.1f,1.0f),
- attn = v3_dist( player.rb.co, player.camera[3] )+1.0f;
- attn = (1.0f/(attn*attn)) * speed;
-
- static float air = 0.0f;
- air = vg_lerpf(air, player.in_air? 1.0f: 0.0f, 0.7f);
-
- v3f ears = { 1.0f,0.0f,0.0f };
- v3f delta;
-
- v3_sub( player.rb.co, player.camera[3], delta );
- v3_normalize( delta );
- m3x3_mulv( player.camera, ears, ears );
-
- float pan = v3_dot( ears, delta );
- audio_player0.pan = pan;
- audio_player1.pan = pan;
- audio_player2.pan = pan;
-
- if( freecam )
- {
- audio_player0.vol = 0.0f;
- audio_player1.vol = 0.0f;
- audio_player2.vol = 0.0f;
- }
- else
- {
- if( player.is_dead )
- {
- audio_player0.vol = 0.0f;
- audio_player1.vol = 0.0f;
- audio_player2.vol = 0.0f;
- }
- else
- {
- float slide = vg_clampf( fabsf(player.slip), 0.0f, 1.0f );
- audio_player0.vol = (1.0f-air)*attn*(1.0f-slide);
- audio_player1.vol = air *attn;
- audio_player2.vol = (1.0f-air)*attn*slide;
- }
- }
-}