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animator bugs
[carveJwlIkooP6JGAAIwe30JlM.git]
/
player_skate.c
diff --git
a/player_skate.c
b/player_skate.c
index d56fc982787b323111af1849b44ce185362ccb6a..ac1423962e8f52113ceaed2bc788219e6fbe2371 100644
(file)
--- a/
player_skate.c
+++ b/
player_skate.c
@@
-2781,7
+2781,7
@@
VG_STATIC void player__skate_animate( player_instance *player ){
if( fabsf(lean1)>fabsf(lean2) ) lean = lean1;
else lean = lean2;
if( fabsf(lean1)>fabsf(lean2) ) lean = lean1;
else lean = lean2;
- if( ((int)roundf(animator->board_euler[0])) % 2 ) lean = -lean;
+ if( ((int)roundf(animator->board_euler[0]
/VG_PIf
)) % 2 ) lean = -lean;
lean = vg_clampf( lean, -1.0f, 1.0f );
animator->board_lean =
vg_lerpf(animator->board_lean, lean, vg.time_delta*18.0f);
lean = vg_clampf( lean, -1.0f, 1.0f );
animator->board_lean =
vg_lerpf(animator->board_lean, lean, vg.time_delta*18.0f);
@@
-2824,6
+2824,10
@@
VG_STATIC void player__skate_animate( player_instance *player ){
/* steer */
joystick_state( k_srjoystick_steer, animator->steer );
/* steer */
joystick_state( k_srjoystick_steer, animator->steer );
+ animator->airdir = vg_lerpf( animator->airdir, -animator->steer[0],
+ 2.4f*vg.time_delta );
+
+
/* flip angle */
if( (s->state.activity <= k_skate_activity_air_to_grind) &&
(fabsf(s->state.flip_rate) > 0.01f) ){
/* flip angle */
if( (s->state.activity <= k_skate_activity_air_to_grind) &&
(fabsf(s->state.flip_rate) > 0.01f) ){
@@
-2892,7
+2896,6
@@
VG_STATIC void player__skate_animate( player_instance *player ){
vg_line_arrow( player->rb.co, p1, 0.25f, VG__PINK );
vg_line_arrow( player->rb.co, p2, 0.25f, VG__PINK );
vg_line_arrow( player->rb.co, p1, 0.25f, VG__PINK );
vg_line_arrow( player->rb.co, p2, 0.25f, VG__PINK );
-
}
else q_identity( animator->qfixuptotal );
q_identity( animator->qfixuptotal );
}
else q_identity( animator->qfixuptotal );
q_identity( animator->qfixuptotal );
@@
-2966,10
+2969,6
@@
VG_STATIC void player__skate_pose( player_instance *player, player_pose *pose ){
mdl_keyframe air_pose[32];
{
mdl_keyframe air_pose[32];
{
- float target = -animator->steer[1];
- animator->airdir = vg_lerpf( animator->airdir, target,
- 2.4f*vg.time_delta );
-
float air_frame = (animator->airdir*0.5f+0.5f) * (15.0f/30.0f);
skeleton_sample_anim( sk, s->anim_air, air_frame, apose );
float air_frame = (animator->airdir*0.5f+0.5f) * (15.0f/30.0f);
skeleton_sample_anim( sk, s->anim_air, air_frame, apose );