#include "audio.h"
#include "common.h"
#include "world.h"
-#include "character.h"
+//#include "character.h"
+#include "player_model.h"
#include "bvh.h"
/*
v2f board_xy;
float grab;
float pitch;
+ float pushing, push_time;
v3f land_target;
v3f land_target_log[22];
if( !vg_get_button("break") && vg_get_button( "push" ) )
{
- float cycle_time = (vg_time-start_push)*k_push_cycle_rate,
+ player.pushing = 1.0f;
+ player.push_time = vg_time-start_push;
+
+ float cycle_time = player.push_time*k_push_cycle_rate,
amt = k_push_accel * (sinf(cycle_time)*0.5f+0.5f)*ktimestep,
current = v3_length( vel ),
new_vel = vg_minf( current + amt, k_max_push_speed );
+
new_vel -= vg_minf(current, k_max_push_speed);
vel[2] -= new_vel * player.reverse;
}
float grabt = vg_get_axis( "grabr" )*0.5f+0.5f;
player.grab = vg_lerpf( player.grab, grabt, 0.14f );
+ player.pushing = 0.0f;
if( !player.in_air )
{
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
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? 1.0f: 0.0f, 0.04f );
- fdirx = vg_lerpf(fdirx, player.slip < 0.0f? 1.0f: 0.0f, 0.01f );
+ 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 */
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)
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 );
player.angles[0] = atan2f( delta[0], -delta[2] );
player.angles[1] = -asinf( delta[1] );
+#endif
}
static void player_animate_camera(void)
{
- v3f offs = { -0.29f, 0.08f, 0.0f };
- m3x3_mulv( player.rb.to_world, offs, offs );
- m4x3_mulv( player.rb.to_world, player.mdl.ik_body.end, player.camera_pos );
- v3_add( offs, player.camera_pos, player.camera_pos );
+ 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 );
static void draw_player(void)
{
/* Draw */
+#if 0
m4x3_copy( player.rb.to_world, player.mdl.mroot );
if( player.is_dead )
opacity = 0.0f;
character_draw( &player.mdl, opacity, player.camera );
+#endif
+
+ shader_viewchar_use();
+ vg_tex2d_bind( &tex_characters, 0 );
+ shader_viewchar_uTexMain( 0 );
+ shader_viewchar_uCamera( player.camera[3] );
+ shader_viewchar_uPv( vg_pv );
+ shader_link_standard_ub( _shader_viewchar.id, 2 );
+ glUniformMatrix4x3fv( _uniform_viewchar_uTransforms,
+ player.mdl.sk.bone_count,
+ 0,
+ (float *)player.mdl.sk.final_mtx );
+
+ mesh_bind( &player.mdl.mesh );
+ mesh_draw( &player.mdl.mesh );
}
#endif /* PLAYER_H */