stuff
[carveJwlIkooP6JGAAIwe30JlM.git] / player.h
index 46c7dd4de0d416836bbe1b05d3b358fe80d71216..96b9dbaff93a6d6e4410e4767c0d417ad29f6360 100644 (file)
--- a/player.h
+++ b/player.h
@@ -4,7 +4,8 @@
 #include "audio.h"
 #include "common.h"
 #include "world.h"
-#include "character.h"
+//#include "character.h"
+#include "player_model.h"
 #include "bvh.h"
 
 /* 
@@ -48,6 +49,7 @@ static struct gplayer
    v2f board_xy;
    float grab;
    float pitch;
+   float pushing, push_time;
 
    v3f land_target;
    v3f land_target_log[22];
@@ -296,10 +298,14 @@ static void player_physics_control(void)
 
    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;
    }
@@ -530,6 +536,7 @@ static void player_physics(void)
 
    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 )
    {
@@ -1626,6 +1633,7 @@ static void player_animate(void)
 
    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 
@@ -1657,15 +1665,69 @@ static void player_animate(void)
    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 */
@@ -1789,6 +1851,7 @@ static void player_animate(void)
    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)
@@ -1803,6 +1866,7 @@ 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 );
@@ -1832,14 +1896,17 @@ static void player_animate_death_cam(void)
 
    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 );
@@ -2045,6 +2112,7 @@ static void player_update(void)
 static void draw_player(void)
 {
    /* Draw */
+#if 0
    m4x3_copy( player.rb.to_world, player.mdl.mroot );
 
    if( player.is_dead )
@@ -2057,6 +2125,21 @@ static void draw_player(void)
       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 */