latest
[carveJwlIkooP6JGAAIwe30JlM.git] / player_animation.h
index 98aa25697e1e2c843c0566885a8dbff4c83e7ee7..b255f14c71b176d52e3032fc549f6d4891e2f6cc 100644 (file)
@@ -30,7 +30,6 @@ VG_STATIC void player_animate_offboard(void)
    mdl_keyframe apose[32], bpose[32];
    struct skeleton *sk = &player.mdl.sk;
 
-
    if( player.walk > 0.025f )
    {
       /* TODO move */
@@ -88,6 +87,8 @@ VG_STATIC void player_animate(void)
 {
    struct player_phys *phys = &player.phys;
    rb_extrapolate_transform( &player.phys.rb, player.visual_transform );
+   v3_muladds( player.visual_transform[3], phys->rb.up, -0.2f, 
+               player.visual_transform[3] );
 
    v4f qfake_rot;
    m3x3f fake_rot;
@@ -105,10 +106,7 @@ VG_STATIC void player_animate(void)
    }
 
    /* Camera position */
-   v3_sub( phys->rb.v, phys->v_last, phys->a );
-   v3_copy( phys->rb.v, phys->v_last );
-
-   v3_add( phys->m, phys->a, phys->m );
+   v3_muladds( phys->m, phys->a, VG_TIMESTEP_FIXED, phys->m );
    v3_lerp( phys->m, (v3f){0.0f,0.0f,0.0f}, 0.1f, phys->m );
 
    phys->m[0] = vg_clampf( phys->m[0], -2.0f, 2.0f );
@@ -180,7 +178,12 @@ VG_STATIC void player_animate(void)
       /* stand/crouch */
       float dir_frame   = player.fdirz * (15.0f/30.0f),
             stand_blend = offset[1]*-2.0f;
-      
+
+      v3f local_cog;
+      m4x3_mulv( player.phys.rb.to_local, player.phys.cog, local_cog );
+
+      stand_blend = vg_clampf( 1.0f-local_cog[1], 0, 1 );
+
       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 );
@@ -268,6 +271,32 @@ VG_STATIC void player_animate(void)
          apose[apply_to[i]-1].co[0] += offset[0]*add_grab_mod;
          apose[apply_to[i]-1].co[2] += offset[2]*add_grab_mod;
       }
+
+      v3f bo;
+      v3_muls( player.board_offset, add_grab_mod, bo );
+
+      v3_add( bo, apose[ player.mdl.id_board-1 ].co,
+                                   apose[ player.mdl.id_board-1 ].co );
+      v3_add( bo, apose[ player.mdl.id_ik_foot_l-1 ].co,
+                                   apose[ player.mdl.id_ik_foot_l-1 ].co );
+      v3_add( bo, apose[ player.mdl.id_ik_foot_r-1 ].co,
+                                   apose[ player.mdl.id_ik_foot_r-1 ].co );
+
+      m3x3f c;
+      q_m3x3( player.board_rotation, c );
+
+      v3f d;
+      v3_sub( apose[ player.mdl.id_ik_foot_l-1 ].co, bo, d );
+      m3x3_mulv( c, d, d );
+      v3_add( bo, d, apose[ player.mdl.id_ik_foot_l-1 ].co );
+      
+      v3_sub( apose[ player.mdl.id_ik_foot_r-1 ].co, bo, d );
+      m3x3_mulv( c, d, d );
+      v3_add( bo, d, apose[ player.mdl.id_ik_foot_r-1 ].co );
+
+      q_mul(  player.board_rotation, apose[ player.mdl.id_board-1 ].q ,
+             apose[ player.mdl.id_board-1 ].q );
+      q_normalize( apose[ player.mdl.id_board-1 ].q );
    }
    
    skeleton_apply_pose( &player.mdl.sk, apose, k_anim_apply_defer_ik );