#define PLAYER_DEAD_C
#include "player.h"
+#include "gui.h"
-VG_STATIC void player__dead_update ( player_instance *player )
-{
- player_ragdoll_iter( &player->ragdoll );
+static void player__dead_update(void){
+ player_ragdoll_iter( &localplayer.ragdoll );
}
-VG_STATIC void player__dead_animate ( player_instance *player,
- player_animation *anim )
-{
- v3_zero( anim->root_co );
- q_identity( anim->root_q );
+static void player__dead_post_update(void){
+ struct ragdoll_part *part =
+ &localplayer.ragdoll.parts[ localplayer.id_hip-1 ];
+ struct player_dead *d = &player_dead;
+
+ v3f ext_co;
+ v4f ext_q;
+ rb_extrapolate( &part->obj.rb, ext_co, ext_q );
+
+ v3_lerp( d->co_lpf, ext_co, vg.time_frame_delta*4.0f, d->co_lpf );
+ v3_lerp( d->v_lpf, part->obj.rb.v, vg.time_frame_delta*4.0f, d->v_lpf );
+ v3_lerp( d->w_lpf, part->obj.rb.w, vg.time_frame_delta*4.0f, d->w_lpf );
- for( int i=0; i<vg_list_size( anim->pose ); i ++ ){
- v3_zero( anim->pose[i].co );
- v3_fill( anim->pose[i].s, 1.0f );
- q_identity( anim->pose[i].q );
+ v3_copy( d->co_lpf, localplayer.rb.co );
+ v3_zero( localplayer.rb.v );
+ v3_zero( localplayer.rb.w );
+
+ if( (skaterift.activity == k_skaterift_default) &&
+ button_down(k_srbind_dead_respawn) ){
+ ent_spawn *spawn = world_find_closest_spawn(
+ world_current_instance(), localplayer.rb.co );
+
+ if( spawn ){
+ v3_copy( spawn->transform.co, localplayer.rb.co );
+ player__reset();
+ srinput.state = k_input_state_resume;
+ }
+ else {
+ vg_error( "No spawns!\n" );
+ }
}
}
-VG_STATIC void player__dead_post_animate( player_instance *player )
-{
- struct player_avatar *av = player->playeravatar;
- struct player_dead *d = &player->_dead;
+static void player__dead_animate(void){
+ struct player_dead *d = &player_dead;
+ struct player_dead_animator *animator = &d->animator;
+ struct player_ragdoll *rd = &localplayer.ragdoll;
+ struct skeleton *sk = &localplayer.skeleton;
- copy_ragdoll_pose_to_avatar( &player->ragdoll, player->playeravatar );
- player->cam_velocity_influence = 1.0f;
+ m4x3f transforms[ 32 ];
- struct ragdoll_part *part = &player->ragdoll.parts[ av->id_hip-1 ];
+ /* root transform */
+ q_m3x3( localplayer.rb.q, transforms[0] );
+ v3_copy( localplayer.rb.co, transforms[0][3] );
- v3_lerp( d->co_lpf, part->obj.rb.co, vg.time_frame_delta*4.0f, d->co_lpf );
- v3_lerp( d->v_lpf, part->obj.rb.v, vg.time_frame_delta*4.0f, d->v_lpf );
- v3_lerp( d->w_lpf, part->obj.rb.w, vg.time_frame_delta*4.0f, d->w_lpf );
-
- v3_copy( d->co_lpf, player->rb.co );
- v3_copy( d->v_lpf, player->rb.v );
- v3_copy( d->w_lpf, player->rb.w );
+ v4_copy( localplayer.rb.q, animator->transforms[0].q );
+ v3_copy( localplayer.rb.co, animator->transforms[0].co );
+
+ /* colliders with bones transforms */
+ for( int i=0; i<rd->part_count; i++ ){
+ struct ragdoll_part *part = &rd->parts[i];
+
+ m4x3f mtx;
+
+ v4f q_int;
+ v3f co_int;
+
+ float substep = vg.time_fixed_extrapolate;
+ v3_lerp( part->prev_co, part->obj.rb.co, substep, co_int );
+ q_nlerp( part->prev_q, part->obj.rb.q, substep, q_int );
+ v4_copy( part->obj.rb.q, q_int );
+
+ q_m3x3( q_int, mtx );
+ v3_copy( co_int, mtx[3] );
+
+ m4x3_mul( mtx, part->inv_collider_mtx, transforms[part->bone_id] );
+ }
+
+ /* bones without colliders transforms */
+ for( u32 i=1; i<sk->bone_count; i++ ){
+ struct skeleton_bone *sb = &sk->bones[i];
+
+ if( sb->parent && !sb->collider ){
+ v3f delta;
+ v3_sub( sk->bones[i].co, sk->bones[sb->parent].co, delta );
+
+ m4x3f posemtx;
+ m3x3_identity( posemtx );
+ v3_copy( delta, posemtx[3] );
+
+ /* final matrix */
+ m4x3_mul( transforms[sb->parent], posemtx, transforms[i] );
+ }
+ }
+
+ /* measurements */
+ for( u32 i=1; i<sk->bone_count; i++ ){
+ struct skeleton_bone *sb = &sk->bones[i];
+
+ v3_zero( animator->transforms[i].co );
+ q_identity( animator->transforms[i].q );
+
+ m4x3f parent, inverse, local;
+ m3x3_identity( parent );
+ v3_sub( sk->bones[i].co, sk->bones[sb->parent].co, parent[3] );
+ m4x3_mul( transforms[ sb->parent ], parent, parent );
+ m4x3_invert_affine( parent, inverse );
+
+ v3f _s;
+ m4x3_mul( inverse, transforms[i], local );
+ m4x3_decompose( local, animator->transforms[i].co,
+ animator->transforms[i].q, _s );
+ }
}
-VG_STATIC void player__dead_im_gui ( player_instance *player )
-{
+static void player__dead_pose( void *_animator, player_pose *pose ){
+ struct player_dead_animator *animator = _animator;
+ struct player_ragdoll *rd = &localplayer.ragdoll;
+ struct skeleton *sk = &localplayer.skeleton;
+
+ pose->type = k_player_pose_type_fk_2;
+ pose->board.lean = 0.0f;
+ v3_copy( animator->transforms[0].co, pose->root_co );
+ v4_copy( animator->transforms[0].q, pose->root_q );
+
+ for( u32 i=1; i<sk->bone_count; i++ ){
+ v3_copy( animator->transforms[i].co, pose->keyframes[i-1].co );
+ v4_copy( animator->transforms[i].q, pose->keyframes[i-1].q );
+ v3_fill( pose->keyframes[i-1].s, 1.0f );
+ }
}
-VG_STATIC void player__dead_transition ( player_instance *player )
-{
- player->subsystem = k_player_subsystem_dead;
- copy_avatar_pose_to_ragdoll( player->playeravatar, &player->ragdoll,
- player->rb.v );
+static void player__dead_post_animate(void){
+ localplayer.cam_velocity_influence = 1.0f;
+}
+
+static void player__dead_im_gui(void){
+}
- struct player_avatar *av = player->playeravatar;
- struct ragdoll_part *part = &player->ragdoll.parts[ av->id_hip-1 ];
- struct player_dead *d = &player->_dead;
- v3_copy( part->obj.rb.co, d->co_lpf );
- v3_copy( part->obj.rb.v, d->v_lpf );
- v3_copy( part->obj.rb.w, d->w_lpf );
+static void player__dead_transition(void){
+ localplayer.subsystem = k_player_subsystem_dead;
+ copy_localplayer_to_ragdoll( &localplayer.ragdoll, localplayer.rb.v );
+
+ struct ragdoll_part *part =
+ &localplayer.ragdoll.parts[ localplayer.id_hip-1 ];
+ v3_copy( part->obj.rb.co, player_dead.co_lpf );
+ v3_copy( part->obj.rb.v, player_dead.v_lpf );
+ v3_copy( part->obj.rb.w, player_dead.w_lpf );
+
+ gui_helper_clear();
+ vg_str str;
+
+ struct gui_helper *h;
+ if( (h = gui_new_helper(input_button_list[k_srbind_reset], &str) )){
+ vg_strcat( &str, "rewind" );
+
+ if( world_static.active_instance == k_world_purpose_hub )
+ h->greyed = 1;
+ }
+
+ if( gui_new_helper(input_button_list[k_srbind_dead_respawn], &str ))
+ vg_strcat( &str, "spawn" );
+}
+
+static void player__dead_animator_exchange( bitpack_ctx *ctx, void *data ){
+ struct player_dead_animator *animator = data;
+
+ for( u32 i=0; i<localplayer.skeleton.bone_count; i ++ ){
+ bitpack_qv3f( ctx, 24, -1024.0f, 1024.0f, animator->transforms[i].co );
+ bitpack_qquat( ctx, animator->transforms[i].q );
+ }
}
#endif /* PLAYER_DEAD_C */