network oneshots
[carveJwlIkooP6JGAAIwe30JlM.git] / player_dead.c
index b7e6bce8539f82676fb51bf9f0fe2e46e77c3a2a..8c558eeb33f1e77e12f00018f480c98aeaf50c60 100644 (file)
 
 #include "player.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 player_avatar *av = localplayer.playeravatar;
+   struct ragdoll_part *part = &localplayer.ragdoll.parts[ av->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 );
+}
+
+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 player_avatar *av = localplayer.playeravatar;
+   struct skeleton *sk = &av->sk;
+
+   m4x3f transforms[ 32 ];
+
+   /* root transform */
+   q_m3x3( localplayer.rb.q, transforms[0] );
+   v3_copy( localplayer.rb.co, transforms[0][3] );
+
+   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_post_animate( player_instance *player )
-{
-   struct player_avatar *av = player->playeravatar;
-   struct player_dead   *d  = &player->_dead;
+static void player__dead_pose( void *_animator, player_pose *pose ){
+   struct player_dead_animator *animator = _animator;
+   struct player_ragdoll *rd = &localplayer.ragdoll;
+   struct player_avatar *av = localplayer.playeravatar;
+   struct skeleton *sk = &av->sk;
 
-   copy_ragdoll_pose_to_avatar( &player->ragdoll, player->playeravatar );
-   player->cam_velocity_influence = 1.0f;
+   pose->type = k_player_pose_type_fk_2;
+   pose->board.lean = 0.0f;
 
-   struct ragdoll_part *part = &player->ragdoll.parts[ av->id_hip-1 ];
+   v3_copy( animator->transforms[0].co, pose->root_co );
+   v4_copy( animator->transforms[0].q, pose->root_q );
 
-   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 );
+   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 );
+   }
+}
+
+static void player__dead_post_animate(void){
+   localplayer.cam_velocity_influence = 1.0f;
+}
+
+static void player__dead_im_gui(void){
 }
 
-VG_STATIC void player__dead_im_gui      ( player_instance *player )
-{
+static void player__dead_transition(void){
+   localplayer.subsystem = k_player_subsystem_dead;
+   copy_avatar_pose_to_ragdoll( localplayer.playeravatar, &localplayer.ragdoll, 
+                                localplayer.rb.v );
 
+   struct player_avatar *av = localplayer.playeravatar;
+   struct ragdoll_part *part = &localplayer.ragdoll.parts[ av->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 );
 }
 
-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_animator_exchange( bitpack_ctx *ctx, void *data ){
+   struct player_dead_animator *animator = data;
 
-   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 );
+   for( u32 i=0; i<localplayer.playeravatar->sk.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 */