basic dead device and some comments for next time
[carveJwlIkooP6JGAAIwe30JlM.git] / player_interface.h
index a4be40ed5177fe1a0fde9048a7c18d25740c9490..acd9e1e9082daace25308df87a95cfa0a8076159 100644 (file)
@@ -153,6 +153,8 @@ VG_STATIC void player_use_mesh( player_interface *player, glmesh *mesh )
    player->playermesh = mesh;
 }
 
+/* FIXME: Seperate concepts for binding and equip.
+ */
 VG_STATIC void player_use_device( player_interface *player, player_device *dev,
                                   void *storage )
 {
@@ -180,9 +182,24 @@ VG_STATIC void player_update( player_interface *player )
       player->dev.device->update( player, &player->dev );
 }
 
-VG_STATIC void player_post_update( player_interface *player, 
-                                   camera *main_camera )
+VG_STATIC void player_apply_transport_to_cam( m4x3f transport )
+{
+   /* FIXME: Applies to main_camera directly! */
+
+   /* Pre-emptively edit the camera matrices so that the motion vectors 
+    * are correct */
+   m4x3f transport_i;
+   m4x4f transport_4;
+   m4x3_invert_affine( transport, transport_i );
+   m4x3_expand( transport_i, transport_4 );
+   m4x4_mul( main_camera.mtx.pv, transport_4, main_camera.mtx.pv );
+   m4x4_mul( main_camera.mtx.v,  transport_4, main_camera.mtx.v );
+}
+
+VG_STATIC void player_post_update( player_interface *player )
 {
+   /* FIXME: Applies to main_camera directly! */
+   
    assert( player->dev.device );
 
    if( player->dev.device->post_update )
@@ -200,15 +217,6 @@ VG_STATIC void player_post_update( player_interface *player,
       {
          player->dev.device->gate_transport( player, &player->dev, gate );
          v3_copy( player->rb.co, player->prev_position );
-
-         /* Pre-emptively edit the camera matrices so that the motion vectors 
-          * are correct */
-         m4x3f transport_i;
-         m4x4f transport_4;
-         m4x3_invert_affine( gate->transport, transport_i );
-         m4x3_expand( transport_i, transport_4 );
-         m4x4_mul( main_camera->mtx.pv, transport_4, main_camera->mtx.pv );
-         m4x4_mul( main_camera->mtx.v, transport_4, main_camera->mtx.v );
       }
    }
    
@@ -235,16 +243,23 @@ VG_STATIC void player_pre_render( player_interface *player )
    player_pose pose;
    m4x3f transform;
 
-   player->dev.device->pose( player, &player->dev, pose, transform );
+   /* FIXME: Give devices more control over these render stages, and have 
+    *        'API calls'
+    *        for this kindof crap instead of it dictating order... */
 
-   struct skeleton *sk = &player->playeravatar->sk;
+   if( player->dev.device->pose )
+   {
+      player->dev.device->pose( player, &player->dev, pose, transform );
 
-   skeleton_apply_pose( sk, pose, k_anim_apply_defer_ik );
-   skeleton_apply_ik_pass( sk );
-   skeleton_apply_pose( sk, pose, k_anim_apply_deffered_only );
-   skeleton_apply_inverses( sk );
-   skeleton_apply_transform( sk, transform );
-   skeleton_debug( sk );
+      struct skeleton *sk = &player->playeravatar->sk;
+
+      skeleton_apply_pose( sk, pose, k_anim_apply_defer_ik );
+      skeleton_apply_ik_pass( sk );
+      skeleton_apply_pose( sk, pose, k_anim_apply_deffered_only );
+      skeleton_apply_inverses( sk );
+      skeleton_apply_transform( sk, transform );
+      skeleton_debug( sk );
+   }
 
    player->dev.device->get_camera( player, &player->dev, &player->cam );
    /* TODO: if dead copy ragdoll.. . */
@@ -315,6 +330,11 @@ VG_STATIC void player_spawn( player_interface *player,
       player->dev.device->reset( player, &player->dev, rp );
 }
 
+VG_STATIC void player_kill( player_interface *player )
+{
+   
+}
+
 /*
  * Apply per render-frame mouse look from player to angles
  */