dynamic_model_unload( &board->mdl );
}
-VG_STATIC void player__animate( player_instance *player ){
- if( _player_animate[ player->subsystem ] ){
- player_animation res;
- res.type = k_player_animation_type_fk;
+VG_STATIC void player_apply_pose_to_skeleton( player_instance *player ){
+ struct skeleton *sk = &player->playeravatar->sk;
+ player_pose *pose = &player->pose;
- _player_animate[ player->subsystem ]( player, &res );
+ m4x3f transform;
+ q_m3x3( pose->root_q, transform );
+ v3_copy( pose->root_co, transform[3] );
+
+ if( pose->type == k_player_pose_type_ik ){
+ skeleton_apply_pose( sk, pose->keyframes, k_anim_apply_defer_ik );
+ skeleton_apply_ik_pass( sk );
+ skeleton_apply_pose( sk, pose->keyframes, k_anim_apply_deffered_only );
+ skeleton_apply_inverses( sk );
+ skeleton_apply_transform( sk, transform );
+ }
+ else if( pose->type == k_player_pose_type_fk_2 ){
+ skeleton_apply_pose( sk, pose->keyframes, k_anim_apply_always );
+ skeleton_apply_inverses( sk );
+ skeleton_apply_transform( sk, transform );
+ }
+}
+
+VG_STATIC void player__animate( player_instance *player ){
+ if( _player_animate[ player->subsystem ] &&
+ _player_pose[ player->subsystem ] ){
+ _player_animate[ player->subsystem ]( player );
+ _player_pose[ player->subsystem ]( player, &player->pose );
- m4x3f transform;
- q_m3x3( res.root_q, transform );
- v3_copy( res.root_co, transform[3] );
struct skeleton *sk = &player->playeravatar->sk;
if( player->holdout_time > 0.0f ){
- skeleton_lerp_pose( sk, res.pose, player->holdout_pose,
- player->holdout_time, res.pose );
+ player_pose *pose = &player->pose;
+ skeleton_lerp_pose( sk,
+ pose->keyframes, player->holdout_pose.keyframes,
+ player->holdout_time, pose->keyframes );
+ q_nlerp( pose->root_q, player->holdout_pose.root_q,
+ player->holdout_time, pose->root_q );
player->holdout_time -= vg.time_frame_delta * 2.0f;
}
- if( res.type == k_player_animation_type_fk ){
- skeleton_apply_pose( sk, res.pose, k_anim_apply_defer_ik );
- skeleton_apply_ik_pass( sk );
- skeleton_apply_pose( sk, res.pose, k_anim_apply_deffered_only );
- skeleton_apply_inverses( sk );
- skeleton_apply_transform( sk, transform );
- }
- else {
- skeleton_apply_pose( sk, res.pose, k_anim_apply_absolute );
- }
-
+ player_apply_pose_to_skeleton( player );
skeleton_debug( sk );
}
player__cam_iterate( player );
}
+VG_STATIC void player_copy_frame_animator( player_instance *player,
+ replay_frame *frame ){
+ void *animator_src = replay_frame_data( frame, k_replay_framedata_animator );
+ u16 animator_size = frame->data_table[ k_replay_framedata_animator ][1];
+
+ if( frame->system == k_player_subsystem_walk ){
+ memcpy( &player->_walk.animator, animator_src, animator_size );
+ }
+ else if( frame->system == k_player_subsystem_dead ){
+ memcpy( &player->_dead.animator, animator_src, animator_size );
+ }
+ else if( frame->system == k_player_subsystem_skate ){
+ memcpy( &player->_skate.animator, animator_src, animator_size );
+ }
+ else if( frame->system == k_player_subsystem_drive ){
+
+ }
+}
+
VG_STATIC void player__animate_from_replay( player_instance *player,
replay_buffer *replay ){
- /* TODO: holdout blending (from when the game has to slow down) */
-
- player_animation res;
replay_frame *frame = replay->cursor_frame,
*next = NULL;
-
if( frame ){
next = frame->r;
if( next ){
f32 t = replay_subframe_time( replay );
+ player_pose pose0, pose1;
+
+ player_copy_frame_animator( player, frame );
+ _player_pose[ frame->system ]( player, &pose0 );
+
+ player_copy_frame_animator( player, next );
+ _player_pose[ next->system ]( player, &pose1 );
+
+ v3_lerp( pose0.root_co, pose1.root_co, t, player->pose.root_co );
+ q_nlerp( pose0.root_q, pose1.root_q, t, player->pose.root_q );
+ player->pose.type = pose0.type;
+ player->pose.board.lean = vg_lerpf( pose0.board.lean,
+ pose1.board.lean, t );
+
struct skeleton *sk = &player->playeravatar->sk;
- skeleton_lerp_pose(sk, frame->anim.pose, next->anim.pose, t, res.pose);
- v3_lerp( frame->anim.root_co, next->anim.root_co, t, res.root_co );
- q_nlerp( frame->anim.root_q, next->anim.root_q, t, res.root_q );
- res.type = k_player_animation_type_absolute;
- player->board_pose.lean = vg_lerpf( frame->board_pose.lean,
- next->board_pose.lean, t );
+ if( pose0.type != pose1.type ){
+ /* it would be nice to apply IK pass in-keyframes. TOO BAD! */
+ skeleton_copy_pose( sk, pose0.keyframes, player->pose.keyframes );
+ }
+ else {
+ skeleton_lerp_pose( sk, pose0.keyframes, pose1.keyframes,
+ t, player->pose.keyframes );
+ }
}
- else {
- memcpy( &res, &frame->anim, sizeof(frame->anim) );
- memcpy( &frame->board_pose, &player->board_pose,
- sizeof(player->board_pose) );
+ else{
+ player_copy_frame_animator( player, frame );
+ _player_pose[ frame->system ]( player, &player->pose );
}
}
else return;
- struct skeleton *sk = &player->playeravatar->sk;
- skeleton_apply_pose( sk, res.pose, k_anim_apply_absolute );
+ player_apply_pose_to_skeleton( player );
}
VG_STATIC void player__pre_render( player_instance *player ){
VG_STATIC void render_board( camera *cam, world_instance *world,
struct player_board *board, m4x3f root,
- struct board_pose *pose,
+ struct player_board_pose *pose,
enum board_shader shader )
{
if( !board ) return;
}
VG_STATIC void render_playermodel( camera *cam, world_instance *world,
+ int depth_compare,
struct player_model *model,
struct skeleton *skeleton ){
if( !model ) return;
shader_model_character_view_uTexMain( 0 );
shader_model_character_view_uCamera( cam->transform[3] );
shader_model_character_view_uPv( cam->mtx.pv );
- shader_model_character_view_uTexSceneDepth( 1 );
- render_fb_bind_texture( gpipeline.fb_main, 2, 1 );
- v3f inverse;
- render_fb_inverse_ratio( gpipeline.fb_main, inverse );
- inverse[2] = skaterift.cam.farz-skaterift.cam.nearz;
- shader_model_character_view_uInverseRatioDepth( inverse );
- render_fb_inverse_ratio( NULL, inverse );
- inverse[2] = cam->farz-cam->nearz;
- shader_model_character_view_uInverseRatioMain( inverse );
+ if( depth_compare ){
+ shader_model_character_view_uTexSceneDepth( 1 );
+ render_fb_bind_texture( gpipeline.fb_main, 2, 1 );
+ v3f inverse;
+ render_fb_inverse_ratio( gpipeline.fb_main, inverse );
+ inverse[2] = skaterift.cam.farz-skaterift.cam.nearz;
+
+ shader_model_character_view_uInverseRatioDepth( inverse );
+ render_fb_inverse_ratio( NULL, inverse );
+ inverse[2] = cam->farz-cam->nearz;
+ shader_model_character_view_uInverseRatioMain( inverse );
+ }
+ shader_model_character_view_uDepthCompare( depth_compare );
world_link_lighting_ub( world, _shader_model_character_view.id );
world_bind_position_texture( world, _shader_model_character_view.id,
mesh_draw( &model->mdl.mesh );
}
-PLAYER_API void player__render( camera *cam, player_instance *player )
-{
+PLAYER_API void player__render( camera *cam, player_instance *player ){
world_instance *world = world_current_instance();
SDL_AtomicLock( &addon_system.sl_cache_using_resources );
player->playermodel_view_slot );
if( !model ) model = &player->fallback_model;
- render_playermodel( cam, world, model, &player->playeravatar->sk );
+ render_playermodel( cam, world, 1, model, &player->playeravatar->sk );
struct player_board *board =
addon_cache_item_if_loaded( k_addon_type_board,
render_board( cam, world, board, player->playeravatar->sk.final_mtx[
player->playeravatar->id_board],
- &player->board_pose,
+ &player->pose.board,
k_board_shader_player );
SDL_AtomicUnlock( &addon_system.sl_cache_using_resources );