struct skeleton *sk = &localplayer.skeleton;
skeleton_setup( sk, vg_mem.rtmemory, meta );
+ localplayer.id_world = skeleton_bone_id( sk, "world" );
localplayer.id_hip = skeleton_bone_id( sk, "hips" );
localplayer.id_chest = skeleton_bone_id( sk, "chest" );
localplayer.id_ik_hand_l = skeleton_bone_id( sk, "hand.IK.L" );
localplayer.id_ik_elbow_l = skeleton_bone_id( sk, "elbow.L" );
localplayer.id_ik_elbow_r = skeleton_bone_id( sk, "elbow.R" );
localplayer.id_head = skeleton_bone_id( sk, "head" );
+ localplayer.id_foot_l = skeleton_bone_id( sk, "foot.L" );
+ localplayer.id_foot_r = skeleton_bone_id( sk, "foot.R" );
localplayer.id_ik_foot_l = skeleton_bone_id( sk, "foot.IK.L" );
localplayer.id_ik_foot_r = skeleton_bone_id( sk, "foot.IK.R" );
localplayer.id_board = skeleton_bone_id( sk, "board" );
localplayer.id_ik_knee_r = skeleton_bone_id( sk, "knee.R" );
localplayer.id_eyes = skeleton_bone_id( sk, "eyes" );
+ for( i32 i=0; i<sk->bone_count; i ++ ){
+ localplayer.skeleton_mirror[i] = 0;
+ }
+
+ for( i32 i=1; i<sk->bone_count-1; i ++ ){
+ struct skeleton_bone *si = &sk->bones[i];
+
+ char tmp[64];
+ vg_str str;
+ vg_strnull( &str, tmp, 64 );
+ vg_strcat( &str, si->name );
+
+ char *L = vg_strch( &str, 'L' );
+ if( !L ) continue;
+ u32 len = L-tmp;
+
+ for( i32 j=i+1; j<sk->bone_count; j ++ ){
+ struct skeleton_bone *sj = &sk->bones[j];
+
+ if( !strncmp( si->name, sj->name, len ) ){
+ if( sj->name[len] == 'R' ){
+ localplayer.skeleton_mirror[i] = j;
+ localplayer.skeleton_mirror[j] = i;
+ break;
+ }
+ }
+ }
+ }
+
setup_ragdoll_from_skeleton( sk, &localplayer.ragdoll );
/* allocate matrix buffers for localplayer and remote players */
struct player_subsystem_interface *sys =
player_subsystems[localplayer.subsystem];
+ struct player_board *board =
+ addon_cache_item_if_loaded( k_addon_type_board,
+ localplayer.board_view_slot );
+
assert( sys->animate );
assert( sys->pose );
assert( sys->animator_data );
q_nlerp( pose->root_q, localplayer.holdout_pose.root_q,
localplayer.holdout_time, pose->root_q );
- localplayer.holdout_time -= vg.time_frame_delta * 2.0f;
+ localplayer.holdout_time -= vg.time_frame_delta / 0.25f;
}
- static float blinkt = 1.0f,
- blinkl = 0.0f;
-
- if( blinkt < 0.0f ){
- blinkt = (1.0f-powf(vg_randf64(),4.0f))*4.0f;
- blinkl = 0.08f;
+ effect_blink_apply( &localplayer.effect_data.blink,
+ &localplayer.pose, vg.time_delta );
+ apply_full_skeleton_pose( sk, &localplayer.pose, localplayer.final_mtx );
+
+ if( sys->effects ){
+ sys->effects( sys->animator_data, localplayer.final_mtx, board,
+ &localplayer.effect_data );
}
- pose->keyframes[ localplayer.id_eyes-1 ].s[1] = blinkl > 0.0f? 0.2f: 1.0f;
-
- blinkt -= vg.time_delta;
- blinkl -= vg.time_delta;
-
- apply_full_skeleton_pose( sk, &localplayer.pose, localplayer.final_mtx );
skeleton_debug( sk, localplayer.final_mtx );
if( sys->post_animate )
sys->post_animate();
+ player__observe_system( localplayer.subsystem );
+ if( sys->sfx_comp )
+ sys->sfx_comp( sys->animator_data );
+
player__cam_iterate();
}
}
}
+static void player__observe_system( enum player_subsystem id ){
+ if( id != localplayer.observing_system ){
+ struct player_subsystem_interface *sysm1 =
+ player_subsystems[ localplayer.observing_system ];
+
+ if( sysm1->sfx_kill ) sysm1->sfx_kill();
+ localplayer.observing_system = id;
+ }
+}
+
static void player__animate_from_replay( replay_buffer *replay ){
replay_frame *frame = replay->cursor_frame,
*next = NULL;
if( frame ){
next = frame->r;
+ struct player_subsystem_interface
+ *sys0 = player_subsystems[frame->system];
+ void *a0 = replay_frame_data( frame, k_replay_framedata_animator );
+
if( next ){
f32 t = replay_subframe_time( replay );
player_pose pose0, pose1;
struct player_subsystem_interface
- *sys0 = player_subsystems[frame->system],
*sys1 = player_subsystems[next->system];
-
- void *a0 = replay_frame_data( frame, k_replay_framedata_animator ),
- *a1 = replay_frame_data( next, k_replay_framedata_animator );
+ void *a1 = replay_frame_data( next, k_replay_framedata_animator );
sys0->pose( a0, &pose0 );
sys1->pose( a1, &pose1 );
lerp_player_pose( &pose0, &pose1, t, &localplayer.pose );
}
else{
- struct player_subsystem_interface
- *sys = player_subsystems[frame->system];
- sys->pose( replay_frame_data( frame, k_replay_framedata_animator ),
- &localplayer.pose );
+ sys0->pose( a0, &localplayer.pose );
}
+
+ player__observe_system( frame->system );
+ if( sys0->sfx_comp )
+ sys0->sfx_comp( a0 );
}
else return;
SDL_AtomicUnlock( &addon_system.sl_cache_using_resources );
}
+static void player_mirror_pose( mdl_keyframe pose[32],
+ mdl_keyframe mirrored[32] ){
+ mdl_keyframe temp[32];
+
+ struct skeleton *sk = &localplayer.skeleton;
+ for( u32 i=1; i<sk->bone_count; i ++ ){
+ mdl_keyframe *dest = &temp[i-1];
+ u8 mapping = localplayer.skeleton_mirror[i];
+
+ if( mapping ) *dest = pose[mapping-1]; /* R */
+ else *dest = pose[i-1]; /* L */
+
+ dest->co[2] *= -1.0f;
+ dest->q[0] *= -1.0f;
+ dest->q[1] *= -1.0f;
+ }
+
+ for( u32 i=0; i<sk->bone_count-1; i ++ ){
+ mirrored[i] = temp[i];
+ }
+}
#endif /* PLAYER_RENDER_C */