breakup walk system and add new exit animation
[carveJwlIkooP6JGAAIwe30JlM.git] / player_render.c
index ad56c241ec10f11dff072567cb1537a564b3a72b..2636f802d0885dd8a0877961bd93cdbd5b47976d 100644 (file)
@@ -28,6 +28,7 @@ static void player_load_animation_reference( const char *path ){
    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" );
@@ -35,6 +36,8 @@ static void player_load_animation_reference( const char *path ){
    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" );
@@ -44,6 +47,35 @@ static void player_load_animation_reference( const char *path ){
    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 */
@@ -201,6 +233,10 @@ static void player__animate(void){
    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 );
@@ -225,9 +261,15 @@ static void player__animate(void){
       localplayer.holdout_time -= vg.time_frame_delta * 2.0f;
    }
 
-   v3_fill( pose->keyframes[ localplayer.id_eyes-1 ].co, sinf(vg.time) );
-
+   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 );
+   }
+
    skeleton_debug( sk, localplayer.final_mtx );
 
    if( sys->post_animate )
@@ -499,4 +541,25 @@ static void player__render( camera *cam ){
    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 */