review save method
[carveJwlIkooP6JGAAIwe30JlM.git] / player_render.c
index 283b2510e4f0db097d20cfc3ed343775e71b6c9a..38e65867faa16bb6a4c7ee6bdfa749389ae316a6 100644 (file)
@@ -138,38 +138,46 @@ VG_STATIC void player_model_unload( struct player_model *board ){
    dynamic_model_unload( &board->mdl );
 }
 
+VG_STATIC void player_apply_pose_to_skeleton( player_instance *player ){
+   struct skeleton *sk = &player->playeravatar->sk;
+   player_pose *pose = &player->pose;
+
+   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_pose[ player->subsystem ] ){
       _player_animate[ player->subsystem ]( player );
-      _player_pose[ player->subsystem ]( player );
+      _player_pose[ player->subsystem ]( player, &player->pose );
 
-      player_pose *pose = &player->pose;
-
-      m4x3f transform;
-      q_m3x3( pose->root_q, transform );
-      v3_copy( pose->root_co, transform[3] );
 
       struct skeleton *sk = &player->playeravatar->sk;
 
       if( player->holdout_time > 0.0f ){
+         player_pose *pose = &player->pose;
          skeleton_lerp_pose( sk, 
                              pose->keyframes, player->holdout_pose.keyframes, 
                              player->holdout_time, pose->keyframes );
          player->holdout_time -= vg.time_frame_delta * 2.0f;
       }
 
-      if( pose->type == k_player_pose_type_fk ){
-         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 {
-         skeleton_apply_pose( sk, pose->keyframes, k_anim_apply_absolute );
-      }
-
+      player_apply_pose_to_skeleton( player );
       skeleton_debug( sk );
    }
 
@@ -179,36 +187,67 @@ VG_STATIC void player__animate( player_instance *player ){
    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) */
    replay_frame *frame = replay->cursor_frame,
                 *next = NULL;
-
-   player_pose *pose = &player->pose;
-
    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->pose.keyframes, next->pose.keyframes, 
-                             t, pose->keyframes );
-         v3_lerp( frame->pose.root_co, next->pose.root_co, t, pose->root_co );
-         q_nlerp( frame->pose.root_q, next->pose.root_q, t, pose->root_q );
-         pose->type = k_player_pose_type_absolute;
-         pose->board.lean = vg_lerpf( frame->pose.board.lean,
-                                      next->pose.board.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{
+         player_copy_frame_animator( player, frame );
+         _player_pose[ frame->system ]( player, &player->pose );
       }
-      else 
-         memcpy( pose, &frame->pose, sizeof(frame->pose) );
    }
    else return;
 
-   struct skeleton *sk = &player->playeravatar->sk;
-   skeleton_apply_pose( sk, pose->keyframes, k_anim_apply_absolute );
+   player_apply_pose_to_skeleton( player );
 }
 
 VG_STATIC void player__pre_render( player_instance *player ){