ragdoll quality improvements
[carveJwlIkooP6JGAAIwe30JlM.git] / player_render.c
index 4793637bbda83e96f745fa8e0a7d9bd5981b8c38..44ab25b92a755505b8786062b555275f0aa93299 100644 (file)
@@ -35,6 +35,8 @@ 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" );
@@ -201,6 +203,10 @@ 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 );
@@ -225,20 +231,15 @@ static void player__animate(void){
       localplayer.holdout_time -= vg.time_frame_delta * 2.0f;
    }
 
-   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 )