#include "network.h"
#include "player_remote.h"
+#include "player_glide.h"
static void player_load_animation_reference( const char *path ){
mdl_context *meta = &localplayer.skeleton_meta;
localplayer.final_mtx = vg_linear_alloc( vg_mem.rtmemory, mtx_size );
netplayers.final_mtx = vg_linear_alloc( vg_mem.rtmemory,
mtx_size*NETWORK_MAX_PLAYERS );
+ netplayers.glider_mtx = vg_linear_alloc( vg_mem.rtmemory,
+ sizeof(m4x3f)*NETWORK_MAX_PLAYERS );
}
/* TODO: Standard model load */
*sys0 = player_subsystems[frame->system];
void *a0 = replay_frame_data( frame, k_replay_framedata_animator );
+ struct replay_glider_data
+ *g0 = replay_frame_data( frame, k_replay_framedata_glider ),
+ *g1;
+
+ f32 t = 0.0f;
+
if( next ){
- f32 t = replay_subframe_time( replay );
+ t = replay_subframe_time( replay );
player_pose pose0, pose1;
sys1->pose( a1, &pose1 );
lerp_player_pose( &pose0, &pose1, t, &localplayer.pose );
+ g1 = replay_frame_data( next, k_replay_framedata_glider );
}
else{
sys0->pose( a0, &localplayer.pose );
+ g1 = NULL;
}
player__observe_system( frame->system );
if( sys0->sfx_comp )
sys0->sfx_comp( a0 );
+
+ if( g0 ){
+ if( g0->glider_orphan ){
+ if( g1 ){
+ v3_lerp( g0->co, g1->co, t, player_glide.rb.co );
+ q_nlerp( g0->q, g1->q, t, player_glide.rb.q );
+ }
+ else {
+ v3_copy( g0->co, player_glide.rb.co );
+ v4_copy( g0->q, player_glide.rb.q );
+ }
+
+ rb_update_matrices( &player_glide.rb );
+ }
+
+ if( g1 )
+ player_glide.t = vg_lerpf( g0->t, g1->t, t );
+ else
+ player_glide.t = g0->t;
+
+ localplayer.have_glider = g0->have_glider;
+ localplayer.glider_orphan = g0->glider_orphan;
+ }
+ else /* no glider data in g1, or edge case we dont care about */ {
+ localplayer.have_glider = 0;
+ localplayer.glider_orphan = 0;
+ player_glide.t = 0.0f;
+ }
}
else return;