reverse skate into glider
[carveJwlIkooP6JGAAIwe30JlM.git] / player_render.c
index 4793637bbda83e96f745fa8e0a7d9bd5981b8c38..c1e96f67864dc82a37924240f28283c7bb9ce000 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 );
@@ -222,28 +258,27 @@ static void player__animate(void){
       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();
 }
 
@@ -276,23 +311,34 @@ static void lerp_player_pose( player_pose *pose0, player_pose *pose1, f32 t,
    }
 }
 
+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 );
@@ -300,11 +346,12 @@ static void player__animate_from_replay( replay_buffer *replay ){
          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;
 
@@ -508,6 +555,29 @@ static void player__render( camera *cam ){
                   &localplayer.pose.board, k_board_shader_player );
 
    SDL_AtomicUnlock( &addon_system.sl_cache_using_resources );
+
+   player_glide_render( cam, world, &localplayer.pose );
 }
 
+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 */