#include "shaders/model_board_view.h"
#include "depth_compare.h"
+#include "network.h"
+#include "player_remote.h"
+
static void player_load_animation_reference( const char *path ){
mdl_context *meta = &localplayer.skeleton_meta;
mdl_open( meta, path, vg_mem.rtmemory );
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" );
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" );
localplayer.id_wheel_r = skeleton_bone_id( sk, "wheel.R" );
localplayer.id_ik_knee_l = skeleton_bone_id( sk, "knee.L" );
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 );
/* TODO: Standard model load */
static void dynamic_model_load( mdl_context *ctx,
- struct dynamic_model_1texture *mdl,
- const char *path ){
+ struct dynamic_model_1texture *mdl,
+ const char *path, u32 *fixup_table ){
if( !mdl_arrcount( &ctx->textures ) )
vg_fatal_error( "No texture in model" );
VG_TEX2D_NEAREST|VG_TEX2D_CLAMP,
&mdl->texture );
- mdl_async_load_glmesh( ctx, &mdl->mesh );
+ mdl_async_load_glmesh( ctx, &mdl->mesh, fixup_table );
}
static void dynamic_model_unload( struct dynamic_model_1texture *mdl ){
mdl_open( &ctx, path, vg_mem.scratch );
mdl_load_metadata_block( &ctx, vg_mem.scratch );
- dynamic_model_load( &ctx, &board->mdl, path );
+ dynamic_model_load( &ctx, &board->mdl, path, NULL );
mdl_array_ptr markers;
- mdl_load_array( &ctx, &markers, "ent_marker", vg_mem.scratch );
+ MDL_LOAD_ARRAY( &ctx, &markers, ent_marker, vg_mem.scratch );
/* TODO: you get put into a new section, the above is standard mdl loads. */
for( int i=0; i<4; i++ )
mdl_open( &ctx, path, vg_mem.scratch );
mdl_load_metadata_block( &ctx, vg_mem.scratch );
- dynamic_model_load( &ctx, &board->mdl, path );
+ if( !ctx.armatures.count )
+ vg_fatal_error( "No armature in playermodel\n" );
+
+ mdl_armature *armature = mdl_arritm( &ctx.armatures, 0 );
+
+ u32 fixup_table[ armature->bone_count+1 ];
+ for( u32 i=0; i<armature->bone_count+1; i ++ )
+ fixup_table[i] = 0;
+ for( u32 i=1; i<localplayer.skeleton.bone_count; i ++ ){
+ struct skeleton_bone *sb = &localplayer.skeleton.bones[i];
+ u32 hash = vg_strdjb2( sb->name );
+
+ for( u32 j=1; j<armature->bone_count; j ++ ){
+ mdl_bone *bone = mdl_arritm( &ctx.bones, armature->bone_start+j );
+
+ if( mdl_pstreq( &ctx, bone->pstr_name, sb->name, hash ) ){
+ fixup_table[j+1] = i;
+ break;
+ }
+ }
+ }
+
+ dynamic_model_load( &ctx, &board->mdl, path, fixup_table );
mdl_close( &ctx );
}
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 );
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;
}
+ 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 )
struct player_board_pose *pose,
enum board_shader shader )
{
- if( !board ) return;
+ if( !board )
+ board = &localplayer.fallback_board;
/* TODO:
* adding depth compare to this shader
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 */