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_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 */
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,
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 */