adjust walkout anim length & masked anim blending
[carveJwlIkooP6JGAAIwe30JlM.git] / player_render.c
index 44ab25b92a755505b8786062b555275f0aa93299..e1c065f272222a25e93e6ef9e30e3f47f71b0b4d 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" );
@@ -46,6 +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 */
@@ -228,7 +258,7 @@ 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;
    }
 
    effect_blink_apply( &localplayer.effect_data.blink,
@@ -511,4 +541,25 @@ static void player__render( camera *cam ){
    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 */