seperate gamestate and animator memory (BREAKS: SMOOTHED UPPER YAW)
authorhgn <hgodden00@gmail.com>
Tue, 18 Jul 2023 00:13:31 +0000 (01:13 +0100)
committerhgn <hgodden00@gmail.com>
Tue, 18 Jul 2023 00:13:31 +0000 (01:13 +0100)
20 files changed:
blender_export.py
ent_skateshop.c
models_src/ch_none.mdl
player.c
player.h
player_api.h
player_dead.c
player_dead.h
player_drive.c
player_drive.h
player_render.c
player_render.h
player_replay.c
player_replay.h
player_skate.c
player_skate.h
player_walk.c
player_walk.h
skeleton.h
workshop.c

index ae8b641b3db7963004c5f706cc425e1dd1b0ac08..3f1b04f1dd00e7a91ee3afa2651ac069e5151994 100644 (file)
@@ -476,6 +476,31 @@ def sr_filter_ent_type( obj, ent_types ):
    return False
 #}
 
+def v4_dot( a, b ):#{
+   return a[0]*b[0] + a[1]*b[1] + a[2]*b[2] + a[3]*b[3]
+#}
+
+def q_identity( q ):#{
+   q[0] = 0.0
+   q[1] = 0.0
+   q[2] = 0.0
+   q[3] = 1.0
+#}
+
+def q_normalize( q ):#{
+   l2 = v4_dot(q,q)
+   if( l2 < 0.00001 ):#{
+      q_identity( q )
+   #}
+   else:#{
+      s = 1.0/math.sqrt(l2)
+      q[0] *= s
+      q[1] *= s
+      q[2] *= s
+      q[3] *= s
+   #}
+#}
+
 def compile_obj_transform( obj, transform ):
 #{
    co = obj.matrix_world @ Vector((0,0,0))
@@ -483,6 +508,7 @@ def compile_obj_transform( obj, transform ):
    # This was changed from matrix_local on 09.05.23
    q = obj.matrix_world.to_quaternion() 
    s = obj.scale
+   q_normalize( q )
    
    # Setup transform
    #
@@ -1397,6 +1423,7 @@ def sr_compile_armature( obj ):
                      lc_m = smtx.inverted() @ lc_m
                   #}
                   rq = lc_m.to_quaternion()
+                  q_normalize( rq )
 
                   kf = mdl_transform()
                   kf.co[0] =  loc[0]
index 7cb0e9aa1e414ac369c7f951e5f0aaeb2430895a..42eefa2cfed858ec37d508241031cba5d68721f6 100644 (file)
@@ -430,7 +430,7 @@ VG_STATIC void skateshop_render_boardshop(void){
       q_nlerp( xform.q, mark_display->transform.q, t, xform.q );
       v3_lerp( xform.s, mark_display->transform.s, t, xform.s );
 
-      struct board_pose pose = {0};
+      struct player_board_pose pose = {0};
       m4x3f mmdl;
       mdl_transform_m4x3( &xform, mmdl );
       render_board( &skaterift.cam, world, board, mmdl, 
index f08ed10dd85ba15f6112dde58f7b335f43bce568..ff975bc7dbe06e64c8e912ed397254daf6f8283a 100644 (file)
Binary files a/models_src/ch_none.mdl and b/models_src/ch_none.mdl differ
index b0888ea6e00249b4040aec7b64ea900605254c96..52949ecaa41824a139ee4a4b5dcd8fa759c22c78 100644 (file)
--- a/player.c
+++ b/player.c
@@ -281,6 +281,11 @@ PLAYER_API void player__kill( player_instance *player ){
    
 }
 
+PLAYER_API void player__begin_holdout( player_instance *player ){
+   memcpy( &player->holdout_pose, &player->pose, sizeof(player->pose) );
+   player->holdout_time = 1.0f;
+}
+
 /* implementation */
 #include "player_common.c"
 #include "player_walk.c"
index 2ae0485307b8f056e5dd51911c6d2d1ac2e64106..cb60d049e09864278988f0f807f1309153179bc7 100644 (file)
--- a/player.h
+++ b/player.h
@@ -86,11 +86,10 @@ struct player_instance{
 
    u16 board_view_slot, playermodel_view_slot;
 
+   player_pose            pose;
    player_pose            holdout_pose;
    float                  holdout_time;
 
-   struct board_pose      board_pose;
-
    /*
     * Subsystems
     * -------------------------------------------------
@@ -167,13 +166,21 @@ void( *_player_im_gui[])( player_instance *player ) = {
 };
 
 VG_STATIC
-void( *_player_animate[])( player_instance *player, player_animation *dest ) = {
+void( *_player_animate[])( player_instance *player ) = {
    player__walk_animate,
    player__skate_animate,
    player__dead_animate,
    player__drive_animate
 };
 
+VG_STATIC
+void( *_player_pose[] )( player_instance *player ) = {
+   player__walk_pose,
+   player__skate_pose,
+   player__dead_pose,
+   player__drive_pose,
+};
+
 VG_STATIC
 void( *_player_post_animate[])( player_instance *player ) = {
    player__walk_post_animate,
@@ -200,6 +207,7 @@ PLAYER_API void player__im_gui( player_instance *player );
 PLAYER_API void player__setpos( player_instance *player, v3f pos );
 PLAYER_API void player__spawn( player_instance *player, ent_spawn *rp );
 PLAYER_API void player__kill( player_instance *player );
+PLAYER_API void player__begin_holdout( player_instance *player );
 
 VG_STATIC int localplayer_cmd_respawn( int argc, const char *argv[] );
 VG_STATIC void player_apply_transport_to_cam( m4x3f transport );
index a009d6ddd4201e0594e957370109f77ffff3bab1..01658418794d65949eb3df214e407797707bf334 100644 (file)
@@ -7,19 +7,24 @@
 
 #define PLAYER_API VG_STATIC
 typedef struct player_instance player_instance;
-typedef mdl_keyframe player_pose[32];
-typedef struct player_animation player_animation;
+typedef struct player_pose player_pose;
 
-struct player_animation{
-   player_pose pose;
-   v3f         root_co;
-   v4f         root_q;
-
-   enum player_animation_type {
-      k_player_animation_type_fk,      /* regular FK animation */
-      k_player_animation_type_absolute /* decomposition of the final matrices */
+struct player_pose{
+   enum player_pose_type {
+      k_player_pose_type_fk,      /* regular FK animation */
+      k_player_pose_type_absolute /* decomposition of the final matrices */
    }
    type;
+
+   v3f root_co;
+   v4f root_q;
+
+   mdl_keyframe keyframes[32];
+
+   struct player_board_pose {
+      f32 lean;
+   }
+   board;
 };
 
 #endif /* PLAYER_API_H */
index acb434aba50fae7f72cce65c633bbc287dd7bfa4..b6312cb5273835dfbbdfc204c8157125e85a0cee 100644 (file)
@@ -8,21 +8,24 @@ VG_STATIC void player__dead_update      ( player_instance *player )
    player_ragdoll_iter( &player->ragdoll );
 }
 
-VG_STATIC void player__dead_animate     ( player_instance *player, 
-                                          player_animation *anim )
-{
-   v3_zero( anim->root_co );
-   q_identity( anim->root_q );
+VG_STATIC void player__dead_animate    ( player_instance *player ){
+   /* nothing here */
+}
+
+VG_STATIC void player__dead_pose        ( player_instance *player ){
+   player_pose *pose = &player->pose;
+   v3_zero( pose->root_co );
+   q_identity( pose->root_q );
    
-   for( int i=0; i<vg_list_size( anim->pose ); i ++ ){
-      v3_zero( anim->pose[i].co );
-      v3_fill( anim->pose[i].s, 1.0f );
-      q_identity( anim->pose[i].q );
+   for( int i=0; i<vg_list_size(pose->keyframes); i ++ ){
+      /* FUUUUTUUREEEE: squangle the rigidbodies back into OK keyframes */
+      v3_zero( pose->keyframes[i].co );
+      v3_fill( pose->keyframes[i].s, 1.0f );
+      q_identity( pose->keyframes[i].q );
    }
 }
 
-VG_STATIC void player__dead_post_animate( player_instance *player )
-{
+VG_STATIC void player__dead_post_animate( player_instance *player ){
    struct player_avatar *av = player->playeravatar;
    struct player_dead   *d  = &player->_dead;
 
@@ -44,13 +47,11 @@ VG_STATIC void player__dead_post_animate( player_instance *player )
    v3_zero( player->rb.w );
 }
 
-VG_STATIC void player__dead_im_gui      ( player_instance *player )
-{
+VG_STATIC void player__dead_im_gui      ( player_instance *player ){
 
 }
 
-VG_STATIC void player__dead_transition  ( player_instance *player )
-{
+VG_STATIC void player__dead_transition  ( player_instance *player ){
    player->subsystem = k_player_subsystem_dead;
    copy_avatar_pose_to_ragdoll( player->playeravatar, &player->ragdoll, 
                                 player->rb.v );
index fbdb47f5a974665660fc9dc1213d39a0cd2fffb9..43f7574b738529da34a8a2959c0654e4be52d3c1 100644 (file)
@@ -8,8 +8,8 @@ struct player_dead{
 };
 
 VG_STATIC void player__dead_update      ( player_instance *player );
-VG_STATIC void player__dead_animate     ( player_instance *player
-                                          player_animation *anim );
+VG_STATIC void player__dead_animate     ( player_instance *player );
+VG_STATIC void player__dead_pose        ( player_instance *player );
 
 VG_STATIC void player__dead_post_animate( player_instance *player );
 VG_STATIC void player__dead_im_gui      ( player_instance *player );
index 216ec8994ce79cdcb2983fd05c10f20fcf20fd7c..157ef4069842d0d8bdd34af8ad1dc233a559a44c 100644 (file)
@@ -29,14 +29,16 @@ VG_STATIC void player__drive_post_update( player_instance *player )
    v3_copy( drive->vehicle->obj.rb.w, player->rb.w );
 }
 
-VG_STATIC void player__drive_animate( player_instance *player
-                                      player_animation *dest )
-{
+VG_STATIC void player__drive_animate( player_instance *player ){}
+
+VG_STATIC void player__drive_pose( player_instance *player ){
    struct player_drive *drive = &player->_drive;
    struct skeleton *sk = &player->playeravatar->sk;
-   skeleton_sample_anim( sk, drive->anim_drive, 0.0f, dest->pose );
-   v3_copy( player->rb.co, dest->root_co );
-   v4_copy( player->rb.q, dest->root_q );
+   player_pose *pose = &player->pose;
+
+   skeleton_sample_anim( sk, drive->anim_drive, 0.0f, pose->keyframes );
+   v3_copy( player->rb.co, pose->root_co );
+   v4_copy( player->rb.q, pose->root_q );
 }
 
 VG_STATIC void player__drive_post_animate( player_instance *player )
index 4ce05bae588e5a6d98312b187745ace5a45b8307..dcf689eb04353eb2695226eeac9fdaa50725aee7 100644 (file)
@@ -12,8 +12,9 @@ struct player_drive {
 VG_STATIC void player__drive_pre_update( player_instance *player );
 VG_STATIC void player__drive_update( player_instance *player );
 VG_STATIC void player__drive_post_update( player_instance *player );
-VG_STATIC void player__drive_animate( player_instance *player, 
-                                      player_animation *dest );
+VG_STATIC void player__drive_animate( player_instance *player );
+VG_STATIC void player__drive_pose( player_instance *player );
+
 VG_STATIC void player__drive_post_animate( player_instance *player );
 VG_STATIC void player__drive_im_gui( player_instance *player );
 VG_STATIC void player__drive_bind( player_instance *player );
index ba50fc1402b0e55ce11a491865c321a824d5c398..283b2510e4f0db097d20cfc3ed343775e71b6c9a 100644 (file)
@@ -139,33 +139,35 @@ VG_STATIC void player_model_unload( struct player_model *board ){
 }
 
 VG_STATIC void player__animate( player_instance *player ){
-   if( _player_animate[ player->subsystem ] ){
-      player_animation res;
-      res.type = k_player_animation_type_fk;
+   if( _player_animate[ player->subsystem ] && 
+       _player_pose[ player->subsystem ] ){
+      _player_animate[ player->subsystem ]( player );
+      _player_pose[ player->subsystem ]( player );
 
-      _player_animate[ player->subsystem ]( player, &res );
+      player_pose *pose = &player->pose;
 
       m4x3f transform;
-      q_m3x3( res.root_q, transform );
-      v3_copy( res.root_co, transform[3] );
+      q_m3x3( pose->root_q, transform );
+      v3_copy( pose->root_co, transform[3] );
 
       struct skeleton *sk = &player->playeravatar->sk;
 
       if( player->holdout_time > 0.0f ){
-         skeleton_lerp_pose( sk, res.pose, player->holdout_pose, 
-                                           player->holdout_time, res.pose );
+         skeleton_lerp_pose( sk, 
+                             pose->keyframes, player->holdout_pose.keyframes, 
+                             player->holdout_time, pose->keyframes );
          player->holdout_time -= vg.time_frame_delta * 2.0f;
       }
 
-      if( res.type == k_player_animation_type_fk ){
-         skeleton_apply_pose( sk, res.pose, k_anim_apply_defer_ik );
+      if( pose->type == k_player_pose_type_fk ){
+         skeleton_apply_pose( sk, pose->keyframes, k_anim_apply_defer_ik );
          skeleton_apply_ik_pass( sk );
-         skeleton_apply_pose( sk, res.pose, k_anim_apply_deffered_only );
+         skeleton_apply_pose( sk, pose->keyframes, k_anim_apply_deffered_only );
          skeleton_apply_inverses( sk );
          skeleton_apply_transform( sk, transform );
       }
       else {
-         skeleton_apply_pose( sk, res.pose, k_anim_apply_absolute );
+         skeleton_apply_pose( sk, pose->keyframes, k_anim_apply_absolute );
       }
 
       skeleton_debug( sk );
@@ -180,11 +182,11 @@ VG_STATIC void player__animate( player_instance *player ){
 VG_STATIC void player__animate_from_replay( player_instance *player,
                                             replay_buffer *replay ){
    /* TODO: holdout blending (from when the game has to slow down) */
-
-   player_animation res;
    replay_frame *frame = replay->cursor_frame,
                 *next = NULL;
 
+   player_pose *pose = &player->pose;
+
    if( frame ){
       next = frame->r;
 
@@ -192,23 +194,21 @@ VG_STATIC void player__animate_from_replay( player_instance *player,
          f32 t = replay_subframe_time( replay );
 
          struct skeleton *sk = &player->playeravatar->sk;
-         skeleton_lerp_pose(sk, frame->anim.pose, next->anim.pose, t, res.pose);
-         v3_lerp( frame->anim.root_co, next->anim.root_co, t, res.root_co );
-         q_nlerp( frame->anim.root_q, next->anim.root_q, t, res.root_q );
-         res.type = k_player_animation_type_absolute;
-         player->board_pose.lean = vg_lerpf( frame->board_pose.lean,
-                                             next->board_pose.lean, t );
-      }
-      else {
-         memcpy( &res, &frame->anim, sizeof(frame->anim) );
-         memcpy( &frame->board_pose, &player->board_pose, 
-                 sizeof(player->board_pose) );
+         skeleton_lerp_pose( sk, frame->pose.keyframes, next->pose.keyframes, 
+                             t, pose->keyframes );
+         v3_lerp( frame->pose.root_co, next->pose.root_co, t, pose->root_co );
+         q_nlerp( frame->pose.root_q, next->pose.root_q, t, pose->root_q );
+         pose->type = k_player_pose_type_absolute;
+         pose->board.lean = vg_lerpf( frame->pose.board.lean,
+                                      next->pose.board.lean, t );
       }
+      else 
+         memcpy( pose, &frame->pose, sizeof(frame->pose) );
    }
    else return;
 
    struct skeleton *sk = &player->playeravatar->sk;
-   skeleton_apply_pose( sk, res.pose, k_anim_apply_absolute );
+   skeleton_apply_pose( sk, pose->keyframes, k_anim_apply_absolute );
 }
 
 VG_STATIC void player__pre_render( player_instance *player ){
@@ -234,7 +234,7 @@ VG_STATIC void player__pre_render( player_instance *player ){
 
 VG_STATIC void render_board( camera *cam, world_instance *world,
                              struct player_board *board, m4x3f root,
-                             struct board_pose *pose,
+                             struct player_board_pose *pose,
                              enum board_shader shader )
 {
    if( !board ) return;
@@ -425,7 +425,7 @@ PLAYER_API void player__render( camera *cam, player_instance *player ){
 
    render_board( cam, world, board, player->playeravatar->sk.final_mtx[
                                     player->playeravatar->id_board],
-                                    &player->board_pose,
+                                    &player->pose.board,
                                     k_board_shader_player );
 
    SDL_AtomicUnlock( &addon_system.sl_cache_using_resources );
index f33e2db6f76faa189d3b444c974535283cb57bd7..5a11bea841d77d47c2483b5c53c0995b1baa7bdd 100644 (file)
@@ -57,10 +57,6 @@ struct player_board{
                board;
 };
 
-struct board_pose {
-   f32 lean;
-};
-
 struct player_model{
    struct dynamic_model_1texture mdl;
 };
@@ -83,7 +79,7 @@ VG_STATIC void player_model_unload( struct player_model *board );
 
 VG_STATIC void render_board( camera *cam, world_instance *world,
                              struct player_board *board, m4x3f root,
-                             struct board_pose *pose,
+                             struct player_board_pose *pose,
                              enum board_shader shader );
 
 VG_STATIC void render_playermodel( camera *cam, world_instance *world,
index 5313f936382550397c5d8d61ad10c876774fc020..319cf03a64943d53646c4c75fdff794dc33b9821 100644 (file)
@@ -299,15 +299,15 @@ void skaterift_record_frame( replay_buffer *replay, int force_gamestate ){
    replay->cursor = vg.time;
    replay->cursor_frame = frame;
 
-   player_animation *res = &frame->anim;
+   player_pose *res = &frame->pose;
    v3_zero( res->root_co );
    q_identity( res->root_q );
-   res->type = k_player_animation_type_absolute;
+   res->type = k_player_pose_type_absolute;
 
    struct skeleton *sk = &localplayer.playeravatar->sk;
 
-   memcpy( &frame->board_pose, &localplayer.board_pose
-            sizeof(localplayer.board_pose) );
+   memcpy( &frame->pose.board, &localplayer.pose.board
+            sizeof(localplayer.pose.board) );
    frame->time = vg.time;
    v3_copy( localplayer.cam.pos, frame->cam_pos );
 
@@ -317,14 +317,14 @@ void skaterift_record_frame( replay_buffer *replay, int force_gamestate ){
 
       for( u32 i=1; i<sk->bone_count; i++ ){
          struct skeleton_bone *sb = &sk->bones[i];
-         mdl_keyframe *kf = &res->pose[i-1];
+         mdl_keyframe *kf = &res->keyframes[i-1];
          m4x3f mtx;
          m4x3_mul( localplayer.gate_waiting->transport, sk->final_mtx[i], mtx );
          m4x3_decompose( mtx, kf->co, kf->q, kf->s );
       }
    }
    else
-      skeleton_decompose_mtx_absolute( sk, res->pose );
+      skeleton_decompose_mtx_absolute( sk, res->keyframes );
 
    v3_copy( localplayer.cam.angles, frame->cam_angles );
    frame->cam_fov = localplayer.cam.fov;
index 9a3f2aba658a4cc67ec8a207499e6f3baf4f3c63..73bbb222585a30e97458ef566ca34964e755eff1 100644 (file)
@@ -20,8 +20,7 @@ struct replay_buffer {
 };
 
 struct replay_frame {
-   player_animation anim;
-   struct board_pose board_pose;
+   player_pose pose;
 
    v3f cam_pos, cam_angles;
    f32 cam_fov;
index 49cd6e76e76ccd2951e4a5f4d638f3e1b4ce12a2..fe34de2441ce6b3d40a5bbe5542b448fc5d2f4fa 100644 (file)
@@ -722,15 +722,15 @@ VG_STATIC void skate_apply_trick_model( player_instance *player )
    v3f Fd, Fs, F;
    v3f strength = { 3.7f, 3.6f, 8.0f };
 
-   v3_muls( s->state.board_trick_residualv, -4.0f , Fd );
-   v3_muls( s->state.board_trick_residuald, -10.0f, Fs );
+   v3_muls( s->state.trick_residualv, -4.0f , Fd );
+   v3_muls( s->state.trick_residuald, -10.0f, Fs );
    v3_add( Fd, Fs, F );
    v3_mul( strength, F, F );
 
-   v3_muladds( s->state.board_trick_residualv, F, k_rb_delta, 
-               s->state.board_trick_residualv );
-   v3_muladds( s->state.board_trick_residuald, s->state.board_trick_residualv,
-               k_rb_delta, s->state.board_trick_residuald );
+   v3_muladds( s->state.trick_residualv, F, k_rb_delta, 
+               s->state.trick_residualv );
+   v3_muladds( s->state.trick_residuald, s->state.trick_residualv,
+               k_rb_delta, s->state.trick_residuald );
 
    if( s->state.activity <= k_skate_activity_air_to_grind ){
       if( v3_length2( s->state.trick_vel ) < 0.0001f )
@@ -763,7 +763,7 @@ VG_STATIC void skate_apply_trick_model( player_instance *player )
          s->state.trick_euler[0] = roundf( s->state.trick_euler[0] );
          s->state.trick_euler[1] = roundf( s->state.trick_euler[1] );
          s->state.trick_euler[2] = roundf( s->state.trick_euler[2] );
-         v3_copy( s->state.trick_vel, s->state.board_trick_residualv );
+         v3_copy( s->state.trick_vel, s->state.trick_residualv );
          v3_zero( s->state.trick_vel );
       }
 
@@ -1096,28 +1096,14 @@ VG_STATIC void skate_integrate( player_instance *player )
    rb_update_transform( &player->rb );
 }
 
-/*
- * 1 2 or 3
- */
-
-VG_STATIC void skate_copy_holdout( player_instance *player )
-{
-   struct player_skate *s = &player->_skate;
-   struct player_avatar *av = player->playeravatar;
-   struct skeleton *sk = &av->sk;
-   skeleton_copy_pose( sk, s->holdout, player->holdout_pose );
-}
-
-VG_STATIC enum trick_type player_skate_trick_input( player_instance *player )
-{
+VG_STATIC enum trick_type player_skate_trick_input( player_instance *player ){
    return (button_press( k_srbind_trick0 )     ) |
           (button_press( k_srbind_trick1 ) << 1) |
           (button_press( k_srbind_trick2 ) << 1) |
           (button_press( k_srbind_trick2 )     );
 }
 
-VG_STATIC void player__skate_pre_update( player_instance *player )
-{
+VG_STATIC void player__skate_pre_update( player_instance *player ){
    struct player_skate *s = &player->_skate;
 
    if( button_down( k_srbind_use ) ){
@@ -1127,8 +1113,7 @@ VG_STATIC void player__skate_pre_update( player_instance *player )
       v3_copy( player->cam.angles, angles );
       angles[2] = 0.0f;
 
-      skate_copy_holdout( player );
-      player->holdout_time = 0.34f;
+      player__begin_holdout( player );
       player__skate_kill_audio( player );
       player__walk_transition( player, angles );
       return;
@@ -1157,8 +1142,7 @@ VG_STATIC void player__skate_pre_update( player_instance *player )
    }
 }
 
-VG_STATIC void player__skate_post_update( player_instance *player )
-{
+VG_STATIC void player__skate_post_update( player_instance *player ){
    struct player_skate *s = &player->_skate;
 
    for( int i=0; i<s->possible_jump_count; i++ ){
@@ -1320,8 +1304,7 @@ VG_STATIC void player__skate_post_update( player_instance *player )
 VG_STATIC 
 int skate_compute_surface_alignment( player_instance *player,
                                      v3f ra, u32 colour,
-                                     v3f surface_normal, v3f axel_dir )
-{
+                                     v3f surface_normal, v3f axel_dir ){
    struct player_skate *s = &player->_skate;
    world_instance *world = world_current_instance();
 
@@ -1341,8 +1324,7 @@ int skate_compute_surface_alignment( player_instance *player,
 
    int res_l = 0, res_r = 0;
 
-   for( int i=0; i<8; i++ )
-   {
+   for( int i=0; i<8; i++ ){
       float t = 1.0f - (float)i * (1.0f/8.0f);
       v3_muladds( truck, player->rb.to_world[0], -k_board_radius*t, left );
       v3_muladds( left,  player->rb.to_world[1],  k_board_radius,   left );
@@ -1354,8 +1336,7 @@ int skate_compute_surface_alignment( player_instance *player,
          break;
    }
 
-   for( int i=0; i<8; i++ )
-   {
+   for( int i=0; i<8; i++ ){
       float t = 1.0f - (float)i * (1.0f/8.0f);
       v3_muladds( truck, player->rb.to_world[0],  k_board_radius*t, right );
       v3_muladds( right, player->rb.to_world[1],  k_board_radius,   right );
@@ -1373,20 +1354,17 @@ int skate_compute_surface_alignment( player_instance *player,
    v3_muladds( truck, player->rb.to_world[1], -k_board_radius, midpoint );
    v3_zero( tangent_average );
 
-   if( res_l || res_r )
-   {
+   if( res_l || res_r ){
       v3f p0, p1, t;
       v3_copy( midpoint, p0 );
       v3_copy( midpoint, p1 );
 
-      if( res_l ) 
-      {
+      if( res_l ){
          v3_copy( ray_l.pos, p0 );
          v3_cross( ray_l.normal, player->rb.to_world[0], t );
          v3_add( t, tangent_average, tangent_average );
       }
-      if( res_r )
-      {
+      if( res_r ){
          v3_copy( ray_r.pos, p1 );
          v3_cross( ray_r.normal, player->rb.to_world[0], t );
          v3_add( t, tangent_average, tangent_average );
@@ -1395,14 +1373,12 @@ int skate_compute_surface_alignment( player_instance *player,
       v3_sub( p1, p0, v0 );
       v3_normalize( v0 );
    }
-   else
-   {
+   else{
       /* fallback: use the closes point to the trucks */
       v3f closest;
       int idx = bh_closest_point( world->geo_bh, midpoint, closest, 0.1f );
 
-      if( idx != -1 )
-      {
+      if( idx != -1 ){
          u32 *tri = &world->scene_geo.arrindices[ idx * 3 ];
          v3f verts[3];
 
@@ -1443,8 +1419,7 @@ int skate_compute_surface_alignment( player_instance *player,
    return 1;
 }
 
-VG_STATIC void skate_weight_distribute( player_instance *player )
-{
+VG_STATIC void skate_weight_distribute( player_instance *player ){
    struct player_skate *s = &player->_skate;
    v3_zero( s->weight_distribution );
 
@@ -1502,8 +1477,7 @@ VG_STATIC void skate_weight_distribute( player_instance *player )
    }
 }
 
-VG_STATIC void skate_adjust_up_direction( player_instance *player )
-{
+VG_STATIC void skate_adjust_up_direction( player_instance *player ){
    struct player_skate *s = &player->_skate;
 
    if( s->state.activity == k_skate_activity_ground ){
@@ -1526,8 +1500,7 @@ VG_STATIC void skate_adjust_up_direction( player_instance *player )
    }
 }
 
-VG_STATIC int skate_point_visible( v3f origin, v3f target )
-{
+VG_STATIC int skate_point_visible( v3f origin, v3f target ){
    v3f dir;
    v3_sub( target, origin, dir );
    
@@ -1542,16 +1515,14 @@ VG_STATIC int skate_point_visible( v3f origin, v3f target )
    return 1;
 }
 
-VG_STATIC void skate_grind_orient( struct grind_info *inf, m3x3f mtx )
-{
+VG_STATIC void skate_grind_orient( struct grind_info *inf, m3x3f mtx ){
    v3_copy( inf->dir, mtx[0] );
    v3_copy( inf->n, mtx[1] );
    v3_cross( mtx[0], mtx[1], mtx[2] );
 }
 
 VG_STATIC void skate_grind_friction( player_instance *player,
-                                     struct grind_info *inf, float strength )
-{
+                                     struct grind_info *inf, float strength ){
    v3f v2;
    v3_muladds( player->rb.to_world[2], inf->n, 
                -v3_dot( player->rb.to_world[2], inf->n ), v2 );
@@ -1564,8 +1535,7 @@ VG_STATIC void skate_grind_friction( player_instance *player,
 }
 
 VG_STATIC void skate_grind_decay( player_instance *player,
-                                  struct grind_info *inf, float strength )
-{
+                                  struct grind_info *inf, float strength ){
    m3x3f mtx, mtx_inv;
    skate_grind_orient( inf, mtx );
    m3x3_transpose( mtx, mtx_inv );
@@ -1580,8 +1550,7 @@ VG_STATIC void skate_grind_decay( player_instance *player,
 
 VG_STATIC void skate_grind_truck_apply( player_instance *player,
                                         float sign, struct grind_info *inf,
-                                        float strength )
-{
+                                        float strength ){
    struct player_skate *s = &player->_skate;
 
    /* REFACTOR */
@@ -2669,20 +2638,16 @@ VG_STATIC void player__skate_im_gui( player_instance *player ){
                            s->state.trick_euler[2] );
 }
 
-VG_STATIC void player__skate_animate( player_instance *player,
-                                      player_animation *dest )
-{
+VG_STATIC void player__skate_animate( player_instance *player ){
    struct player_skate *s = &player->_skate;
    struct player_skate_state *state = &player->_skate.state;
-   struct player_avatar *av = player->playeravatar;
-   struct skeleton *sk = &av->sk;
+   struct player_skate_animator *animator = &s->animator;
 
    /* Head */
    float kheight = 2.0f,
          kleg = 0.6f;
 
-   v3f offset;
-   v3_zero( offset );
+   v3_zero( animator->offset );
 
    v3f cog_local, cog_ideal;
    m4x3_mulv( player->rb.to_local, s->state.cog, cog_local );
@@ -2691,33 +2656,35 @@ VG_STATIC void player__skate_animate( player_instance *player,
    v3_normalize( cog_ideal );
    m3x3_mulv( player->rb.to_local, cog_ideal, cog_ideal );
 
-   v3_sub( cog_ideal, cog_local, offset );
+   v3_sub( cog_ideal, cog_local, animator->offset );
 
-
-   v3_muls( offset, 4.0f, offset );
-   offset[1] *= -1.0f;
+   v3_muls( animator->offset, 4.0f, animator->offset );
+   animator->offset[1] *= -1.0f;
 
    float curspeed  = v3_length( player->rb.v ),
          kickspeed = vg_clampf( curspeed*(1.0f/40.0f), 0.0f, 1.0f ),
          kicks     = (vg_randf64()-0.5f)*2.0f*kickspeed,
          sign      = vg_signf( kicks );
 
-   state->wobble[0] = vg_lerpf( state->wobble[0], kicks*kicks*sign, 
-                                6.0f*vg.time_delta);
-   state->wobble[1] = vg_lerpf( state->wobble[1], state->wobble[0],
-                                2.4f*vg.time_delta);
+   animator->wobble[0] = vg_lerpf( animator->wobble[0], kicks*kicks*sign, 
+                                   6.0f*vg.time_delta);
+   animator->wobble[1] = vg_lerpf( animator->wobble[1], animator->wobble[0], 
+                                   2.4f*vg.time_delta);
+
+   animator->offset[0] *= 0.26f;
+   animator->offset[0] += animator->wobble[1]*3.0f;
 
-   offset[0] *= 0.26f;
-   offset[0] += state->wobble[1]*3.0f;
+   animator->offset[1] *= -0.3f;
+   animator->offset[2] *= 0.01f;
 
-   offset[1] *= -0.3f;
-   offset[2] *= 0.01f;
+   animator->offset[0]=vg_clampf(animator->offset[0],-0.8f,0.8f)*
+                                 (1.0f-fabsf(animator->slide)*0.9f);
+   animator->offset[1]=vg_clampf(animator->offset[1],-0.5f,0.0f);
 
-   offset[0]=vg_clampf(offset[0],-0.8f,0.8f)
-                  *(1.0f-fabsf(state->blend_slide)*0.9f);
-   offset[1]=vg_clampf(offset[1],-0.5f,0.0f);
+   v3_muls( animator->offset, 0.3f, player->cam_control.tpv_offset_extra );
 
-   v3_muls( offset, 0.3f, player->cam_control.tpv_offset_extra );
+   /* localized vectors */
+   m4x3_mulv( player->rb.to_local, s->state.cog, animator->local_cog );
 
    /* 
     * Animation blending
@@ -2730,387 +2697,404 @@ VG_STATIC void player__skate_animate( player_instance *player,
       if( s->state.activity == k_skate_activity_ground )
          desired = vg_clampf( fabsf( s->state.slip ), 0.0f, 1.0f );
 
-      state->blend_slide = 
-         vg_lerpf( state->blend_slide, desired, 2.4f*vg.time_delta);
+      animator->slide = vg_lerpf( animator->slide, desired, 2.4f*vg.time_delta);
    }
    
    /* movement information */
-   {
-      int iair = s->state.activity <= k_skate_activity_air_to_grind;
+   int iair = s->state.activity <= k_skate_activity_air_to_grind;
+
+   float dirz = s->state.reverse > 0.0f? 0.0f: 1.0f,
+         dirx = s->state.slip < 0.0f?    0.0f: 1.0f,
+         fly  = iair?                    1.0f: 0.0f,
+         wdist= s->weight_distribution[2] / k_board_length;
+
+   if( s->state.activity >= k_skate_activity_grind_any )
+      wdist = 0.0f;
+
+   animator->z      = vg_lerpf( animator->z,      dirz,  2.4f*vg.time_delta );
+   animator->x      = vg_lerpf( animator->x,      dirx,  0.6f*vg.time_delta );
+   animator->fly    = vg_lerpf( animator->fly,    fly,   3.4f*vg.time_delta );
+   animator->weight = vg_lerpf( animator->weight, wdist, 9.0f*vg.time_delta );
+
+   float stand = 1.0f - vg_clampf( curspeed * 0.03f, 0.0f, 1.0f );
+   animator->stand  = vg_lerpf( animator->stand, stand, 6.0f*vg.time_delta );
+   animator->reverse = s->state.reverse;
+
+   if( fabsf(s->state.slip) > 0.3f ){
+      f32 slide_dir = vg_signf(v3_dot(player->rb.v,player->rb.to_world[0]));
+      s->state.delayed_slip_dir = slide_dir;
+   }
+
+   /* grinding */
+   f32 grind=s->state.activity >= k_skate_activity_grind_any? 1.0f: 0.0f;
+   animator->grind = vg_lerpf( animator->grind,  grind, 5.0f*vg.time_delta );
+
+   f32 grind_frame = 0.5f;
 
-      float dirz = s->state.reverse > 0.0f? 0.0f: 1.0f,
-            dirx = s->state.slip < 0.0f?    0.0f: 1.0f,
-            fly  = iair?                    1.0f: 0.0f,
-            wdist= s->weight_distribution[2] / k_board_length;
+   if( s->state.activity == k_skate_activity_grind_front50 )
+      grind_frame = 0.0f;
+   else if( s->state.activity == k_skate_activity_grind_back50 )
+      grind_frame = 1.0f;
+
+   animator->grind_balance = vg_lerpf( animator->grind_balance, grind_frame, 
+                                5.0f*vg.time_delta );
+
+   /* pushing */
+   animator->push_time = vg.time - s->state.start_push;
+   animator->push = vg_lerpf( animator->push, 
+                              (vg.time - s->state.cur_push) < 0.125,
+                              6.0f*vg.time_delta );
+
+   /* jumping */
+   animator->jump_charge = s->state.jump_charge;
+   animator->jump = vg_lerpf( animator->jump, animator->jump_charge, 
+                              8.4f*vg.time_delta );
+
+   /* trick setup */
+   animator->jump_dir = s->state.jump_dir;
+   f32 jump_start_frame = 14.0f/30.0f;
+   animator->jump_time = animator->jump_charge * jump_start_frame;
+   f32 jump_frame = (vg.time - s->state.jump_time) + jump_start_frame;
+   if( jump_frame >= jump_start_frame && jump_frame <= (40.0f/30.0f) )
+      animator->jump_time = jump_frame;
+
+   /* trick */
+   float jump_t = vg.time-s->state.jump_time;
+   float k=17.0f;
+   float h = k*jump_t;
+   float extra = h*exp(1.0-h) * (s->state.jump_dir?1.0f:-1.0f);
+         extra *= s->state.slap * 4.0f;
+
+   v3_add( s->state.trick_euler, s->state.trick_residuald, 
+            animator->board_euler );
+   v3_muls( animator->board_euler, VG_TAUf, animator->board_euler );
+
+   animator->board_euler[0] *= 0.5f;
+   animator->board_euler[1] += extra;
+   animator->trick_type = s->state.trick_type;
+
+   /* feet placement */
+   struct player_board *board = 
+      addon_cache_item_if_loaded( k_addon_type_board,
+                                  player->board_view_slot );
+   if( board ){
+      if( animator->weight > 0.0f ){
+         animator->foot_offset[0] = 
+            board->truck_positions[k_board_truck_back][2]+0.3f;
+      }
+      else{
+         animator->foot_offset[1] = 
+            board->truck_positions[k_board_truck_front][2]-0.3f;
+      }
+   }
+
+   f32 slapm = vg_maxf( 1.0f-v3_length2( s->state.trick_vel ), 0.0f );
+   animator->slap = s->state.slap;
+   animator->subslap = vg_lerpf( animator->subslap, slapm, 
+                                 vg.time_delta*10.0f );
+
+   f32 l = ((s->state.activity < k_skate_activity_ground) &&
+             v3_length2(s->state.trick_vel) > 0.1f )? 1: 0;
+   animator->trick_foot = vg_lerpf( animator->trick_foot, l, 
+                                    8.4f*vg.time_delta );
+
+   /* grab */
+   v2f grab_input;
+   joystick_state( k_srjoystick_grab, grab_input );
+   v2_add( s->state.grab_mouse_delta, grab_input, grab_input );
+
+   if( v2_length2( grab_input ) <= 0.001f ) grab_input[0] = -1.0f;
+   else v2_normalize_clamp( grab_input );
+   v2_lerp( animator->grab, grab_input, 2.4f*vg.time_delta, animator->grab );
+   animator->grabbing = s->state.grabbing;
+
+   /* steer */
+   joystick_state( k_srjoystick_steer, animator->steer );
+
+   /* flip angle */
+   if( (s->state.activity <= k_skate_activity_air_to_grind) &&
+       (fabsf(s->state.flip_rate) > 0.01f) ){
+      float substep = vg.time_fixed_extrapolate;
+      float t     = s->state.flip_time+s->state.flip_rate*substep*k_rb_delta;
+            sign  = vg_signf( t );
+
+      t  = 1.0f - vg_minf( 1.0f, fabsf( t * 1.1f ) );
+      t  = sign * (1.0f-t*t);
+
+      f32 angle = vg_clampf( t, -1.0f, 1.0f ) * VG_TAUf,
+          distm = s->state.land_dist * fabsf(s->state.flip_rate) * 3.0f,
+          blend = vg_clampf( 1.0f-distm, 0.0f, 1.0f );
+      angle = vg_lerpf( angle, vg_signf(s->state.flip_rate)*VG_TAUf, blend );
+      q_axis_angle( animator->qflip, s->state.flip_axis, angle );
+   }
+   else 
+      q_identity( animator->qflip );
+
+   /* counter-rotation */
+   if( v3_length2( s->state.up_dir ) > 0.001f ){
+      if( v4_length(s->state.smoothed_rotation) <= 0.1f ||
+          v4_length(s->state.smoothed_rotation) >= 1.1f ){
+         vg_warn( "FIX THIS! CARROT\n" ); /* this never happens anymore? */
+         v4_copy( player->rb.q, s->state.smoothed_rotation );
+      }
+      v4_lerp( s->state.smoothed_rotation, player->rb.q, 
+               2.0f*vg.time_frame_delta,
+               s->state.smoothed_rotation );
+      q_normalize( s->state.smoothed_rotation );
+
+      v3f yaw_ref    = {1.0f,0.0f,0.0f}, 
+          yaw_smooth = {1.0f,0.0f,0.0f};
+      q_mulv( player->rb.q, yaw_ref, yaw_ref );
+      q_mulv( s->state.smoothed_rotation, yaw_smooth, yaw_smooth );
+      m3x3_mulv( player->rb.to_local, yaw_smooth, yaw_smooth );
+      m3x3_mulv( player->rb.to_local, yaw_ref, yaw_ref );
+
+      f32 yaw_counter_rotate  = v3_dot(yaw_ref,yaw_smooth);
+          yaw_counter_rotate  = vg_clampf(yaw_counter_rotate,-0.7f,0.7f);
+          yaw_counter_rotate  = acosf( yaw_counter_rotate );
+          yaw_counter_rotate *= 1.0f-animator->fly;
 
-      if( s->state.activity >= k_skate_activity_grind_any )
-         wdist = 0.0f;
+      v3f ndir;
+      m3x3_mulv( player->rb.to_local, s->state.up_dir, ndir );
+      v3_normalize( ndir );
+
+      v3f up = { 0.0f, 1.0f, 0.0f };
+
+      float a = v3_dot( ndir, up );
+      a = acosf( vg_clampf( a, -1.0f, 1.0f ) );
+
+      v3f axis;
+      v4f qcounteryaw, qfixup;
+      
+      v3_cross( up, ndir, axis );
+      q_axis_angle( qfixup, axis, a );
+
+      q_axis_angle( qcounteryaw, (v3f){0.0f,1.0f,0.0f}, yaw_counter_rotate );
+      q_mul( qcounteryaw, qfixup, animator->qfixuptotal );
+      q_normalize( animator->qfixuptotal );
+
+      v3f p1, p2;
+      m3x3_mulv( player->rb.to_world, up, p1 );
+      m3x3_mulv( player->rb.to_world, ndir, p2 );
+
+      vg_line_arrow( player->rb.co, p1, 0.25f, VG__PINK );
+      vg_line_arrow( player->rb.co, p2, 0.25f, VG__PINK );
 
-      state->blend_z = 
-         vg_lerpf( state->blend_z,      dirz,  2.4f*vg.time_delta );
-      state->blend_x = 
-         vg_lerpf( state->blend_x,      dirx,  0.6f*vg.time_delta );
-      state->blend_fly = 
-         vg_lerpf( state->blend_fly,    fly,   3.4f*vg.time_delta );
-      state->blend_weight = 
-         vg_lerpf( state->blend_weight, wdist, 9.0f*vg.time_delta );
    }
+   else q_identity( animator->qfixuptotal );
+   q_identity( animator->qfixuptotal );
+   rb_extrapolate( &player->rb, animator->root_co, animator->root_q );
+}
+                        
+VG_STATIC void player__skate_pose( player_instance *player ){
+   struct player_avatar *av = player->playeravatar;
+   struct skeleton *sk = &av->sk;
+   struct player_skate *s = &player->_skate;
+   struct player_skate_animator *animator = &s->animator;
+   player_pose *pose = &player->pose;
+   pose->type = k_player_pose_type_fk;
+   v3_copy( animator->root_co, pose->root_co );
+   v4_copy( animator->root_q, pose->root_q );
+
+   /* transform */
+   v3f ext_up,ext_co;
+   q_mulv( pose->root_q, (v3f){0.0f,1.0f,0.0f}, ext_up );
+   v3_copy( pose->root_co, ext_co );
+   v3_muladds( pose->root_co, ext_up, -0.1f, pose->root_co );
+
+   /* apply flip rotation at midpoint */
+   q_mul( animator->qflip, pose->root_q, pose->root_q );
+   q_normalize( pose->root_q );
+
+   v3f rotation_point, rco;
+   v3_muladds( ext_co, ext_up, 0.5f, rotation_point );
+   v3_sub( pose->root_co, rotation_point, rco );
+   
+   q_mulv( animator->qflip, rco, rco );
+   v3_add( rco, rotation_point, pose->root_co );
+
+   /* ANIMATIONS 
+    * ---------------------------------------------------------------------- */
 
    mdl_keyframe apose[32], bpose[32];
    mdl_keyframe ground_pose[32];
    {
-      /* when the player is moving fast he will crouch down a little bit */
-      float stand = 1.0f - vg_clampf( curspeed * 0.03f, 0.0f, 1.0f );
-      state->blend_stand = 
-         vg_lerpf( state->blend_stand, stand, 6.0f*vg.time_delta );
-
       /* stand/crouch */
-      float dir_frame   = state->blend_z * (15.0f/30.0f),
-            stand_blend = offset[1]*-2.0f;
+      f32 dir_frame   = animator->z * (15.0f/30.0f),
+          stand_blend = animator->offset[1]*-2.0f;
 
-      v2f steer;
-      joystick_state( k_srjoystick_steer, steer );
       f32 lean1,
-          lean2 = steer[0] * s->state.reverse * -0.36f,
+          lean2 = animator->steer[0] * animator->reverse * -0.36f,
           lean;
 
-      if( fabsf(s->state.slip) > 0.3f ){
-         f32 slide_dir = vg_signf(v3_dot(player->rb.v,player->rb.to_world[0]));
-         s->state.delayed_slip_dir = slide_dir;
-      }
-      lean1 = state->blend_slide * s->state.delayed_slip_dir;
-
+      lean1 = animator->slide * animator->delayed_slip_dir;
       if( fabsf(lean1)>fabsf(lean2) ) lean = lean1;
       else                            lean = lean2;
 
-      if( ((int)roundf(s->state.trick_euler[0])) % 2 ) lean = -lean;
+      if( ((int)roundf(animator->board_euler[0])) % 2 ) lean = -lean;
       lean = vg_clampf( lean, -1.0f, 1.0f );
+      pose->board.lean = vg_lerpf(pose->board.lean, lean, vg.time_delta*18.0f);
 
-      player->board_pose.lean = vg_lerpf( player->board_pose.lean, lean,
-                                          vg.time_delta * 18.0f );
-
-      v3f local_cog;
-      m4x3_mulv( player->rb.to_local, s->state.cog, local_cog );
-      stand_blend = vg_clampf( 1.0f-local_cog[1], 0, 1 );
+      stand_blend = vg_clampf( 1.0f-animator->local_cog[1], 0, 1 );
 
       skeleton_sample_anim( sk, s->anim_stand, dir_frame, apose );
       skeleton_sample_anim( sk, s->anim_highg, dir_frame, bpose );
       skeleton_lerp_pose( sk, apose, bpose, stand_blend, apose );
 
       /* sliding */
-      float slide_frame = state->blend_x * (15.0f/30.0f);
-      skeleton_sample_anim( sk, s->anim_slide, slide_frame, bpose );
-      skeleton_lerp_pose( sk, apose, bpose, state->blend_slide, apose );
-
-      /* pushing */
-      double push_time = vg.time - s->state.start_push;
-      state->blend_push = vg_lerpf( state->blend_push,
-                               (vg.time - s->state.cur_push) < 0.125,
-                               6.0f*vg.time_delta );
-
-      if( s->state.reverse > 0.0f )
-         skeleton_sample_anim( sk, s->anim_push, push_time, bpose );
-      else
-         skeleton_sample_anim( sk, s->anim_push_reverse, push_time, bpose );
-
-      skeleton_lerp_pose( sk, apose, bpose, state->blend_push, apose );
-
-      /* trick setup */
-      float jump_start_frame = 14.0f/30.0f;
+      skeleton_sample_anim( sk, s->anim_slide, animator->x * 0.5f, bpose );
+      skeleton_lerp_pose( sk, apose, bpose, animator->slide, apose );
 
-      float charge = s->state.jump_charge;
-      state->blend_jump = 
-         vg_lerpf( state->blend_jump, charge, 8.4f*vg.time_delta );
-
-      float setup_frame = charge * jump_start_frame,
-            setup_blend = vg_minf( state->blend_jump, 1.0f );
-      
-      float jump_frame = (vg.time - s->state.jump_time) + jump_start_frame;
-      if( jump_frame >= jump_start_frame && jump_frame <= (40.0f/30.0f) )
-         setup_frame = jump_frame;
+      if( animator->reverse > 0.0f )
+         skeleton_sample_anim( sk, s->anim_push, animator->push_time, bpose );
+      else{
+         skeleton_sample_anim( sk, s->anim_push_reverse, animator->push_time, 
+                               bpose );
+      }
+      skeleton_lerp_pose( sk, apose, bpose, animator->push, apose );
 
-      struct skeleton_anim *jump_anim = s->state.jump_dir?
+      struct skeleton_anim *jump_anim = animator->jump_dir?
                                         s->anim_ollie:
                                         s->anim_ollie_reverse;
 
-      skeleton_sample_anim_clamped( sk, jump_anim, setup_frame, bpose );
+      f32 setup_blend = vg_minf( animator->jump, 1.0f );
+      skeleton_sample_anim_clamped( sk, jump_anim, animator->jump_time, bpose );
       skeleton_lerp_pose( sk, apose, bpose, setup_blend, ground_pose );
    }
    
    mdl_keyframe air_pose[32];
    {
-      v2f steer;
-      joystick_state( k_srjoystick_steer, steer );
-
-      float target = -steer[1];
-
-      state->blend_airdir = 
-         vg_lerpf( state->blend_airdir, target, 2.4f*vg.time_delta );
+      float target = -animator->steer[1];
+      animator->airdir = vg_lerpf( animator->airdir, target, 
+                                   2.4f*vg.time_delta );
       
-      float air_frame = (state->blend_airdir*0.5f+0.5f) * (15.0f/30.0f);
+      float air_frame = (animator->airdir*0.5f+0.5f) * (15.0f/30.0f);
       skeleton_sample_anim( sk, s->anim_air, air_frame, apose );
 
-      static v2f grab_choice;
-
-      v2f grab_input;
-      joystick_state( k_srjoystick_grab, grab_input );
-      v2_add( s->state.grab_mouse_delta, grab_input, grab_input );
-
-      if( v2_length2( grab_input ) <= 0.001f )
-         grab_input[0] = -1.0f;
-      else
-         v2_normalize_clamp( grab_input );
-      v2_lerp( grab_choice, grab_input, 2.4f*vg.time_delta, grab_choice );
-
-      float ang = atan2f( grab_choice[0], grab_choice[1] ),
+      float ang = atan2f( animator->grab[0], animator->grab[1] ),
             ang_unit = (ang+VG_PIf) * (1.0f/VG_TAUf),
             grab_frame = ang_unit * (15.0f/30.0f);
 
       skeleton_sample_anim( sk, s->anim_grabs, grab_frame, bpose );
-      skeleton_lerp_pose( sk, apose, bpose, s->state.grabbing, air_pose );
+      skeleton_lerp_pose( sk, apose, bpose, animator->grabbing, air_pose );
    }
 
-   skeleton_lerp_pose( sk, ground_pose, air_pose, 
-                        state->blend_fly, dest->pose );
-
+   skeleton_lerp_pose( sk, ground_pose, air_pose, animator->fly, 
+                       pose->keyframes );
 
-   mdl_keyframe *kf_board    = &dest->pose[av->id_board-1],
-                *kf_foot_l   = &dest->pose[av->id_ik_foot_l-1],
-                *kf_foot_r   = &dest->pose[av->id_ik_foot_r-1],
-                *kf_knee_l   = &dest->pose[av->id_ik_knee_l-1],
-                *kf_knee_r   = &dest->pose[av->id_ik_knee_r-1],
-                *kf_hip      = &dest->pose[av->id_hip-1],
-                *kf_wheels[] = { &dest->pose[av->id_wheel_r-1],
-                                 &dest->pose[av->id_wheel_l-1] };
+   mdl_keyframe *kf_board    = &pose->keyframes[av->id_board-1],
+                *kf_foot_l   = &pose->keyframes[av->id_ik_foot_l-1],
+                *kf_foot_r   = &pose->keyframes[av->id_ik_foot_r-1],
+                *kf_knee_l   = &pose->keyframes[av->id_ik_knee_l-1],
+                *kf_knee_r   = &pose->keyframes[av->id_ik_knee_r-1],
+                *kf_hip      = &pose->keyframes[av->id_hip-1],
+                *kf_wheels[] = { &pose->keyframes[av->id_wheel_r-1],
+                                 &pose->keyframes[av->id_wheel_l-1] };
 
 
    mdl_keyframe grind_pose[32];
    {
-      float grind_frame = 0.5f;
-
-      if( s->state.activity == k_skate_activity_grind_front50 ){
-         grind_frame = 0.0f;
-      } else if( s->state.activity == k_skate_activity_grind_back50 ){
-         grind_frame = 1.0f;
-      }
-
-      float grind=s->state.activity >= k_skate_activity_grind_any? 1.0f: 0.0f;
-      state->blend_grind = 
-         vg_lerpf( state->blend_grind,  grind, 5.0f*vg.time_delta );
-      state->blend_grind_balance =
-         vg_lerpf( state->blend_grind_balance, 
-                   grind_frame, 5.0f*vg.time_delta );
+      f32 frame = animator->grind_balance * 0.5f;
 
-      grind_frame = state->blend_grind_balance * (15.0f/30.0f);
-
-      skeleton_sample_anim( sk, s->anim_grind, grind_frame, apose );
-      skeleton_sample_anim( sk, s->anim_grind_jump, grind_frame, bpose );
-      skeleton_lerp_pose( sk, apose, bpose, state->blend_jump, grind_pose );
+      skeleton_sample_anim( sk, s->anim_grind, frame, apose );
+      skeleton_sample_anim( sk, s->anim_grind_jump, frame, bpose );
+      skeleton_lerp_pose( sk, apose, bpose, animator->jump, grind_pose );
    }
-   skeleton_lerp_pose( sk, dest->pose, grind_pose, 
-                       state->blend_grind, dest->pose );
-
-   float add_grab_mod = 1.0f - state->blend_fly;
+   skeleton_lerp_pose( sk, pose->keyframes, grind_pose, 
+                       animator->grind, pose->keyframes );
+   float add_grab_mod = 1.0f - animator->fly;
 
    /* additive effects */
-   {
-      u32 apply_to[] = { av->id_hip, 
-                         av->id_ik_hand_l,
-                         av->id_ik_hand_r,
-                         av->id_ik_elbow_l,
-                         av->id_ik_elbow_r };
-
-      float apply_rates[] = { 1.0f,
-                              0.75f,
-                              0.75f,
-                              0.75f,
-                              0.75f };
-
-      for( int i=0; i<vg_list_size(apply_to); i ++ ){
-         dest->pose[apply_to[i]-1].co[0] += offset[0]*add_grab_mod;
-         dest->pose[apply_to[i]-1].co[2] += offset[2]*add_grab_mod;
-      }
-
-      /* angle correction */
-      if( v3_length2( s->state.up_dir ) > 0.001f ){
-
-         if( v4_length(s->state.smoothed_rotation) <= 0.1f ||
-             v4_length(s->state.smoothed_rotation) >= 1.1f ){
-            vg_warn( "FIX THIS! CARROT\n" );
-            v4_copy( player->rb.q, s->state.smoothed_rotation );
-         }
-         v4_lerp( s->state.smoothed_rotation, player->rb.q, 
-                  2.0f*vg.time_frame_delta,
-                  s->state.smoothed_rotation );
-         q_normalize( s->state.smoothed_rotation );
-
-         v3f yaw_ref    = {1.0f,0.0f,0.0f}, 
-             yaw_smooth = {1.0f,0.0f,0.0f};
-         q_mulv( player->rb.q, yaw_ref, yaw_ref );
-         q_mulv( s->state.smoothed_rotation, yaw_smooth, yaw_smooth );
-         m3x3_mulv( player->rb.to_local, yaw_smooth, yaw_smooth );
-         m3x3_mulv( player->rb.to_local, yaw_ref, yaw_ref );
-
-         float yaw_counter_rotate  = v3_dot(yaw_ref,yaw_smooth);
-               yaw_counter_rotate  = vg_clampf(yaw_counter_rotate,-1.0f,1.0f);
-               yaw_counter_rotate  = acosf( yaw_counter_rotate );
-               yaw_counter_rotate *= 1.0f-state->blend_fly;
-
-         v3f ndir;
-         m3x3_mulv( player->rb.to_local, s->state.up_dir, ndir );
-         v3_normalize( ndir );
-
-         v3f up = { 0.0f, 1.0f, 0.0f };
-
-         float a = v3_dot( ndir, up );
-         a = acosf( vg_clampf( a, -1.0f, 1.0f ) );
-
-         v3f axis;
-         v4f qfixup, qcounteryaw, qtotal;
-         
-         v3_cross( up, ndir, axis );
-         q_axis_angle( qfixup, axis, a );
-
-         q_axis_angle( qcounteryaw, (v3f){0.0f,1.0f,0.0f}, yaw_counter_rotate );
-         q_mul( qcounteryaw, qfixup, qtotal );
-         q_normalize( qtotal );
-
-         mdl_keyframe *kf_hip = &dest->pose[av->id_hip-1];
-         v3f origin;
-         v3_add( av->sk.bones[av->id_hip].co, kf_hip->co, origin );
-
-         for( int i=0; i<vg_list_size(apply_to); i ++ ){
-            mdl_keyframe *kf = &dest->pose[apply_to[i]-1];
-
-            keyframe_rotate_around( kf, origin, av->sk.bones[apply_to[i]].co,
-                                    qtotal );
-         }
-
-         v3f p1, p2;
-         m3x3_mulv( player->rb.to_world, up, p1 );
-         m3x3_mulv( player->rb.to_world, ndir, p2 );
-
-         vg_line_arrow( player->rb.co, p1, 0.25f, VG__PINK );
-         vg_line_arrow( player->rb.co, p2, 0.25f, VG__PINK );
-
-      }
-
-      v4f qtotal;
-      v4f qtrickr, qyawr, qpitchr, qrollr;
-      v3f eulerr;
-
-      v3_muls( state->board_trick_residuald, VG_TAUf, eulerr );
-
-      q_axis_angle( qyawr,   (v3f){0.0f,1.0f,0.0f}, eulerr[0] * 0.5f );
-      q_axis_angle( qpitchr, (v3f){1.0f,0.0f,0.0f}, eulerr[1] );
-      q_axis_angle( qrollr,  (v3f){0.0f,0.0f,1.0f}, eulerr[2] );
-
-      q_mul( qpitchr, qrollr, qtrickr );
-      q_mul( qyawr, qtrickr, qtotal );
-      q_normalize( qtotal );
-
-      q_mul( qtotal, kf_board->q, kf_board->q );
+   u32 apply_to[] = { av->id_hip, 
+                      av->id_ik_hand_l,
+                      av->id_ik_hand_r,
+                      av->id_ik_elbow_l,
+                      av->id_ik_elbow_r };
 
-      /* trick rotation */
-      v4f qtrick, qyaw, qpitch, qroll;
-      v3f euler;
-      v3_muls( s->state.trick_euler, VG_TAUf, euler );
+   float apply_rates[] = { 1.0f,
+                           0.75f,
+                           0.75f,
+                           0.75f,
+                           0.75f };
 
-      float jump_t = vg.time-s->state.jump_time;
-
-      float k=17.0f;
-      float h = k*jump_t;
-      float extra = h*exp(1.0-h) * (s->state.jump_dir?1.0f:-1.0f);
-            extra *= s->state.slap * 4.0f;
-
-      q_axis_angle( qyaw,   (v3f){0.0f,1.0f,0.0f}, euler[0] * 0.5f );
-      q_axis_angle( qpitch, (v3f){1.0f,0.0f,0.0f}, euler[1] + extra );
-      q_axis_angle( qroll,  (v3f){0.0f,0.0f,1.0f}, euler[2] );
+   for( int i=0; i<vg_list_size(apply_to); i ++ ){
+      pose->keyframes[apply_to[i]-1].co[0] += animator->offset[0]*add_grab_mod;
+      pose->keyframes[apply_to[i]-1].co[2] += animator->offset[2]*add_grab_mod;
+   }
 
-      q_mul( qyaw, qroll, qtrick );
-      q_mul( qpitch, qtrick, qtrick );
-      q_mul( kf_board->q, qtrick, kf_board->q );
-      q_normalize( kf_board->q );
+   /* angle 'correction' */
+   v3f origin;
+   v3_add( av->sk.bones[av->id_hip].co, kf_hip->co, origin );
 
-      struct player_board *board = 
-         addon_cache_item_if_loaded( k_addon_type_board,
-                                     player->board_view_slot );
-      
-      if( board ){
-         /* foot weight distribution */
-         if( state->blend_weight > 0.0f ){
-            kf_foot_l->co[2] = 
-               vg_lerpf( kf_foot_l->co[2], 
-                         board->truck_positions[k_board_truck_back][2]+0.3f, 
-                         0.5f*state->blend_weight );
-         }
-         else{
-            kf_foot_r->co[2] = 
-               vg_lerpf( kf_foot_r->co[2], 
-                         board->truck_positions[k_board_truck_front][2]-0.3f, 
-                         -0.5f*state->blend_weight );
-         }
-      }
-
-      float slapm = vg_maxf( 1.0f-v3_length2( s->state.trick_vel ), 0.0f );
-      state->subslap = vg_lerpf( state->subslap, slapm, vg.time_delta*10.0f );
+   for( int i=0; i<vg_list_size(apply_to); i ++ ){
+      mdl_keyframe *kf = &pose->keyframes[apply_to[i]-1];
+      keyframe_rotate_around( kf, origin, av->sk.bones[apply_to[i]].co,
+                              animator->qfixuptotal );
+   }
 
-      kf_foot_l->co[1] += s->state.slap;
-      kf_foot_r->co[1] += s->state.slap;
-      kf_knee_l->co[1] += s->state.slap;
-      kf_knee_r->co[1] += s->state.slap;
-      kf_board->co[1] += s->state.slap * state->subslap;
-      kf_hip->co[1] += s->state.slap * 0.25f;
+   /* trick rotation */
+   v4f qtrick, qyaw, qpitch, qroll;
+   q_axis_angle( qyaw,   (v3f){0.0f,1.0f,0.0f}, animator->board_euler[0] );
+   q_axis_angle( qpitch, (v3f){1.0f,0.0f,0.0f}, animator->board_euler[1] );
+   q_axis_angle( qroll,  (v3f){0.0f,0.0f,1.0f}, animator->board_euler[2] );
 
+   q_mul( qyaw, qroll, qtrick );
+   q_mul( qpitch, qtrick, qtrick );
+   q_mul( kf_board->q, qtrick, kf_board->q );
+   q_normalize( kf_board->q );
 
-      f32 l = ((s->state.activity < k_skate_activity_ground) &&
-                v3_length2(s->state.trick_vel) > 0.1f )? 1: 0;
-      state->blend_trick_foot = vg_lerpf( state->blend_trick_foot, l,  
-                                          8.4f*vg.time_delta );
+   kf_foot_l->co[2] = vg_lerpf( kf_foot_l->co[2], animator->foot_offset[0],
+                                 0.5f * animator->weight );
+   kf_foot_r->co[2] = vg_lerpf( kf_foot_r->co[2], animator->foot_offset[1],
+                                -0.5f * animator->weight );
 
-      if( s->state.trick_type == k_trick_type_kickflip ){
-         kf_foot_l->co[0] += state->blend_trick_foot * 0.2f;
-      }
-      else if( s->state.trick_type == k_trick_type_shuvit ){
-         kf_foot_l->co[0] += state->blend_trick_foot * 0.1f;
-         kf_foot_r->co[0] -= state->blend_trick_foot * 0.15f;
-      }
-      else if( s->state.trick_type == k_trick_type_treflip ){
-         kf_foot_l->co[0] += state->blend_trick_foot * 0.2f;
-         kf_foot_r->co[0] -= state->blend_trick_foot * 0.15f;
-      }
+   kf_foot_l->co[1] += animator->slap;
+   kf_foot_r->co[1] += animator->slap;
+   kf_knee_l->co[1] += animator->slap;
+   kf_knee_r->co[1] += animator->slap;
+   kf_board->co[1]  += animator->slap * animator->subslap;
+   kf_hip->co[1] += animator->slap * 0.25f;
 
+   if( animator->trick_type == k_trick_type_kickflip ){
+      kf_foot_l->co[0] += animator->trick_foot * 0.2f;
+   }
+   else if( animator->trick_type == k_trick_type_shuvit ){
+      kf_foot_l->co[0] += animator->trick_foot * 0.1f;
+      kf_foot_r->co[0] -= animator->trick_foot * 0.15f;
+   }
+   else if( animator->trick_type == k_trick_type_treflip ){
+      kf_foot_l->co[0] += animator->trick_foot * 0.2f;
+      kf_foot_r->co[0] -= animator->trick_foot * 0.15f;
+   }
 
-      /* 
-       * animation wishlist:
-       *    boardslide/grind jump animations
-       *    when tricking the slap should not appply or less apply
-       *    not animations however DONT target grinds that are vertically down.
-       */
+   /* 
+    * animation wishlist:
+    *    boardslide/grind jump animations
+    *    when tricking the slap should not appply or less apply
+    *    not animations however DONT target grinds that are vertically down.
+    */
 
-      /* truck rotation */
-      for( int i=0; i<2; i++ ){
-         float a = vg_minf( s->truckv0[i][0], 1.0f );
-         a = -acosf( a ) * vg_signf( s->truckv0[i][1] );
+   /* truck rotation */
+   for( int i=0; i<2; i++ ){
+      float a = vg_minf( s->truckv0[i][0], 1.0f );
+      a = -acosf( a ) * vg_signf( s->truckv0[i][1] );
 
-         v4f q;
-         q_axis_angle( q, (v3f){0.0f,0.0f,1.0f}, a );
-         q_mul( q, kf_wheels[i]->q, kf_wheels[i]->q );
-         q_normalize( kf_wheels[i]->q );
-      }
+      v4f q;
+      q_axis_angle( q, (v3f){0.0f,0.0f,1.0f}, a );
+      q_mul( q, kf_wheels[i]->q, kf_wheels[i]->q );
+      q_normalize( kf_wheels[i]->q );
    }
 
    {
       mdl_keyframe
-                *kf_head    = &dest->pose[av->id_head-1],
-                *kf_elbow_l = &dest->pose[av->id_ik_elbow_l-1],
-                *kf_elbow_r = &dest->pose[av->id_ik_elbow_r-1],
-                *kf_hand_l  = &dest->pose[av->id_ik_hand_l-1],
-                *kf_hand_r  = &dest->pose[av->id_ik_hand_r-1];
+         *kf_head    = &pose->keyframes[av->id_head-1],
+         *kf_elbow_l = &pose->keyframes[av->id_ik_elbow_l-1],
+         *kf_elbow_r = &pose->keyframes[av->id_ik_elbow_r-1],
+         *kf_hand_l  = &pose->keyframes[av->id_ik_hand_l-1],
+         *kf_hand_r  = &pose->keyframes[av->id_ik_hand_r-1];
 
       float warble = perlin1d( vg.time, 2.0f, 2, 300 );
-            warble *= vg_maxf(state->blend_grind,
-                              fabsf(state->blend_weight)) * 0.3f;
+            warble *= vg_maxf(animator->grind, fabsf(animator->weight)) * 0.3f;
 
       v4f qrot;
       q_axis_angle( qrot, (v3f){0.8f,0.7f,0.6f}, warble );
@@ -3131,45 +3115,6 @@ VG_STATIC void player__skate_animate( player_instance *player,
       q_mul( qrot, kf_head->q, kf_head->q );
       q_normalize( kf_head->q );
    }
-
-   /* transform */
-   rb_extrapolate( &player->rb, dest->root_co, dest->root_q );
-
-   v3f ext_up,ext_co;
-   q_mulv( dest->root_q, (v3f){0.0f,1.0f,0.0f}, ext_up );
-   v3_copy( dest->root_co, ext_co );
-   v3_muladds( dest->root_co, ext_up, -0.1f, dest->root_co );
-
-   v4f qflip;
-   if( (s->state.activity <= k_skate_activity_air_to_grind) &&
-       (fabsf(s->state.flip_rate) > 0.01f) )
-   {
-      float substep = vg.time_fixed_extrapolate;
-      float t     = s->state.flip_time+s->state.flip_rate*substep*k_rb_delta;
-            sign  = vg_signf( t );
-
-      t  = 1.0f - vg_minf( 1.0f, fabsf( t * 1.1f ) );
-      t  = sign * (1.0f-t*t);
-
-      float angle = vg_clampf( t, -1.0f, 1.0f ) * VG_TAUf,
-            distm = s->state.land_dist * fabsf(s->state.flip_rate) * 3.0f,
-            blend = vg_clampf( 1.0f-distm, 0.0f, 1.0f );
-
-      angle = vg_lerpf( angle, vg_signf(s->state.flip_rate) * VG_TAUf, blend );
-
-      q_axis_angle( qflip, s->state.flip_axis, angle );
-      q_mul( qflip, dest->root_q, dest->root_q );
-      q_normalize( dest->root_q );
-
-      v3f rotation_point, rco;
-      v3_muladds( ext_co, ext_up, 0.5f, rotation_point );
-      v3_sub( dest->root_co, rotation_point, rco );
-      
-      q_mulv( qflip, rco, rco );
-      v3_add( rco, rotation_point, dest->root_co );
-   }
-
-   skeleton_copy_pose( sk, dest->pose, s->holdout );
 }
 
 VG_STATIC void player__skate_post_animate( player_instance *player )
@@ -3189,28 +3134,12 @@ VG_STATIC void player__skate_reset_animator( player_instance *player ){
    struct player_skate *s = &player->_skate;
    struct player_skate_state *state = &s->state;
 
-   if( s->state.activity <= k_skate_activity_air_to_grind )
-      state->blend_fly = 1.0f;
-   else
-      state->blend_fly = 0.0f;
-
-   state->blend_slide = 0.0f;
-   state->blend_z = 0.0f;
-   state->blend_x = 0.0f;
-   state->blend_grind = 0.0f;
-   state->blend_grind_balance = 0.0f;
-   state->blend_stand = 0.0f;
-   state->blend_push = 0.0f;
-   state->blend_jump = 0.0f;
-   state->blend_airdir = 0.0f;
-   state->blend_weight = 0.0f;
-   state->subslap = 0.0f;
-   v2_zero( state->wobble );
-
-   v3_zero( state->board_trick_residuald );
-   v3_zero( state->board_trick_residualv );
-   v3_zero( s->truckv0[0] );
-   v3_zero( s->truckv0[1] );
+   memset( &s->animator, 0, sizeof(s->animator) );
+
+   if( s->state.activity <= k_skate_activity_air_to_grind ) 
+      s->animator.fly = 1.0f;
+   else 
+      s->animator.fly = 0.0f;
 }
 
 VG_STATIC void player__skate_clear_mechanics( player_instance *player )
index b09c68a79334ee64c897328178424c4003405123..e5dde1208fe1696b270748664932ea4bfded9abc 100644 (file)
@@ -37,6 +37,9 @@ struct player_skate{
 
       v3f   trick_vel,     /* measured in units of TAU/s */
             trick_euler;   /* measured in units of TAU */
+      v3f trick_residualv, /* spring */
+          trick_residuald;
+
       float trick_time;
       enum  trick_type{
          k_trick_type_none,
@@ -71,30 +74,54 @@ struct player_skate{
       v3f    air_init_v,
              air_init_co;
 
-      v4f smoothed_rotation;
-
       float land_dist;
       v3f land_normal;
+      v4f smoothed_rotation;
+   }
+   state;
+
+   struct player_skate_animator {
+      v3f root_co;
+      v4f root_q;
+
+      v3f offset,
+          local_cog;
+
+      f32 slide,
+          z,
+          x,
+          fly,
+          grind,
+          grind_balance,
+          stand,
+          push,
+          jump,
+          airdir,
+          weight,
+          trick_foot,
+          slap,
+          subslap,
+          reverse,
+          delayed_slip_dir,
+          grabbing;
 
-      /* animator controls which require persistence */
-      v3f board_trick_residualv,
-          board_trick_residuald;
-      f32 blend_slide,
-          blend_z,
-          blend_x,
-          blend_fly,
-          blend_grind,
-          blend_grind_balance,
-          blend_stand,
-          blend_push,
-          blend_jump,
-          blend_airdir,
-          blend_weight,
-          blend_trick_foot,
-          subslap;
       v2f wobble;
+      f32 foot_offset[2];
+
+      v4f qfixuptotal;
+      v4f qflip;
+
+      v3f board_euler;
+      v2f steer, grab;
+
+      f32 jump_charge;
+
+      /* linear anims */
+      f32 push_time, jump_time;
+      u8 jump_dir;
+      u8 trick_type;
    }
-   state;
+   animator;
 
    /* animation /audio
     * --------------------------------------------------------------*/
@@ -121,7 +148,6 @@ struct player_skate{
       k_skate_sample_metal_scrape_generic
    }
    main_sample_type;
-   player_pose holdout;
 
    /*
     * Physics 
@@ -169,6 +195,48 @@ struct player_skate{
    u32 limit_count;
 };
 
+struct player_skate_animator_q {
+   v3f root_co;
+   v4f root_q;
+
+   i8 offset[3];
+   i8 local_cog[3];
+   i8 slide,
+      z,
+      x,
+      fly,
+      grind,
+      grind_balance,
+      stand,
+      push,
+      jump,
+      airdir,
+      weight,
+      trick_foot,
+      slap,
+      subslap,
+      reverse,
+      delayed_slip_dir,
+      grabbing;
+
+   i8 wobble[2];
+   i8 foot_offset[2];
+
+   i16 qfixuptotal[4];
+   i16 qflip;
+
+   i16 board_euler[3];
+   i8 steer[2], grab[2];
+
+   u8 jump_charge;
+
+   /* linear anims */
+   i8 push_time, jump_time;
+   u8 jump_dir;
+   u8 trick_type;
+}
+animator;
+
 VG_STATIC float 
    k_friction_lat          = 12.0f,
    k_friction_resistance   = 0.01f,
@@ -256,8 +324,8 @@ VG_STATIC void player__skate_pre_update   ( player_instance *player );
 VG_STATIC void player__skate_update       ( player_instance *player );
 VG_STATIC void player__skate_post_update  ( player_instance *player );
 VG_STATIC void player__skate_im_gui       ( player_instance *player );
-VG_STATIC void player__skate_animate      ( player_instance *player,
-                                            player_animation *anim );
+VG_STATIC void player__skate_animate      ( player_instance *player );
+VG_STATIC void player__skate_pose         ( player_instance *player );
 VG_STATIC void player__skate_post_animate ( player_instance *player );
 VG_STATIC void player__skate_reset        ( player_instance *player,
                                             ent_spawn *rp );
index e0cdbecbb33d18e8f307c48af0fc9cd400a74f44..2c038431e175825427749f2f37f56c5acf0f56c8 100644 (file)
@@ -59,6 +59,7 @@ VG_STATIC void player_walk_generic_to_skate( player_instance *player,
    v3_copy( v, s->state.cog_v );
    v3_copy( v, player->rb.v );
 
+   player__begin_holdout( player );
    player__skate_reset_animator( player );
    player__skate_clear_mechanics( player );
    rb_update_transform( &player->rb );
@@ -78,6 +79,7 @@ VG_STATIC void player_walk_drop_in_to_skate( player_instance *player )
    s->state.activity_prev = k_skate_activity_ground;
    s->state.activity = k_skate_activity_ground;
 
+   player__begin_holdout( player );
    player__skate_clear_mechanics( player );
    player__skate_reset_animator( player );
 
@@ -156,25 +158,21 @@ VG_STATIC int player_walk_scan_for_drop_in( player_instance *player )
    float min_a = 0.70710678118654752f;
    ray_hit *candidate = NULL;
 
-   if( sample_count >= 2 )
-   {
-      for( int i=0; i<sample_count-1; i++ )
-      {
+   if( sample_count >= 2 ){
+      for( int i=0; i<sample_count-1; i++ ){
          ray_hit *s0 = &samples[i],
                  *s1 = &samples[i+1];
 
          float a = v3_dot( s0->normal, s1->normal );
 
-         if( (a < min_a) && (a >= -0.1f) && (s0->normal[1]>s1->normal[1]) )
-         {
+         if( (a < min_a) && (a >= -0.1f) && (s0->normal[1]>s1->normal[1]) ){
             min_a = a;
             candidate = s0;
          }
       }
    }
 
-   if( candidate )
-   {
+   if( candidate ){
       v4f pa, pb, pc;
       
       ray_hit *s0 = candidate,
@@ -192,8 +190,7 @@ VG_STATIC int player_walk_scan_for_drop_in( player_instance *player )
       pc[3] = v3_dot( pc, player->rb.co );
 
       v3f edge;
-      if( plane_intersect3( pa, pb, pc, edge ) )
-      {
+      if( plane_intersect3( pa, pb, pc, edge ) ){
          v3_copy( edge, w->state.drop_in_target );
          v3_copy( s1->normal, w->state.drop_in_normal );
          v3_copy( player->rb.co, w->state.drop_in_start );
@@ -251,6 +248,19 @@ VG_STATIC int player_walk_scan_for_drop_in( player_instance *player )
    return 0;
 }
 
+VG_STATIC struct skeleton_anim *player_walk_outro_anim( player_instance *player,
+                                                        enum walk_outro type ){
+   struct player_walk *w = &player->_walk;
+
+   return (struct skeleton_anim *[]){ 
+            [k_walk_outro_none]        = NULL,
+            [k_walk_outro_jump_to_air] = w->anim_jump_to_air,
+            [k_walk_outro_regular]     = w->anim_intro,
+            [k_walk_outro_drop_in]     = w->anim_drop_in
+          }[ type ];
+}
+
+
 VG_STATIC void player__walk_pre_update( player_instance *player )
 {
    struct player_walk *w = &player->_walk;
@@ -258,13 +268,14 @@ VG_STATIC void player__walk_pre_update( player_instance *player )
    if( !player->immobile )
       player_look( player->angles, skaterift.time_rate );
 
-   if( w->state.outro_anim ){
-      float outro_length = (float)w->state.outro_anim->length /
-                                  w->state.outro_anim->rate,
-            outro_time   = vg.time - w->state.outro_start_time;
+   if( w->state.outro_type ){
+      struct skeleton_anim *anim = 
+         player_walk_outro_anim( player, w->state.outro_type );
+
+      f32 outro_length = (f32)anim->length / anim->rate,
+            outro_time = vg.time - w->state.outro_start_time;
 
       if( outro_time >= outro_length ){
-         w->state.outro_anim = NULL;
          if( w->state.outro_type == k_walk_outro_drop_in ){
             player_walk_drop_in_to_skate( player );
          }
@@ -276,6 +287,7 @@ VG_STATIC void player__walk_pre_update( player_instance *player )
                                           k_skate_activity_ground, 1.0f );
          }
 
+         w->state.outro_type = k_walk_outro_none;
          return;
       }
    }
@@ -293,7 +305,6 @@ VG_STATIC void player__walk_pre_update( player_instance *player )
          if( w->state.activity == k_walk_activity_ground ){
             if( player_walk_scan_for_drop_in( player ) ){
                w->state.outro_type = k_walk_outro_drop_in;
-               w->state.outro_anim = w->anim_drop_in;
                w->state.outro_start_time = vg.time;
                player->immobile = 1;
 
@@ -304,7 +315,6 @@ VG_STATIC void player__walk_pre_update( player_instance *player )
             }
             else{
                w->state.outro_type = k_walk_outro_regular;
-               w->state.outro_anim = w->anim_intro;
                w->state.outro_start_time = vg.time;
                w->state.activity = k_walk_activity_lockedmove;
 
@@ -314,7 +324,6 @@ VG_STATIC void player__walk_pre_update( player_instance *player )
          }
          else{
             w->state.outro_type = k_walk_outro_jump_to_air;
-            w->state.outro_anim = w->anim_jump_to_air;
             w->state.outro_start_time = vg.time;
             return;
          }
@@ -326,13 +335,11 @@ VG_STATIC void player__walk_pre_update( player_instance *player )
    }
 }
 
-VG_STATIC int player_walk_normal_standable( player_instance *player, v3f n )
-{
+VG_STATIC int player_walk_normal_standable( player_instance *player, v3f n ){
    return v3_dot( n, player->basis[1] ) > 0.70710678118f;
 }
 
-VG_STATIC void player_accelerate( v3f v, v3f movedir, float speed, float accel )
-{
+VG_STATIC void player_accelerate( v3f v, v3f movedir, f32 speed, f32 accel ){
    float currentspeed = v3_dot( v, movedir ),
          addspeed     = speed - currentspeed;
 
@@ -347,8 +354,7 @@ VG_STATIC void player_accelerate( v3f v, v3f movedir, float speed, float accel )
    v3_muladds( v, movedir, accelspeed, v );
 }
 
-VG_STATIC void player_friction( v3f v )
-{
+VG_STATIC void player_friction( v3f v ){
    float speed = v3_length( v ),
          drop  = 0.0f,
          control = vg_maxf( speed, k_stopspeed );
@@ -364,8 +370,7 @@ VG_STATIC void player_friction( v3f v )
    v3_muls( v, newspeed, v );
 }
 
-VG_STATIC void player__walk_update( player_instance *player )
-{
+VG_STATIC void player__walk_update( player_instance *player ){
    struct player_walk *w = &player->_walk;
    v3_copy( player->rb.co, w->state.prev_pos );
    v3_zero( player->rb.w );
@@ -603,21 +608,12 @@ VG_STATIC void player__walk_update( player_instance *player )
       q_mul( transport_rotation, player->rb.q, player->rb.q );
 
       rb_update_transform( &player->rb );
-
-      w->state_gate_storage = w->state;
       player__pass_gate( player, gate );
    }
    rb_update_transform( &player->rb );
 }
 
-VG_STATIC void player__walk_restore( player_instance *player )
-{
-   struct player_walk *w = &player->_walk;
-   w->state = w->state_gate_storage;
-}
-
-VG_STATIC void player__walk_post_update( player_instance *player )
-{
+VG_STATIC void player__walk_post_update( player_instance *player ){
    struct player_walk *w = &player->_walk;
 
    m4x3f mtx;
@@ -681,13 +677,15 @@ VG_STATIC void player__walk_post_update( player_instance *player )
       }
       else if( w->surface == k_surface_prop_grass ){
          audio_oneshot_3d( 
-           &audio_footsteps_grass[vg_randu32()%vg_list_size(audio_footsteps_grass)],
+           &audio_footsteps_grass[ vg_randu32()%
+                                    vg_list_size(audio_footsteps_grass)],
             player->rb.co, 40.0f, 1.0f 
          );
       }
       else if( w->surface == k_surface_prop_wood ){
          audio_oneshot_3d( 
-           &audio_footsteps_wood[vg_randu32()%vg_list_size(audio_footsteps_wood)],
+           &audio_footsteps_wood[ vg_randu32()%
+                                    vg_list_size(audio_footsteps_wood)],
             player->rb.co, 40.0f, 1.0f 
          );
       }
@@ -697,27 +695,25 @@ VG_STATIC void player__walk_post_update( player_instance *player )
    w->step_phase = walk_phase;
 }
 
-VG_STATIC void player__walk_animate( player_instance *player, 
-                                    player_animation *dest )
-{
+VG_STATIC void player__walk_animate( player_instance *player ){
    struct player_walk *w = &player->_walk;
-   struct skeleton *sk = &player->playeravatar->sk;
+   player_pose *pose = &player->pose;
+   struct player_walk_animator *animator = &w->animator;
+
+   animator->outro_type = w->state.outro_type;
 
    {
-      float fly = (w->state.activity == k_walk_activity_air)? 1.0f: 0.0f,
-            rate;
+      f32 fly = (w->state.activity == k_walk_activity_air)? 1.0f: 0.0f, 
+          rate;
 
-      if( w->state.activity == k_walk_activity_air )
-         rate = 2.4f;
-      else
-         rate = 9.0f;
+      if( w->state.activity == k_walk_activity_air ) rate = 2.4f;
+      else rate = 9.0f;
 
-      w->blend_fly = vg_lerpf( w->blend_fly, fly, rate*vg.time_delta );
-      w->blend_run = vg_lerpf( w->blend_run, w->move_speed, 2.0f*vg.time_delta);
+      animator->fly = vg_lerpf( animator->fly, fly, rate*vg.time_delta );
+      animator->run = vg_lerpf( animator->run, w->move_speed, 
+                                2.0f*vg.time_delta);
    }
 
-   player_pose apose, bpose;
-
    if( w->move_speed > 0.025f ){
       /* TODO move */
       float walk_norm = 30.0f/(float)w->anim_walk->length,
@@ -730,126 +726,141 @@ VG_STATIC void player__walk_animate( player_instance *player,
       w->walk_timer = 0.0f;
    }
 
-   float walk_norm = (float)w->anim_walk->length/30.0f,
-         run_norm  = (float)w->anim_run->length/30.0f,
-         t = w->walk_timer,
-         l = vg_clampf( w->blend_run*15.0f, 0.0f, 1.0f ),
-         idle_walk = vg_clampf( (w->blend_run-0.1f)/(1.0f-0.1f), 0.0f, 1.0f );
-
-   /* walk/run */
-   skeleton_sample_anim( sk, w->anim_walk, t*walk_norm, apose );
-   skeleton_sample_anim( sk, w->anim_run,  t*run_norm, bpose );
-
-   skeleton_lerp_pose( sk, apose, bpose, l, apose );
-
-   /* idle */
-   skeleton_sample_anim( sk, w->anim_idle, vg.time*0.1f, bpose );
-   skeleton_lerp_pose( sk, apose, bpose, 1.0f-idle_walk, apose );
-
-   /* air */
-   skeleton_sample_anim( sk, w->anim_jump, vg.time*0.6f, bpose );
-   skeleton_lerp_pose( sk, apose, bpose, w->blend_fly, apose );
-
-   /* Create transform */
    if( !player->immobile )
-      rb_extrapolate( &player->rb, dest->root_co, dest->root_q );
+      rb_extrapolate( &player->rb, animator->root_co, animator->root_q );
    else{
-      v3_copy( player->rb.co, dest->root_co );
-      v4_copy( player->rb.q,  dest->root_q );
+      v3_copy( player->rb.co, animator->root_co );
+      v4_copy( player->rb.q,  animator->root_q );
    }
 
-   float walk_yaw = player_get_heading_yaw( player );
-
-   if( w->state.outro_anim ){
+   f32 walk_yaw = player_get_heading_yaw( player );
+   if( w->state.outro_type ){
       struct player_avatar *av = player->playeravatar;
-      float outro_length = (float)w->state.outro_anim->length /
-                                  w->state.outro_anim->rate,
-            outro_time   = vg.time - w->state.outro_start_time,
-            outro_t      = outro_time / outro_length;
-
-      /* TODO: Compression */
-      skeleton_sample_anim_clamped( sk, w->state.outro_anim, 
-                                    outro_time, bpose );
-      skeleton_lerp_pose( sk, apose, bpose, outro_t * 10.0f, dest->pose );
+      struct skeleton_anim *anim = 
+         player_walk_outro_anim( player, w->state.outro_type );
+      f32 outro_length = (f32)anim->length / anim->rate,
+          outro_time = vg.time - w->state.outro_start_time;
+      animator->outro_t = outro_time / outro_length;
 
       if( w->state.outro_type == k_walk_outro_drop_in ){
-         float inv_rate      = 1.0f / w->state.outro_anim->rate,
-               anim_frames   = w->state.outro_anim->length * inv_rate,
+         float inv_rate      = 1.0f / anim->rate,
+               anim_frames   = anim->length * inv_rate,
                step_frames   = 12.0f * inv_rate,
                commit_frames = 6.0f * inv_rate,
                drop_frames   = anim_frames - step_frames,
                step_t        = vg_minf( 1.0f, outro_time / step_frames ),
                remaind_time  = vg_maxf( 0.0f, outro_time - step_frames ),
-               dop_t         = vg_minf( 1.0f, remaind_time / drop_frames ),
-               commit_t      = vg_minf( 1.0f, remaind_time / commit_frames );
+               dop_t         = vg_minf( 1.0f, remaind_time / drop_frames );
+         animator->commit_t  = vg_minf( 1.0f, remaind_time / commit_frames );
 
          walk_yaw = vg_alerpf( w->state.drop_in_start_angle, 
                                w->state.drop_in_angle, step_t );
 
          v3_lerp( w->state.drop_in_start, w->state.drop_in_target,
                   step_t, player->rb.co );
-         q_axis_angle( dest->root_q, (v3f){0.0f,1.0f,0.0f}, walk_yaw + VG_PIf );
-
-         m4x3f transform, inverse;
-         q_m3x3( dest->root_q, transform );
-         v3_copy( dest->root_co, transform[3] );
-         m4x3_invert_affine( transform, inverse );
+         q_axis_angle( animator->root_q, (v3f){0.0f,1.0f,0.0f}, 
+                       walk_yaw + VG_PIf );
 
-         v3f anchored_pos;
-         m4x3_mulv( inverse, w->state.drop_in_foot_anchor, anchored_pos );
-
-         v3_lerp( dest->pose[ av->id_ik_foot_r-1 ].co, anchored_pos, 
-                  1.0f-commit_t,
-                  dest->pose[ av->id_ik_foot_r-1 ].co );
-         
+         v3_copy( w->state.drop_in_foot_anchor, animator->foot_anchor );
 
          /* the drop in bit */
          if( step_t >= 1.0f ){
             v4f final_q;
             player_walk_drop_in_overhang_transform( player, dop_t, 
                                                     player->rb.co, final_q );
-            q_mul( final_q, dest->root_q, dest->root_q );
-
-            v4_copy( dest->root_q, player->rb.q );
-            v3_muladds( dest->root_co, player->rb.to_world[1], 
-                        -0.1f * dop_t, dest->root_co );
+            q_mul( final_q, animator->root_q, animator->root_q );
 
-            skeleton_copy_pose( sk, dest->pose, player->holdout_pose );
-            player->holdout_time = 1.0f;
+            v4_copy( animator->root_q, player->rb.q );
+            v3_muladds( animator->root_co, player->rb.to_world[1], 
+                        -0.1f*dop_t, animator->root_co );
          }
          return;
       }
       else{
-         v3_muladds( dest->root_co, player->rb.to_world[1], 
-                     -0.1f * outro_t, dest->root_co );
-
-         skeleton_copy_pose( sk, dest->pose, player->holdout_pose );
-         player->holdout_time = 1.0f;
+         v3_muladds( animator->root_co, player->rb.to_world[1], 
+                     -0.1f*animator->outro_t, animator->root_co );
       }
    }
-   else{
-      skeleton_copy_pose( sk, apose, dest->pose );
-   }
 
-   q_axis_angle( dest->root_q, (v3f){0.0f,1.0f,0.0f}, walk_yaw + VG_PIf );
-   q_mul( player->qbasis, dest->root_q, dest->root_q );
-   q_normalize( dest->root_q );
+   q_axis_angle( animator->root_q, (v3f){0.0f,1.0f,0.0f}, walk_yaw + VG_PIf );
+   q_mul( player->qbasis, animator->root_q, animator->root_q );
+   q_normalize( animator->root_q );
 }
 
-VG_STATIC void player__walk_post_animate( player_instance *player )
-{
+VG_STATIC void player__walk_pose( player_instance *player ){
+   struct player_walk *w = &player->_walk;
+   struct player_walk_animator *animator = &w->animator;
+   struct skeleton *sk = &player->playeravatar->sk;
+   struct player_avatar *av = player->playeravatar;
+
+   player_pose *pose = &player->pose;
+   v3_copy( animator->root_co, pose->root_co );
+   v4_copy( animator->root_q, pose->root_q );
+
+   float walk_norm = (float)w->anim_walk->length/30.0f,
+         run_norm  = (float)w->anim_run->length/30.0f,
+         t = w->walk_timer,
+         l = vg_clampf( animator->run*15.0f, 0.0f, 1.0f ),
+         idle_walk = vg_clampf( (animator->run-0.1f)/(1.0f-0.1f), 0.0f, 1.0f );
+
+   /* walk/run */
+   mdl_keyframe apose[32], bpose[32];
+   skeleton_sample_anim( sk, w->anim_walk, t*walk_norm, apose );
+   skeleton_sample_anim( sk, w->anim_run,  t*run_norm, bpose );
+
+   skeleton_lerp_pose( sk, apose, bpose, l, apose );
+
+   /* idle */
+   skeleton_sample_anim( sk, w->anim_idle, vg.time*0.1f, bpose );
+   skeleton_lerp_pose( sk, apose, bpose, 1.0f-idle_walk, apose );
+
+   /* air */
+   skeleton_sample_anim( sk, w->anim_jump, vg.time*0.6f, bpose );
+   skeleton_lerp_pose( sk, apose, bpose, animator->fly, apose );
+
+   if( animator->outro_type ){
+      struct skeleton_anim *anim = 
+         player_walk_outro_anim( player, animator->outro_type );
+      
+      f32 outro_length = (f32)anim->length / anim->rate,
+          outro_time = animator->outro_t*outro_length;
+
+      skeleton_sample_anim_clamped( sk, anim, outro_time, bpose );
+      skeleton_lerp_pose( sk, apose, bpose, animator->outro_t*10.0f, 
+                          pose->keyframes );
+
+      if( animator->outro_type == k_walk_outro_drop_in ){
+         m4x3f transform, inverse;
+         q_m3x3( pose->root_q, transform );
+         v3_copy( pose->root_co, transform[3] );
+         m4x3_invert_affine( transform, inverse );
+
+         v3f anchored_pos;
+         m4x3_mulv( inverse, animator->foot_anchor, anchored_pos );
+
+         v3_lerp( pose->keyframes[ av->id_ik_foot_r-1 ].co, anchored_pos, 
+                  1.0f-animator->commit_t,
+                  pose->keyframes[ av->id_ik_foot_r-1 ].co );
+      }
+   }
+   else
+      skeleton_copy_pose( sk, apose, pose->keyframes );
+}
+
+VG_STATIC void player__walk_post_animate( player_instance *player ){
    /* 
     * Camera 
     */
    struct player_walk *w = &player->_walk;
    struct player_avatar *av = player->playeravatar;
 
-   if( w->state.outro_anim )
-   {
-      float outro_length = (float)w->state.outro_anim->length /
-                                  w->state.outro_anim->rate,
-            outro_time   = vg.time - w->state.outro_start_time,
-            outro_t      = outro_time / outro_length;
+   if( w->state.outro_type ){
+      struct skeleton_anim *anim = 
+         player_walk_outro_anim( player, w->state.outro_type );
+
+      f32 outro_length = (f32)anim->length / anim->rate,
+          outro_time   = vg.time - w->state.outro_start_time,
+          outro_t      = outro_time / outro_length;
 
       player->cam_velocity_influence = outro_t;
    }
@@ -857,9 +868,7 @@ VG_STATIC void player__walk_post_animate( player_instance *player )
       player->cam_velocity_influence = 0.0f;
 }
 
-
-VG_STATIC void player__walk_im_gui( player_instance *player )
-{
+VG_STATIC void player__walk_im_gui( player_instance *player ){
    struct player_walk *w = &player->_walk;
    player__debugtext( 1, "V:  %5.2f %5.2f %5.2f",player->rb.v[0],
                                                  player->rb.v[1],
@@ -881,16 +890,17 @@ VG_STATIC void player__walk_im_gui( player_instance *player )
                                              "metal" }
                                              [w->surface] );
 
-   if( w->state.outro_anim ){
-      float outro_length = (float)w->state.outro_anim->length /
-                                  w->state.outro_anim->rate,
-            outro_time   = vg.time - w->state.outro_start_time;
+   if( w->state.outro_type ){
+      struct skeleton_anim *anim = 
+         player_walk_outro_anim( player, w->state.outro_type );
+
+      f32 outro_length = (f32)anim->length / anim->rate,
+          outro_time   = vg.time - w->state.outro_start_time;
       player__debugtext( 1, "outro time: %f / %f", outro_time, outro_length );
    }
 }
 
-VG_STATIC void player__walk_bind( player_instance *player )
-{
+VG_STATIC void player__walk_bind( player_instance *player ){
    struct player_walk *w = &player->_walk;
    struct player_avatar *av = player->playeravatar;
    struct skeleton *sk = &av->sk;
@@ -904,8 +914,7 @@ VG_STATIC void player__walk_bind( player_instance *player )
    w->anim_intro        = skeleton_get_anim( sk, "into_skate" );
 }
 
-VG_STATIC void player__walk_transition( player_instance *player, v3f angles )
-{
+VG_STATIC void player__walk_transition( player_instance *player, v3f angles ){
    struct player_walk *w = &player->_walk;
    w->state.activity = k_walk_activity_air;
 
@@ -920,12 +929,10 @@ VG_STATIC void player__walk_transition( player_instance *player, v3f angles )
    rb_update_transform( &player->rb );
 }
 
-VG_STATIC void player__walk_reset( player_instance *player, ent_spawn *rp )
-{
+VG_STATIC void player__walk_reset( player_instance *player, ent_spawn *rp ){
    struct player_walk *w = &player->_walk;
    w->state.activity = k_walk_activity_air;
    w->state.outro_type = k_walk_outro_none;
-   w->state.outro_anim = NULL;
    w->state.outro_start_time = 0.0;
 }
 
index 3e450bcc26f541182bdb613987f0d242e109caf7..e1e075593e983fba0f4de82dea3e5fb3ece8526d 100644 (file)
@@ -34,28 +34,35 @@ struct player_walk{
          k_walk_outro_regular
       }
       outro_type;
-
-      struct skeleton_anim *outro_anim;
       double outro_start_time;
 
       int jump_queued;
       f64 jump_input_time;
    }
-   state,
-   state_gate_storage;
+   state;
+
+   f32 move_speed,
+       walk_timer;
+
+   int step_phase;
 
    enum mdl_surface_prop surface;
    struct skeleton_anim *anim_walk, *anim_run, *anim_idle, *anim_jump,
                         *anim_jump_to_air, *anim_drop_in, *anim_intro;
 
-   float blend_fly,
-         blend_run,
-         blend_walk,
-
-         move_speed,
-         walk_timer;
-
-   int step_phase;
+   struct player_walk_animator {
+      v3f root_co;
+      v4f root_q;
+      f32 fly,
+          run,
+          walk;
+
+      v3f foot_anchor;
+      enum walk_outro outro_type;
+      f32 outro_t,
+          commit_t;
+   }
+   animator;
 };
 
 VG_STATIC float
@@ -80,8 +87,8 @@ VG_STATIC void player__walk_register(void)
 VG_STATIC void player__walk_pre_update  ( player_instance *player );
 VG_STATIC void player__walk_update      ( player_instance *player );
 VG_STATIC void player__walk_post_update ( player_instance *player );
-VG_STATIC void player__walk_animate     ( player_instance *player
-                                          player_animation *anim );
+VG_STATIC void player__walk_animate     ( player_instance *player );
+VG_STATIC void player__walk_pose        ( player_instance *player );
 VG_STATIC void player__walk_post_animate( player_instance *player );
 VG_STATIC void player__walk_im_gui      ( player_instance *player );
 VG_STATIC void player__walk_bind        ( player_instance *player );
index dc506abdde0df3b0908dcbddc4c5ccd7e6712d88..2be9a9aaff7ac7bd8945f9b5e37ed5d0ca0ff7ff 100644 (file)
@@ -134,13 +134,13 @@ VG_STATIC void skeleton_sample_anim( struct skeleton *skele,
                                   float time,
                                   mdl_keyframe *output )
 {
-   float animtime = time*anim->rate;
+   f32 animtime  = fmodf( time*anim->rate, anim->length ),
+       animframe = floorf( animtime ),
+       t = animtime - animframe;
 
-   u32 frame = ((u32)animtime) % anim->length,
+   u32 frame = (u32)animframe % anim->length,
        next  = (frame+1) % anim->length;
 
-   float t = vg_fractf( animtime );
-
    mdl_keyframe *base  = anim->anim_data + (skele->bone_count-1)*frame,
                 *nbase = anim->anim_data + (skele->bone_count-1)*next;
 
index 5deb5c4b7a899ad4ea1a4a00daffc90d816a2a2b..b048af98d57dbe878f8e1c6b6c2a69f0cb54715d 100644 (file)
@@ -899,11 +899,11 @@ VG_STATIC void workshop_render_player_preview(void){
 
    struct skeleton *sk = &localplayer.playeravatar->sk;
 
-   player_animation res;
-   res.type = k_player_animation_type_fk;
+   player_pose res;
+   res.type = k_player_pose_type_fk;
 
    struct skeleton_anim *anim = skeleton_get_anim( sk, "idle_cycle+y" );
-   skeleton_sample_anim( sk, anim, vg.time*0.1f, res.pose );
+   skeleton_sample_anim( sk, anim, vg.time*0.1f, res.keyframes );
    q_axis_angle( res.root_q, (v3f){0.0f,1.0f,0.0f}, VG_PIf );
    v3_zero( res.root_co );
    res.root_co[1] = 200.0f;
@@ -913,9 +913,9 @@ VG_STATIC void workshop_render_player_preview(void){
    v3_copy( res.root_co, transform[3] );
 
    /* TODO: Function. */
-   skeleton_apply_pose( sk, res.pose, k_anim_apply_defer_ik );
+   skeleton_apply_pose( sk, res.keyframes, k_anim_apply_defer_ik );
    skeleton_apply_ik_pass( sk );
-   skeleton_apply_pose( sk, res.pose, k_anim_apply_deffered_only );
+   skeleton_apply_pose( sk, res.keyframes, k_anim_apply_deffered_only );
    skeleton_apply_inverses( sk );
    skeleton_apply_transform( sk, transform );
 
@@ -1023,7 +1023,7 @@ VG_STATIC void workshop_render_board_preview(void){
                     sizeof(struct ub_world_lighting), &world->ub_lighting );
 
    render_world( world, &cam, 1 );
-   struct board_pose pose = {0};
+   struct player_board_pose pose = {0};
    render_board( &cam, world, board, mmdl,  &pose, k_board_shader_entity );
    render_board( &cam, world, board, mmdl1, &pose, k_board_shader_entity );