static void player_glide_pose( void *_animator, player_pose *pose ){
struct skeleton *sk = &localplayer.skeleton;
struct player_glide_animator *animator = _animator;
+ pose->type = k_player_pose_type_ik;
+ pose->board.lean = 0.0f;
skeleton_sample_anim( sk, player_glide.anim_glide, 0.0f, pose->keyframes );
- /* TODO: again the offset is wrong */
v3f temp;
- q_mulv( pose->root_q, (v3f){0,-0.5f,0}, temp );
-
+ q_mulv( animator->root_q, (v3f){0,-0.5f,0}, temp );
v3_add( animator->root_co, temp, pose->root_co );
+
v4_copy( animator->root_q, pose->root_q );
}
struct skeleton *sk = &localplayer.skeleton;
player_glide.anim_glide = skeleton_get_anim( sk, "glide_pose" );
-
void *alloc = vg_mem.rtmemory;
mdl_context *mdl = &player_glide.glider;
player__begin_holdout( (v3f){0,0,0} );
}
+/*
+ * TODO: more flexible way to call
+ * - this depends on the current state, but we need to pass a struct in
+ * that can hold that information instead so we can save it into
+ * the replay
+ */
static void player_glide_render( camera *cam, world_instance *world,
player_pose *pose ){
if( !((localplayer.subsystem == k_player_subsystem_glide) ||
+ (localplayer.observing_system == k_player_subsystem_glide) ||
localplayer.have_glider ||
localplayer.glider_orphan) )
return;
f32 target;
if( localplayer.subsystem == k_player_subsystem_glide ) target = 1.0f;
else target = 0.0f;
- vg_slewf( &player_glide.t, target, vg.time_frame_delta * 4.0f );
+
+ /* TODO: TEMP */
+ if( skaterift.activity != k_skaterift_replay )
+ vg_slewf( &player_glide.t, target, vg.time_frame_delta * 4.0f );
mdl_keyframe kf_backpack;