point_t get_tux_view_pt( player_data_t *plyr ) { matrixgl_t trans; char *tux_root_node_name; scene_node_t *tux_root_node; make_identity_matrix( trans ); tux_root_node_name = get_tux_root_node(); if ( get_scene_node( tux_root_node_name, &tux_root_node ) != TCL_OK ) { check_assertion(0, "couldn't load tux's root node" ); } traverse_dag_for_view_point( tux_root_node, trans ); tux_view_pt = move_point( tux_view_pt, scale_vector( 0.2, plyr->plane_nml ) ); return tux_view_pt; }
void update_key_frame( player_data_t *plyr, scalar_t dt ) { int idx; scalar_t frac; point_t pos; scalar_t v; matrixgl_t cob_mat, rot_mat; char *root; char *lsh; char *rsh; char *lhp; char *rhp; char *lkn; char *rkn; char *lank; char *rank; char *head; char *neck; char *tail; root = get_tux_root_node(); lsh = get_tux_left_shoulder_joint(); rsh = get_tux_right_shoulder_joint(); lhp = get_tux_left_hip_joint(); rhp = get_tux_right_hip_joint(); lkn = get_tux_left_knee_joint(); rkn = get_tux_right_knee_joint(); lank = get_tux_left_ankle_joint(); rank = get_tux_right_ankle_joint(); head = get_tux_head(); neck = get_tux_neck(); tail = get_tux_tail_joint(); keyTime += dt; for (idx = 1; idx < numFrames; idx ++) { if ( keyTime < frames[idx].time ) break; } if ( idx == numFrames || numFrames == 0 ) { set_game_mode( RACING ); return; } reset_scene_node( root ); reset_scene_node( lsh ); reset_scene_node( rsh ); reset_scene_node( lhp ); reset_scene_node( rhp ); reset_scene_node( lkn ); reset_scene_node( rkn ); reset_scene_node( lank ); reset_scene_node( rank ); reset_scene_node( head ); reset_scene_node( neck ); reset_scene_node( tail ); check_assertion( idx > 0, "invalid keyframe index" ); if ( fabs( frames[idx-1].time - frames[idx].time ) < EPS ) { frac = 1.; } else { frac = (keyTime - frames[idx].time) / ( frames[idx-1].time - frames[idx].time ); } pos.x = interp( frac, frames[idx-1].pos.x, frames[idx].pos.x ); pos.z = interp( frac, frames[idx-1].pos.z, frames[idx].pos.z ); pos.y = interp( frac, frames[idx-1].pos.y, frames[idx].pos.y ); pos.y += find_y_coord( pos.x, pos.z ); set_tux_pos( plyr, pos ); make_identity_matrix( cob_mat ); v = interp( frac, frames[idx-1].yaw, frames[idx].yaw ); rotate_scene_node( root, 'y', v ); make_rotation_matrix( rot_mat, v, 'y' ); multiply_matrices( cob_mat, cob_mat, rot_mat ); v = interp( frac, frames[idx-1].pitch, frames[idx].pitch ); rotate_scene_node( root, 'x', v ); make_rotation_matrix( rot_mat, v, 'x' ); multiply_matrices( cob_mat, cob_mat, rot_mat ); v = interp( frac, frames[idx-1].l_shldr, frames[idx].l_shldr ); rotate_scene_node( lsh, 'z', v ); v = interp( frac, frames[idx-1].r_shldr, frames[idx].r_shldr ); rotate_scene_node( rsh, 'z', v ); v = interp( frac, frames[idx-1].l_hip, frames[idx].l_hip ); rotate_scene_node( lhp, 'z', v ); v = interp( frac, frames[idx-1].r_hip, frames[idx].r_hip ); rotate_scene_node( rhp, 'z', v ); /* Set orientation */ plyr->orientation = make_quaternion_from_matrix( cob_mat ); plyr->orientation_initialized = True; }