Fix major overstep with last commit
[carveJwlIkooP6JGAAIwe30JlM.git] / player_animation.h
1 #ifndef PLAYER_ANIMATION_H
2 #define PLAYER_ANIMATION_H
3
4 #include "player.h"
5
6 static void player_animate_offboard(void)
7 {
8 struct player_phys *phys = &player.phys;
9
10 mdl_keyframe apose[32], bpose[32];
11 struct skeleton *sk = &player.mdl.sk;
12
13 float walk_norm = (float)player.mdl.anim_walk->length/30.0f,
14 run_norm = (float)player.mdl.anim_run->length/30.0f,
15 t = player.walk_timer,
16 l = vg_get_axis("grabr") * 0.5f + 0.5f;
17
18 skeleton_sample_anim( sk, player.mdl.anim_walk, t*walk_norm, apose );
19 skeleton_sample_anim( sk, player.mdl.anim_run, t*run_norm, bpose );
20
21 skeleton_lerp_pose( sk, apose, bpose, l, apose );
22
23 float idle_walk = vg_minf( l * 10.0f, 1.0f);
24
25 skeleton_sample_anim( sk, player.mdl.anim_idle, vg_time*0.1f, bpose );
26 skeleton_lerp_pose( sk, apose, bpose, 1.0f-idle_walk, apose );
27
28 skeleton_apply_pose( &player.mdl.sk, apose, k_anim_apply_defer_ik );
29 skeleton_apply_ik_pass( &player.mdl.sk );
30 skeleton_apply_pose( &player.mdl.sk, apose, k_anim_apply_deffered_only );
31
32 v3_copy( player.mdl.sk.final_mtx[player.mdl.id_head-1][3],
33 player.mdl.cam_pos );
34
35 skeleton_apply_inverses( &player.mdl.sk );
36
37 m4x3f mtx;
38 v4f rot;
39 q_axis_angle( rot, (v3f){0.0f,1.0f,0.0f}, -player.angles[0] - VG_PIf*0.5f );
40 q_m3x3( rot, mtx );
41 v3_copy( phys->rb.to_world[3], mtx[3] );
42
43 skeleton_apply_transform( &player.mdl.sk, mtx );
44 skeleton_debug( &player.mdl.sk );
45 }
46
47 static void player_animate(void)
48 {
49 struct player_phys *phys = &player.phys;
50
51 if( !phys->on_board )
52 {
53 player_animate_offboard();
54 return;
55 }
56
57 /* Camera position */
58 v3_sub( phys->rb.v, phys->v_last, phys->a );
59 v3_copy( phys->rb.v, phys->v_last );
60
61 v3_add( phys->m, phys->a, phys->m );
62 v3_lerp( phys->m, (v3f){0.0f,0.0f,0.0f}, 0.1f, phys->m );
63
64 phys->m[0] = vg_clampf( phys->m[0], -2.0f, 2.0f );
65 phys->m[1] = vg_clampf( phys->m[1], -2.0f, 2.0f );
66 phys->m[2] = vg_clampf( phys->m[2], -2.0f, 2.0f );
67 v3_lerp( phys->bob, phys->m, 0.2f, phys->bob );
68
69 /* Head */
70 float lslip = fabsf(phys->slip);
71
72 float kheight = 2.0f,
73 kleg = 0.6f;
74
75 v3f offset;
76 v3_zero( offset );
77 m3x3_mulv( phys->rb.to_local, phys->bob, offset );
78
79 static float speed_wobble = 0.0f, speed_wobble_2 = 0.0f;
80
81 float kickspeed = vg_clampf(v3_length(phys->rb.v)*(1.0f/40.0f), 0.0f, 1.0f);
82 float kicks = (vg_randf()-0.5f)*2.0f*kickspeed;
83 float sign = vg_signf( kicks );
84 speed_wobble = vg_lerpf( speed_wobble, kicks*kicks*sign, 0.1f );
85 speed_wobble_2 = vg_lerpf( speed_wobble_2, speed_wobble, 0.04f );
86
87 offset[0] *= 0.26f;
88 offset[0] += speed_wobble_2*3.0f;
89
90 offset[1] *= -0.3f;
91 offset[2] *= 0.01f;
92
93 offset[0] = vg_clampf( offset[0], -0.8f, 0.8f );
94 offset[1] = vg_clampf( offset[1], -0.5f, 0.0f );
95
96 /*
97 * Animation blending
98 * ===========================================
99 */
100
101 /* scalar blending information */
102 float speed = v3_length( phys->rb.v );
103
104 /* sliding */
105 {
106 float desired = vg_clampf( lslip, 0.0f, 1.0f );
107 player.fslide = vg_lerpf( player.fslide, desired, 0.04f );
108 }
109
110 /* movement information */
111 {
112 float dirz = phys->reverse > 0.0f? 0.0f: 1.0f,
113 dirx = phys->slip < 0.0f? 0.0f: 1.0f,
114 fly = phys->in_air? 1.0f: 0.0f;
115
116 player.fdirz = vg_lerpf( player.fdirz, dirz, 0.04f );
117 player.fdirx = vg_lerpf( player.fdirx, dirx, 0.01f );
118 player.ffly = vg_lerpf( player.ffly, fly, 0.04f );
119 }
120
121 struct skeleton *sk = &player.mdl.sk;
122
123 mdl_keyframe apose[32], bpose[32];
124 mdl_keyframe ground_pose[32];
125 {
126 /* when the player is moving fast he will crouch down a little bit */
127 float stand = 1.0f - vg_clampf( speed * 0.03f, 0.0f, 1.0f );
128 player.fstand = vg_lerpf( player.fstand, stand, 0.1f );
129
130 /* stand/crouch */
131 float dir_frame = player.fdirz * (15.0f/30.0f),
132 stand_blend = offset[1]*-2.0f;
133
134 skeleton_sample_anim( sk, player.mdl.anim_stand, dir_frame, apose );
135 skeleton_sample_anim( sk, player.mdl.anim_highg, dir_frame, bpose );
136 skeleton_lerp_pose( sk, apose, bpose, stand_blend, apose );
137
138 /* sliding */
139 float slide_frame = player.fdirx * (15.0f/30.0f);
140 skeleton_sample_anim( sk, player.mdl.anim_slide, slide_frame, bpose );
141 skeleton_lerp_pose( sk, apose, bpose, player.fslide, apose );
142
143 /* pushing */
144 player.fpush = vg_lerpf( player.fpush, player.pushing, 0.1f );
145
146 float pt = player.push_time;
147 if( phys->reverse > 0.0f )
148 skeleton_sample_anim( sk, player.mdl.anim_push, pt, bpose );
149 else
150 skeleton_sample_anim( sk, player.mdl.anim_push_reverse, pt, bpose );
151
152 skeleton_lerp_pose( sk, apose, bpose, player.fpush, apose );
153
154 /* trick setup */
155 float jump_start_frame = 14.0f/30.0f;
156
157 player.fjump = vg_lerpf( player.fjump, phys->jump, 0.14f );
158
159 float setup_frame = phys->jump * jump_start_frame,
160 setup_blend = vg_minf( player.fjump, 1.0f );
161
162 float jump_frame = (vg_time - player.jump_time) + jump_start_frame;
163 if( jump_frame >= jump_start_frame && jump_frame <= (40.0f/30.0f) )
164 setup_frame = jump_frame;
165
166 struct skeleton_anim *jump_anim = phys->jump_dir?
167 player.mdl.anim_ollie:
168 player.mdl.anim_ollie_reverse;
169
170 skeleton_sample_anim_clamped( sk, jump_anim, setup_frame, bpose );
171 skeleton_lerp_pose( sk, apose, bpose, setup_blend, ground_pose );
172 }
173
174 mdl_keyframe air_pose[32];
175 {
176 float target = -vg_get_axis("horizontal");
177 player.fairdir = vg_lerpf( player.fairdir, target, 0.04f );
178
179 float air_frame = (player.fairdir*0.5f+0.5f) * (15.0f/30.0f);
180
181 skeleton_sample_anim( sk, player.mdl.anim_air, air_frame, apose );
182
183 static v2f grab_choice;
184 v2_lerp( grab_choice, (v2f){ vg_get_axis("h1"), vg_get_axis("v1") },
185 0.04f, grab_choice );
186
187 float ang = atan2f( grab_choice[0], grab_choice[1] ),
188 ang_unit = (ang+VG_PIf) * (1.0f/VG_TAUf),
189 grab_frame = ang_unit * (15.0f/30.0f);
190
191 skeleton_sample_anim( sk, player.mdl.anim_grabs, grab_frame, bpose );
192 skeleton_lerp_pose( sk, apose, bpose, phys->grab, air_pose );
193 }
194
195 skeleton_lerp_pose( sk, ground_pose, air_pose, player.ffly, apose );
196
197 float add_grab_mod = 1.0f - player.ffly*phys->grab;
198
199 /* additive effects */
200 {
201 u32 apply_to[] = { player.mdl.id_hip,
202 player.mdl.id_ik_hand_l,
203 player.mdl.id_ik_hand_r,
204 player.mdl.id_ik_elbow_l,
205 player.mdl.id_ik_elbow_r };
206
207 for( int i=0; i<vg_list_size(apply_to); i ++ )
208 {
209 apose[apply_to[i]-1].co[0] += offset[0]*add_grab_mod;
210 apose[apply_to[i]-1].co[2] += offset[2]*add_grab_mod;
211 }
212 }
213
214 skeleton_apply_pose( &player.mdl.sk, apose, k_anim_apply_defer_ik );
215 skeleton_apply_ik_pass( &player.mdl.sk );
216 skeleton_apply_pose( &player.mdl.sk, apose, k_anim_apply_deffered_only );
217
218 v3_copy( player.mdl.sk.final_mtx[player.mdl.id_head-1][3],
219 player.mdl.cam_pos );
220 skeleton_apply_inverses( &player.mdl.sk );
221 skeleton_apply_transform( &player.mdl.sk, phys->rb.to_world );
222
223 skeleton_debug( &player.mdl.sk );
224 }
225
226 static void player_animate_death_cam(void)
227 {
228 v3f delta;
229 v3f head_pos;
230 v3_copy( player.mdl.ragdoll[0].rb.co, head_pos );
231
232 v3_sub( head_pos, player.camera_pos, delta );
233 v3_normalize( delta );
234
235 v3f follow_pos;
236 v3_muladds( head_pos, delta, -2.5f, follow_pos );
237 v3_lerp( player.camera_pos, follow_pos, 0.1f, player.camera_pos );
238
239 /*
240 * Make sure the camera stays above the ground
241 */
242 v3f min_height = {0.0f,1.0f,0.0f};
243
244 v3f sample;
245 v3_add( player.camera_pos, min_height, sample );
246 ray_hit hit;
247 hit.dist = min_height[1]*2.0f;
248
249 if( ray_world( sample, (v3f){0.0f,-1.0f,0.0f}, &hit ))
250 v3_add( hit.pos, min_height, player.camera_pos );
251
252 player.camera_pos[1] =
253 vg_maxf( wrender.height + 2.0f, player.camera_pos[1] );
254
255 player.angles[0] = atan2f( delta[0], -delta[2] );
256 player.angles[1] = -asinf( delta[1] );
257 }
258
259 static void player_animate_camera(void)
260 {
261 struct player_phys *phys = &player.phys;
262
263 static v3f lerp_cam = {0.0f,0.0f,0.0f};
264 v3f cam_pos;
265
266 player.fonboard = vg_lerpf(player.fonboard, phys->on_board, ktimestep*1.0f);
267
268 if( phys->on_board )
269 {
270 v3f offs = { -0.4f, 0.15f, 0.0f };
271 v3_lerp( lerp_cam, player.mdl.cam_pos, 0.8f, lerp_cam );
272 v3_add( lerp_cam, offs, cam_pos );
273
274 /* Look angles */
275 v3_lerp( phys->vl, phys->rb.v, 0.05f, phys->vl );
276
277 float yaw = atan2f( phys->vl[0], -phys->vl[2] ),
278 pitch = atan2f( -phys->vl[1],
279 sqrtf(
280 phys->vl[0]*phys->vl[0] + phys->vl[2]*phys->vl[2]
281 )) * 0.7f;
282
283 player.angles[0] = yaw;
284 player.angles[1] = vg_lerpf( player.angles[1], pitch + 0.30f,
285 player.fonboard );
286
287 /* Camera shake */
288 static v2f shake_damp = {0.0f,0.0f};
289 v2f shake = { vg_randf()-0.5f, vg_randf()-0.5f };
290 v2_muls( shake, v3_length(phys->rb.v)*0.3f
291 * (1.0f+fabsf(phys->slip)), shake);
292
293 v2_lerp( shake_damp, shake, 0.01f, shake_damp );
294 shake_damp[0] *= 0.2f;
295
296 v2_muladds( player.angles, shake_damp, 0.1f, player.angles );
297 m4x3_mulv( phys->rb.to_world, cam_pos, player.camera_pos );
298 }
299 else
300 {
301 float speed = ktimestep * k_look_speed;
302 player.angles[0] += vg_get_axis( "horizontal" ) * speed;
303 player.angles[1] += vg_get_axis( "vertical" ) * speed;
304
305 player.angles[1] = vg_clampf( player.angles[1],
306 -k_pitch_limit, k_pitch_limit );
307
308 float s = sinf(player.angles[0]) * 0.2f,
309 c = -cosf(player.angles[0]) * 0.2f;
310 v3f forward_dir = { s,0.15f,c };
311
312
313 m4x3f mtx;
314 v4f rot;
315 q_axis_angle( rot, (v3f){0.0f,1.0f,0.0f},
316 -player.angles[0] -VG_PIf*0.5f );
317 q_m3x3( rot, mtx );
318 v3_copy( phys->rb.to_world[3], mtx[3] );
319
320 m4x3_mulv( mtx, player.mdl.cam_pos, cam_pos );
321 v3_add( cam_pos, forward_dir, player.camera_pos );
322 v3_lerp( phys->vl, phys->rb.v, 0.3f, phys->vl );
323 }
324 }
325
326 #endif /* PLAYER_ANIMATION_H */