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[carveJwlIkooP6JGAAIwe30JlM.git] / player_animation.h
1 /*
2 * Copyright (C) 2021-2022 Mt.ZERO Software, Harry Godden - All Rights Reserved
3 */
4
5 #ifndef PLAYER_ANIMATION_H
6 #define PLAYER_ANIMATION_H
7
8 #include "player.h"
9 #include "player_physics_walk.h"
10
11 VG_STATIC void player_animate_offboard(void)
12 {
13 player_walk_animate( &player_walky, &player.mdl.sk, NULL );
14 }
15
16 VG_STATIC void player_animate(void)
17 {
18 #if 0
19 struct player_phys *phys = &player.phys;
20 rb_extrapolate_transform( &player.phys.rb, player.visual_transform );
21 v3_muladds( player.visual_transform[3], phys->rb.up, -0.2f,
22 player.visual_transform[3] );
23
24 v4f qfake_rot;
25 m3x3f fake_rot;
26 float substep = vg_clampf( vg.accumulator / VG_TIMESTEP_FIXED, 0.0f, 1.0f );
27 q_axis_angle( qfake_rot, phys->rb.up, phys->siY*substep );
28 q_m3x3( qfake_rot, fake_rot );
29 m3x3_mul( fake_rot, player.visual_transform, player.visual_transform );
30
31 m4x3_invert_affine( player.visual_transform, player.inv_visual_transform );
32
33 if( phys->controller == k_player_controller_walk )
34 {
35 player_animate_offboard();
36 return;
37 }
38
39 /* Camera position */
40 v3_muladds( phys->m, phys->a, VG_TIMESTEP_FIXED, phys->m );
41 v3_lerp( phys->m, (v3f){0.0f,0.0f,0.0f}, 0.1f, phys->m );
42
43 phys->m[0] = vg_clampf( phys->m[0], -2.0f, 2.0f );
44 phys->m[1] = vg_clampf( phys->m[1], -2.0f, 2.0f );
45 phys->m[2] = vg_clampf( phys->m[2], -2.0f, 2.0f );
46 v3_lerp( phys->bob, phys->m, 0.2f, phys->bob );
47
48 /* Head */
49 float lslip = fabsf(phys->slip);
50
51 float kheight = 2.0f,
52 kleg = 0.6f;
53
54 v3f offset;
55 v3_zero( offset );
56 m3x3_mulv( player.inv_visual_transform, phys->bob, offset );
57
58 static float speed_wobble = 0.0f, speed_wobble_2 = 0.0f;
59
60 float kickspeed = vg_clampf(v3_length(phys->rb.v)*(1.0f/40.0f), 0.0f, 1.0f);
61 float kicks = (vg_randf()-0.5f)*2.0f*kickspeed;
62 float sign = vg_signf( kicks );
63 speed_wobble = vg_lerpf( speed_wobble, kicks*kicks*sign, 6.0f*vg.time_delta);
64 speed_wobble_2 = vg_lerpf( speed_wobble_2, speed_wobble, 2.4f*vg.time_delta);
65
66 offset[0] *= 0.26f;
67 offset[0] += speed_wobble_2*3.0f;
68
69 offset[1] *= -0.3f;
70 offset[2] *= 0.01f;
71
72 offset[0]=vg_clampf(offset[0],-0.8f,0.8f)*(1.0f-fabsf(player.fslide)*0.9f);
73 offset[1]=vg_clampf(offset[1],-0.5f,0.0f);
74
75 /*
76 * Animation blending
77 * ===========================================
78 */
79
80 /* scalar blending information */
81 float speed = v3_length( phys->rb.v );
82
83 /* sliding */
84 {
85 float desired = vg_clampf( lslip, 0.0f, 1.0f );
86 player.fslide = vg_lerpf( player.fslide, desired, 2.4f*vg.time_delta);
87 }
88
89 /* movement information */
90 {
91 int iair = (player_skate.activity == k_skate_activity_air) ||
92 (player_skate.activity == k_skate_activity_grind );
93
94 float dirz = phys->reverse > 0.0f? 0.0f: 1.0f,
95 dirx = phys->slip < 0.0f? 0.0f: 1.0f,
96 fly = iair? 1.0f: 0.0f;
97
98 player.fdirz = vg_lerpf( player.fdirz, dirz, 2.4f*vg.time_delta );
99 player.fdirx = vg_lerpf( player.fdirx, dirx, 0.6f*vg.time_delta );
100 player.ffly = vg_lerpf( player.ffly, fly, 2.4f*vg.time_delta );
101 }
102
103 struct skeleton *sk = &player.mdl.sk;
104
105 mdl_keyframe apose[32], bpose[32];
106 mdl_keyframe ground_pose[32];
107 {
108 /* when the player is moving fast he will crouch down a little bit */
109 float stand = 1.0f - vg_clampf( speed * 0.03f, 0.0f, 1.0f );
110 player.fstand = vg_lerpf( player.fstand, stand, 6.0f*vg.time_delta );
111
112 /* stand/crouch */
113 float dir_frame = player.fdirz * (15.0f/30.0f),
114 stand_blend = offset[1]*-2.0f;
115
116 v3f local_cog;
117 m4x3_mulv( player.phys.rb.to_local, player.phys.cog, local_cog );
118
119 stand_blend = vg_clampf( 1.0f-local_cog[1], 0, 1 );
120
121 skeleton_sample_anim( sk, player.mdl.anim_stand, dir_frame, apose );
122 skeleton_sample_anim( sk, player.mdl.anim_highg, dir_frame, bpose );
123 skeleton_lerp_pose( sk, apose, bpose, stand_blend, apose );
124
125 /* sliding */
126 float slide_frame = player.fdirx * (15.0f/30.0f);
127 skeleton_sample_anim( sk, player.mdl.anim_slide, slide_frame, bpose );
128 skeleton_lerp_pose( sk, apose, bpose, player.fslide, apose );
129
130 /* pushing */
131 double push_time = vg.time - player.phys.start_push;
132
133 player.fpush = vg_lerpf( player.fpush,
134 (vg.time - player.phys.cur_push) < 0.125,
135 6.0f*vg.time_delta );
136
137 float pt = push_time + vg.accumulator;
138 if( phys->reverse > 0.0f )
139 skeleton_sample_anim( sk, player.mdl.anim_push, pt, bpose );
140 else
141 skeleton_sample_anim( sk, player.mdl.anim_push_reverse, pt, bpose );
142
143 skeleton_lerp_pose( sk, apose, bpose, player.fpush, apose );
144
145 /* trick setup */
146 float jump_start_frame = 14.0f/30.0f;
147
148 player.fjump = vg_lerpf( player.fjump, phys->jump, 8.4f*vg.time_delta );
149
150 float setup_frame = phys->jump * jump_start_frame,
151 setup_blend = vg_minf( player.fjump, 1.0f );
152
153 float jump_frame = (vg.time - player.jump_time) + jump_start_frame;
154 if( jump_frame >= jump_start_frame && jump_frame <= (40.0f/30.0f) )
155 setup_frame = jump_frame;
156
157 struct skeleton_anim *jump_anim = phys->jump_dir?
158 player.mdl.anim_ollie:
159 player.mdl.anim_ollie_reverse;
160
161 skeleton_sample_anim_clamped( sk, jump_anim, setup_frame, bpose );
162 skeleton_lerp_pose( sk, apose, bpose, setup_blend, ground_pose );
163 }
164
165 mdl_keyframe air_pose[32];
166 {
167 float target = -player.input_js1h->axis.value;
168 player.fairdir = vg_lerpf( player.fairdir, target, 2.4f*vg.time_delta );
169
170 float air_frame = (player.fairdir*0.5f+0.5f) * (15.0f/30.0f);
171
172 skeleton_sample_anim( sk, player.mdl.anim_air, air_frame, apose );
173
174 static v2f grab_choice;
175
176 v2f grab_input = { player.input_js2h->axis.value,
177 player.input_js2v->axis.value };
178 v2_add( player.phys.grab_mouse_delta, grab_input, grab_input );
179 if( v2_length2( grab_input ) <= 0.001f )
180 grab_input[0] = -1.0f;
181 else
182 v2_normalize_clamp( grab_input );
183 v2_lerp( grab_choice, grab_input, 2.4f*vg.time_delta, grab_choice );
184
185 float ang = atan2f( grab_choice[0], grab_choice[1] ),
186 ang_unit = (ang+VG_PIf) * (1.0f/VG_TAUf),
187 grab_frame = ang_unit * (15.0f/30.0f);
188
189 skeleton_sample_anim( sk, player.mdl.anim_grabs, grab_frame, bpose );
190 skeleton_lerp_pose( sk, apose, bpose, phys->grab, air_pose );
191 }
192
193 skeleton_lerp_pose( sk, ground_pose, air_pose, player.ffly, apose );
194
195 float add_grab_mod = 1.0f - player.ffly;//*phys->grab;
196
197 /* additive effects */
198 {
199 u32 apply_to[] = { player.mdl.id_hip,
200 player.mdl.id_ik_hand_l,
201 player.mdl.id_ik_hand_r,
202 player.mdl.id_ik_elbow_l,
203 player.mdl.id_ik_elbow_r };
204
205 for( int i=0; i<vg_list_size(apply_to); i ++ )
206 {
207 apose[apply_to[i]-1].co[0] += offset[0]*add_grab_mod;
208 apose[apply_to[i]-1].co[2] += offset[2]*add_grab_mod;
209 }
210
211 v3f bo;
212 v3_muls( player.board_offset, add_grab_mod, bo );
213
214 v3_add( bo, apose[ player.mdl.id_board-1 ].co,
215 apose[ player.mdl.id_board-1 ].co );
216 v3_add( bo, apose[ player.mdl.id_ik_foot_l-1 ].co,
217 apose[ player.mdl.id_ik_foot_l-1 ].co );
218 v3_add( bo, apose[ player.mdl.id_ik_foot_r-1 ].co,
219 apose[ player.mdl.id_ik_foot_r-1 ].co );
220
221 m3x3f c;
222 q_m3x3( player.board_rotation, c );
223
224 v3f d;
225 v3_sub( apose[ player.mdl.id_ik_foot_l-1 ].co, bo, d );
226 m3x3_mulv( c, d, d );
227 v3_add( bo, d, apose[ player.mdl.id_ik_foot_l-1 ].co );
228
229 v3_sub( apose[ player.mdl.id_ik_foot_r-1 ].co, bo, d );
230 m3x3_mulv( c, d, d );
231 v3_add( bo, d, apose[ player.mdl.id_ik_foot_r-1 ].co );
232
233 q_mul( player.board_rotation, apose[ player.mdl.id_board-1 ].q ,
234 apose[ player.mdl.id_board-1 ].q );
235 q_normalize( apose[ player.mdl.id_board-1 ].q );
236 }
237
238 skeleton_apply_pose( &player.mdl.sk, apose, k_anim_apply_defer_ik );
239 skeleton_apply_ik_pass( &player.mdl.sk );
240 skeleton_apply_pose( &player.mdl.sk, apose, k_anim_apply_deffered_only );
241
242 v3_copy( player.mdl.sk.final_mtx[player.mdl.id_head-1][3],
243 player.mdl.cam_pos );
244 skeleton_apply_inverses( &player.mdl.sk );
245
246 skeleton_apply_transform( &player.mdl.sk, player.visual_transform );
247 skeleton_debug( &player.mdl.sk );
248 #endif
249 }
250
251 VG_STATIC void player_animate_death_cam(void)
252 {
253 v3f delta;
254 v3f head_pos;
255 v3_copy( player.mdl.ragdoll[0].rb.co, head_pos );
256
257 v3_sub( head_pos, player.camera_pos, delta );
258 v3_normalize( delta );
259
260 v3f follow_pos;
261 v3_muladds( head_pos, delta, -2.5f, follow_pos );
262 v3_lerp( player.camera_pos, follow_pos, 0.1f, player.camera_pos );
263
264 /*
265 * Make sure the camera stays above the ground
266 */
267 v3f min_height = {0.0f,1.0f,0.0f};
268
269 v3f sample;
270 v3_add( player.camera_pos, min_height, sample );
271 ray_hit hit;
272 hit.dist = min_height[1]*2.0f;
273
274 if( ray_world( sample, (v3f){0.0f,-1.0f,0.0f}, &hit ))
275 v3_add( hit.pos, min_height, player.camera_pos );
276
277 if( world.water.enabled )
278 {
279 player.camera_pos[1] =
280 vg_maxf( world.water.height + 2.0f, player.camera_pos[1] );
281 }
282
283 player.angles[0] = atan2f( delta[0], -delta[2] );
284 player.angles[1] = -asinf( delta[1] );
285 }
286
287 VG_STATIC void player_animate_follow_cam( v3f target, float dist, float speed )
288 {
289 v3f delta;
290
291 v3_sub( target, player.camera_pos, delta );
292 v3_normalize( delta );
293
294 v3f follow_pos;
295 v3_muladds( target, delta, -dist, follow_pos );
296 v3_lerp( player.camera_pos, follow_pos,
297 speed * vg.time_delta, player.camera_pos );
298
299 /*
300 * Make sure the camera stays above the ground
301 */
302 v3f min_height = {0.0f,1.0f,0.0f};
303
304 v3f sample;
305 v3_add( player.camera_pos, min_height, sample );
306 ray_hit hit;
307 hit.dist = min_height[1]*2.0f;
308
309 if( ray_world( sample, (v3f){0.0f,-1.0f,0.0f}, &hit ))
310 v3_add( hit.pos, min_height, player.camera_pos );
311
312 #if 0
313 if( world.water.enabled )
314 {
315 player.camera_pos[1] =
316 vg_maxf( world.water.height + 2.0f, player.camera_pos[1] );
317 }
318 #endif
319
320 player.angles[0] = atan2f( delta[0], -delta[2] );
321 player.angles[1] = -asinf( delta[1] );
322 }
323
324 VG_STATIC void player_animate_camera_thirdperson(void)
325 {
326 static v3f lerp_cam = { 0.0f, 0.0f, 0.0f };
327 v3f target;
328
329 v3_muladds( player.rb.co, player.rb.up, 1.2f, target );
330
331 player_animate_follow_cam( target, 1.5f, 20.0f );
332 }
333
334 VG_STATIC void player_animate_camera(void)
335 {
336 static v3f lerp_cam = {0.0f,0.0f,0.0f};
337 v3f cam_pos;
338
339 int _on_board = player.controller == k_player_controller_skate;
340 player.fonboard = vg_lerpf( player.fonboard, _on_board, vg.time_delta );
341
342 if( _on_board )
343 {
344 #if 0
345 v3f offs = { -0.4f, 0.15f, 0.0f };
346 v3_lerp( lerp_cam, player.mdl.cam_pos, 0.8f, lerp_cam );
347 v3_add( lerp_cam, offs, cam_pos );
348
349 /* Look angles */
350 v3_lerp( phys->vl, phys->rb.v, 0.05f, phys->vl );
351
352 int _grind = player_skate.activity == k_skate_activity_grind;
353
354 player.fgrind = vg_lerpf( player.fgrind, _grind, vg.time_delta );
355
356 float yaw = atan2f( phys->vl[0], -phys->vl[2] ),
357 pitch = atan2f
358 (
359 -phys->vl[1],
360 sqrtf
361 (
362 phys->vl[0]*phys->vl[0] + phys->vl[2]*phys->vl[2]
363 )
364 )
365 * 0.7f + vg_lerpf( 0.30f, 0.90f, player.fgrind );
366
367 player.angles[0] = yaw;
368 player.angles[1] = vg_lerpf( player.angles[1], pitch, player.fonboard );
369
370 /* Camera shake */
371 static v2f shake_damp = {0.0f,0.0f};
372 v2f shake = { vg_randf()-0.5f, vg_randf()-0.5f };
373 v2_muls( shake, v3_length(phys->rb.v)*0.3f
374 * (1.0f+fabsf(phys->slip)), shake);
375
376 v2_lerp( shake_damp, shake, 0.01f, shake_damp );
377 shake_damp[0] *= 0.2f;
378
379 v2_muladds( player.angles, shake_damp, 0.1f, player.angles );
380 m4x3_mulv( player.visual_transform, cam_pos, player.camera_pos );
381 #endif
382 }
383 else
384 {
385 #if 0
386 float speed = vg.time_delta * k_look_speed;
387 player.angles[0] += vg_get_axis( "lookh" ) * speed;
388 player.angles[1] += vg_get_axis( "lookv" ) * speed;
389
390 player.angles[1] = vg_clampf( player.angles[1],
391 -k_pitch_limit, k_pitch_limit );
392 #endif
393
394 float s = sinf(player.angles[0]) * 0.2f,
395 c = -cosf(player.angles[0]) * 0.2f;
396 v3f forward_dir = { s,0.15f,c };
397
398
399 m4x3f mtx;
400 v4f rot;
401 q_axis_angle( rot, (v3f){0.0f,1.0f,0.0f},
402 -player.angles[0] -VG_PIf*0.5f );
403 q_m3x3( rot, mtx );
404 v3_copy( player.visual_transform[3], mtx[3] );
405
406 m4x3_mulv( mtx, player.mdl.cam_pos, cam_pos );
407 v3_add( cam_pos, forward_dir, player.camera_pos );
408
409 #if 0
410 v3_lerp( phys->vl, phys->rb.v, 18.0f*vg.time_delta, phys->vl );
411 #endif
412 }
413 }
414
415 #endif /* PLAYER_ANIMATION_H */