a fairly major physics update
[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
10 VG_STATIC void player_animate_offboard(void)
11 {
12 {
13 float fly = player.phys.in_air,
14 rate;
15
16 if( player.phys.in_air )
17 rate = 2.4f;
18 else
19 rate = 9.0f;
20
21 player.ffly = vg_lerpf( player.ffly, fly, rate*vg.time_delta );
22 player.frun = vg_lerpf( player.frun,
23 player.walk *
24 (1.0f + player.input_walk->button.value*0.5f),
25 2.0f*vg.time_delta );
26 }
27
28 struct player_phys *phys = &player.phys;
29
30 mdl_keyframe apose[32], bpose[32];
31 struct skeleton *sk = &player.mdl.sk;
32
33 if( player.walk > 0.025f )
34 {
35 /* TODO move */
36 float walk_norm = 30.0f/(float)player.mdl.anim_walk->length,
37 run_norm = 30.0f/(float)player.mdl.anim_run->length,
38 walk_adv = vg_lerpf( walk_norm, run_norm, player.walk );
39
40 player.walk_timer += walk_adv * vg.time_delta;
41 }
42 else
43 {
44 player.walk_timer = 0.0f;
45 }
46
47 float walk_norm = (float)player.mdl.anim_walk->length/30.0f,
48 run_norm = (float)player.mdl.anim_run->length/30.0f,
49 t = player.walk_timer,
50 l = vg_clampf( player.frun*15.0f, 0.0f, 1.0f ),
51 idle_walk = vg_clampf( (player.frun-0.1f)/(1.0f-0.1f), 0.0f, 1.0f );
52
53 /* walk/run */
54 skeleton_sample_anim( sk, player.mdl.anim_walk, t*walk_norm, apose );
55 skeleton_sample_anim( sk, player.mdl.anim_run, t*run_norm, bpose );
56
57 skeleton_lerp_pose( sk, apose, bpose, l, apose );
58
59 /* idle */
60 skeleton_sample_anim( sk, player.mdl.anim_idle, vg.time*0.1f, bpose );
61 skeleton_lerp_pose( sk, apose, bpose, 1.0f-idle_walk, apose );
62
63 /* air */
64 skeleton_sample_anim( sk, player.mdl.anim_jump, vg.time*0.6f, bpose );
65 skeleton_lerp_pose( sk, apose, bpose, player.ffly, apose );
66
67 skeleton_apply_pose( &player.mdl.sk, apose, k_anim_apply_defer_ik );
68 skeleton_apply_ik_pass( &player.mdl.sk );
69 skeleton_apply_pose( &player.mdl.sk, apose, k_anim_apply_deffered_only );
70
71 v3_copy( player.mdl.sk.final_mtx[player.mdl.id_head-1][3],
72 player.mdl.cam_pos );
73
74 skeleton_apply_inverses( &player.mdl.sk );
75
76 m4x3f mtx;
77 v4f rot;
78 q_axis_angle( rot, (v3f){0.0f,1.0f,0.0f}, -player.angles[0] - VG_PIf*0.5f );
79 q_m3x3( rot, mtx );
80 v3_copy( player.visual_transform[3], mtx[3] );
81
82 skeleton_apply_transform( &player.mdl.sk, mtx );
83 skeleton_debug( &player.mdl.sk );
84 }
85
86 VG_STATIC void player_animate(void)
87 {
88 struct player_phys *phys = &player.phys;
89 rb_extrapolate_transform( &player.phys.rb, player.visual_transform );
90 v3_muladds( player.visual_transform[3], phys->rb.up, -0.2f,
91 player.visual_transform[3] );
92
93 v4f qfake_rot;
94 m3x3f fake_rot;
95 float substep = vg_clampf( vg.accumulator / VG_TIMESTEP_FIXED, 0.0f, 1.0f );
96 q_axis_angle( qfake_rot, phys->rb.up, phys->siY*substep );
97 q_m3x3( qfake_rot, fake_rot );
98 m3x3_mul( fake_rot, player.visual_transform, player.visual_transform );
99
100 m4x3_invert_affine( player.visual_transform, player.inv_visual_transform );
101
102 if( !phys->on_board )
103 {
104 player_animate_offboard();
105 return;
106 }
107
108 /* Camera position */
109 v3_sub( phys->rb.v, phys->v_last, phys->a );
110 v3_copy( phys->rb.v, phys->v_last );
111
112 v3_add( phys->m, phys->a, phys->m );
113 v3_lerp( phys->m, (v3f){0.0f,0.0f,0.0f}, 0.1f, phys->m );
114
115 phys->m[0] = vg_clampf( phys->m[0], -2.0f, 2.0f );
116 phys->m[1] = vg_clampf( phys->m[1], -2.0f, 2.0f );
117 phys->m[2] = vg_clampf( phys->m[2], -2.0f, 2.0f );
118 v3_lerp( phys->bob, phys->m, 0.2f, phys->bob );
119
120 /* Head */
121 float lslip = fabsf(phys->slip);
122
123 float kheight = 2.0f,
124 kleg = 0.6f;
125
126 v3f offset;
127 v3_zero( offset );
128 m3x3_mulv( player.inv_visual_transform, phys->bob, offset );
129
130 static float speed_wobble = 0.0f, speed_wobble_2 = 0.0f;
131
132 float kickspeed = vg_clampf(v3_length(phys->rb.v)*(1.0f/40.0f), 0.0f, 1.0f);
133 float kicks = (vg_randf()-0.5f)*2.0f*kickspeed;
134 float sign = vg_signf( kicks );
135 speed_wobble = vg_lerpf( speed_wobble, kicks*kicks*sign, 6.0f*vg.time_delta);
136 speed_wobble_2 = vg_lerpf( speed_wobble_2, speed_wobble, 2.4f*vg.time_delta);
137
138 offset[0] *= 0.26f;
139 offset[0] += speed_wobble_2*3.0f;
140
141 offset[1] *= -0.3f;
142 offset[2] *= 0.01f;
143
144 offset[0]=vg_clampf(offset[0],-0.8f,0.8f)*(1.0f-fabsf(player.fslide)*0.9f);
145 offset[1]=vg_clampf(offset[1],-0.5f,0.0f);
146
147 /*
148 * Animation blending
149 * ===========================================
150 */
151
152 /* scalar blending information */
153 float speed = v3_length( phys->rb.v );
154
155 /* sliding */
156 {
157 float desired = vg_clampf( lslip, 0.0f, 1.0f );
158 player.fslide = vg_lerpf( player.fslide, desired, 2.4f*vg.time_delta);
159 }
160
161 /* movement information */
162 {
163 float dirz = phys->reverse > 0.0f? 0.0f: 1.0f,
164 dirx = phys->slip < 0.0f? 0.0f: 1.0f,
165 fly = (phys->in_air|phys->grind)? 1.0f: 0.0f;
166
167 player.fdirz = vg_lerpf( player.fdirz, dirz, 2.4f*vg.time_delta );
168 player.fdirx = vg_lerpf( player.fdirx, dirx, 0.6f*vg.time_delta );
169 player.ffly = vg_lerpf( player.ffly, fly, 2.4f*vg.time_delta );
170 }
171
172 struct skeleton *sk = &player.mdl.sk;
173
174 mdl_keyframe apose[32], bpose[32];
175 mdl_keyframe ground_pose[32];
176 {
177 /* when the player is moving fast he will crouch down a little bit */
178 float stand = 1.0f - vg_clampf( speed * 0.03f, 0.0f, 1.0f );
179 player.fstand = vg_lerpf( player.fstand, stand, 6.0f*vg.time_delta );
180
181 /* stand/crouch */
182 float dir_frame = player.fdirz * (15.0f/30.0f),
183 stand_blend = offset[1]*-2.0f;
184
185 skeleton_sample_anim( sk, player.mdl.anim_stand, dir_frame, apose );
186 skeleton_sample_anim( sk, player.mdl.anim_highg, dir_frame, bpose );
187 skeleton_lerp_pose( sk, apose, bpose, stand_blend, apose );
188
189 /* sliding */
190 float slide_frame = player.fdirx * (15.0f/30.0f);
191 skeleton_sample_anim( sk, player.mdl.anim_slide, slide_frame, bpose );
192 skeleton_lerp_pose( sk, apose, bpose, player.fslide, apose );
193
194 /* pushing */
195 player.fpush = vg_lerpf( player.fpush,
196 player.phys.pushing,
197 6.0f*vg.time_delta );
198
199 float pt = player.phys.push_time + vg.accumulator;
200 if( phys->reverse > 0.0f )
201 skeleton_sample_anim( sk, player.mdl.anim_push, pt, bpose );
202 else
203 skeleton_sample_anim( sk, player.mdl.anim_push_reverse, pt, bpose );
204
205 skeleton_lerp_pose( sk, apose, bpose, player.fpush, apose );
206
207 /* trick setup */
208 float jump_start_frame = 14.0f/30.0f;
209
210 player.fjump = vg_lerpf( player.fjump, phys->jump, 8.4f*vg.time_delta );
211
212 float setup_frame = phys->jump * jump_start_frame,
213 setup_blend = vg_minf( player.fjump, 1.0f );
214
215 float jump_frame = (vg.time - player.jump_time) + jump_start_frame;
216 if( jump_frame >= jump_start_frame && jump_frame <= (40.0f/30.0f) )
217 setup_frame = jump_frame;
218
219 struct skeleton_anim *jump_anim = phys->jump_dir?
220 player.mdl.anim_ollie:
221 player.mdl.anim_ollie_reverse;
222
223 skeleton_sample_anim_clamped( sk, jump_anim, setup_frame, bpose );
224 skeleton_lerp_pose( sk, apose, bpose, setup_blend, ground_pose );
225 }
226
227 mdl_keyframe air_pose[32];
228 {
229 float target = -player.input_js1h->axis.value;
230 player.fairdir = vg_lerpf( player.fairdir, target, 2.4f*vg.time_delta );
231
232 float air_frame = (player.fairdir*0.5f+0.5f) * (15.0f/30.0f);
233
234 skeleton_sample_anim( sk, player.mdl.anim_air, air_frame, apose );
235
236 static v2f grab_choice;
237
238 v2f grab_input = { player.input_js2h->axis.value,
239 player.input_js2v->axis.value };
240 v2_add( player.phys.grab_mouse_delta, grab_input, grab_input );
241 if( v2_length2( grab_input ) <= 0.001f )
242 grab_input[0] = -1.0f;
243 else
244 v2_normalize_clamp( grab_input );
245 v2_lerp( grab_choice, grab_input, 2.4f*vg.time_delta, grab_choice );
246
247 float ang = atan2f( grab_choice[0], grab_choice[1] ),
248 ang_unit = (ang+VG_PIf) * (1.0f/VG_TAUf),
249 grab_frame = ang_unit * (15.0f/30.0f);
250
251 skeleton_sample_anim( sk, player.mdl.anim_grabs, grab_frame, bpose );
252 skeleton_lerp_pose( sk, apose, bpose, phys->grab, air_pose );
253 }
254
255 skeleton_lerp_pose( sk, ground_pose, air_pose, player.ffly, apose );
256
257 float add_grab_mod = 1.0f - player.ffly;//*phys->grab;
258
259 /* additive effects */
260 {
261 u32 apply_to[] = { player.mdl.id_hip,
262 player.mdl.id_ik_hand_l,
263 player.mdl.id_ik_hand_r,
264 player.mdl.id_ik_elbow_l,
265 player.mdl.id_ik_elbow_r };
266
267 for( int i=0; i<vg_list_size(apply_to); i ++ )
268 {
269 apose[apply_to[i]-1].co[0] += offset[0]*add_grab_mod;
270 apose[apply_to[i]-1].co[2] += offset[2]*add_grab_mod;
271 }
272 }
273
274 skeleton_apply_pose( &player.mdl.sk, apose, k_anim_apply_defer_ik );
275 skeleton_apply_ik_pass( &player.mdl.sk );
276 skeleton_apply_pose( &player.mdl.sk, apose, k_anim_apply_deffered_only );
277
278 v3_copy( player.mdl.sk.final_mtx[player.mdl.id_head-1][3],
279 player.mdl.cam_pos );
280 skeleton_apply_inverses( &player.mdl.sk );
281 skeleton_apply_transform( &player.mdl.sk, player.visual_transform );
282
283 skeleton_debug( &player.mdl.sk );
284 }
285
286 VG_STATIC void player_animate_death_cam(void)
287 {
288 v3f delta;
289 v3f head_pos;
290 v3_copy( player.mdl.ragdoll[0].rb.co, head_pos );
291
292 v3_sub( head_pos, player.camera_pos, delta );
293 v3_normalize( delta );
294
295 v3f follow_pos;
296 v3_muladds( head_pos, delta, -2.5f, follow_pos );
297 v3_lerp( player.camera_pos, follow_pos, 0.1f, 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( world.water.enabled )
313 {
314 player.camera_pos[1] =
315 vg_maxf( world.water.height + 2.0f, player.camera_pos[1] );
316 }
317
318 player.angles[0] = atan2f( delta[0], -delta[2] );
319 player.angles[1] = -asinf( delta[1] );
320 }
321
322 VG_STATIC void player_animate_follow_cam( v3f target, float dist, float speed )
323 {
324 v3f delta;
325
326 v3_sub( target, player.camera_pos, delta );
327 v3_normalize( delta );
328
329 v3f follow_pos;
330 v3_muladds( target, delta, -dist, follow_pos );
331 v3_lerp( player.camera_pos, follow_pos,
332 speed * vg.time_delta, player.camera_pos );
333
334 /*
335 * Make sure the camera stays above the ground
336 */
337 v3f min_height = {0.0f,1.0f,0.0f};
338
339 v3f sample;
340 v3_add( player.camera_pos, min_height, sample );
341 ray_hit hit;
342 hit.dist = min_height[1]*2.0f;
343
344 if( ray_world( sample, (v3f){0.0f,-1.0f,0.0f}, &hit ))
345 v3_add( hit.pos, min_height, player.camera_pos );
346
347 #if 0
348 if( world.water.enabled )
349 {
350 player.camera_pos[1] =
351 vg_maxf( world.water.height + 2.0f, player.camera_pos[1] );
352 }
353 #endif
354
355 player.angles[0] = atan2f( delta[0], -delta[2] );
356 player.angles[1] = -asinf( delta[1] );
357 }
358
359 VG_STATIC void player_animate_camera_thirdperson(void)
360 {
361 static v3f lerp_cam = { 0.0f, 0.0f, 0.0f };
362 v3f target;
363
364 v3_muladds( player.phys.rb.co, player.phys.rb.up, 1.2f, target );
365
366 player_animate_follow_cam( target, 1.5f, 20.0f );
367 }
368
369 VG_STATIC void player_animate_camera(void)
370 {
371 struct player_phys *phys = &player.phys;
372
373 static v3f lerp_cam = {0.0f,0.0f,0.0f};
374 v3f cam_pos;
375
376 player.fonboard = vg_lerpf( player.fonboard, phys->on_board, vg.time_delta );
377
378 if( phys->on_board )
379 {
380 v3f offs = { -0.4f, 0.15f, 0.0f };
381 v3_lerp( lerp_cam, player.mdl.cam_pos, 0.8f, lerp_cam );
382 v3_add( lerp_cam, offs, cam_pos );
383
384 /* Look angles */
385 v3_lerp( phys->vl, phys->rb.v, 0.05f, phys->vl );
386
387 player.fgrind = vg_lerpf( player.fgrind, phys->grind, vg.time_delta );
388
389 float yaw = atan2f( phys->vl[0], -phys->vl[2] ),
390 pitch = atan2f
391 (
392 -phys->vl[1],
393 sqrtf
394 (
395 phys->vl[0]*phys->vl[0] + phys->vl[2]*phys->vl[2]
396 )
397 )
398 * 0.7f + vg_lerpf( 0.30f, 0.90f, player.fgrind );
399
400 player.angles[0] = yaw;
401 player.angles[1] = vg_lerpf( player.angles[1], pitch, player.fonboard );
402
403 /* Camera shake */
404 static v2f shake_damp = {0.0f,0.0f};
405 v2f shake = { vg_randf()-0.5f, vg_randf()-0.5f };
406 v2_muls( shake, v3_length(phys->rb.v)*0.3f
407 * (1.0f+fabsf(phys->slip)), shake);
408
409 v2_lerp( shake_damp, shake, 0.01f, shake_damp );
410 shake_damp[0] *= 0.2f;
411
412 v2_muladds( player.angles, shake_damp, 0.1f, player.angles );
413 m4x3_mulv( player.visual_transform, cam_pos, player.camera_pos );
414 }
415 else
416 {
417 float speed = vg.time_delta * k_look_speed;
418 #if 0
419 player.angles[0] += vg_get_axis( "lookh" ) * speed;
420 player.angles[1] += vg_get_axis( "lookv" ) * speed;
421
422 player.angles[1] = vg_clampf( player.angles[1],
423 -k_pitch_limit, k_pitch_limit );
424 #endif
425
426 float s = sinf(player.angles[0]) * 0.2f,
427 c = -cosf(player.angles[0]) * 0.2f;
428 v3f forward_dir = { s,0.15f,c };
429
430
431 m4x3f mtx;
432 v4f rot;
433 q_axis_angle( rot, (v3f){0.0f,1.0f,0.0f},
434 -player.angles[0] -VG_PIf*0.5f );
435 q_m3x3( rot, mtx );
436 v3_copy( player.visual_transform[3], mtx[3] );
437
438 m4x3_mulv( mtx, player.mdl.cam_pos, cam_pos );
439 v3_add( cam_pos, forward_dir, player.camera_pos );
440 v3_lerp( phys->vl, phys->rb.v, 18.0f*vg.time_delta, phys->vl );
441 }
442 }
443
444 #endif /* PLAYER_ANIMATION_H */