2 * Copyright (C) 2021-2022 Mt.ZERO Software, Harry Godden - All Rights Reserved
5 #ifndef PLAYER_ANIMATION_H
6 #define PLAYER_ANIMATION_H
10 VG_STATIC
void player_animate_offboard(void)
13 float fly
= player
.phys
.in_air
,
16 if( player
.phys
.in_air
)
21 player
.ffly
= vg_lerpf( player
.ffly
, fly
, rate
*vg
.time_delta
);
22 player
.frun
= vg_lerpf( player
.frun
,
24 (1.0f
+ player
.input_walk
->button
.value
*0.5f
),
28 struct player_phys
*phys
= &player
.phys
;
30 mdl_keyframe apose
[32], bpose
[32];
31 struct skeleton
*sk
= &player
.mdl
.sk
;
33 if( player
.walk
> 0.025f
)
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
);
40 player
.walk_timer
+= walk_adv
* vg
.time_delta
;
44 player
.walk_timer
= 0.0f
;
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
);
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
);
57 skeleton_lerp_pose( sk
, apose
, bpose
, l
, apose
);
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
);
64 skeleton_sample_anim( sk
, player
.mdl
.anim_jump
, vg
.time
*0.6f
, bpose
);
65 skeleton_lerp_pose( sk
, apose
, bpose
, player
.ffly
, apose
);
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
);
71 v3_copy( player
.mdl
.sk
.final_mtx
[player
.mdl
.id_head
-1][3],
74 skeleton_apply_inverses( &player
.mdl
.sk
);
78 q_axis_angle( rot
, (v3f
){0.0f
,1.0f
,0.0f
}, -player
.angles
[0] - VG_PIf
*0.5f
);
80 v3_copy( player
.visual_transform
[3], mtx
[3] );
82 skeleton_apply_transform( &player
.mdl
.sk
, mtx
);
83 skeleton_debug( &player
.mdl
.sk
);
86 VG_STATIC
void player_animate(void)
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] );
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
);
100 m4x3_invert_affine( player
.visual_transform
, player
.inv_visual_transform
);
102 if( !phys
->on_board
)
104 player_animate_offboard();
108 /* Camera position */
109 v3_sub( phys
->rb
.v
, phys
->v_last
, phys
->a
);
110 v3_copy( phys
->rb
.v
, phys
->v_last
);
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
);
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
);
121 float lslip
= fabsf(phys
->slip
);
123 float kheight
= 2.0f
,
128 m3x3_mulv( player
.inv_visual_transform
, phys
->bob
, offset
);
130 static float speed_wobble
= 0.0f
, speed_wobble_2
= 0.0f
;
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
);
139 offset
[0] += speed_wobble_2
*3.0f
;
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
);
149 * ===========================================
152 /* scalar blending information */
153 float speed
= v3_length( phys
->rb
.v
);
157 float desired
= vg_clampf( lslip
, 0.0f
, 1.0f
);
158 player
.fslide
= vg_lerpf( player
.fslide
, desired
, 2.4f
*vg
.time_delta
);
161 /* movement information */
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
;
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
);
172 struct skeleton
*sk
= &player
.mdl
.sk
;
174 mdl_keyframe apose
[32], bpose
[32];
175 mdl_keyframe ground_pose
[32];
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
);
182 float dir_frame
= player
.fdirz
* (15.0f
/30.0f
),
183 stand_blend
= offset
[1]*-2.0f
;
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
);
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
);
195 player
.fpush
= vg_lerpf( player
.fpush
,
197 6.0f
*vg
.time_delta
);
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
);
203 skeleton_sample_anim( sk
, player
.mdl
.anim_push_reverse
, pt
, bpose
);
205 skeleton_lerp_pose( sk
, apose
, bpose
, player
.fpush
, apose
);
208 float jump_start_frame
= 14.0f
/30.0f
;
210 player
.fjump
= vg_lerpf( player
.fjump
, phys
->jump
, 8.4f
*vg
.time_delta
);
212 float setup_frame
= phys
->jump
* jump_start_frame
,
213 setup_blend
= vg_minf( player
.fjump
, 1.0f
);
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
;
219 struct skeleton_anim
*jump_anim
= phys
->jump_dir
?
220 player
.mdl
.anim_ollie
:
221 player
.mdl
.anim_ollie_reverse
;
223 skeleton_sample_anim_clamped( sk
, jump_anim
, setup_frame
, bpose
);
224 skeleton_lerp_pose( sk
, apose
, bpose
, setup_blend
, ground_pose
);
227 mdl_keyframe air_pose
[32];
229 float target
= -player
.input_js1h
->axis
.value
;
230 player
.fairdir
= vg_lerpf( player
.fairdir
, target
, 2.4f
*vg
.time_delta
);
232 float air_frame
= (player
.fairdir
*0.5f
+0.5f
) * (15.0f
/30.0f
);
234 skeleton_sample_anim( sk
, player
.mdl
.anim_air
, air_frame
, apose
);
236 static v2f grab_choice
;
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
;
244 v2_normalize_clamp( grab_input
);
245 v2_lerp( grab_choice
, grab_input
, 2.4f
*vg
.time_delta
, grab_choice
);
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
);
251 skeleton_sample_anim( sk
, player
.mdl
.anim_grabs
, grab_frame
, bpose
);
252 skeleton_lerp_pose( sk
, apose
, bpose
, phys
->grab
, air_pose
);
255 skeleton_lerp_pose( sk
, ground_pose
, air_pose
, player
.ffly
, apose
);
257 float add_grab_mod
= 1.0f
- player
.ffly
;//*phys->grab;
259 /* additive effects */
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
};
267 for( int i
=0; i
<vg_list_size(apply_to
); i
++ )
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
;
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
);
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
);
283 skeleton_debug( &player
.mdl
.sk
);
286 VG_STATIC
void player_animate_death_cam(void)
290 v3_copy( player
.mdl
.ragdoll
[0].rb
.co
, head_pos
);
292 v3_sub( head_pos
, player
.camera_pos
, delta
);
293 v3_normalize( delta
);
296 v3_muladds( head_pos
, delta
, -2.5f
, follow_pos
);
297 v3_lerp( player
.camera_pos
, follow_pos
, 0.1f
, player
.camera_pos
);
300 * Make sure the camera stays above the ground
302 v3f min_height
= {0.0f
,1.0f
,0.0f
};
305 v3_add( player
.camera_pos
, min_height
, sample
);
307 hit
.dist
= min_height
[1]*2.0f
;
309 if( ray_world( sample
, (v3f
){0.0f
,-1.0f
,0.0f
}, &hit
))
310 v3_add( hit
.pos
, min_height
, player
.camera_pos
);
312 if( world
.water
.enabled
)
314 player
.camera_pos
[1] =
315 vg_maxf( world
.water
.height
+ 2.0f
, player
.camera_pos
[1] );
318 player
.angles
[0] = atan2f( delta
[0], -delta
[2] );
319 player
.angles
[1] = -asinf( delta
[1] );
322 VG_STATIC
void player_animate_follow_cam( v3f target
, float dist
, float speed
)
326 v3_sub( target
, player
.camera_pos
, delta
);
327 v3_normalize( delta
);
330 v3_muladds( target
, delta
, -dist
, follow_pos
);
331 v3_lerp( player
.camera_pos
, follow_pos
,
332 speed
* vg
.time_delta
, player
.camera_pos
);
335 * Make sure the camera stays above the ground
337 v3f min_height
= {0.0f
,1.0f
,0.0f
};
340 v3_add( player
.camera_pos
, min_height
, sample
);
342 hit
.dist
= min_height
[1]*2.0f
;
344 if( ray_world( sample
, (v3f
){0.0f
,-1.0f
,0.0f
}, &hit
))
345 v3_add( hit
.pos
, min_height
, player
.camera_pos
);
348 if( world
.water
.enabled
)
350 player
.camera_pos
[1] =
351 vg_maxf( world
.water
.height
+ 2.0f
, player
.camera_pos
[1] );
355 player
.angles
[0] = atan2f( delta
[0], -delta
[2] );
356 player
.angles
[1] = -asinf( delta
[1] );
359 VG_STATIC
void player_animate_camera_thirdperson(void)
361 static v3f lerp_cam
= { 0.0f
, 0.0f
, 0.0f
};
364 v3_muladds( player
.phys
.rb
.co
, player
.phys
.rb
.up
, 1.2f
, target
);
366 player_animate_follow_cam( target
, 1.5f
, 20.0f
);
369 VG_STATIC
void player_animate_camera(void)
371 struct player_phys
*phys
= &player
.phys
;
373 static v3f lerp_cam
= {0.0f
,0.0f
,0.0f
};
376 player
.fonboard
= vg_lerpf( player
.fonboard
, phys
->on_board
, vg
.time_delta
);
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
);
385 v3_lerp( phys
->vl
, phys
->rb
.v
, 0.05f
, phys
->vl
);
387 player
.fgrind
= vg_lerpf( player
.fgrind
, phys
->grind
, vg
.time_delta
);
389 float yaw
= atan2f( phys
->vl
[0], -phys
->vl
[2] ),
395 phys
->vl
[0]*phys
->vl
[0] + phys
->vl
[2]*phys
->vl
[2]
398 * 0.7f
+ vg_lerpf( 0.30f
, 0.90f
, player
.fgrind
);
400 player
.angles
[0] = yaw
;
401 player
.angles
[1] = vg_lerpf( player
.angles
[1], pitch
, player
.fonboard
);
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
);
409 v2_lerp( shake_damp
, shake
, 0.01f
, shake_damp
);
410 shake_damp
[0] *= 0.2f
;
412 v2_muladds( player
.angles
, shake_damp
, 0.1f
, player
.angles
);
413 m4x3_mulv( player
.visual_transform
, cam_pos
, player
.camera_pos
);
417 float speed
= vg
.time_delta
* k_look_speed
;
419 player
.angles
[0] += vg_get_axis( "lookh" ) * speed
;
420 player
.angles
[1] += vg_get_axis( "lookv" ) * speed
;
422 player
.angles
[1] = vg_clampf( player
.angles
[1],
423 -k_pitch_limit
, k_pitch_limit
);
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
};
433 q_axis_angle( rot
, (v3f
){0.0f
,1.0f
,0.0f
},
434 -player
.angles
[0] -VG_PIf
*0.5f
);
436 v3_copy( player
.visual_transform
[3], mtx
[3] );
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
);
444 #endif /* PLAYER_ANIMATION_H */