refactor player
[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 mdl_keyframe apose[32], bpose[32];
9 struct skeleton *sk = &player.mdl.sk;
10
11 float walk_norm = (float)player.mdl.anim_walk->length/30.0f,
12 run_norm = (float)player.mdl.anim_run->length/30.0f,
13 t = player.walk_timer,
14 l = vg_get_axis("grabr") * 0.5f + 0.5f;
15
16 skeleton_sample_anim( sk, player.mdl.anim_walk, t*walk_norm, apose );
17 skeleton_sample_anim( sk, player.mdl.anim_run, t*run_norm, bpose );
18
19 skeleton_lerp_pose( sk, apose, bpose, l, apose );
20
21 float idle_walk = vg_minf( l * 10.0f, 1.0f);
22
23 skeleton_sample_anim( sk, player.mdl.anim_idle, vg_time*0.1f, bpose );
24 skeleton_lerp_pose( sk, apose, bpose, 1.0f-idle_walk, apose );
25
26 skeleton_apply_pose( &player.mdl.sk, apose, k_anim_apply_defer_ik );
27 skeleton_apply_ik_pass( &player.mdl.sk );
28 skeleton_apply_pose( &player.mdl.sk, apose, k_anim_apply_deffered_only );
29
30 v3_copy( player.mdl.sk.final_mtx[player.mdl.id_head-1][3],
31 player.mdl.cam_pos );
32
33 skeleton_apply_inverses( &player.mdl.sk );
34
35 m4x3f mtx;
36 v4f rot;
37 q_axis_angle( rot, (v3f){0.0f,1.0f,0.0f}, -player.angles[0] - VG_PIf*0.5f );
38 q_m3x3( rot, mtx );
39 v3_copy( player.rb.to_world[3], mtx[3] );
40
41 skeleton_apply_transform( &player.mdl.sk, mtx );
42 skeleton_debug( &player.mdl.sk );
43 }
44
45 static void player_animate(void)
46 {
47 if( !player.on_board )
48 {
49 player_animate_offboard();
50 return;
51 }
52
53 /* Camera position */
54 v3_sub( player.rb.v, player.v_last, player.a );
55 v3_copy( player.rb.v, player.v_last );
56
57 v3_add( player.m, player.a, player.m );
58 v3_lerp( player.m, (v3f){0.0f,0.0f,0.0f}, 0.1f, player.m );
59
60 player.m[0] = vg_clampf( player.m[0], -2.0f, 2.0f );
61 player.m[1] = vg_clampf( player.m[1], -2.0f, 2.0f );
62 player.m[2] = vg_clampf( player.m[2], -2.0f, 2.0f );
63 v3_lerp( player.bob, player.m, 0.2f, player.bob );
64
65 /* Head */
66 float lslip = fabsf(player.slip);
67
68 float kheight = 2.0f,
69 kleg = 0.6f;
70
71 v3f offset;
72 v3_zero( offset );
73 m3x3_mulv( player.rb.to_local, player.bob, offset );
74
75 static float speed_wobble = 0.0f, speed_wobble_2 = 0.0f;
76
77 float kickspeed = vg_clampf(v3_length(player.rb.v)*(1.0f/40.0f), 0.0f, 1.0f);
78 float kicks = (vg_randf()-0.5f)*2.0f*kickspeed;
79 float sign = vg_signf( kicks );
80 speed_wobble = vg_lerpf( speed_wobble, kicks*kicks*sign, 0.1f );
81 speed_wobble_2 = vg_lerpf( speed_wobble_2, speed_wobble, 0.04f );
82
83 offset[0] *= 0.26f;
84 offset[0] += speed_wobble_2*3.0f;
85
86 offset[1] *= -0.3f;
87 offset[2] *= 0.01f;
88
89 offset[0] = vg_clampf( offset[0], -0.8f, 0.8f );
90 offset[1] = vg_clampf( offset[1], -0.5f, 0.0f );
91
92 /*
93 * Animation blending
94 * ===========================================
95 */
96
97 /* scalar blending information */
98 float speed = v3_length( player.rb.v );
99
100 /* sliding */
101 {
102 float desired = vg_clampf( lslip, 0.0f, 1.0f );
103 player.fslide = vg_lerpf( player.fslide, desired, 0.04f );
104 }
105
106 /* movement information */
107 {
108 float dirz = player.reverse > 0.0f? 0.0f: 1.0f,
109 dirx = player.slip < 0.0f? 0.0f: 1.0f,
110 fly = player.in_air? 1.0f: 0.0f;
111
112 player.fdirz = vg_lerpf( player.fdirz, dirz, 0.04f );
113 player.fdirx = vg_lerpf( player.fdirx, dirx, 0.01f );
114 player.ffly = vg_lerpf( player.ffly, fly, 0.04f );
115 }
116
117 struct skeleton *sk = &player.mdl.sk;
118
119 mdl_keyframe apose[32], bpose[32];
120 mdl_keyframe ground_pose[32];
121 {
122 /* when the player is moving fast he will crouch down a little bit */
123 float stand = 1.0f - vg_clampf( speed * 0.03f, 0.0f, 1.0f );
124 player.fstand = vg_lerpf( player.fstand, stand, 0.1f );
125
126 /* stand/crouch */
127 float dir_frame = player.fdirz * (15.0f/30.0f),
128 stand_blend = offset[1]*-2.0f;
129
130 skeleton_sample_anim( sk, player.mdl.anim_stand, dir_frame, apose );
131 skeleton_sample_anim( sk, player.mdl.anim_highg, dir_frame, bpose );
132 skeleton_lerp_pose( sk, apose, bpose, stand_blend, apose );
133
134 /* sliding */
135 float slide_frame = player.fdirx * (15.0f/30.0f);
136 skeleton_sample_anim( sk, player.mdl.anim_slide, slide_frame, bpose );
137 skeleton_lerp_pose( sk, apose, bpose, player.fslide, apose );
138
139 /* pushing */
140 player.fpush = vg_lerpf( player.fpush, player.pushing, 0.1f );
141
142 float pt = player.push_time;
143 if( player.reverse > 0.0f )
144 skeleton_sample_anim( sk, player.mdl.anim_push, pt, bpose );
145 else
146 skeleton_sample_anim( sk, player.mdl.anim_push_reverse, pt, bpose );
147
148 skeleton_lerp_pose( sk, apose, bpose, player.fpush, apose );
149
150 /* trick setup */
151 float jump_start_frame = 14.0f/30.0f;
152 float setup_frame = player.jump * jump_start_frame,
153 setup_blend = vg_minf( player.jump*5.0f, 1.0f );
154
155 float jump_frame = (vg_time - player.jump_time) + jump_start_frame;
156 if( jump_frame >= jump_start_frame && jump_frame <= (40.0f/30.0f) )
157 setup_frame = jump_frame;
158
159 struct skeleton_anim *jump_anim = player.jump_dir?
160 player.mdl.anim_ollie:
161 player.mdl.anim_ollie_reverse;
162
163 skeleton_sample_anim_clamped( sk, jump_anim, setup_frame, bpose );
164 skeleton_lerp_pose( sk, apose, bpose, setup_blend, ground_pose );
165 }
166
167 mdl_keyframe air_pose[32];
168 {
169 float target = -vg_get_axis("horizontal");
170 player.fairdir = vg_lerpf( player.fairdir, target, 0.04f );
171
172 float air_frame = (player.fairdir*0.5f+0.5f) * (15.0f/30.0f);
173
174 skeleton_sample_anim( sk, player.mdl.anim_air, air_frame, apose );
175
176 static v2f grab_choice;
177 v2_lerp( grab_choice, (v2f){ vg_get_axis("h1"), vg_get_axis("v1") },
178 0.04f, grab_choice );
179
180 float ang = atan2f( grab_choice[0], grab_choice[1] ),
181 ang_unit = (ang+VG_PIf) * (1.0f/VG_TAUf),
182 grab_frame = ang_unit * (15.0f/30.0f);
183
184 skeleton_sample_anim( sk, player.mdl.anim_grabs, grab_frame, bpose );
185 skeleton_lerp_pose( sk, apose, bpose, player.grab, air_pose );
186 }
187
188 skeleton_lerp_pose( sk, ground_pose, air_pose, player.ffly, apose );
189
190 float add_grab_mod = 1.0f - player.ffly*player.grab;
191
192 /* additive effects */
193 apose[player.mdl.id_hip-1].co[0] += offset[0]*add_grab_mod;
194 apose[player.mdl.id_hip-1].co[2] += offset[2]*add_grab_mod;
195 apose[player.mdl.id_ik_hand_l-1].co[0] += offset[0]*add_grab_mod;
196 apose[player.mdl.id_ik_hand_l-1].co[2] += offset[2]*add_grab_mod;
197 apose[player.mdl.id_ik_hand_r-1].co[0] += offset[0]*add_grab_mod;
198 apose[player.mdl.id_ik_hand_r-1].co[2] += offset[2]*add_grab_mod;
199 apose[player.mdl.id_ik_elbow_l-1].co[0] += offset[0]*add_grab_mod;
200 apose[player.mdl.id_ik_elbow_l-1].co[2] += offset[2]*add_grab_mod;
201 apose[player.mdl.id_ik_elbow_r-1].co[0] += offset[0]*add_grab_mod;
202 apose[player.mdl.id_ik_elbow_r-1].co[2] += offset[2]*add_grab_mod;
203
204 skeleton_apply_pose( &player.mdl.sk, apose, k_anim_apply_defer_ik );
205 skeleton_apply_ik_pass( &player.mdl.sk );
206 skeleton_apply_pose( &player.mdl.sk, apose, k_anim_apply_deffered_only );
207
208 v3_copy( player.mdl.sk.final_mtx[player.mdl.id_head-1][3],
209 player.mdl.cam_pos );
210 skeleton_apply_inverses( &player.mdl.sk );
211 skeleton_apply_transform( &player.mdl.sk, player.rb.to_world );
212
213 skeleton_debug( &player.mdl.sk );
214 }
215
216 static void player_animate_death_cam(void)
217 {
218 v3f delta;
219 v3f head_pos;
220 v3_copy( player.mdl.ragdoll[0].rb.co, head_pos );
221
222 v3_sub( head_pos, player.camera_pos, delta );
223 v3_normalize( delta );
224
225 v3f follow_pos;
226 v3_muladds( head_pos, delta, -2.5f, follow_pos );
227 v3_lerp( player.camera_pos, follow_pos, 0.1f, player.camera_pos );
228
229 /*
230 * Make sure the camera stays above the ground
231 */
232 v3f min_height = {0.0f,1.0f,0.0f};
233
234 v3f sample;
235 v3_add( player.camera_pos, min_height, sample );
236 ray_hit hit;
237 hit.dist = min_height[1]*2.0f;
238
239 if( ray_world( sample, (v3f){0.0f,-1.0f,0.0f}, &hit ))
240 v3_add( hit.pos, min_height, player.camera_pos );
241
242 player.camera_pos[1] =
243 vg_maxf( wrender.height + 2.0f, player.camera_pos[1] );
244
245 player.angles[0] = atan2f( delta[0], -delta[2] );
246 player.angles[1] = -asinf( delta[1] );
247 }
248
249 static void player_animate_camera(void)
250 {
251 static v3f lerp_cam = {0.0f,0.0f,0.0f};
252 v3f cam_pos;
253
254 player.fonboard = vg_lerpf(player.fonboard, player.on_board, ktimestep*1.0f);
255
256 if( player.on_board )
257 {
258 v3f offs = { -0.4f, 0.15f, 0.0f };
259 v3_lerp( lerp_cam, player.mdl.cam_pos, 0.8f, lerp_cam );
260 v3_add( lerp_cam, offs, cam_pos );
261
262 /* Look angles */
263 v3_lerp( player.vl, player.rb.v, 0.05f, player.vl );
264
265 float yaw = atan2f( player.vl[0], -player.vl[2] ),
266 pitch = atan2f( -player.vl[1],
267 sqrtf(
268 player.vl[0]*player.vl[0] + player.vl[2]*player.vl[2]
269 )) * 0.7f;
270
271 player.angles[0] = yaw;
272 player.angles[1] = vg_lerpf( player.angles[1], pitch + 0.30f,
273 player.fonboard );
274
275 /* Camera shake */
276 static v2f shake_damp = {0.0f,0.0f};
277 v2f shake = { vg_randf()-0.5f, vg_randf()-0.5f };
278 v2_muls( shake, v3_length(player.rb.v)*0.3f
279 * (1.0f+fabsf(player.slip)), shake);
280
281 v2_lerp( shake_damp, shake, 0.01f, shake_damp );
282 shake_damp[0] *= 0.2f;
283
284 v2_muladds( player.angles, shake_damp, 0.1f, player.angles );
285 m4x3_mulv( player.rb.to_world, cam_pos, player.camera_pos );
286 }
287 else
288 {
289 float speed = ktimestep * k_look_speed;
290 player.angles[0] += vg_get_axis( "horizontal" ) * speed;
291 player.angles[1] += vg_get_axis( "vertical" ) * speed;
292
293 player.angles[1] = vg_clampf( player.angles[1],
294 -k_pitch_limit, k_pitch_limit );
295
296 float s = sinf(player.angles[0]) * 0.2f,
297 c = -cosf(player.angles[0]) * 0.2f;
298 v3f forward_dir = { s,0.15f,c };
299
300
301 m4x3f mtx;
302 v4f rot;
303 q_axis_angle( rot, (v3f){0.0f,1.0f,0.0f},
304 -player.angles[0] -VG_PIf*0.5f );
305 q_m3x3( rot, mtx );
306 v3_copy( player.rb.to_world[3], mtx[3] );
307
308 m4x3_mulv( mtx, player.mdl.cam_pos, cam_pos );
309 v3_add( cam_pos, forward_dir, player.camera_pos );
310 v3_lerp( player.vl, player.rb.v, 0.3f, player.vl );
311 }
312 }
313
314 #endif /* PLAYER_ANIMATION_H */