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
,
23 vg_get_axis("walk/push")*0.5f
+0.5f
,
27 struct player_phys
*phys
= &player
.phys
;
29 mdl_keyframe apose
[32], bpose
[32];
30 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
);
93 float substep
= vg_clampf( vg
.accumulator
/ VG_TIMESTEP_FIXED
, 0.0f
, 1.0f
);
94 q_axis_angle( qfake_rot
, phys
->rb
.up
, phys
->siY
*substep
);
95 q_m3x3( qfake_rot
, fake_rot
);
96 m3x3_mul( fake_rot
, player
.visual_transform
, player
.visual_transform
);
98 m4x3_invert_affine( player
.visual_transform
, player
.inv_visual_transform
);
100 if( !phys
->on_board
)
102 player_animate_offboard();
106 /* Camera position */
107 v3_sub( phys
->rb
.v
, phys
->v_last
, phys
->a
);
108 v3_copy( phys
->rb
.v
, phys
->v_last
);
110 v3_add( phys
->m
, phys
->a
, phys
->m
);
111 v3_lerp( phys
->m
, (v3f
){0.0f
,0.0f
,0.0f
}, 0.1f
, phys
->m
);
113 phys
->m
[0] = vg_clampf( phys
->m
[0], -2.0f
, 2.0f
);
114 phys
->m
[1] = vg_clampf( phys
->m
[1], -2.0f
, 2.0f
);
115 phys
->m
[2] = vg_clampf( phys
->m
[2], -2.0f
, 2.0f
);
116 v3_lerp( phys
->bob
, phys
->m
, 0.2f
, phys
->bob
);
119 float lslip
= fabsf(phys
->slip
);
121 float kheight
= 2.0f
,
126 m3x3_mulv( player
.inv_visual_transform
, phys
->bob
, offset
);
128 static float speed_wobble
= 0.0f
, speed_wobble_2
= 0.0f
;
130 float kickspeed
= vg_clampf(v3_length(phys
->rb
.v
)*(1.0f
/40.0f
), 0.0f
, 1.0f
);
131 float kicks
= (vg_randf()-0.5f
)*2.0f
*kickspeed
;
132 float sign
= vg_signf( kicks
);
133 speed_wobble
= vg_lerpf( speed_wobble
, kicks
*kicks
*sign
, 6.0f
*vg
.time_delta
);
134 speed_wobble_2
= vg_lerpf( speed_wobble_2
, speed_wobble
, 2.4f
*vg
.time_delta
);
137 offset
[0] += speed_wobble_2
*3.0f
;
142 offset
[0]=vg_clampf(offset
[0],-0.8f
,0.8f
)*(1.0f
-fabsf(player
.fslide
)*0.9f
);
143 offset
[1]=vg_clampf(offset
[1],-0.5f
,0.0f
);
147 * ===========================================
150 /* scalar blending information */
151 float speed
= v3_length( phys
->rb
.v
);
155 float desired
= vg_clampf( lslip
, 0.0f
, 1.0f
);
156 player
.fslide
= vg_lerpf( player
.fslide
, desired
, 2.4f
*vg
.time_delta
);
159 /* movement information */
161 float dirz
= phys
->reverse
> 0.0f
? 0.0f
: 1.0f
,
162 dirx
= phys
->slip
< 0.0f
? 0.0f
: 1.0f
,
163 fly
= phys
->in_air
? 1.0f
: 0.0f
;
165 player
.fdirz
= vg_lerpf( player
.fdirz
, dirz
, 2.4f
*vg
.time_delta
);
166 player
.fdirx
= vg_lerpf( player
.fdirx
, dirx
, 0.6f
*vg
.time_delta
);
167 player
.ffly
= vg_lerpf( player
.ffly
, fly
, 2.4f
*vg
.time_delta
);
170 struct skeleton
*sk
= &player
.mdl
.sk
;
172 mdl_keyframe apose
[32], bpose
[32];
173 mdl_keyframe ground_pose
[32];
175 /* when the player is moving fast he will crouch down a little bit */
176 float stand
= 1.0f
- vg_clampf( speed
* 0.03f
, 0.0f
, 1.0f
);
177 player
.fstand
= vg_lerpf( player
.fstand
, stand
, 6.0f
*vg
.time_delta
);
180 float dir_frame
= player
.fdirz
* (15.0f
/30.0f
),
181 stand_blend
= offset
[1]*-2.0f
;
183 skeleton_sample_anim( sk
, player
.mdl
.anim_stand
, dir_frame
, apose
);
184 skeleton_sample_anim( sk
, player
.mdl
.anim_highg
, dir_frame
, bpose
);
185 skeleton_lerp_pose( sk
, apose
, bpose
, stand_blend
, apose
);
188 float slide_frame
= player
.fdirx
* (15.0f
/30.0f
);
189 skeleton_sample_anim( sk
, player
.mdl
.anim_slide
, slide_frame
, bpose
);
190 skeleton_lerp_pose( sk
, apose
, bpose
, player
.fslide
, apose
);
193 player
.fpush
= vg_lerpf( player
.fpush
,
195 6.0f
*vg
.time_delta
);
197 float pt
= player
.phys
.push_time
+ vg
.accumulator
;
198 if( phys
->reverse
> 0.0f
)
199 skeleton_sample_anim( sk
, player
.mdl
.anim_push
, pt
, bpose
);
201 skeleton_sample_anim( sk
, player
.mdl
.anim_push_reverse
, pt
, bpose
);
203 skeleton_lerp_pose( sk
, apose
, bpose
, player
.fpush
, apose
);
206 float jump_start_frame
= 14.0f
/30.0f
;
208 player
.fjump
= vg_lerpf( player
.fjump
, phys
->jump
, 8.4f
*vg
.time_delta
);
210 float setup_frame
= phys
->jump
* jump_start_frame
,
211 setup_blend
= vg_minf( player
.fjump
, 1.0f
);
213 float jump_frame
= (vg
.time
- player
.jump_time
) + jump_start_frame
;
214 if( jump_frame
>= jump_start_frame
&& jump_frame
<= (40.0f
/30.0f
) )
215 setup_frame
= jump_frame
;
217 struct skeleton_anim
*jump_anim
= phys
->jump_dir
?
218 player
.mdl
.anim_ollie
:
219 player
.mdl
.anim_ollie_reverse
;
221 skeleton_sample_anim_clamped( sk
, jump_anim
, setup_frame
, bpose
);
222 skeleton_lerp_pose( sk
, apose
, bpose
, setup_blend
, ground_pose
);
225 mdl_keyframe air_pose
[32];
227 float target
= -vg_get_axis("lookh");
228 player
.fairdir
= vg_lerpf( player
.fairdir
, target
, 2.4f
*vg
.time_delta
);
230 float air_frame
= (player
.fairdir
*0.5f
+0.5f
) * (15.0f
/30.0f
);
232 skeleton_sample_anim( sk
, player
.mdl
.anim_air
, air_frame
, apose
);
234 static v2f grab_choice
;
235 v2_lerp( grab_choice
, (v2f
){vg_get_axis("grabh"), vg_get_axis("grabv")},
236 0.04f
, grab_choice
);
238 float ang
= atan2f( grab_choice
[0], grab_choice
[1] ),
239 ang_unit
= (ang
+VG_PIf
) * (1.0f
/VG_TAUf
),
240 grab_frame
= ang_unit
* (15.0f
/30.0f
);
242 skeleton_sample_anim( sk
, player
.mdl
.anim_grabs
, grab_frame
, bpose
);
243 skeleton_lerp_pose( sk
, apose
, bpose
, phys
->grab
, air_pose
);
246 skeleton_lerp_pose( sk
, ground_pose
, air_pose
, player
.ffly
, apose
);
248 float add_grab_mod
= 1.0f
- player
.ffly
;//*phys->grab;
250 /* additive effects */
252 u32 apply_to
[] = { player
.mdl
.id_hip
,
253 player
.mdl
.id_ik_hand_l
,
254 player
.mdl
.id_ik_hand_r
,
255 player
.mdl
.id_ik_elbow_l
,
256 player
.mdl
.id_ik_elbow_r
};
258 for( int i
=0; i
<vg_list_size(apply_to
); i
++ )
260 apose
[apply_to
[i
]-1].co
[0] += offset
[0]*add_grab_mod
;
261 apose
[apply_to
[i
]-1].co
[2] += offset
[2]*add_grab_mod
;
265 skeleton_apply_pose( &player
.mdl
.sk
, apose
, k_anim_apply_defer_ik
);
266 skeleton_apply_ik_pass( &player
.mdl
.sk
);
267 skeleton_apply_pose( &player
.mdl
.sk
, apose
, k_anim_apply_deffered_only
);
269 v3_copy( player
.mdl
.sk
.final_mtx
[player
.mdl
.id_head
-1][3],
270 player
.mdl
.cam_pos
);
271 skeleton_apply_inverses( &player
.mdl
.sk
);
272 skeleton_apply_transform( &player
.mdl
.sk
, player
.visual_transform
);
274 skeleton_debug( &player
.mdl
.sk
);
277 VG_STATIC
void player_animate_death_cam(void)
281 v3_copy( player
.mdl
.ragdoll
[0].rb
.co
, head_pos
);
283 v3_sub( head_pos
, player
.camera_pos
, delta
);
284 v3_normalize( delta
);
287 v3_muladds( head_pos
, delta
, -2.5f
, follow_pos
);
288 v3_lerp( player
.camera_pos
, follow_pos
, 0.1f
, player
.camera_pos
);
291 * Make sure the camera stays above the ground
293 v3f min_height
= {0.0f
,1.0f
,0.0f
};
296 v3_add( player
.camera_pos
, min_height
, sample
);
298 hit
.dist
= min_height
[1]*2.0f
;
300 if( ray_world( sample
, (v3f
){0.0f
,-1.0f
,0.0f
}, &hit
))
301 v3_add( hit
.pos
, min_height
, player
.camera_pos
);
303 if( world
.water
.enabled
)
305 player
.camera_pos
[1] =
306 vg_maxf( world
.water
.height
+ 2.0f
, player
.camera_pos
[1] );
309 player
.angles
[0] = atan2f( delta
[0], -delta
[2] );
310 player
.angles
[1] = -asinf( delta
[1] );
313 VG_STATIC
void player_animate_camera(void)
315 struct player_phys
*phys
= &player
.phys
;
317 static v3f lerp_cam
= {0.0f
,0.0f
,0.0f
};
320 player
.fonboard
= vg_lerpf( player
.fonboard
, phys
->on_board
, vg
.time_delta
);
324 v3f offs
= { -0.4f
, 0.15f
, 0.0f
};
325 v3_lerp( lerp_cam
, player
.mdl
.cam_pos
, 0.8f
, lerp_cam
);
326 v3_add( lerp_cam
, offs
, cam_pos
);
329 v3_lerp( phys
->vl
, phys
->rb
.v
, 0.05f
, phys
->vl
);
331 float yaw
= atan2f( phys
->vl
[0], -phys
->vl
[2] ),
332 pitch
= atan2f( -phys
->vl
[1],
334 phys
->vl
[0]*phys
->vl
[0] + phys
->vl
[2]*phys
->vl
[2]
337 player
.angles
[0] = yaw
;
338 player
.angles
[1] = vg_lerpf( player
.angles
[1], pitch
+ 0.30f
,
342 static v2f shake_damp
= {0.0f
,0.0f
};
343 v2f shake
= { vg_randf()-0.5f
, vg_randf()-0.5f
};
344 v2_muls( shake
, v3_length(phys
->rb
.v
)*0.3f
345 * (1.0f
+fabsf(phys
->slip
)), shake
);
347 v2_lerp( shake_damp
, shake
, 0.01f
, shake_damp
);
348 shake_damp
[0] *= 0.2f
;
350 v2_muladds( player
.angles
, shake_damp
, 0.1f
, player
.angles
);
351 m4x3_mulv( player
.visual_transform
, cam_pos
, player
.camera_pos
);
355 float speed
= vg
.time_delta
* k_look_speed
;
356 player
.angles
[0] += vg_get_axis( "lookh" ) * speed
;
357 player
.angles
[1] += vg_get_axis( "lookv" ) * speed
;
359 player
.angles
[1] = vg_clampf( player
.angles
[1],
360 -k_pitch_limit
, k_pitch_limit
);
362 float s
= sinf(player
.angles
[0]) * 0.2f
,
363 c
= -cosf(player
.angles
[0]) * 0.2f
;
364 v3f forward_dir
= { s
,0.15f
,c
};
369 q_axis_angle( rot
, (v3f
){0.0f
,1.0f
,0.0f
},
370 -player
.angles
[0] -VG_PIf
*0.5f
);
372 v3_copy( player
.visual_transform
[3], mtx
[3] );
374 m4x3_mulv( mtx
, player
.mdl
.cam_pos
, cam_pos
);
375 v3_add( cam_pos
, forward_dir
, player
.camera_pos
);
376 v3_lerp( phys
->vl
, phys
->rb
.v
, 0.3f
, phys
->vl
);
380 #endif /* PLAYER_ANIMATION_H */