add jumping
[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 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 }
23
24 struct player_phys *phys = &player.phys;
25
26 mdl_keyframe apose[32], bpose[32];
27 struct skeleton *sk = &player.mdl.sk;
28
29 float walk_norm = (float)player.mdl.anim_walk->length/30.0f,
30 run_norm = (float)player.mdl.anim_run->length/30.0f,
31 t = player.walk_timer,
32 l = vg_get_axis("grabl") * 0.5f + 0.5f;
33
34 /* walk/run */
35 skeleton_sample_anim( sk, player.mdl.anim_walk, t*walk_norm, apose );
36 skeleton_sample_anim( sk, player.mdl.anim_run, t*run_norm, bpose );
37
38 skeleton_lerp_pose( sk, apose, bpose, l, apose );
39
40 /* idle */
41 float idle_walk = vg_minf(l * 10.0f, 1.0f);
42
43 skeleton_sample_anim( sk, player.mdl.anim_idle, vg.time*0.1f, bpose );
44 skeleton_lerp_pose( sk, apose, bpose, 1.0f-idle_walk, apose );
45
46 /* air */
47 skeleton_sample_anim( sk, player.mdl.anim_jump, vg.time*0.6f, bpose );
48 skeleton_lerp_pose( sk, apose, bpose, player.ffly, apose );
49
50 skeleton_apply_pose( &player.mdl.sk, apose, k_anim_apply_defer_ik );
51 skeleton_apply_ik_pass( &player.mdl.sk );
52 skeleton_apply_pose( &player.mdl.sk, apose, k_anim_apply_deffered_only );
53
54 v3_copy( player.mdl.sk.final_mtx[player.mdl.id_head-1][3],
55 player.mdl.cam_pos );
56
57 skeleton_apply_inverses( &player.mdl.sk );
58
59 m4x3f mtx;
60 v4f rot;
61 q_axis_angle( rot, (v3f){0.0f,1.0f,0.0f}, -player.angles[0] - VG_PIf*0.5f );
62 q_m3x3( rot, mtx );
63 v3_copy( phys->rb.to_world[3], mtx[3] );
64
65 skeleton_apply_transform( &player.mdl.sk, mtx );
66 skeleton_debug( &player.mdl.sk );
67 }
68
69 static void player_animate(void)
70 {
71 struct player_phys *phys = &player.phys;
72
73 if( !phys->on_board )
74 {
75 player_animate_offboard();
76 return;
77 }
78
79 /* Camera position */
80 v3_sub( phys->rb.v, phys->v_last, phys->a );
81 v3_copy( phys->rb.v, phys->v_last );
82
83 v3_add( phys->m, phys->a, phys->m );
84 v3_lerp( phys->m, (v3f){0.0f,0.0f,0.0f}, 0.1f, phys->m );
85
86 phys->m[0] = vg_clampf( phys->m[0], -2.0f, 2.0f );
87 phys->m[1] = vg_clampf( phys->m[1], -2.0f, 2.0f );
88 phys->m[2] = vg_clampf( phys->m[2], -2.0f, 2.0f );
89 v3_lerp( phys->bob, phys->m, 0.2f, phys->bob );
90
91 /* Head */
92 float lslip = fabsf(phys->slip);
93
94 float kheight = 2.0f,
95 kleg = 0.6f;
96
97 v3f offset;
98 v3_zero( offset );
99 m3x3_mulv( phys->rb.to_local, phys->bob, offset );
100
101 static float speed_wobble = 0.0f, speed_wobble_2 = 0.0f;
102
103 float kickspeed = vg_clampf(v3_length(phys->rb.v)*(1.0f/40.0f), 0.0f, 1.0f);
104 float kicks = (vg_randf()-0.5f)*2.0f*kickspeed;
105 float sign = vg_signf( kicks );
106 speed_wobble = vg_lerpf( speed_wobble, kicks*kicks*sign, 6.0f*vg.time_delta);
107 speed_wobble_2 = vg_lerpf( speed_wobble_2, speed_wobble, 2.4f*vg.time_delta);
108
109 offset[0] *= 0.26f;
110 offset[0] += speed_wobble_2*3.0f;
111
112 offset[1] *= -0.3f;
113 offset[2] *= 0.01f;
114
115 offset[0] = vg_clampf( offset[0], -0.8f, 0.8f );
116 offset[1] = vg_clampf( offset[1], -0.5f, 0.0f );
117
118 /*
119 * Animation blending
120 * ===========================================
121 */
122
123 /* scalar blending information */
124 float speed = v3_length( phys->rb.v );
125
126 /* sliding */
127 {
128 float desired = vg_clampf( lslip, 0.0f, 1.0f );
129 player.fslide = vg_lerpf( player.fslide, desired, 2.4f*vg.time_delta);
130 }
131
132 /* movement information */
133 {
134 float dirz = phys->reverse > 0.0f? 0.0f: 1.0f,
135 dirx = phys->slip < 0.0f? 0.0f: 1.0f,
136 fly = phys->in_air? 1.0f: 0.0f;
137
138 player.fdirz = vg_lerpf( player.fdirz, dirz, 2.4f*vg.time_delta );
139 player.fdirx = vg_lerpf( player.fdirx, dirx, 0.6f*vg.time_delta );
140 player.ffly = vg_lerpf( player.ffly, fly, 2.4f*vg.time_delta );
141 }
142
143 struct skeleton *sk = &player.mdl.sk;
144
145 mdl_keyframe apose[32], bpose[32];
146 mdl_keyframe ground_pose[32];
147 {
148 /* when the player is moving fast he will crouch down a little bit */
149 float stand = 1.0f - vg_clampf( speed * 0.03f, 0.0f, 1.0f );
150 player.fstand = vg_lerpf( player.fstand, stand, 6.0f*vg.time_delta );
151
152 /* stand/crouch */
153 float dir_frame = player.fdirz * (15.0f/30.0f),
154 stand_blend = offset[1]*-2.0f;
155
156 skeleton_sample_anim( sk, player.mdl.anim_stand, dir_frame, apose );
157 skeleton_sample_anim( sk, player.mdl.anim_highg, dir_frame, bpose );
158 skeleton_lerp_pose( sk, apose, bpose, stand_blend, apose );
159
160 /* sliding */
161 float slide_frame = player.fdirx * (15.0f/30.0f);
162 skeleton_sample_anim( sk, player.mdl.anim_slide, slide_frame, bpose );
163 skeleton_lerp_pose( sk, apose, bpose, player.fslide, apose );
164
165 /* pushing */
166 player.fpush = vg_lerpf( player.fpush,
167 player.phys.pushing,
168 6.0f*vg.time_delta );
169
170 float pt = player.phys.push_time;
171 if( phys->reverse > 0.0f )
172 skeleton_sample_anim( sk, player.mdl.anim_push, pt, bpose );
173 else
174 skeleton_sample_anim( sk, player.mdl.anim_push_reverse, pt, bpose );
175
176 skeleton_lerp_pose( sk, apose, bpose, player.fpush, apose );
177
178 /* trick setup */
179 float jump_start_frame = 14.0f/30.0f;
180
181 player.fjump = vg_lerpf( player.fjump, phys->jump, 8.4f*vg.time_delta );
182
183 float setup_frame = phys->jump * jump_start_frame,
184 setup_blend = vg_minf( player.fjump, 1.0f );
185
186 float jump_frame = (vg.time - player.jump_time) + jump_start_frame;
187 if( jump_frame >= jump_start_frame && jump_frame <= (40.0f/30.0f) )
188 setup_frame = jump_frame;
189
190 struct skeleton_anim *jump_anim = phys->jump_dir?
191 player.mdl.anim_ollie:
192 player.mdl.anim_ollie_reverse;
193
194 skeleton_sample_anim_clamped( sk, jump_anim, setup_frame, bpose );
195 skeleton_lerp_pose( sk, apose, bpose, setup_blend, ground_pose );
196 }
197
198 mdl_keyframe air_pose[32];
199 {
200 float target = -vg_get_axis("horizontal");
201 player.fairdir = vg_lerpf( player.fairdir, target, 2.4f*vg.time_delta );
202
203 float air_frame = (player.fairdir*0.5f+0.5f) * (15.0f/30.0f);
204
205 skeleton_sample_anim( sk, player.mdl.anim_air, air_frame, apose );
206
207 static v2f grab_choice;
208 v2_lerp( grab_choice, (v2f){ vg_get_axis("h1"), vg_get_axis("v1") },
209 0.04f, grab_choice );
210
211 float ang = atan2f( grab_choice[0], grab_choice[1] ),
212 ang_unit = (ang+VG_PIf) * (1.0f/VG_TAUf),
213 grab_frame = ang_unit * (15.0f/30.0f);
214
215 skeleton_sample_anim( sk, player.mdl.anim_grabs, grab_frame, bpose );
216 skeleton_lerp_pose( sk, apose, bpose, phys->grab, air_pose );
217 }
218
219 skeleton_lerp_pose( sk, ground_pose, air_pose, player.ffly, apose );
220
221 float add_grab_mod = 1.0f - player.ffly*phys->grab;
222
223 /* additive effects */
224 {
225 u32 apply_to[] = { player.mdl.id_hip,
226 player.mdl.id_ik_hand_l,
227 player.mdl.id_ik_hand_r,
228 player.mdl.id_ik_elbow_l,
229 player.mdl.id_ik_elbow_r };
230
231 for( int i=0; i<vg_list_size(apply_to); i ++ )
232 {
233 apose[apply_to[i]-1].co[0] += offset[0]*add_grab_mod;
234 apose[apply_to[i]-1].co[2] += offset[2]*add_grab_mod;
235 }
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 skeleton_apply_transform( &player.mdl.sk, phys->rb.to_world );
246
247 skeleton_debug( &player.mdl.sk );
248 }
249
250 static void player_animate_death_cam(void)
251 {
252 v3f delta;
253 v3f head_pos;
254 v3_copy( player.mdl.ragdoll[0].rb.co, head_pos );
255
256 v3_sub( head_pos, player.camera_pos, delta );
257 v3_normalize( delta );
258
259 v3f follow_pos;
260 v3_muladds( head_pos, delta, -2.5f, follow_pos );
261 v3_lerp( player.camera_pos, follow_pos, 0.1f, player.camera_pos );
262
263 /*
264 * Make sure the camera stays above the ground
265 */
266 v3f min_height = {0.0f,1.0f,0.0f};
267
268 v3f sample;
269 v3_add( player.camera_pos, min_height, sample );
270 ray_hit hit;
271 hit.dist = min_height[1]*2.0f;
272
273 if( ray_world( sample, (v3f){0.0f,-1.0f,0.0f}, &hit ))
274 v3_add( hit.pos, min_height, player.camera_pos );
275
276 player.camera_pos[1] =
277 vg_maxf( wrender.height + 2.0f, player.camera_pos[1] );
278
279 player.angles[0] = atan2f( delta[0], -delta[2] );
280 player.angles[1] = -asinf( delta[1] );
281 }
282
283 static void player_animate_camera(void)
284 {
285 struct player_phys *phys = &player.phys;
286
287 static v3f lerp_cam = {0.0f,0.0f,0.0f};
288 v3f cam_pos;
289
290 player.fonboard = vg_lerpf( player.fonboard, phys->on_board, vg.time_delta );
291
292 if( phys->on_board )
293 {
294 v3f offs = { -0.4f, 0.15f, 0.0f };
295 v3_lerp( lerp_cam, player.mdl.cam_pos, 0.8f, lerp_cam );
296 v3_add( lerp_cam, offs, cam_pos );
297
298 /* Look angles */
299 v3_lerp( phys->vl, phys->rb.v, 0.05f, phys->vl );
300
301 float yaw = atan2f( phys->vl[0], -phys->vl[2] ),
302 pitch = atan2f( -phys->vl[1],
303 sqrtf(
304 phys->vl[0]*phys->vl[0] + phys->vl[2]*phys->vl[2]
305 )) * 0.7f;
306
307 player.angles[0] = yaw;
308 player.angles[1] = vg_lerpf( player.angles[1], pitch + 0.30f,
309 player.fonboard );
310
311 /* Camera shake */
312 static v2f shake_damp = {0.0f,0.0f};
313 v2f shake = { vg_randf()-0.5f, vg_randf()-0.5f };
314 v2_muls( shake, v3_length(phys->rb.v)*0.3f
315 * (1.0f+fabsf(phys->slip)), shake);
316
317 v2_lerp( shake_damp, shake, 0.01f, shake_damp );
318 shake_damp[0] *= 0.2f;
319
320 v2_muladds( player.angles, shake_damp, 0.1f, player.angles );
321 m4x3_mulv( phys->rb.to_world, cam_pos, player.camera_pos );
322 }
323 else
324 {
325 float speed = vg.time_delta * k_look_speed;
326 player.angles[0] += vg_get_axis( "horizontal" ) * speed;
327 player.angles[1] += vg_get_axis( "vertical" ) * speed;
328
329 player.angles[1] = vg_clampf( player.angles[1],
330 -k_pitch_limit, k_pitch_limit );
331
332 float s = sinf(player.angles[0]) * 0.2f,
333 c = -cosf(player.angles[0]) * 0.2f;
334 v3f forward_dir = { s,0.15f,c };
335
336
337 m4x3f mtx;
338 v4f rot;
339 q_axis_angle( rot, (v3f){0.0f,1.0f,0.0f},
340 -player.angles[0] -VG_PIf*0.5f );
341 q_m3x3( rot, mtx );
342 v3_copy( phys->rb.to_world[3], mtx[3] );
343
344 m4x3_mulv( mtx, player.mdl.cam_pos, cam_pos );
345 v3_add( cam_pos, forward_dir, player.camera_pos );
346 v3_lerp( phys->vl, phys->rb.v, 0.3f, phys->vl );
347 }
348 }
349
350 #endif /* PLAYER_ANIMATION_H */