numerous input and physics
[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 vg_get_axis("walk/push")*0.5f+0.5f,
24 2.0f*vg.time_delta );
25 }
26
27 struct player_phys *phys = &player.phys;
28
29 mdl_keyframe apose[32], bpose[32];
30 struct skeleton *sk = &player.mdl.sk;
31
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
91 v4f qfake_rot;
92 m3x3f fake_rot;
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 );
97
98 m4x3_invert_affine( player.visual_transform, player.inv_visual_transform );
99
100 if( !phys->on_board )
101 {
102 player_animate_offboard();
103 return;
104 }
105
106 /* Camera position */
107 v3_sub( phys->rb.v, phys->v_last, phys->a );
108 v3_copy( phys->rb.v, phys->v_last );
109
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 );
112
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 );
117
118 /* Head */
119 float lslip = fabsf(phys->slip);
120
121 float kheight = 2.0f,
122 kleg = 0.6f;
123
124 v3f offset;
125 v3_zero( offset );
126 m3x3_mulv( player.inv_visual_transform, phys->bob, offset );
127
128 static float speed_wobble = 0.0f, speed_wobble_2 = 0.0f;
129
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);
135
136 offset[0] *= 0.26f;
137 offset[0] += speed_wobble_2*3.0f;
138
139 offset[1] *= -0.3f;
140 offset[2] *= 0.01f;
141
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);
144
145 /*
146 * Animation blending
147 * ===========================================
148 */
149
150 /* scalar blending information */
151 float speed = v3_length( phys->rb.v );
152
153 /* sliding */
154 {
155 float desired = vg_clampf( lslip, 0.0f, 1.0f );
156 player.fslide = vg_lerpf( player.fslide, desired, 2.4f*vg.time_delta);
157 }
158
159 /* movement information */
160 {
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;
164
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 );
168 }
169
170 struct skeleton *sk = &player.mdl.sk;
171
172 mdl_keyframe apose[32], bpose[32];
173 mdl_keyframe ground_pose[32];
174 {
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 );
178
179 /* stand/crouch */
180 float dir_frame = player.fdirz * (15.0f/30.0f),
181 stand_blend = offset[1]*-2.0f;
182
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 );
186
187 /* sliding */
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 );
191
192 /* pushing */
193 player.fpush = vg_lerpf( player.fpush,
194 player.phys.pushing,
195 6.0f*vg.time_delta );
196
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 );
200 else
201 skeleton_sample_anim( sk, player.mdl.anim_push_reverse, pt, bpose );
202
203 skeleton_lerp_pose( sk, apose, bpose, player.fpush, apose );
204
205 /* trick setup */
206 float jump_start_frame = 14.0f/30.0f;
207
208 player.fjump = vg_lerpf( player.fjump, phys->jump, 8.4f*vg.time_delta );
209
210 float setup_frame = phys->jump * jump_start_frame,
211 setup_blend = vg_minf( player.fjump, 1.0f );
212
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;
216
217 struct skeleton_anim *jump_anim = phys->jump_dir?
218 player.mdl.anim_ollie:
219 player.mdl.anim_ollie_reverse;
220
221 skeleton_sample_anim_clamped( sk, jump_anim, setup_frame, bpose );
222 skeleton_lerp_pose( sk, apose, bpose, setup_blend, ground_pose );
223 }
224
225 mdl_keyframe air_pose[32];
226 {
227 float target = -vg_get_axis("lookh");
228 player.fairdir = vg_lerpf( player.fairdir, target, 2.4f*vg.time_delta );
229
230 float air_frame = (player.fairdir*0.5f+0.5f) * (15.0f/30.0f);
231
232 skeleton_sample_anim( sk, player.mdl.anim_air, air_frame, apose );
233
234 static v2f grab_choice;
235
236 v2f grab_input = { player.input_js2h->axis.value,
237 player.input_js2v->axis.value };
238 v2_add( player.phys.grab_mouse_delta, grab_input, grab_input );
239 if( v2_length2( grab_input ) <= 0.001f )
240 grab_input[0] = -1.0f;
241 else
242 v2_normalize_clamp( grab_input );
243 v2_lerp( grab_choice, grab_input, 2.4f*vg.time_delta, grab_choice );
244
245 float ang = atan2f( grab_choice[0], grab_choice[1] ),
246 ang_unit = (ang+VG_PIf) * (1.0f/VG_TAUf),
247 grab_frame = ang_unit * (15.0f/30.0f);
248
249 skeleton_sample_anim( sk, player.mdl.anim_grabs, grab_frame, bpose );
250 skeleton_lerp_pose( sk, apose, bpose, phys->grab, air_pose );
251 }
252
253 skeleton_lerp_pose( sk, ground_pose, air_pose, player.ffly, apose );
254
255 float add_grab_mod = 1.0f - player.ffly;//*phys->grab;
256
257 /* additive effects */
258 {
259 u32 apply_to[] = { player.mdl.id_hip,
260 player.mdl.id_ik_hand_l,
261 player.mdl.id_ik_hand_r,
262 player.mdl.id_ik_elbow_l,
263 player.mdl.id_ik_elbow_r };
264
265 for( int i=0; i<vg_list_size(apply_to); i ++ )
266 {
267 apose[apply_to[i]-1].co[0] += offset[0]*add_grab_mod;
268 apose[apply_to[i]-1].co[2] += offset[2]*add_grab_mod;
269 }
270 }
271
272 skeleton_apply_pose( &player.mdl.sk, apose, k_anim_apply_defer_ik );
273 skeleton_apply_ik_pass( &player.mdl.sk );
274 skeleton_apply_pose( &player.mdl.sk, apose, k_anim_apply_deffered_only );
275
276 v3_copy( player.mdl.sk.final_mtx[player.mdl.id_head-1][3],
277 player.mdl.cam_pos );
278 skeleton_apply_inverses( &player.mdl.sk );
279 skeleton_apply_transform( &player.mdl.sk, player.visual_transform );
280
281 skeleton_debug( &player.mdl.sk );
282 }
283
284 VG_STATIC void player_animate_death_cam(void)
285 {
286 v3f delta;
287 v3f head_pos;
288 v3_copy( player.mdl.ragdoll[0].rb.co, head_pos );
289
290 v3_sub( head_pos, player.camera_pos, delta );
291 v3_normalize( delta );
292
293 v3f follow_pos;
294 v3_muladds( head_pos, delta, -2.5f, follow_pos );
295 v3_lerp( player.camera_pos, follow_pos, 0.1f, player.camera_pos );
296
297 /*
298 * Make sure the camera stays above the ground
299 */
300 v3f min_height = {0.0f,1.0f,0.0f};
301
302 v3f sample;
303 v3_add( player.camera_pos, min_height, sample );
304 ray_hit hit;
305 hit.dist = min_height[1]*2.0f;
306
307 if( ray_world( sample, (v3f){0.0f,-1.0f,0.0f}, &hit ))
308 v3_add( hit.pos, min_height, player.camera_pos );
309
310 if( world.water.enabled )
311 {
312 player.camera_pos[1] =
313 vg_maxf( world.water.height + 2.0f, player.camera_pos[1] );
314 }
315
316 player.angles[0] = atan2f( delta[0], -delta[2] );
317 player.angles[1] = -asinf( delta[1] );
318 }
319
320 VG_STATIC void player_animate_camera(void)
321 {
322 struct player_phys *phys = &player.phys;
323
324 static v3f lerp_cam = {0.0f,0.0f,0.0f};
325 v3f cam_pos;
326
327 player.fonboard = vg_lerpf( player.fonboard, phys->on_board, vg.time_delta );
328
329 if( phys->on_board )
330 {
331 v3f offs = { -0.4f, 0.15f, 0.0f };
332 v3_lerp( lerp_cam, player.mdl.cam_pos, 0.8f, lerp_cam );
333 v3_add( lerp_cam, offs, cam_pos );
334
335 /* Look angles */
336 v3_lerp( phys->vl, phys->rb.v, 0.05f, phys->vl );
337
338 float yaw = atan2f( phys->vl[0], -phys->vl[2] ),
339 pitch = atan2f( -phys->vl[1],
340 sqrtf(
341 phys->vl[0]*phys->vl[0] + phys->vl[2]*phys->vl[2]
342 )) * 0.7f;
343
344 player.angles[0] = yaw;
345 player.angles[1] = vg_lerpf( player.angles[1], pitch + 0.30f,
346 player.fonboard );
347
348 /* Camera shake */
349 static v2f shake_damp = {0.0f,0.0f};
350 v2f shake = { vg_randf()-0.5f, vg_randf()-0.5f };
351 v2_muls( shake, v3_length(phys->rb.v)*0.3f
352 * (1.0f+fabsf(phys->slip)), shake);
353
354 v2_lerp( shake_damp, shake, 0.01f, shake_damp );
355 shake_damp[0] *= 0.2f;
356
357 v2_muladds( player.angles, shake_damp, 0.1f, player.angles );
358 m4x3_mulv( player.visual_transform, cam_pos, player.camera_pos );
359 }
360 else
361 {
362 float speed = vg.time_delta * k_look_speed;
363 player.angles[0] += vg_get_axis( "lookh" ) * speed;
364 player.angles[1] += vg_get_axis( "lookv" ) * speed;
365
366 player.angles[1] = vg_clampf( player.angles[1],
367 -k_pitch_limit, k_pitch_limit );
368
369 float s = sinf(player.angles[0]) * 0.2f,
370 c = -cosf(player.angles[0]) * 0.2f;
371 v3f forward_dir = { s,0.15f,c };
372
373
374 m4x3f mtx;
375 v4f rot;
376 q_axis_angle( rot, (v3f){0.0f,1.0f,0.0f},
377 -player.angles[0] -VG_PIf*0.5f );
378 q_m3x3( rot, mtx );
379 v3_copy( player.visual_transform[3], mtx[3] );
380
381 m4x3_mulv( mtx, player.mdl.cam_pos, cam_pos );
382 v3_add( cam_pos, forward_dir, player.camera_pos );
383 v3_lerp( phys->vl, phys->rb.v, 0.3f, phys->vl );
384 }
385 }
386
387 #endif /* PLAYER_ANIMATION_H */