94664f7d65c4c671665de1cb438f694908df20cf
[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 struct player_phys *phys = &player.phys;
13
14 mdl_keyframe apose[32], bpose[32];
15 struct skeleton *sk = &player.mdl.sk;
16
17 float walk_norm = (float)player.mdl.anim_walk->length/30.0f,
18 run_norm = (float)player.mdl.anim_run->length/30.0f,
19 t = player.walk_timer,
20 l = vg_get_axis("grabr") * 0.5f + 0.5f;
21
22 skeleton_sample_anim( sk, player.mdl.anim_walk, t*walk_norm, apose );
23 skeleton_sample_anim( sk, player.mdl.anim_run, t*run_norm, bpose );
24
25 skeleton_lerp_pose( sk, apose, bpose, l, apose );
26
27 float idle_walk = vg_minf( l * 10.0f, 1.0f);
28
29 skeleton_sample_anim( sk, player.mdl.anim_idle, vg_time*0.1f, bpose );
30 skeleton_lerp_pose( sk, apose, bpose, 1.0f-idle_walk, apose );
31
32 skeleton_apply_pose( &player.mdl.sk, apose, k_anim_apply_defer_ik );
33 skeleton_apply_ik_pass( &player.mdl.sk );
34 skeleton_apply_pose( &player.mdl.sk, apose, k_anim_apply_deffered_only );
35
36 v3_copy( player.mdl.sk.final_mtx[player.mdl.id_head-1][3],
37 player.mdl.cam_pos );
38
39 skeleton_apply_inverses( &player.mdl.sk );
40
41 m4x3f mtx;
42 v4f rot;
43 q_axis_angle( rot, (v3f){0.0f,1.0f,0.0f}, -player.angles[0] - VG_PIf*0.5f );
44 q_m3x3( rot, mtx );
45 v3_copy( phys->rb.to_world[3], mtx[3] );
46
47 skeleton_apply_transform( &player.mdl.sk, mtx );
48 skeleton_debug( &player.mdl.sk );
49 }
50
51 static void player_animate(void)
52 {
53 struct player_phys *phys = &player.phys;
54
55 if( !phys->on_board )
56 {
57 player_animate_offboard();
58 return;
59 }
60
61 /* Camera position */
62 v3_sub( phys->rb.v, phys->v_last, phys->a );
63 v3_copy( phys->rb.v, phys->v_last );
64
65 v3_add( phys->m, phys->a, phys->m );
66 v3_lerp( phys->m, (v3f){0.0f,0.0f,0.0f}, 0.1f, phys->m );
67
68 phys->m[0] = vg_clampf( phys->m[0], -2.0f, 2.0f );
69 phys->m[1] = vg_clampf( phys->m[1], -2.0f, 2.0f );
70 phys->m[2] = vg_clampf( phys->m[2], -2.0f, 2.0f );
71 v3_lerp( phys->bob, phys->m, 0.2f, phys->bob );
72
73 /* Head */
74 float lslip = fabsf(phys->slip);
75
76 float kheight = 2.0f,
77 kleg = 0.6f;
78
79 v3f offset;
80 v3_zero( offset );
81 m3x3_mulv( phys->rb.to_local, phys->bob, offset );
82
83 static float speed_wobble = 0.0f, speed_wobble_2 = 0.0f;
84
85 float kickspeed = vg_clampf(v3_length(phys->rb.v)*(1.0f/40.0f), 0.0f, 1.0f);
86 float kicks = (vg_randf()-0.5f)*2.0f*kickspeed;
87 float sign = vg_signf( kicks );
88 speed_wobble = vg_lerpf( speed_wobble, kicks*kicks*sign, 0.1f );
89 speed_wobble_2 = vg_lerpf( speed_wobble_2, speed_wobble, 0.04f );
90
91 offset[0] *= 0.26f;
92 offset[0] += speed_wobble_2*3.0f;
93
94 offset[1] *= -0.3f;
95 offset[2] *= 0.01f;
96
97 offset[0] = vg_clampf( offset[0], -0.8f, 0.8f );
98 offset[1] = vg_clampf( offset[1], -0.5f, 0.0f );
99
100 /*
101 * Animation blending
102 * ===========================================
103 */
104
105 /* scalar blending information */
106 float speed = v3_length( phys->rb.v );
107
108 /* sliding */
109 {
110 float desired = vg_clampf( lslip, 0.0f, 1.0f );
111 player.fslide = vg_lerpf( player.fslide, desired, 0.04f );
112 }
113
114 /* movement information */
115 {
116 float dirz = phys->reverse > 0.0f? 0.0f: 1.0f,
117 dirx = phys->slip < 0.0f? 0.0f: 1.0f,
118 fly = phys->in_air? 1.0f: 0.0f;
119
120 player.fdirz = vg_lerpf( player.fdirz, dirz, 0.04f );
121 player.fdirx = vg_lerpf( player.fdirx, dirx, 0.01f );
122 player.ffly = vg_lerpf( player.ffly, fly, 0.04f );
123 }
124
125 struct skeleton *sk = &player.mdl.sk;
126
127 mdl_keyframe apose[32], bpose[32];
128 mdl_keyframe ground_pose[32];
129 {
130 /* when the player is moving fast he will crouch down a little bit */
131 float stand = 1.0f - vg_clampf( speed * 0.03f, 0.0f, 1.0f );
132 player.fstand = vg_lerpf( player.fstand, stand, 0.1f );
133
134 /* stand/crouch */
135 float dir_frame = player.fdirz * (15.0f/30.0f),
136 stand_blend = offset[1]*-2.0f;
137
138 skeleton_sample_anim( sk, player.mdl.anim_stand, dir_frame, apose );
139 skeleton_sample_anim( sk, player.mdl.anim_highg, dir_frame, bpose );
140 skeleton_lerp_pose( sk, apose, bpose, stand_blend, apose );
141
142 /* sliding */
143 float slide_frame = player.fdirx * (15.0f/30.0f);
144 skeleton_sample_anim( sk, player.mdl.anim_slide, slide_frame, bpose );
145 skeleton_lerp_pose( sk, apose, bpose, player.fslide, apose );
146
147 /* pushing */
148 player.fpush = vg_lerpf( player.fpush, player.pushing, 0.1f );
149
150 float pt = player.push_time;
151 if( phys->reverse > 0.0f )
152 skeleton_sample_anim( sk, player.mdl.anim_push, pt, bpose );
153 else
154 skeleton_sample_anim( sk, player.mdl.anim_push_reverse, pt, bpose );
155
156 skeleton_lerp_pose( sk, apose, bpose, player.fpush, apose );
157
158 /* trick setup */
159 float jump_start_frame = 14.0f/30.0f;
160
161 player.fjump = vg_lerpf( player.fjump, phys->jump, 0.14f );
162
163 float setup_frame = phys->jump * jump_start_frame,
164 setup_blend = vg_minf( player.fjump, 1.0f );
165
166 float jump_frame = (vg_time - player.jump_time) + jump_start_frame;
167 if( jump_frame >= jump_start_frame && jump_frame <= (40.0f/30.0f) )
168 setup_frame = jump_frame;
169
170 struct skeleton_anim *jump_anim = phys->jump_dir?
171 player.mdl.anim_ollie:
172 player.mdl.anim_ollie_reverse;
173
174 skeleton_sample_anim_clamped( sk, jump_anim, setup_frame, bpose );
175 skeleton_lerp_pose( sk, apose, bpose, setup_blend, ground_pose );
176 }
177
178 mdl_keyframe air_pose[32];
179 {
180 float target = -vg_get_axis("horizontal");
181 player.fairdir = vg_lerpf( player.fairdir, target, 0.04f );
182
183 float air_frame = (player.fairdir*0.5f+0.5f) * (15.0f/30.0f);
184
185 skeleton_sample_anim( sk, player.mdl.anim_air, air_frame, apose );
186
187 static v2f grab_choice;
188 v2_lerp( grab_choice, (v2f){ vg_get_axis("h1"), vg_get_axis("v1") },
189 0.04f, grab_choice );
190
191 float ang = atan2f( grab_choice[0], grab_choice[1] ),
192 ang_unit = (ang+VG_PIf) * (1.0f/VG_TAUf),
193 grab_frame = ang_unit * (15.0f/30.0f);
194
195 skeleton_sample_anim( sk, player.mdl.anim_grabs, grab_frame, bpose );
196 skeleton_lerp_pose( sk, apose, bpose, phys->grab, air_pose );
197 }
198
199 skeleton_lerp_pose( sk, ground_pose, air_pose, player.ffly, apose );
200
201 float add_grab_mod = 1.0f - player.ffly*phys->grab;
202
203 /* additive effects */
204 {
205 u32 apply_to[] = { player.mdl.id_hip,
206 player.mdl.id_ik_hand_l,
207 player.mdl.id_ik_hand_r,
208 player.mdl.id_ik_elbow_l,
209 player.mdl.id_ik_elbow_r };
210
211 for( int i=0; i<vg_list_size(apply_to); i ++ )
212 {
213 apose[apply_to[i]-1].co[0] += offset[0]*add_grab_mod;
214 apose[apply_to[i]-1].co[2] += offset[2]*add_grab_mod;
215 }
216 }
217
218 skeleton_apply_pose( &player.mdl.sk, apose, k_anim_apply_defer_ik );
219 skeleton_apply_ik_pass( &player.mdl.sk );
220 skeleton_apply_pose( &player.mdl.sk, apose, k_anim_apply_deffered_only );
221
222 v3_copy( player.mdl.sk.final_mtx[player.mdl.id_head-1][3],
223 player.mdl.cam_pos );
224 skeleton_apply_inverses( &player.mdl.sk );
225 skeleton_apply_transform( &player.mdl.sk, phys->rb.to_world );
226
227 skeleton_debug( &player.mdl.sk );
228 }
229
230 static void player_animate_death_cam(void)
231 {
232 v3f delta;
233 v3f head_pos;
234 v3_copy( player.mdl.ragdoll[0].rb.co, head_pos );
235
236 v3_sub( head_pos, player.camera_pos, delta );
237 v3_normalize( delta );
238
239 v3f follow_pos;
240 v3_muladds( head_pos, delta, -2.5f, follow_pos );
241 v3_lerp( player.camera_pos, follow_pos, 0.1f, player.camera_pos );
242
243 /*
244 * Make sure the camera stays above the ground
245 */
246 v3f min_height = {0.0f,1.0f,0.0f};
247
248 v3f sample;
249 v3_add( player.camera_pos, min_height, sample );
250 ray_hit hit;
251 hit.dist = min_height[1]*2.0f;
252
253 if( ray_world( sample, (v3f){0.0f,-1.0f,0.0f}, &hit ))
254 v3_add( hit.pos, min_height, player.camera_pos );
255
256 player.camera_pos[1] =
257 vg_maxf( wrender.height + 2.0f, player.camera_pos[1] );
258
259 player.angles[0] = atan2f( delta[0], -delta[2] );
260 player.angles[1] = -asinf( delta[1] );
261 }
262
263 static void player_animate_camera(void)
264 {
265 struct player_phys *phys = &player.phys;
266
267 static v3f lerp_cam = {0.0f,0.0f,0.0f};
268 v3f cam_pos;
269
270 player.fonboard = vg_lerpf(player.fonboard, phys->on_board, ktimestep*1.0f);
271
272 if( phys->on_board )
273 {
274 v3f offs = { -0.4f, 0.15f, 0.0f };
275 v3_lerp( lerp_cam, player.mdl.cam_pos, 0.8f, lerp_cam );
276 v3_add( lerp_cam, offs, cam_pos );
277
278 /* Look angles */
279 v3_lerp( phys->vl, phys->rb.v, 0.05f, phys->vl );
280
281 float yaw = atan2f( phys->vl[0], -phys->vl[2] ),
282 pitch = atan2f( -phys->vl[1],
283 sqrtf(
284 phys->vl[0]*phys->vl[0] + phys->vl[2]*phys->vl[2]
285 )) * 0.7f;
286
287 player.angles[0] = yaw;
288 player.angles[1] = vg_lerpf( player.angles[1], pitch + 0.30f,
289 player.fonboard );
290
291 /* Camera shake */
292 static v2f shake_damp = {0.0f,0.0f};
293 v2f shake = { vg_randf()-0.5f, vg_randf()-0.5f };
294 v2_muls( shake, v3_length(phys->rb.v)*0.3f
295 * (1.0f+fabsf(phys->slip)), shake);
296
297 v2_lerp( shake_damp, shake, 0.01f, shake_damp );
298 shake_damp[0] *= 0.2f;
299
300 v2_muladds( player.angles, shake_damp, 0.1f, player.angles );
301 m4x3_mulv( phys->rb.to_world, cam_pos, player.camera_pos );
302 }
303 else
304 {
305 float speed = ktimestep * k_look_speed;
306 player.angles[0] += vg_get_axis( "horizontal" ) * speed;
307 player.angles[1] += vg_get_axis( "vertical" ) * speed;
308
309 player.angles[1] = vg_clampf( player.angles[1],
310 -k_pitch_limit, k_pitch_limit );
311
312 float s = sinf(player.angles[0]) * 0.2f,
313 c = -cosf(player.angles[0]) * 0.2f;
314 v3f forward_dir = { s,0.15f,c };
315
316
317 m4x3f mtx;
318 v4f rot;
319 q_axis_angle( rot, (v3f){0.0f,1.0f,0.0f},
320 -player.angles[0] -VG_PIf*0.5f );
321 q_m3x3( rot, mtx );
322 v3_copy( phys->rb.to_world[3], mtx[3] );
323
324 m4x3_mulv( mtx, player.mdl.cam_pos, cam_pos );
325 v3_add( cam_pos, forward_dir, player.camera_pos );
326 v3_lerp( phys->vl, phys->rb.v, 0.3f, phys->vl );
327 }
328 }
329
330 #endif /* PLAYER_ANIMATION_H */