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[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 player.walk *
24 (1.0f + player.input_walk->button.value*0.5f),
25 2.0f*vg.time_delta );
26 }
27
28 struct player_phys *phys = &player.phys;
29
30 mdl_keyframe apose[32], bpose[32];
31 struct skeleton *sk = &player.mdl.sk;
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 v3_muladds( player.visual_transform[3], phys->rb.up, -0.2f,
91 player.visual_transform[3] );
92
93 v4f qfake_rot;
94 m3x3f fake_rot;
95 float substep = vg_clampf( vg.accumulator / VG_TIMESTEP_FIXED, 0.0f, 1.0f );
96 q_axis_angle( qfake_rot, phys->rb.up, phys->siY*substep );
97 q_m3x3( qfake_rot, fake_rot );
98 m3x3_mul( fake_rot, player.visual_transform, player.visual_transform );
99
100 m4x3_invert_affine( player.visual_transform, player.inv_visual_transform );
101
102 if( !phys->on_board )
103 {
104 player_animate_offboard();
105 return;
106 }
107
108 /* Camera position */
109 v3_muladds( phys->m, phys->a, VG_TIMESTEP_FIXED, phys->m );
110 v3_lerp( phys->m, (v3f){0.0f,0.0f,0.0f}, 0.1f, phys->m );
111
112 phys->m[0] = vg_clampf( phys->m[0], -2.0f, 2.0f );
113 phys->m[1] = vg_clampf( phys->m[1], -2.0f, 2.0f );
114 phys->m[2] = vg_clampf( phys->m[2], -2.0f, 2.0f );
115 v3_lerp( phys->bob, phys->m, 0.2f, phys->bob );
116
117 /* Head */
118 float lslip = fabsf(phys->slip);
119
120 float kheight = 2.0f,
121 kleg = 0.6f;
122
123 v3f offset;
124 v3_zero( offset );
125 m3x3_mulv( player.inv_visual_transform, phys->bob, offset );
126
127 static float speed_wobble = 0.0f, speed_wobble_2 = 0.0f;
128
129 float kickspeed = vg_clampf(v3_length(phys->rb.v)*(1.0f/40.0f), 0.0f, 1.0f);
130 float kicks = (vg_randf()-0.5f)*2.0f*kickspeed;
131 float sign = vg_signf( kicks );
132 speed_wobble = vg_lerpf( speed_wobble, kicks*kicks*sign, 6.0f*vg.time_delta);
133 speed_wobble_2 = vg_lerpf( speed_wobble_2, speed_wobble, 2.4f*vg.time_delta);
134
135 offset[0] *= 0.26f;
136 offset[0] += speed_wobble_2*3.0f;
137
138 offset[1] *= -0.3f;
139 offset[2] *= 0.01f;
140
141 offset[0]=vg_clampf(offset[0],-0.8f,0.8f)*(1.0f-fabsf(player.fslide)*0.9f);
142 offset[1]=vg_clampf(offset[1],-0.5f,0.0f);
143
144 /*
145 * Animation blending
146 * ===========================================
147 */
148
149 /* scalar blending information */
150 float speed = v3_length( phys->rb.v );
151
152 /* sliding */
153 {
154 float desired = vg_clampf( lslip, 0.0f, 1.0f );
155 player.fslide = vg_lerpf( player.fslide, desired, 2.4f*vg.time_delta);
156 }
157
158 /* movement information */
159 {
160 float dirz = phys->reverse > 0.0f? 0.0f: 1.0f,
161 dirx = phys->slip < 0.0f? 0.0f: 1.0f,
162 fly = (phys->in_air|phys->grind)? 1.0f: 0.0f;
163
164 player.fdirz = vg_lerpf( player.fdirz, dirz, 2.4f*vg.time_delta );
165 player.fdirx = vg_lerpf( player.fdirx, dirx, 0.6f*vg.time_delta );
166 player.ffly = vg_lerpf( player.ffly, fly, 2.4f*vg.time_delta );
167 }
168
169 struct skeleton *sk = &player.mdl.sk;
170
171 mdl_keyframe apose[32], bpose[32];
172 mdl_keyframe ground_pose[32];
173 {
174 /* when the player is moving fast he will crouch down a little bit */
175 float stand = 1.0f - vg_clampf( speed * 0.03f, 0.0f, 1.0f );
176 player.fstand = vg_lerpf( player.fstand, stand, 6.0f*vg.time_delta );
177
178 /* stand/crouch */
179 float dir_frame = player.fdirz * (15.0f/30.0f),
180 stand_blend = offset[1]*-2.0f;
181
182 v3f local_cog;
183 m4x3_mulv( player.phys.rb.to_local, player.phys.cog, local_cog );
184
185 stand_blend = vg_clampf( 1.0f-local_cog[1], 0, 1 );
186
187 skeleton_sample_anim( sk, player.mdl.anim_stand, dir_frame, apose );
188 skeleton_sample_anim( sk, player.mdl.anim_highg, dir_frame, bpose );
189 skeleton_lerp_pose( sk, apose, bpose, stand_blend, apose );
190
191 /* sliding */
192 float slide_frame = player.fdirx * (15.0f/30.0f);
193 skeleton_sample_anim( sk, player.mdl.anim_slide, slide_frame, bpose );
194 skeleton_lerp_pose( sk, apose, bpose, player.fslide, apose );
195
196 /* pushing */
197 player.fpush = vg_lerpf( player.fpush,
198 player.phys.pushing,
199 6.0f*vg.time_delta );
200
201 float pt = player.phys.push_time + vg.accumulator;
202 if( phys->reverse > 0.0f )
203 skeleton_sample_anim( sk, player.mdl.anim_push, pt, bpose );
204 else
205 skeleton_sample_anim( sk, player.mdl.anim_push_reverse, pt, bpose );
206
207 skeleton_lerp_pose( sk, apose, bpose, player.fpush, apose );
208
209 /* trick setup */
210 float jump_start_frame = 14.0f/30.0f;
211
212 player.fjump = vg_lerpf( player.fjump, phys->jump, 8.4f*vg.time_delta );
213
214 float setup_frame = phys->jump * jump_start_frame,
215 setup_blend = vg_minf( player.fjump, 1.0f );
216
217 float jump_frame = (vg.time - player.jump_time) + jump_start_frame;
218 if( jump_frame >= jump_start_frame && jump_frame <= (40.0f/30.0f) )
219 setup_frame = jump_frame;
220
221 struct skeleton_anim *jump_anim = phys->jump_dir?
222 player.mdl.anim_ollie:
223 player.mdl.anim_ollie_reverse;
224
225 skeleton_sample_anim_clamped( sk, jump_anim, setup_frame, bpose );
226 skeleton_lerp_pose( sk, apose, bpose, setup_blend, ground_pose );
227 }
228
229 mdl_keyframe air_pose[32];
230 {
231 float target = -player.input_js1h->axis.value;
232 player.fairdir = vg_lerpf( player.fairdir, target, 2.4f*vg.time_delta );
233
234 float air_frame = (player.fairdir*0.5f+0.5f) * (15.0f/30.0f);
235
236 skeleton_sample_anim( sk, player.mdl.anim_air, air_frame, apose );
237
238 static v2f grab_choice;
239
240 v2f grab_input = { player.input_js2h->axis.value,
241 player.input_js2v->axis.value };
242 v2_add( player.phys.grab_mouse_delta, grab_input, grab_input );
243 if( v2_length2( grab_input ) <= 0.001f )
244 grab_input[0] = -1.0f;
245 else
246 v2_normalize_clamp( grab_input );
247 v2_lerp( grab_choice, grab_input, 2.4f*vg.time_delta, grab_choice );
248
249 float ang = atan2f( grab_choice[0], grab_choice[1] ),
250 ang_unit = (ang+VG_PIf) * (1.0f/VG_TAUf),
251 grab_frame = ang_unit * (15.0f/30.0f);
252
253 skeleton_sample_anim( sk, player.mdl.anim_grabs, grab_frame, bpose );
254 skeleton_lerp_pose( sk, apose, bpose, phys->grab, air_pose );
255 }
256
257 skeleton_lerp_pose( sk, ground_pose, air_pose, player.ffly, apose );
258
259 float add_grab_mod = 1.0f - player.ffly;//*phys->grab;
260
261 /* additive effects */
262 {
263 u32 apply_to[] = { player.mdl.id_hip,
264 player.mdl.id_ik_hand_l,
265 player.mdl.id_ik_hand_r,
266 player.mdl.id_ik_elbow_l,
267 player.mdl.id_ik_elbow_r };
268
269 for( int i=0; i<vg_list_size(apply_to); i ++ )
270 {
271 apose[apply_to[i]-1].co[0] += offset[0]*add_grab_mod;
272 apose[apply_to[i]-1].co[2] += offset[2]*add_grab_mod;
273 }
274
275 v3f bo;
276 v3_muls( player.board_offset, add_grab_mod, bo );
277
278 v3_add( bo, apose[ player.mdl.id_board-1 ].co,
279 apose[ player.mdl.id_board-1 ].co );
280 v3_add( bo, apose[ player.mdl.id_ik_foot_l-1 ].co,
281 apose[ player.mdl.id_ik_foot_l-1 ].co );
282 v3_add( bo, apose[ player.mdl.id_ik_foot_r-1 ].co,
283 apose[ player.mdl.id_ik_foot_r-1 ].co );
284
285 m3x3f c;
286 q_m3x3( player.board_rotation, c );
287
288 v3f d;
289 v3_sub( apose[ player.mdl.id_ik_foot_l-1 ].co, bo, d );
290 m3x3_mulv( c, d, d );
291 v3_add( bo, d, apose[ player.mdl.id_ik_foot_l-1 ].co );
292
293 v3_sub( apose[ player.mdl.id_ik_foot_r-1 ].co, bo, d );
294 m3x3_mulv( c, d, d );
295 v3_add( bo, d, apose[ player.mdl.id_ik_foot_r-1 ].co );
296
297 q_mul( player.board_rotation, apose[ player.mdl.id_board-1 ].q ,
298 apose[ player.mdl.id_board-1 ].q );
299 q_normalize( apose[ player.mdl.id_board-1 ].q );
300 }
301
302 skeleton_apply_pose( &player.mdl.sk, apose, k_anim_apply_defer_ik );
303 skeleton_apply_ik_pass( &player.mdl.sk );
304 skeleton_apply_pose( &player.mdl.sk, apose, k_anim_apply_deffered_only );
305
306 v3_copy( player.mdl.sk.final_mtx[player.mdl.id_head-1][3],
307 player.mdl.cam_pos );
308 skeleton_apply_inverses( &player.mdl.sk );
309 skeleton_apply_transform( &player.mdl.sk, player.visual_transform );
310
311 skeleton_debug( &player.mdl.sk );
312 }
313
314 VG_STATIC void player_animate_death_cam(void)
315 {
316 v3f delta;
317 v3f head_pos;
318 v3_copy( player.mdl.ragdoll[0].rb.co, head_pos );
319
320 v3_sub( head_pos, player.camera_pos, delta );
321 v3_normalize( delta );
322
323 v3f follow_pos;
324 v3_muladds( head_pos, delta, -2.5f, follow_pos );
325 v3_lerp( player.camera_pos, follow_pos, 0.1f, player.camera_pos );
326
327 /*
328 * Make sure the camera stays above the ground
329 */
330 v3f min_height = {0.0f,1.0f,0.0f};
331
332 v3f sample;
333 v3_add( player.camera_pos, min_height, sample );
334 ray_hit hit;
335 hit.dist = min_height[1]*2.0f;
336
337 if( ray_world( sample, (v3f){0.0f,-1.0f,0.0f}, &hit ))
338 v3_add( hit.pos, min_height, player.camera_pos );
339
340 if( world.water.enabled )
341 {
342 player.camera_pos[1] =
343 vg_maxf( world.water.height + 2.0f, player.camera_pos[1] );
344 }
345
346 player.angles[0] = atan2f( delta[0], -delta[2] );
347 player.angles[1] = -asinf( delta[1] );
348 }
349
350 VG_STATIC void player_animate_follow_cam( v3f target, float dist, float speed )
351 {
352 v3f delta;
353
354 v3_sub( target, player.camera_pos, delta );
355 v3_normalize( delta );
356
357 v3f follow_pos;
358 v3_muladds( target, delta, -dist, follow_pos );
359 v3_lerp( player.camera_pos, follow_pos,
360 speed * vg.time_delta, player.camera_pos );
361
362 /*
363 * Make sure the camera stays above the ground
364 */
365 v3f min_height = {0.0f,1.0f,0.0f};
366
367 v3f sample;
368 v3_add( player.camera_pos, min_height, sample );
369 ray_hit hit;
370 hit.dist = min_height[1]*2.0f;
371
372 if( ray_world( sample, (v3f){0.0f,-1.0f,0.0f}, &hit ))
373 v3_add( hit.pos, min_height, player.camera_pos );
374
375 #if 0
376 if( world.water.enabled )
377 {
378 player.camera_pos[1] =
379 vg_maxf( world.water.height + 2.0f, player.camera_pos[1] );
380 }
381 #endif
382
383 player.angles[0] = atan2f( delta[0], -delta[2] );
384 player.angles[1] = -asinf( delta[1] );
385 }
386
387 VG_STATIC void player_animate_camera_thirdperson(void)
388 {
389 static v3f lerp_cam = { 0.0f, 0.0f, 0.0f };
390 v3f target;
391
392 v3_muladds( player.phys.rb.co, player.phys.rb.up, 1.2f, target );
393
394 player_animate_follow_cam( target, 1.5f, 20.0f );
395 }
396
397 VG_STATIC void player_animate_camera(void)
398 {
399 struct player_phys *phys = &player.phys;
400
401 static v3f lerp_cam = {0.0f,0.0f,0.0f};
402 v3f cam_pos;
403
404 player.fonboard = vg_lerpf( player.fonboard, phys->on_board, vg.time_delta );
405
406 if( phys->on_board )
407 {
408 v3f offs = { -0.4f, 0.15f, 0.0f };
409 v3_lerp( lerp_cam, player.mdl.cam_pos, 0.8f, lerp_cam );
410 v3_add( lerp_cam, offs, cam_pos );
411
412 /* Look angles */
413 v3_lerp( phys->vl, phys->rb.v, 0.05f, phys->vl );
414
415 player.fgrind = vg_lerpf( player.fgrind, phys->grind, vg.time_delta );
416
417 float yaw = atan2f( phys->vl[0], -phys->vl[2] ),
418 pitch = atan2f
419 (
420 -phys->vl[1],
421 sqrtf
422 (
423 phys->vl[0]*phys->vl[0] + phys->vl[2]*phys->vl[2]
424 )
425 )
426 * 0.7f + vg_lerpf( 0.30f, 0.90f, player.fgrind );
427
428 player.angles[0] = yaw;
429 player.angles[1] = vg_lerpf( player.angles[1], pitch, player.fonboard );
430
431 /* Camera shake */
432 static v2f shake_damp = {0.0f,0.0f};
433 v2f shake = { vg_randf()-0.5f, vg_randf()-0.5f };
434 v2_muls( shake, v3_length(phys->rb.v)*0.3f
435 * (1.0f+fabsf(phys->slip)), shake);
436
437 v2_lerp( shake_damp, shake, 0.01f, shake_damp );
438 shake_damp[0] *= 0.2f;
439
440 v2_muladds( player.angles, shake_damp, 0.1f, player.angles );
441 m4x3_mulv( player.visual_transform, cam_pos, player.camera_pos );
442 }
443 else
444 {
445 float speed = vg.time_delta * k_look_speed;
446 #if 0
447 player.angles[0] += vg_get_axis( "lookh" ) * speed;
448 player.angles[1] += vg_get_axis( "lookv" ) * speed;
449
450 player.angles[1] = vg_clampf( player.angles[1],
451 -k_pitch_limit, k_pitch_limit );
452 #endif
453
454 float s = sinf(player.angles[0]) * 0.2f,
455 c = -cosf(player.angles[0]) * 0.2f;
456 v3f forward_dir = { s,0.15f,c };
457
458
459 m4x3f mtx;
460 v4f rot;
461 q_axis_angle( rot, (v3f){0.0f,1.0f,0.0f},
462 -player.angles[0] -VG_PIf*0.5f );
463 q_m3x3( rot, mtx );
464 v3_copy( player.visual_transform[3], mtx[3] );
465
466 m4x3_mulv( mtx, player.mdl.cam_pos, cam_pos );
467 v3_add( cam_pos, forward_dir, player.camera_pos );
468 v3_lerp( phys->vl, phys->rb.v, 18.0f*vg.time_delta, phys->vl );
469 }
470 }
471
472 #endif /* PLAYER_ANIMATION_H */