2 * Copyright (C) 2021-2022 Mt.ZERO Software, Harry Godden - All Rights Reserved
5 #ifndef PLAYER_ANIMATION_H
6 #define PLAYER_ANIMATION_H
10 static void player_animate_offboard(void)
12 struct player_phys
*phys
= &player
.phys
;
14 mdl_keyframe apose
[32], bpose
[32];
15 struct skeleton
*sk
= &player
.mdl
.sk
;
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
;
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
);
25 skeleton_lerp_pose( sk
, apose
, bpose
, l
, apose
);
27 float idle_walk
= vg_minf(l
* 10.0f
, 1.0f
);
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
);
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
);
36 v3_copy( player
.mdl
.sk
.final_mtx
[player
.mdl
.id_head
-1][3],
39 skeleton_apply_inverses( &player
.mdl
.sk
);
43 q_axis_angle( rot
, (v3f
){0.0f
,1.0f
,0.0f
}, -player
.angles
[0] - VG_PIf
*0.5f
);
45 v3_copy( phys
->rb
.to_world
[3], mtx
[3] );
47 skeleton_apply_transform( &player
.mdl
.sk
, mtx
);
48 skeleton_debug( &player
.mdl
.sk
);
51 static void player_animate(void)
53 struct player_phys
*phys
= &player
.phys
;
57 player_animate_offboard();
62 v3_sub( phys
->rb
.v
, phys
->v_last
, phys
->a
);
63 v3_copy( phys
->rb
.v
, phys
->v_last
);
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
);
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
);
74 float lslip
= fabsf(phys
->slip
);
81 m3x3_mulv( phys
->rb
.to_local
, phys
->bob
, offset
);
83 static float speed_wobble
= 0.0f
, speed_wobble_2
= 0.0f
;
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
, 6.0f
*vg
.time_delta
);
89 speed_wobble_2
= vg_lerpf( speed_wobble_2
, speed_wobble
, 2.4f
*vg
.time_delta
);
92 offset
[0] += speed_wobble_2
*3.0f
;
97 offset
[0] = vg_clampf( offset
[0], -0.8f
, 0.8f
);
98 offset
[1] = vg_clampf( offset
[1], -0.5f
, 0.0f
);
102 * ===========================================
105 /* scalar blending information */
106 float speed
= v3_length( phys
->rb
.v
);
110 float desired
= vg_clampf( lslip
, 0.0f
, 1.0f
);
111 player
.fslide
= vg_lerpf( player
.fslide
, desired
, 2.4f
*vg
.time_delta
);
114 /* movement information */
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
;
120 player
.fdirz
= vg_lerpf( player
.fdirz
, dirz
, 2.4f
*vg
.time_delta
);
121 player
.fdirx
= vg_lerpf( player
.fdirx
, dirx
, 0.6f
*vg
.time_delta
);
122 player
.ffly
= vg_lerpf( player
.ffly
, fly
, 2.4f
*vg
.time_delta
);
125 struct skeleton
*sk
= &player
.mdl
.sk
;
127 mdl_keyframe apose
[32], bpose
[32];
128 mdl_keyframe ground_pose
[32];
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
, 6.0f
*vg
.time_delta
);
135 float dir_frame
= player
.fdirz
* (15.0f
/30.0f
),
136 stand_blend
= offset
[1]*-2.0f
;
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
);
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
);
148 player
.fpush
= vg_lerpf( player
.fpush
,
150 6.0f
*vg
.time_delta
);
152 float pt
= player
.phys
.push_time
;
153 if( phys
->reverse
> 0.0f
)
154 skeleton_sample_anim( sk
, player
.mdl
.anim_push
, pt
, bpose
);
156 skeleton_sample_anim( sk
, player
.mdl
.anim_push_reverse
, pt
, bpose
);
158 skeleton_lerp_pose( sk
, apose
, bpose
, player
.fpush
, apose
);
161 float jump_start_frame
= 14.0f
/30.0f
;
163 player
.fjump
= vg_lerpf( player
.fjump
, phys
->jump
, 8.4f
*vg
.time_delta
);
165 float setup_frame
= phys
->jump
* jump_start_frame
,
166 setup_blend
= vg_minf( player
.fjump
, 1.0f
);
168 float jump_frame
= (vg
.time
- player
.jump_time
) + jump_start_frame
;
169 if( jump_frame
>= jump_start_frame
&& jump_frame
<= (40.0f
/30.0f
) )
170 setup_frame
= jump_frame
;
172 struct skeleton_anim
*jump_anim
= phys
->jump_dir
?
173 player
.mdl
.anim_ollie
:
174 player
.mdl
.anim_ollie_reverse
;
176 skeleton_sample_anim_clamped( sk
, jump_anim
, setup_frame
, bpose
);
177 skeleton_lerp_pose( sk
, apose
, bpose
, setup_blend
, ground_pose
);
180 mdl_keyframe air_pose
[32];
182 float target
= -vg_get_axis("horizontal");
183 player
.fairdir
= vg_lerpf( player
.fairdir
, target
, 2.4f
*vg
.time_delta
);
185 float air_frame
= (player
.fairdir
*0.5f
+0.5f
) * (15.0f
/30.0f
);
187 skeleton_sample_anim( sk
, player
.mdl
.anim_air
, air_frame
, apose
);
189 static v2f grab_choice
;
190 v2_lerp( grab_choice
, (v2f
){ vg_get_axis("h1"), vg_get_axis("v1") },
191 0.04f
, grab_choice
);
193 float ang
= atan2f( grab_choice
[0], grab_choice
[1] ),
194 ang_unit
= (ang
+VG_PIf
) * (1.0f
/VG_TAUf
),
195 grab_frame
= ang_unit
* (15.0f
/30.0f
);
197 skeleton_sample_anim( sk
, player
.mdl
.anim_grabs
, grab_frame
, bpose
);
198 skeleton_lerp_pose( sk
, apose
, bpose
, phys
->grab
, air_pose
);
201 skeleton_lerp_pose( sk
, ground_pose
, air_pose
, player
.ffly
, apose
);
203 float add_grab_mod
= 1.0f
- player
.ffly
*phys
->grab
;
205 /* additive effects */
207 u32 apply_to
[] = { player
.mdl
.id_hip
,
208 player
.mdl
.id_ik_hand_l
,
209 player
.mdl
.id_ik_hand_r
,
210 player
.mdl
.id_ik_elbow_l
,
211 player
.mdl
.id_ik_elbow_r
};
213 for( int i
=0; i
<vg_list_size(apply_to
); i
++ )
215 apose
[apply_to
[i
]-1].co
[0] += offset
[0]*add_grab_mod
;
216 apose
[apply_to
[i
]-1].co
[2] += offset
[2]*add_grab_mod
;
220 skeleton_apply_pose( &player
.mdl
.sk
, apose
, k_anim_apply_defer_ik
);
221 skeleton_apply_ik_pass( &player
.mdl
.sk
);
222 skeleton_apply_pose( &player
.mdl
.sk
, apose
, k_anim_apply_deffered_only
);
224 v3_copy( player
.mdl
.sk
.final_mtx
[player
.mdl
.id_head
-1][3],
225 player
.mdl
.cam_pos
);
226 skeleton_apply_inverses( &player
.mdl
.sk
);
227 skeleton_apply_transform( &player
.mdl
.sk
, phys
->rb
.to_world
);
229 skeleton_debug( &player
.mdl
.sk
);
232 static void player_animate_death_cam(void)
236 v3_copy( player
.mdl
.ragdoll
[0].rb
.co
, head_pos
);
238 v3_sub( head_pos
, player
.camera_pos
, delta
);
239 v3_normalize( delta
);
242 v3_muladds( head_pos
, delta
, -2.5f
, follow_pos
);
243 v3_lerp( player
.camera_pos
, follow_pos
, 0.1f
, player
.camera_pos
);
246 * Make sure the camera stays above the ground
248 v3f min_height
= {0.0f
,1.0f
,0.0f
};
251 v3_add( player
.camera_pos
, min_height
, sample
);
253 hit
.dist
= min_height
[1]*2.0f
;
255 if( ray_world( sample
, (v3f
){0.0f
,-1.0f
,0.0f
}, &hit
))
256 v3_add( hit
.pos
, min_height
, player
.camera_pos
);
258 player
.camera_pos
[1] =
259 vg_maxf( wrender
.height
+ 2.0f
, player
.camera_pos
[1] );
261 player
.angles
[0] = atan2f( delta
[0], -delta
[2] );
262 player
.angles
[1] = -asinf( delta
[1] );
265 static void player_animate_camera(void)
267 struct player_phys
*phys
= &player
.phys
;
269 static v3f lerp_cam
= {0.0f
,0.0f
,0.0f
};
272 player
.fonboard
= vg_lerpf( player
.fonboard
, phys
->on_board
, vg
.time_delta
);
276 v3f offs
= { -0.4f
, 0.15f
, 0.0f
};
277 v3_lerp( lerp_cam
, player
.mdl
.cam_pos
, 0.8f
, lerp_cam
);
278 v3_add( lerp_cam
, offs
, cam_pos
);
281 v3_lerp( phys
->vl
, phys
->rb
.v
, 0.05f
, phys
->vl
);
283 float yaw
= atan2f( phys
->vl
[0], -phys
->vl
[2] ),
284 pitch
= atan2f( -phys
->vl
[1],
286 phys
->vl
[0]*phys
->vl
[0] + phys
->vl
[2]*phys
->vl
[2]
289 player
.angles
[0] = yaw
;
290 player
.angles
[1] = vg_lerpf( player
.angles
[1], pitch
+ 0.30f
,
294 static v2f shake_damp
= {0.0f
,0.0f
};
295 v2f shake
= { vg_randf()-0.5f
, vg_randf()-0.5f
};
296 v2_muls( shake
, v3_length(phys
->rb
.v
)*0.3f
297 * (1.0f
+fabsf(phys
->slip
)), shake
);
299 v2_lerp( shake_damp
, shake
, 0.01f
, shake_damp
);
300 shake_damp
[0] *= 0.2f
;
302 v2_muladds( player
.angles
, shake_damp
, 0.1f
, player
.angles
);
303 m4x3_mulv( phys
->rb
.to_world
, cam_pos
, player
.camera_pos
);
307 float speed
= vg
.time_delta
* k_look_speed
;
308 player
.angles
[0] += vg_get_axis( "horizontal" ) * speed
;
309 player
.angles
[1] += vg_get_axis( "vertical" ) * speed
;
311 player
.angles
[1] = vg_clampf( player
.angles
[1],
312 -k_pitch_limit
, k_pitch_limit
);
314 float s
= sinf(player
.angles
[0]) * 0.2f
,
315 c
= -cosf(player
.angles
[0]) * 0.2f
;
316 v3f forward_dir
= { s
,0.15f
,c
};
321 q_axis_angle( rot
, (v3f
){0.0f
,1.0f
,0.0f
},
322 -player
.angles
[0] -VG_PIf
*0.5f
);
324 v3_copy( phys
->rb
.to_world
[3], mtx
[3] );
326 m4x3_mulv( mtx
, player
.mdl
.cam_pos
, cam_pos
);
327 v3_add( cam_pos
, forward_dir
, player
.camera_pos
);
328 v3_lerp( phys
->vl
, phys
->rb
.v
, 0.3f
, phys
->vl
);
332 #endif /* PLAYER_ANIMATION_H */