rail targeting
[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
34 if( player.walk > 0.025f )
35 {
36 /* TODO move */
37 float walk_norm = 30.0f/(float)player.mdl.anim_walk->length,
38 run_norm = 30.0f/(float)player.mdl.anim_run->length,
39 walk_adv = vg_lerpf( walk_norm, run_norm, player.walk );
40
41 player.walk_timer += walk_adv * vg.time_delta;
42 }
43 else
44 {
45 player.walk_timer = 0.0f;
46 }
47
48 float walk_norm = (float)player.mdl.anim_walk->length/30.0f,
49 run_norm = (float)player.mdl.anim_run->length/30.0f,
50 t = player.walk_timer,
51 l = vg_clampf( player.frun*15.0f, 0.0f, 1.0f ),
52 idle_walk = vg_clampf( (player.frun-0.1f)/(1.0f-0.1f), 0.0f, 1.0f );
53
54 /* walk/run */
55 skeleton_sample_anim( sk, player.mdl.anim_walk, t*walk_norm, apose );
56 skeleton_sample_anim( sk, player.mdl.anim_run, t*run_norm, bpose );
57
58 skeleton_lerp_pose( sk, apose, bpose, l, apose );
59
60 /* idle */
61 skeleton_sample_anim( sk, player.mdl.anim_idle, vg.time*0.1f, bpose );
62 skeleton_lerp_pose( sk, apose, bpose, 1.0f-idle_walk, apose );
63
64 /* air */
65 skeleton_sample_anim( sk, player.mdl.anim_jump, vg.time*0.6f, bpose );
66 skeleton_lerp_pose( sk, apose, bpose, player.ffly, apose );
67
68 skeleton_apply_pose( &player.mdl.sk, apose, k_anim_apply_defer_ik );
69 skeleton_apply_ik_pass( &player.mdl.sk );
70 skeleton_apply_pose( &player.mdl.sk, apose, k_anim_apply_deffered_only );
71
72 v3_copy( player.mdl.sk.final_mtx[player.mdl.id_head-1][3],
73 player.mdl.cam_pos );
74
75 skeleton_apply_inverses( &player.mdl.sk );
76
77 m4x3f mtx;
78 v4f rot;
79 q_axis_angle( rot, (v3f){0.0f,1.0f,0.0f}, -player.angles[0] - VG_PIf*0.5f );
80 q_m3x3( rot, mtx );
81 v3_copy( player.visual_transform[3], mtx[3] );
82
83 skeleton_apply_transform( &player.mdl.sk, mtx );
84 skeleton_debug( &player.mdl.sk );
85 }
86
87 VG_STATIC void player_animate(void)
88 {
89 struct player_phys *phys = &player.phys;
90 rb_extrapolate_transform( &player.phys.rb, player.visual_transform );
91
92 v4f qfake_rot;
93 m3x3f fake_rot;
94 float substep = vg_clampf( vg.accumulator / VG_TIMESTEP_FIXED, 0.0f, 1.0f );
95 q_axis_angle( qfake_rot, phys->rb.up, phys->siY*substep );
96 q_m3x3( qfake_rot, fake_rot );
97 m3x3_mul( fake_rot, player.visual_transform, player.visual_transform );
98
99 m4x3_invert_affine( player.visual_transform, player.inv_visual_transform );
100
101 if( !phys->on_board )
102 {
103 player_animate_offboard();
104 return;
105 }
106
107 /* Camera position */
108 v3_sub( phys->rb.v, phys->v_last, phys->a );
109 v3_copy( phys->rb.v, phys->v_last );
110
111 v3_add( phys->m, phys->a, phys->m );
112 v3_lerp( phys->m, (v3f){0.0f,0.0f,0.0f}, 0.1f, phys->m );
113
114 phys->m[0] = vg_clampf( phys->m[0], -2.0f, 2.0f );
115 phys->m[1] = vg_clampf( phys->m[1], -2.0f, 2.0f );
116 phys->m[2] = vg_clampf( phys->m[2], -2.0f, 2.0f );
117 v3_lerp( phys->bob, phys->m, 0.2f, phys->bob );
118
119 /* Head */
120 float lslip = fabsf(phys->slip);
121
122 float kheight = 2.0f,
123 kleg = 0.6f;
124
125 v3f offset;
126 v3_zero( offset );
127 m3x3_mulv( player.inv_visual_transform, phys->bob, offset );
128
129 static float speed_wobble = 0.0f, speed_wobble_2 = 0.0f;
130
131 float kickspeed = vg_clampf(v3_length(phys->rb.v)*(1.0f/40.0f), 0.0f, 1.0f);
132 float kicks = (vg_randf()-0.5f)*2.0f*kickspeed;
133 float sign = vg_signf( kicks );
134 speed_wobble = vg_lerpf( speed_wobble, kicks*kicks*sign, 6.0f*vg.time_delta);
135 speed_wobble_2 = vg_lerpf( speed_wobble_2, speed_wobble, 2.4f*vg.time_delta);
136
137 offset[0] *= 0.26f;
138 offset[0] += speed_wobble_2*3.0f;
139
140 offset[1] *= -0.3f;
141 offset[2] *= 0.01f;
142
143 offset[0]=vg_clampf(offset[0],-0.8f,0.8f)*(1.0f-fabsf(player.fslide)*0.9f);
144 offset[1]=vg_clampf(offset[1],-0.5f,0.0f);
145
146 /*
147 * Animation blending
148 * ===========================================
149 */
150
151 /* scalar blending information */
152 float speed = v3_length( phys->rb.v );
153
154 /* sliding */
155 {
156 float desired = vg_clampf( lslip, 0.0f, 1.0f );
157 player.fslide = vg_lerpf( player.fslide, desired, 2.4f*vg.time_delta);
158 }
159
160 /* movement information */
161 {
162 float dirz = phys->reverse > 0.0f? 0.0f: 1.0f,
163 dirx = phys->slip < 0.0f? 0.0f: 1.0f,
164 fly = (phys->in_air|phys->grind)? 1.0f: 0.0f;
165
166 player.fdirz = vg_lerpf( player.fdirz, dirz, 2.4f*vg.time_delta );
167 player.fdirx = vg_lerpf( player.fdirx, dirx, 0.6f*vg.time_delta );
168 player.ffly = vg_lerpf( player.ffly, fly, 2.4f*vg.time_delta );
169 }
170
171 struct skeleton *sk = &player.mdl.sk;
172
173 mdl_keyframe apose[32], bpose[32];
174 mdl_keyframe ground_pose[32];
175 {
176 /* when the player is moving fast he will crouch down a little bit */
177 float stand = 1.0f - vg_clampf( speed * 0.03f, 0.0f, 1.0f );
178 player.fstand = vg_lerpf( player.fstand, stand, 6.0f*vg.time_delta );
179
180 /* stand/crouch */
181 float dir_frame = player.fdirz * (15.0f/30.0f),
182 stand_blend = offset[1]*-2.0f;
183
184 skeleton_sample_anim( sk, player.mdl.anim_stand, dir_frame, apose );
185 skeleton_sample_anim( sk, player.mdl.anim_highg, dir_frame, bpose );
186 skeleton_lerp_pose( sk, apose, bpose, stand_blend, apose );
187
188 /* sliding */
189 float slide_frame = player.fdirx * (15.0f/30.0f);
190 skeleton_sample_anim( sk, player.mdl.anim_slide, slide_frame, bpose );
191 skeleton_lerp_pose( sk, apose, bpose, player.fslide, apose );
192
193 /* pushing */
194 player.fpush = vg_lerpf( player.fpush,
195 player.phys.pushing,
196 6.0f*vg.time_delta );
197
198 float pt = player.phys.push_time + vg.accumulator;
199 if( phys->reverse > 0.0f )
200 skeleton_sample_anim( sk, player.mdl.anim_push, pt, bpose );
201 else
202 skeleton_sample_anim( sk, player.mdl.anim_push_reverse, pt, bpose );
203
204 skeleton_lerp_pose( sk, apose, bpose, player.fpush, apose );
205
206 /* trick setup */
207 float jump_start_frame = 14.0f/30.0f;
208
209 player.fjump = vg_lerpf( player.fjump, phys->jump, 8.4f*vg.time_delta );
210
211 float setup_frame = phys->jump * jump_start_frame,
212 setup_blend = vg_minf( player.fjump, 1.0f );
213
214 float jump_frame = (vg.time - player.jump_time) + jump_start_frame;
215 if( jump_frame >= jump_start_frame && jump_frame <= (40.0f/30.0f) )
216 setup_frame = jump_frame;
217
218 struct skeleton_anim *jump_anim = phys->jump_dir?
219 player.mdl.anim_ollie:
220 player.mdl.anim_ollie_reverse;
221
222 skeleton_sample_anim_clamped( sk, jump_anim, setup_frame, bpose );
223 skeleton_lerp_pose( sk, apose, bpose, setup_blend, ground_pose );
224 }
225
226 mdl_keyframe air_pose[32];
227 {
228 float target = -player.input_js1h->axis.value;
229 player.fairdir = vg_lerpf( player.fairdir, target, 2.4f*vg.time_delta );
230
231 float air_frame = (player.fairdir*0.5f+0.5f) * (15.0f/30.0f);
232
233 skeleton_sample_anim( sk, player.mdl.anim_air, air_frame, apose );
234
235 static v2f grab_choice;
236
237 v2f grab_input = { player.input_js2h->axis.value,
238 player.input_js2v->axis.value };
239 v2_add( player.phys.grab_mouse_delta, grab_input, grab_input );
240 if( v2_length2( grab_input ) <= 0.001f )
241 grab_input[0] = -1.0f;
242 else
243 v2_normalize_clamp( grab_input );
244 v2_lerp( grab_choice, grab_input, 2.4f*vg.time_delta, grab_choice );
245
246 float ang = atan2f( grab_choice[0], grab_choice[1] ),
247 ang_unit = (ang+VG_PIf) * (1.0f/VG_TAUf),
248 grab_frame = ang_unit * (15.0f/30.0f);
249
250 skeleton_sample_anim( sk, player.mdl.anim_grabs, grab_frame, bpose );
251 skeleton_lerp_pose( sk, apose, bpose, phys->grab, air_pose );
252 }
253
254 skeleton_lerp_pose( sk, ground_pose, air_pose, player.ffly, apose );
255
256 float add_grab_mod = 1.0f - player.ffly;//*phys->grab;
257
258 /* additive effects */
259 {
260 u32 apply_to[] = { player.mdl.id_hip,
261 player.mdl.id_ik_hand_l,
262 player.mdl.id_ik_hand_r,
263 player.mdl.id_ik_elbow_l,
264 player.mdl.id_ik_elbow_r };
265
266 for( int i=0; i<vg_list_size(apply_to); i ++ )
267 {
268 apose[apply_to[i]-1].co[0] += offset[0]*add_grab_mod;
269 apose[apply_to[i]-1].co[2] += offset[2]*add_grab_mod;
270 }
271 }
272
273 skeleton_apply_pose( &player.mdl.sk, apose, k_anim_apply_defer_ik );
274 skeleton_apply_ik_pass( &player.mdl.sk );
275 skeleton_apply_pose( &player.mdl.sk, apose, k_anim_apply_deffered_only );
276
277 v3_copy( player.mdl.sk.final_mtx[player.mdl.id_head-1][3],
278 player.mdl.cam_pos );
279 skeleton_apply_inverses( &player.mdl.sk );
280 skeleton_apply_transform( &player.mdl.sk, player.visual_transform );
281
282 skeleton_debug( &player.mdl.sk );
283 }
284
285 VG_STATIC void player_animate_death_cam(void)
286 {
287 v3f delta;
288 v3f head_pos;
289 v3_copy( player.mdl.ragdoll[0].rb.co, head_pos );
290
291 v3_sub( head_pos, player.camera_pos, delta );
292 v3_normalize( delta );
293
294 v3f follow_pos;
295 v3_muladds( head_pos, delta, -2.5f, follow_pos );
296 v3_lerp( player.camera_pos, follow_pos, 0.1f, player.camera_pos );
297
298 /*
299 * Make sure the camera stays above the ground
300 */
301 v3f min_height = {0.0f,1.0f,0.0f};
302
303 v3f sample;
304 v3_add( player.camera_pos, min_height, sample );
305 ray_hit hit;
306 hit.dist = min_height[1]*2.0f;
307
308 if( ray_world( sample, (v3f){0.0f,-1.0f,0.0f}, &hit ))
309 v3_add( hit.pos, min_height, player.camera_pos );
310
311 if( world.water.enabled )
312 {
313 player.camera_pos[1] =
314 vg_maxf( world.water.height + 2.0f, player.camera_pos[1] );
315 }
316
317 player.angles[0] = atan2f( delta[0], -delta[2] );
318 player.angles[1] = -asinf( delta[1] );
319 }
320
321 VG_STATIC void player_animate_camera(void)
322 {
323 struct player_phys *phys = &player.phys;
324
325 static v3f lerp_cam = {0.0f,0.0f,0.0f};
326 v3f cam_pos;
327
328 player.fonboard = vg_lerpf( player.fonboard, phys->on_board, vg.time_delta );
329
330 if( phys->on_board )
331 {
332 v3f offs = { -0.4f, 0.15f, 0.0f };
333 v3_lerp( lerp_cam, player.mdl.cam_pos, 0.8f, lerp_cam );
334 v3_add( lerp_cam, offs, cam_pos );
335
336 /* Look angles */
337 v3_lerp( phys->vl, phys->rb.v, 0.05f, phys->vl );
338
339 player.fgrind = vg_lerpf( player.fgrind, phys->grind, vg.time_delta );
340
341 float yaw = atan2f( phys->vl[0], -phys->vl[2] ),
342 pitch = atan2f
343 (
344 -phys->vl[1],
345 sqrtf
346 (
347 phys->vl[0]*phys->vl[0] + phys->vl[2]*phys->vl[2]
348 )
349 )
350 * 0.7f + vg_lerpf( 0.30f, 0.90f, player.fgrind );
351
352 player.angles[0] = yaw;
353 player.angles[1] = vg_lerpf( player.angles[1], pitch, player.fonboard );
354
355 /* Camera shake */
356 static v2f shake_damp = {0.0f,0.0f};
357 v2f shake = { vg_randf()-0.5f, vg_randf()-0.5f };
358 v2_muls( shake, v3_length(phys->rb.v)*0.3f
359 * (1.0f+fabsf(phys->slip)), shake);
360
361 v2_lerp( shake_damp, shake, 0.01f, shake_damp );
362 shake_damp[0] *= 0.2f;
363
364 v2_muladds( player.angles, shake_damp, 0.1f, player.angles );
365 m4x3_mulv( player.visual_transform, cam_pos, player.camera_pos );
366 }
367 else
368 {
369 float speed = vg.time_delta * k_look_speed;
370 #if 0
371 player.angles[0] += vg_get_axis( "lookh" ) * speed;
372 player.angles[1] += vg_get_axis( "lookv" ) * speed;
373
374 player.angles[1] = vg_clampf( player.angles[1],
375 -k_pitch_limit, k_pitch_limit );
376 #endif
377
378 float s = sinf(player.angles[0]) * 0.2f,
379 c = -cosf(player.angles[0]) * 0.2f;
380 v3f forward_dir = { s,0.15f,c };
381
382
383 m4x3f mtx;
384 v4f rot;
385 q_axis_angle( rot, (v3f){0.0f,1.0f,0.0f},
386 -player.angles[0] -VG_PIf*0.5f );
387 q_m3x3( rot, mtx );
388 v3_copy( player.visual_transform[3], mtx[3] );
389
390 m4x3_mulv( mtx, player.mdl.cam_pos, cam_pos );
391 v3_add( cam_pos, forward_dir, player.camera_pos );
392 v3_lerp( phys->vl, phys->rb.v, 18.0f*vg.time_delta, phys->vl );
393 }
394 }
395
396 #endif /* PLAYER_ANIMATION_H */