fix uninitialized mem
[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("grabl") * 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, 6.0f*vg.time_delta);
89 speed_wobble_2 = vg_lerpf( speed_wobble_2, speed_wobble, 2.4f*vg.time_delta);
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, 2.4f*vg.time_delta);
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, 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 );
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, 6.0f*vg.time_delta );
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,
149 player.phys.pushing,
150 6.0f*vg.time_delta );
151
152 float pt = player.phys.push_time;
153 if( phys->reverse > 0.0f )
154 skeleton_sample_anim( sk, player.mdl.anim_push, pt, bpose );
155 else
156 skeleton_sample_anim( sk, player.mdl.anim_push_reverse, pt, bpose );
157
158 skeleton_lerp_pose( sk, apose, bpose, player.fpush, apose );
159
160 /* trick setup */
161 float jump_start_frame = 14.0f/30.0f;
162
163 player.fjump = vg_lerpf( player.fjump, phys->jump, 8.4f*vg.time_delta );
164
165 float setup_frame = phys->jump * jump_start_frame,
166 setup_blend = vg_minf( player.fjump, 1.0f );
167
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;
171
172 struct skeleton_anim *jump_anim = phys->jump_dir?
173 player.mdl.anim_ollie:
174 player.mdl.anim_ollie_reverse;
175
176 skeleton_sample_anim_clamped( sk, jump_anim, setup_frame, bpose );
177 skeleton_lerp_pose( sk, apose, bpose, setup_blend, ground_pose );
178 }
179
180 mdl_keyframe air_pose[32];
181 {
182 float target = -vg_get_axis("horizontal");
183 player.fairdir = vg_lerpf( player.fairdir, target, 2.4f*vg.time_delta );
184
185 float air_frame = (player.fairdir*0.5f+0.5f) * (15.0f/30.0f);
186
187 skeleton_sample_anim( sk, player.mdl.anim_air, air_frame, apose );
188
189 static v2f grab_choice;
190 v2_lerp( grab_choice, (v2f){ vg_get_axis("h1"), vg_get_axis("v1") },
191 0.04f, grab_choice );
192
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);
196
197 skeleton_sample_anim( sk, player.mdl.anim_grabs, grab_frame, bpose );
198 skeleton_lerp_pose( sk, apose, bpose, phys->grab, air_pose );
199 }
200
201 skeleton_lerp_pose( sk, ground_pose, air_pose, player.ffly, apose );
202
203 float add_grab_mod = 1.0f - player.ffly*phys->grab;
204
205 /* additive effects */
206 {
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 };
212
213 for( int i=0; i<vg_list_size(apply_to); i ++ )
214 {
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;
217 }
218 }
219
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 );
223
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 );
228
229 skeleton_debug( &player.mdl.sk );
230 }
231
232 static void player_animate_death_cam(void)
233 {
234 v3f delta;
235 v3f head_pos;
236 v3_copy( player.mdl.ragdoll[0].rb.co, head_pos );
237
238 v3_sub( head_pos, player.camera_pos, delta );
239 v3_normalize( delta );
240
241 v3f follow_pos;
242 v3_muladds( head_pos, delta, -2.5f, follow_pos );
243 v3_lerp( player.camera_pos, follow_pos, 0.1f, player.camera_pos );
244
245 /*
246 * Make sure the camera stays above the ground
247 */
248 v3f min_height = {0.0f,1.0f,0.0f};
249
250 v3f sample;
251 v3_add( player.camera_pos, min_height, sample );
252 ray_hit hit;
253 hit.dist = min_height[1]*2.0f;
254
255 if( ray_world( sample, (v3f){0.0f,-1.0f,0.0f}, &hit ))
256 v3_add( hit.pos, min_height, player.camera_pos );
257
258 player.camera_pos[1] =
259 vg_maxf( wrender.height + 2.0f, player.camera_pos[1] );
260
261 player.angles[0] = atan2f( delta[0], -delta[2] );
262 player.angles[1] = -asinf( delta[1] );
263 }
264
265 static void player_animate_camera(void)
266 {
267 struct player_phys *phys = &player.phys;
268
269 static v3f lerp_cam = {0.0f,0.0f,0.0f};
270 v3f cam_pos;
271
272 player.fonboard = vg_lerpf( player.fonboard, phys->on_board, vg.time_delta );
273
274 if( phys->on_board )
275 {
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 );
279
280 /* Look angles */
281 v3_lerp( phys->vl, phys->rb.v, 0.05f, phys->vl );
282
283 float yaw = atan2f( phys->vl[0], -phys->vl[2] ),
284 pitch = atan2f( -phys->vl[1],
285 sqrtf(
286 phys->vl[0]*phys->vl[0] + phys->vl[2]*phys->vl[2]
287 )) * 0.7f;
288
289 player.angles[0] = yaw;
290 player.angles[1] = vg_lerpf( player.angles[1], pitch + 0.30f,
291 player.fonboard );
292
293 /* Camera shake */
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);
298
299 v2_lerp( shake_damp, shake, 0.01f, shake_damp );
300 shake_damp[0] *= 0.2f;
301
302 v2_muladds( player.angles, shake_damp, 0.1f, player.angles );
303 m4x3_mulv( phys->rb.to_world, cam_pos, player.camera_pos );
304 }
305 else
306 {
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;
310
311 player.angles[1] = vg_clampf( player.angles[1],
312 -k_pitch_limit, k_pitch_limit );
313
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 };
317
318
319 m4x3f mtx;
320 v4f rot;
321 q_axis_angle( rot, (v3f){0.0f,1.0f,0.0f},
322 -player.angles[0] -VG_PIf*0.5f );
323 q_m3x3( rot, mtx );
324 v3_copy( phys->rb.to_world[3], mtx[3] );
325
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 );
329 }
330 }
331
332 #endif /* PLAYER_ANIMATION_H */