1 #ifndef PLAYER_ANIMATION_H
2 #define PLAYER_ANIMATION_H
6 static void player_animate_offboard(void)
8 struct player_phys
*phys
= &player
.phys
;
10 mdl_keyframe apose
[32], bpose
[32];
11 struct skeleton
*sk
= &player
.mdl
.sk
;
13 float walk_norm
= (float)player
.mdl
.anim_walk
->length
/30.0f
,
14 run_norm
= (float)player
.mdl
.anim_run
->length
/30.0f
,
15 t
= player
.walk_timer
,
16 l
= vg_get_axis("grabr") * 0.5f
+ 0.5f
;
18 skeleton_sample_anim( sk
, player
.mdl
.anim_walk
, t
*walk_norm
, apose
);
19 skeleton_sample_anim( sk
, player
.mdl
.anim_run
, t
*run_norm
, bpose
);
21 skeleton_lerp_pose( sk
, apose
, bpose
, l
, apose
);
23 float idle_walk
= vg_minf( l
* 10.0f
, 1.0f
);
25 skeleton_sample_anim( sk
, player
.mdl
.anim_idle
, vg_time
*0.1f
, bpose
);
26 skeleton_lerp_pose( sk
, apose
, bpose
, 1.0f
-idle_walk
, apose
);
28 skeleton_apply_pose( &player
.mdl
.sk
, apose
, k_anim_apply_defer_ik
);
29 skeleton_apply_ik_pass( &player
.mdl
.sk
);
30 skeleton_apply_pose( &player
.mdl
.sk
, apose
, k_anim_apply_deffered_only
);
32 v3_copy( player
.mdl
.sk
.final_mtx
[player
.mdl
.id_head
-1][3],
35 skeleton_apply_inverses( &player
.mdl
.sk
);
39 q_axis_angle( rot
, (v3f
){0.0f
,1.0f
,0.0f
}, -player
.angles
[0] - VG_PIf
*0.5f
);
41 v3_copy( phys
->rb
.to_world
[3], mtx
[3] );
43 skeleton_apply_transform( &player
.mdl
.sk
, mtx
);
44 skeleton_debug( &player
.mdl
.sk
);
47 static void player_animate(void)
49 struct player_phys
*phys
= &player
.phys
;
53 player_animate_offboard();
58 v3_sub( phys
->rb
.v
, phys
->v_last
, phys
->a
);
59 v3_copy( phys
->rb
.v
, phys
->v_last
);
61 v3_add( phys
->m
, phys
->a
, phys
->m
);
62 v3_lerp( phys
->m
, (v3f
){0.0f
,0.0f
,0.0f
}, 0.1f
, phys
->m
);
64 phys
->m
[0] = vg_clampf( phys
->m
[0], -2.0f
, 2.0f
);
65 phys
->m
[1] = vg_clampf( phys
->m
[1], -2.0f
, 2.0f
);
66 phys
->m
[2] = vg_clampf( phys
->m
[2], -2.0f
, 2.0f
);
67 v3_lerp( phys
->bob
, phys
->m
, 0.2f
, phys
->bob
);
70 float lslip
= fabsf(phys
->slip
);
77 m3x3_mulv( phys
->rb
.to_local
, phys
->bob
, offset
);
79 static float speed_wobble
= 0.0f
, speed_wobble_2
= 0.0f
;
81 float kickspeed
= vg_clampf(v3_length(phys
->rb
.v
)*(1.0f
/40.0f
), 0.0f
, 1.0f
);
82 float kicks
= (vg_randf()-0.5f
)*2.0f
*kickspeed
;
83 float sign
= vg_signf( kicks
);
84 speed_wobble
= vg_lerpf( speed_wobble
, kicks
*kicks
*sign
, 0.1f
);
85 speed_wobble_2
= vg_lerpf( speed_wobble_2
, speed_wobble
, 0.04f
);
88 offset
[0] += speed_wobble_2
*3.0f
;
93 offset
[0] = vg_clampf( offset
[0], -0.8f
, 0.8f
);
94 offset
[1] = vg_clampf( offset
[1], -0.5f
, 0.0f
);
98 * ===========================================
101 /* scalar blending information */
102 float speed
= v3_length( phys
->rb
.v
);
106 float desired
= vg_clampf( lslip
, 0.0f
, 1.0f
);
107 player
.fslide
= vg_lerpf( player
.fslide
, desired
, 0.04f
);
110 /* movement information */
112 float dirz
= phys
->reverse
> 0.0f
? 0.0f
: 1.0f
,
113 dirx
= phys
->slip
< 0.0f
? 0.0f
: 1.0f
,
114 fly
= phys
->in_air
? 1.0f
: 0.0f
;
116 player
.fdirz
= vg_lerpf( player
.fdirz
, dirz
, 0.04f
);
117 player
.fdirx
= vg_lerpf( player
.fdirx
, dirx
, 0.01f
);
118 player
.ffly
= vg_lerpf( player
.ffly
, fly
, 0.04f
);
121 struct skeleton
*sk
= &player
.mdl
.sk
;
123 mdl_keyframe apose
[32], bpose
[32];
124 mdl_keyframe ground_pose
[32];
126 /* when the player is moving fast he will crouch down a little bit */
127 float stand
= 1.0f
- vg_clampf( speed
* 0.03f
, 0.0f
, 1.0f
);
128 player
.fstand
= vg_lerpf( player
.fstand
, stand
, 0.1f
);
131 float dir_frame
= player
.fdirz
* (15.0f
/30.0f
),
132 stand_blend
= offset
[1]*-2.0f
;
134 skeleton_sample_anim( sk
, player
.mdl
.anim_stand
, dir_frame
, apose
);
135 skeleton_sample_anim( sk
, player
.mdl
.anim_highg
, dir_frame
, bpose
);
136 skeleton_lerp_pose( sk
, apose
, bpose
, stand_blend
, apose
);
139 float slide_frame
= player
.fdirx
* (15.0f
/30.0f
);
140 skeleton_sample_anim( sk
, player
.mdl
.anim_slide
, slide_frame
, bpose
);
141 skeleton_lerp_pose( sk
, apose
, bpose
, player
.fslide
, apose
);
144 player
.fpush
= vg_lerpf( player
.fpush
, player
.pushing
, 0.1f
);
146 float pt
= player
.push_time
;
147 if( phys
->reverse
> 0.0f
)
148 skeleton_sample_anim( sk
, player
.mdl
.anim_push
, pt
, bpose
);
150 skeleton_sample_anim( sk
, player
.mdl
.anim_push_reverse
, pt
, bpose
);
152 skeleton_lerp_pose( sk
, apose
, bpose
, player
.fpush
, apose
);
155 float jump_start_frame
= 14.0f
/30.0f
;
157 player
.fjump
= vg_lerpf( player
.fjump
, phys
->jump
, 0.14f
);
159 float setup_frame
= phys
->jump
* jump_start_frame
,
160 setup_blend
= vg_minf( player
.fjump
, 1.0f
);
162 float jump_frame
= (vg_time
- player
.jump_time
) + jump_start_frame
;
163 if( jump_frame
>= jump_start_frame
&& jump_frame
<= (40.0f
/30.0f
) )
164 setup_frame
= jump_frame
;
166 struct skeleton_anim
*jump_anim
= phys
->jump_dir
?
167 player
.mdl
.anim_ollie
:
168 player
.mdl
.anim_ollie_reverse
;
170 skeleton_sample_anim_clamped( sk
, jump_anim
, setup_frame
, bpose
);
171 skeleton_lerp_pose( sk
, apose
, bpose
, setup_blend
, ground_pose
);
174 mdl_keyframe air_pose
[32];
176 float target
= -vg_get_axis("horizontal");
177 player
.fairdir
= vg_lerpf( player
.fairdir
, target
, 0.04f
);
179 float air_frame
= (player
.fairdir
*0.5f
+0.5f
) * (15.0f
/30.0f
);
181 skeleton_sample_anim( sk
, player
.mdl
.anim_air
, air_frame
, apose
);
183 static v2f grab_choice
;
184 v2_lerp( grab_choice
, (v2f
){ vg_get_axis("h1"), vg_get_axis("v1") },
185 0.04f
, grab_choice
);
187 float ang
= atan2f( grab_choice
[0], grab_choice
[1] ),
188 ang_unit
= (ang
+VG_PIf
) * (1.0f
/VG_TAUf
),
189 grab_frame
= ang_unit
* (15.0f
/30.0f
);
191 skeleton_sample_anim( sk
, player
.mdl
.anim_grabs
, grab_frame
, bpose
);
192 skeleton_lerp_pose( sk
, apose
, bpose
, phys
->grab
, air_pose
);
195 skeleton_lerp_pose( sk
, ground_pose
, air_pose
, player
.ffly
, apose
);
197 float add_grab_mod
= 1.0f
- player
.ffly
*phys
->grab
;
199 /* additive effects */
201 u32 apply_to
[] = { player
.mdl
.id_hip
,
202 player
.mdl
.id_ik_hand_l
,
203 player
.mdl
.id_ik_hand_r
,
204 player
.mdl
.id_ik_elbow_l
,
205 player
.mdl
.id_ik_elbow_r
};
207 for( int i
=0; i
<vg_list_size(apply_to
); i
++ )
209 apose
[apply_to
[i
]-1].co
[0] += offset
[0]*add_grab_mod
;
210 apose
[apply_to
[i
]-1].co
[2] += offset
[2]*add_grab_mod
;
214 skeleton_apply_pose( &player
.mdl
.sk
, apose
, k_anim_apply_defer_ik
);
215 skeleton_apply_ik_pass( &player
.mdl
.sk
);
216 skeleton_apply_pose( &player
.mdl
.sk
, apose
, k_anim_apply_deffered_only
);
218 v3_copy( player
.mdl
.sk
.final_mtx
[player
.mdl
.id_head
-1][3],
219 player
.mdl
.cam_pos
);
220 skeleton_apply_inverses( &player
.mdl
.sk
);
221 skeleton_apply_transform( &player
.mdl
.sk
, phys
->rb
.to_world
);
223 skeleton_debug( &player
.mdl
.sk
);
226 static void player_animate_death_cam(void)
230 v3_copy( player
.mdl
.ragdoll
[0].rb
.co
, head_pos
);
232 v3_sub( head_pos
, player
.camera_pos
, delta
);
233 v3_normalize( delta
);
236 v3_muladds( head_pos
, delta
, -2.5f
, follow_pos
);
237 v3_lerp( player
.camera_pos
, follow_pos
, 0.1f
, player
.camera_pos
);
240 * Make sure the camera stays above the ground
242 v3f min_height
= {0.0f
,1.0f
,0.0f
};
245 v3_add( player
.camera_pos
, min_height
, sample
);
247 hit
.dist
= min_height
[1]*2.0f
;
249 if( ray_world( sample
, (v3f
){0.0f
,-1.0f
,0.0f
}, &hit
))
250 v3_add( hit
.pos
, min_height
, player
.camera_pos
);
252 player
.camera_pos
[1] =
253 vg_maxf( wrender
.height
+ 2.0f
, player
.camera_pos
[1] );
255 player
.angles
[0] = atan2f( delta
[0], -delta
[2] );
256 player
.angles
[1] = -asinf( delta
[1] );
259 static void player_animate_camera(void)
261 struct player_phys
*phys
= &player
.phys
;
263 static v3f lerp_cam
= {0.0f
,0.0f
,0.0f
};
266 player
.fonboard
= vg_lerpf(player
.fonboard
, phys
->on_board
, ktimestep
*1.0f
);
270 v3f offs
= { -0.4f
, 0.15f
, 0.0f
};
271 v3_lerp( lerp_cam
, player
.mdl
.cam_pos
, 0.8f
, lerp_cam
);
272 v3_add( lerp_cam
, offs
, cam_pos
);
275 v3_lerp( phys
->vl
, phys
->rb
.v
, 0.05f
, phys
->vl
);
277 float yaw
= atan2f( phys
->vl
[0], -phys
->vl
[2] ),
278 pitch
= atan2f( -phys
->vl
[1],
280 phys
->vl
[0]*phys
->vl
[0] + phys
->vl
[2]*phys
->vl
[2]
283 player
.angles
[0] = yaw
;
284 player
.angles
[1] = vg_lerpf( player
.angles
[1], pitch
+ 0.30f
,
288 static v2f shake_damp
= {0.0f
,0.0f
};
289 v2f shake
= { vg_randf()-0.5f
, vg_randf()-0.5f
};
290 v2_muls( shake
, v3_length(phys
->rb
.v
)*0.3f
291 * (1.0f
+fabsf(phys
->slip
)), shake
);
293 v2_lerp( shake_damp
, shake
, 0.01f
, shake_damp
);
294 shake_damp
[0] *= 0.2f
;
296 v2_muladds( player
.angles
, shake_damp
, 0.1f
, player
.angles
);
297 m4x3_mulv( phys
->rb
.to_world
, cam_pos
, player
.camera_pos
);
301 float speed
= ktimestep
* k_look_speed
;
302 player
.angles
[0] += vg_get_axis( "horizontal" ) * speed
;
303 player
.angles
[1] += vg_get_axis( "vertical" ) * speed
;
305 player
.angles
[1] = vg_clampf( player
.angles
[1],
306 -k_pitch_limit
, k_pitch_limit
);
308 float s
= sinf(player
.angles
[0]) * 0.2f
,
309 c
= -cosf(player
.angles
[0]) * 0.2f
;
310 v3f forward_dir
= { s
,0.15f
,c
};
315 q_axis_angle( rot
, (v3f
){0.0f
,1.0f
,0.0f
},
316 -player
.angles
[0] -VG_PIf
*0.5f
);
318 v3_copy( phys
->rb
.to_world
[3], mtx
[3] );
320 m4x3_mulv( mtx
, player
.mdl
.cam_pos
, cam_pos
);
321 v3_add( cam_pos
, forward_dir
, player
.camera_pos
);
322 v3_lerp( phys
->vl
, phys
->rb
.v
, 0.3f
, phys
->vl
);
326 #endif /* PLAYER_ANIMATION_H */