#define PLAYER_ANIMATION_H
#include "player.h"
+#include "player_physics_walk.h"
VG_STATIC void player_animate_offboard(void)
{
- {
- float fly = player.phys.in_air,
- rate;
-
- if( player.phys.in_air )
- rate = 2.4f;
- else
- rate = 9.0f;
-
- player.ffly = vg_lerpf( player.ffly, fly, rate*vg.time_delta );
- player.frun = vg_lerpf( player.frun,
- player.walk *
- (1.0f + player.input_walk->button.value*0.5f),
- 2.0f*vg.time_delta );
- }
-
- struct player_phys *phys = &player.phys;
-
- mdl_keyframe apose[32], bpose[32];
- struct skeleton *sk = &player.mdl.sk;
-
- if( player.walk > 0.025f )
- {
- /* TODO move */
- float walk_norm = 30.0f/(float)player.mdl.anim_walk->length,
- run_norm = 30.0f/(float)player.mdl.anim_run->length,
- walk_adv = vg_lerpf( walk_norm, run_norm, player.walk );
-
- player.walk_timer += walk_adv * vg.time_delta;
- }
- else
- {
- player.walk_timer = 0.0f;
- }
-
- float walk_norm = (float)player.mdl.anim_walk->length/30.0f,
- run_norm = (float)player.mdl.anim_run->length/30.0f,
- t = player.walk_timer,
- l = vg_clampf( player.frun*15.0f, 0.0f, 1.0f ),
- idle_walk = vg_clampf( (player.frun-0.1f)/(1.0f-0.1f), 0.0f, 1.0f );
-
- /* walk/run */
- skeleton_sample_anim( sk, player.mdl.anim_walk, t*walk_norm, apose );
- skeleton_sample_anim( sk, player.mdl.anim_run, t*run_norm, bpose );
-
- skeleton_lerp_pose( sk, apose, bpose, l, apose );
-
- /* idle */
- skeleton_sample_anim( sk, player.mdl.anim_idle, vg.time*0.1f, bpose );
- skeleton_lerp_pose( sk, apose, bpose, 1.0f-idle_walk, apose );
-
- /* air */
- skeleton_sample_anim( sk, player.mdl.anim_jump, vg.time*0.6f, bpose );
- skeleton_lerp_pose( sk, apose, bpose, player.ffly, apose );
-
- skeleton_apply_pose( &player.mdl.sk, apose, k_anim_apply_defer_ik );
- skeleton_apply_ik_pass( &player.mdl.sk );
- skeleton_apply_pose( &player.mdl.sk, apose, k_anim_apply_deffered_only );
-
- v3_copy( player.mdl.sk.final_mtx[player.mdl.id_head-1][3],
- player.mdl.cam_pos );
-
- skeleton_apply_inverses( &player.mdl.sk );
-
- m4x3f mtx;
- v4f rot;
- q_axis_angle( rot, (v3f){0.0f,1.0f,0.0f}, -player.angles[0] - VG_PIf*0.5f );
- q_m3x3( rot, mtx );
- v3_copy( player.visual_transform[3], mtx[3] );
-
- skeleton_apply_transform( &player.mdl.sk, mtx );
- skeleton_debug( &player.mdl.sk );
+ player_walk_animate( &player_walky, &player.mdl.sk, NULL );
}
VG_STATIC void player_animate(void)
{
+#if 0
struct player_phys *phys = &player.phys;
rb_extrapolate_transform( &player.phys.rb, player.visual_transform );
v3_muladds( player.visual_transform[3], phys->rb.up, -0.2f,
m4x3_invert_affine( player.visual_transform, player.inv_visual_transform );
- if( !phys->on_board )
+ if( phys->controller == k_player_controller_walk )
{
player_animate_offboard();
return;
/* movement information */
{
+ int iair = (player_skate.activity == k_skate_activity_air) ||
+ (player_skate.activity == k_skate_activity_grind );
+
float dirz = phys->reverse > 0.0f? 0.0f: 1.0f,
dirx = phys->slip < 0.0f? 0.0f: 1.0f,
- fly = (phys->in_air|phys->grind)? 1.0f: 0.0f;
+ fly = iair? 1.0f: 0.0f;
player.fdirz = vg_lerpf( player.fdirz, dirz, 2.4f*vg.time_delta );
player.fdirx = vg_lerpf( player.fdirx, dirx, 0.6f*vg.time_delta );
skeleton_lerp_pose( sk, apose, bpose, player.fslide, apose );
/* pushing */
+ double push_time = vg.time - player.phys.start_push;
+
player.fpush = vg_lerpf( player.fpush,
- player.phys.pushing,
+ (vg.time - player.phys.cur_push) < 0.125,
6.0f*vg.time_delta );
- float pt = player.phys.push_time + vg.accumulator;
+ float pt = push_time + vg.accumulator;
if( phys->reverse > 0.0f )
skeleton_sample_anim( sk, player.mdl.anim_push, pt, bpose );
else
v3_copy( player.mdl.sk.final_mtx[player.mdl.id_head-1][3],
player.mdl.cam_pos );
skeleton_apply_inverses( &player.mdl.sk );
- skeleton_apply_transform( &player.mdl.sk, player.visual_transform );
+ skeleton_apply_transform( &player.mdl.sk, player.visual_transform );
skeleton_debug( &player.mdl.sk );
+#endif
}
VG_STATIC void player_animate_death_cam(void)
static v3f lerp_cam = { 0.0f, 0.0f, 0.0f };
v3f target;
- v3_muladds( player.phys.rb.co, player.phys.rb.up, 1.2f, target );
+ v3_muladds( player.rb.co, player.rb.up, 1.2f, target );
player_animate_follow_cam( target, 1.5f, 20.0f );
}
VG_STATIC void player_animate_camera(void)
{
- struct player_phys *phys = &player.phys;
-
static v3f lerp_cam = {0.0f,0.0f,0.0f};
v3f cam_pos;
- player.fonboard = vg_lerpf( player.fonboard, phys->on_board, vg.time_delta );
+ int _on_board = player.controller == k_player_controller_skate;
+ player.fonboard = vg_lerpf( player.fonboard, _on_board, vg.time_delta );
- if( phys->on_board )
+ if( _on_board )
{
+#if 0
v3f offs = { -0.4f, 0.15f, 0.0f };
v3_lerp( lerp_cam, player.mdl.cam_pos, 0.8f, lerp_cam );
v3_add( lerp_cam, offs, cam_pos );
/* Look angles */
v3_lerp( phys->vl, phys->rb.v, 0.05f, phys->vl );
- player.fgrind = vg_lerpf( player.fgrind, phys->grind, vg.time_delta );
+ int _grind = player_skate.activity == k_skate_activity_grind;
+
+ player.fgrind = vg_lerpf( player.fgrind, _grind, vg.time_delta );
float yaw = atan2f( phys->vl[0], -phys->vl[2] ),
pitch = atan2f
v2_muladds( player.angles, shake_damp, 0.1f, player.angles );
m4x3_mulv( player.visual_transform, cam_pos, player.camera_pos );
+#endif
}
else
{
- float speed = vg.time_delta * k_look_speed;
#if 0
+ float speed = vg.time_delta * k_look_speed;
player.angles[0] += vg_get_axis( "lookh" ) * speed;
player.angles[1] += vg_get_axis( "lookv" ) * speed;
m4x3_mulv( mtx, player.mdl.cam_pos, cam_pos );
v3_add( cam_pos, forward_dir, player.camera_pos );
+
+#if 0
v3_lerp( phys->vl, phys->rb.v, 18.0f*vg.time_delta, phys->vl );
+#endif
}
}