- mdl_keyframe apose[32], bpose[32];
- struct skeleton *sk = &player.mdl.sk;
-
- 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_get_axis("grabr") * 0.5f + 0.5f;
-
- 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 );
-
- float idle_walk = vg_minf( l * 10.0f, 1.0f);
-
- skeleton_sample_anim( sk, player.mdl.anim_idle, vg_time*0.1f, bpose );
- skeleton_lerp_pose( sk, apose, bpose, 1.0f-idle_walk, 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.rb.to_world[3], mtx[3] );
-
- skeleton_apply_transform( &player.mdl.sk, mtx );
- skeleton_debug( &player.mdl.sk );
-}
-
-static void player_animate(void)
-{
- if( !player.on_board )
- {
- player_animate_offboard();
- return;
- }
-
- /* Camera position */
- v3_sub( player.rb.v, player.v_last, player.a );
- v3_copy( player.rb.v, player.v_last );
-
- v3_add( player.m, player.a, player.m );
- v3_lerp( player.m, (v3f){0.0f,0.0f,0.0f}, 0.1f, player.m );
-
- player.m[0] = vg_clampf( player.m[0], -2.0f, 2.0f );
- player.m[1] = vg_clampf( player.m[1], -2.0f, 2.0f );
- player.m[2] = vg_clampf( player.m[2], -2.0f, 2.0f );
- v3_lerp( player.bob, player.m, 0.2f, player.bob );
-
- /* Head */
- float lslip = fabsf(player.slip);
-
- float kheight = 2.0f,
- kleg = 0.6f;
-
- v3f offset;
- v3_zero( offset );
- m3x3_mulv( player.rb.to_local, player.bob, offset );
-
- static float speed_wobble = 0.0f, speed_wobble_2 = 0.0f;
-
- float kickspeed = vg_clampf(v3_length(player.rb.v)*(1.0f/40.0f), 0.0f, 1.0f);
- float kicks = (vg_randf()-0.5f)*2.0f*kickspeed;
- float sign = vg_signf( kicks );
- speed_wobble = vg_lerpf( speed_wobble, kicks*kicks*sign, 0.1f );
- speed_wobble_2 = vg_lerpf( speed_wobble_2, speed_wobble, 0.04f );
-
- offset[0] *= 0.26f;
- offset[0] += speed_wobble_2*3.0f;
-
- offset[1] *= -0.3f;
- offset[2] *= 0.01f;
-
- offset[0] = vg_clampf( offset[0], -0.8f, 0.8f );
- offset[1] = vg_clampf( offset[1], -0.5f, 0.0f );
- offset[1] = 0.0f;
-
- /*
- * Animation blending
- * ===========================================
- */
-
- /* scalar blending information */
- float speed = v3_length( player.rb.v );
-
- /* sliding */
- {
- float desired = vg_clampf( lslip, 0.0f, 1.0f );
- player.fslide = vg_lerpf( player.fslide, desired, 0.04f );
- }
-
- /* movement information */
- {
- float dirz = player.reverse > 0.0f? 0.0f: 1.0f,
- dirx = player.slip < 0.0f? 0.0f: 1.0f,
- fly = player.in_air? 1.0f: 0.0f;
-
- player.fdirz = vg_lerpf( player.fdirz, dirz, 0.04f );
- player.fdirx = vg_lerpf( player.fdirx, dirx, 0.01f );
- player.ffly = vg_lerpf( player.ffly, fly, 0.04f );
- }
-
- struct skeleton *sk = &player.mdl.sk;
-
- mdl_keyframe apose[32], bpose[32];
- mdl_keyframe ground_pose[32];
- {
- /* when the player is moving fast he will crouch down a little bit */
- float stand = 1.0f - vg_clampf( speed * 0.03f, 0.0f, 1.0f );
- player.fstand = vg_lerpf( player.fstand, stand, 0.1f );
-
- /* stand/crouch */
- float dir_frame = player.fdirz * (15.0f/30.0f),
- stand_blend = offset[1]*-2.0f;
-
- skeleton_sample_anim( sk, player.mdl.anim_stand, dir_frame, apose );
- skeleton_sample_anim( sk, player.mdl.anim_highg, dir_frame, bpose );
- skeleton_lerp_pose( sk, apose, bpose, stand_blend, apose );
-
- /* sliding */
- float slide_frame = player.fdirx * (15.0f/30.0f);
- skeleton_sample_anim( sk, player.mdl.anim_slide, slide_frame, bpose );
- skeleton_lerp_pose( sk, apose, bpose, player.fslide, apose );
-
- /* pushing */
- player.fpush = vg_lerpf( player.fpush, player.pushing, 0.1f );
-
- float pt = player.push_time;
- if( player.reverse > 0.0f )
- skeleton_sample_anim( sk, player.mdl.anim_push, pt, bpose );
- else
- skeleton_sample_anim( sk, player.mdl.anim_push_reverse, pt, bpose );
-
- skeleton_lerp_pose( sk, apose, bpose, player.fpush, apose );
-
- /* trick setup */
- float jump_start_frame = 14.0f/30.0f;
- float setup_frame = player.jump * jump_start_frame,
- setup_blend = vg_minf( player.jump*5.0f, 1.0f );
-
- float jump_frame = (vg_time - player.jump_time) + jump_start_frame;
- if( jump_frame >= jump_start_frame && jump_frame <= (40.0f/30.0f) )
- setup_frame = jump_frame;
-
- struct skeleton_anim *jump_anim = player.jump_dir?
- player.mdl.anim_ollie:
- player.mdl.anim_ollie_reverse;
-
- skeleton_sample_anim_clamped( sk, jump_anim, setup_frame, bpose );
- skeleton_lerp_pose( sk, apose, bpose, setup_blend, ground_pose );
- }
-
- mdl_keyframe air_pose[32];
- {
- float target = -vg_get_axis("horizontal");
- player.fairdir = vg_lerpf( player.fairdir, target, 0.04f );
-
- float air_frame = (player.fairdir*0.5f+0.5f) * (15.0f/30.0f);
-
- skeleton_sample_anim( sk, player.mdl.anim_air, air_frame, apose );
-
- static v2f grab_choice;
- v2_lerp( grab_choice, (v2f){ vg_get_axis("h1"), vg_get_axis("v1") },
- 0.04f, grab_choice );
-
- float ang = atan2f( grab_choice[0], grab_choice[1] ),
- ang_unit = (ang+VG_PIf) * (1.0f/VG_TAUf),
- grab_frame = ang_unit * (15.0f/30.0f);
-
- skeleton_sample_anim( sk, player.mdl.anim_grabs, grab_frame, bpose );
- skeleton_lerp_pose( sk, apose, bpose, player.grab, air_pose );
- }
-
- skeleton_lerp_pose( sk, ground_pose, air_pose, player.ffly, apose );
-
- float add_grab_mod = player.ffly * player.grab;
-
- /* additive effects */
- apose[player.mdl.id_hip-1].co[0] += offset[0]*add_grab_mod;
- apose[player.mdl.id_hip-1].co[2] += offset[2]*add_grab_mod;
- apose[player.mdl.id_ik_hand_l-1].co[0] += offset[0]*add_grab_mod;
- apose[player.mdl.id_ik_hand_l-1].co[2] += offset[2]*add_grab_mod;
- apose[player.mdl.id_ik_hand_r-1].co[0] += offset[0]*add_grab_mod;
- apose[player.mdl.id_ik_hand_r-1].co[2] += offset[2]*add_grab_mod;
- apose[player.mdl.id_ik_elbow_l-1].co[0] += offset[0]*add_grab_mod;
- apose[player.mdl.id_ik_elbow_l-1].co[2] += offset[2]*add_grab_mod;
- apose[player.mdl.id_ik_elbow_r-1].co[0] += offset[0]*add_grab_mod;
- apose[player.mdl.id_ik_elbow_r-1].co[2] += offset[2]*add_grab_mod;
-
- 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 );
- skeleton_apply_transform( &player.mdl.sk, player.rb.to_world );
-
- skeleton_debug( &player.mdl.sk );
-}
-
-static void player_camera_update(void)
-{
- /* Update camera matrices */
- m4x3_identity( player.camera );
- m4x3_rotate_y( player.camera, -player.angles[0] );
- m4x3_rotate_x( player.camera, -player.angles[1] );
- v3_copy( player.camera_pos, player.camera[3] );
- m4x3_invert_affine( player.camera, player.camera_inverse );
-}
-
-static void player_animate_death_cam(void)
-{
- v3f delta;
- v3f head_pos;
- v3_copy( player.mdl.ragdoll[0].rb.co, head_pos );
-
- v3_sub( head_pos, player.camera_pos, delta );
- v3_normalize( delta );
-
- v3f follow_pos;
- v3_muladds( head_pos, delta, -2.5f, follow_pos );
- v3_lerp( player.camera_pos, follow_pos, 0.1f, player.camera_pos );
-
- /*
- * Make sure the camera stays above the ground
- */
- v3f min_height = {0.0f,1.0f,0.0f};
-
- v3f sample;
- v3_add( player.camera_pos, min_height, sample );
- ray_hit hit;
- hit.dist = min_height[1]*2.0f;
-
- if( ray_world( sample, (v3f){0.0f,-1.0f,0.0f}, &hit ))
- v3_add( hit.pos, min_height, player.camera_pos );
-
- player.camera_pos[1] =
- vg_maxf( wrender.height + 2.0f, player.camera_pos[1] );
-
- player.angles[0] = atan2f( delta[0], -delta[2] );
- player.angles[1] = -asinf( delta[1] );
-}
-
-static void player_animate_camera(void)
-{
- static v3f lerp_cam = {0.0f,0.0f,0.0f};
- v3f cam_pos;
-
- player.fonboard = vg_lerpf(player.fonboard, player.on_board, ktimestep*1.0f);
-
- if( player.on_board )
- {
- 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( player.vl, player.rb.v, 0.05f, player.vl );
-
- float yaw = atan2f( player.vl[0], -player.vl[2] ),
- pitch = atan2f( -player.vl[1],
- sqrtf(
- player.vl[0]*player.vl[0] + player.vl[2]*player.vl[2]
- )) * 0.7f;
-
- player.angles[0] = yaw;
- player.angles[1] = vg_lerpf( player.angles[1], pitch + 0.30f,
- player.fonboard );
-
- /* Camera shake */
- static v2f shake_damp = {0.0f,0.0f};
- v2f shake = { vg_randf()-0.5f, vg_randf()-0.5f };
- v2_muls( shake, v3_length(player.rb.v)*0.3f
- * (1.0f+fabsf(player.slip)), shake);
-
- v2_lerp( shake_damp, shake, 0.01f, shake_damp );
- shake_damp[0] *= 0.2f;
-
- v2_muladds( player.angles, shake_damp, 0.1f, player.angles );
- m4x3_mulv( player.rb.to_world, cam_pos, player.camera_pos );
- }
- else
- {
- float speed = ktimestep * k_look_speed;
- player.angles[0] += vg_get_axis( "horizontal" ) * speed;
- player.angles[1] += vg_get_axis( "vertical" ) * speed;
-
- player.angles[1] = vg_clampf( player.angles[1],
- -k_pitch_limit, k_pitch_limit );
-
- float s = sinf(player.angles[0]) * 0.2f,
- c = -cosf(player.angles[0]) * 0.2f;
- v3f forward_dir = { s,0.15f,c };
-
-
- 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.rb.to_world[3], mtx[3] );
-
- m4x3_mulv( mtx, player.mdl.cam_pos, cam_pos );
- v3_add( cam_pos, forward_dir, player.camera_pos );
- v3_lerp( player.vl, player.rb.v, 0.3f, player.vl );
- }