plish
[carveJwlIkooP6JGAAIwe30JlM.git] / player_animation.h
index 4d579653e643b4801fa348283d6d9d6633e9a20f..0660acf10105dea31c16e5b52e851e71b9215e6d 100644 (file)
@@ -6,88 +6,20 @@
 #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, 
+               player.visual_transform[3] );
 
    v4f qfake_rot;
    m3x3f fake_rot;
@@ -98,17 +30,14 @@ VG_STATIC void player_animate(void)
 
    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;
    }
 
    /* Camera position */
-   v3_sub( phys->rb.v, phys->v_last, phys->a );
-   v3_copy( phys->rb.v, phys->v_last );
-
-   v3_add( phys->m, phys->a, phys->m );
+   v3_muladds( phys->m, phys->a, VG_TIMESTEP_FIXED, phys->m );
    v3_lerp( phys->m, (v3f){0.0f,0.0f,0.0f}, 0.1f, phys->m );
 
    phys->m[0] = vg_clampf( phys->m[0], -2.0f, 2.0f );
@@ -159,9 +88,12 @@ VG_STATIC void player_animate(void)
    
    /* 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?         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 );
@@ -180,7 +112,12 @@ VG_STATIC void player_animate(void)
       /* stand/crouch */
       float dir_frame   = player.fdirz * (15.0f/30.0f),
             stand_blend = offset[1]*-2.0f;
-      
+
+      v3f local_cog;
+      m4x3_mulv( player.phys.rb.to_local, player.phys.cog, local_cog );
+
+      stand_blend = vg_clampf( 1.0f-local_cog[1], 0, 1 );
+
       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 );
@@ -191,11 +128,13 @@ VG_STATIC void player_animate(void)
       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
@@ -268,6 +207,32 @@ VG_STATIC void player_animate(void)
          apose[apply_to[i]-1].co[0] += offset[0]*add_grab_mod;
          apose[apply_to[i]-1].co[2] += offset[2]*add_grab_mod;
       }
+
+      v3f bo;
+      v3_muls( player.board_offset, add_grab_mod, bo );
+
+      v3_add( bo, apose[ player.mdl.id_board-1 ].co,
+                                   apose[ player.mdl.id_board-1 ].co );
+      v3_add( bo, apose[ player.mdl.id_ik_foot_l-1 ].co,
+                                   apose[ player.mdl.id_ik_foot_l-1 ].co );
+      v3_add( bo, apose[ player.mdl.id_ik_foot_r-1 ].co,
+                                   apose[ player.mdl.id_ik_foot_r-1 ].co );
+
+      m3x3f c;
+      q_m3x3( player.board_rotation, c );
+
+      v3f d;
+      v3_sub( apose[ player.mdl.id_ik_foot_l-1 ].co, bo, d );
+      m3x3_mulv( c, d, d );
+      v3_add( bo, d, apose[ player.mdl.id_ik_foot_l-1 ].co );
+      
+      v3_sub( apose[ player.mdl.id_ik_foot_r-1 ].co, bo, d );
+      m3x3_mulv( c, d, d );
+      v3_add( bo, d, apose[ player.mdl.id_ik_foot_r-1 ].co );
+
+      q_mul(  player.board_rotation, apose[ player.mdl.id_board-1 ].q ,
+             apose[ player.mdl.id_board-1 ].q );
+      q_normalize( apose[ player.mdl.id_board-1 ].q );
    }
    
    skeleton_apply_pose( &player.mdl.sk, apose, k_anim_apply_defer_ik );
@@ -277,9 +242,10 @@ VG_STATIC void player_animate(void)
    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)
@@ -318,17 +284,64 @@ VG_STATIC void player_animate_death_cam(void)
    player.angles[1] = -asinf( delta[1] );
 }
 
-VG_STATIC void player_animate_camera(void)
+VG_STATIC void player_animate_follow_cam( v3f target, float dist, float speed )
 {
-   struct player_phys *phys = &player.phys;
+   v3f delta;
+
+   v3_sub( target, player.camera_pos, delta );
+   v3_normalize( delta );
+
+   v3f follow_pos;
+   v3_muladds( target, delta, -dist, follow_pos );
+   v3_lerp( player.camera_pos, follow_pos,
+             speed * vg.time_delta, 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 );
+
+#if 0
+   if( world.water.enabled )
+   {
+      player.camera_pos[1] = 
+         vg_maxf( world.water.height + 2.0f, player.camera_pos[1] );
+   }
+#endif
 
+   player.angles[0] = atan2f( delta[0], -delta[2] ); 
+   player.angles[1] = -asinf( delta[1] );
+}
+
+VG_STATIC void player_animate_camera_thirdperson(void)
+{
+   static v3f lerp_cam = { 0.0f, 0.0f, 0.0f };
+   v3f 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)
+{
    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 );
@@ -336,15 +349,23 @@ VG_STATIC void player_animate_camera(void)
       /* Look angles */
       v3_lerp( phys->vl, phys->rb.v, 0.05f, phys->vl );
 
+      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( -phys->vl[1], 
-                sqrtf(
-                  phys->vl[0]*phys->vl[0] + phys->vl[2]*phys->vl[2]
-                )) * 0.7f;
+          pitch = atan2f
+                  ( 
+                      -phys->vl[1], 
+                      sqrtf
+                      (
+                        phys->vl[0]*phys->vl[0] + phys->vl[2]*phys->vl[2]
+                      )
+                  ) 
+                  * 0.7f + vg_lerpf( 0.30f, 0.90f, player.fgrind );
 
       player.angles[0] = yaw;
-      player.angles[1] = vg_lerpf( player.angles[1], pitch + 0.30f, 
-                                                         player.fonboard );
+      player.angles[1] = vg_lerpf( player.angles[1], pitch, player.fonboard );
 
       /* Camera shake */
       static v2f shake_damp = {0.0f,0.0f};
@@ -357,11 +378,12 @@ VG_STATIC void player_animate_camera(void)
 
       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;
       
@@ -383,7 +405,10 @@ VG_STATIC void player_animate_camera(void)
 
       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
    }
 }