#include "player.h"
-static void player_animate_offboard(void)
+VG_STATIC void player_animate_offboard(void)
{
{
float fly = player.phys.in_air,
rate = 9.0f;
player.ffly = vg_lerpf( player.ffly, fly, rate*vg.time_delta );
+ player.frun = vg_lerpf( player.frun,
+ vg_get_axis("walk/push")*0.5f+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_get_axis("grabl") * 0.5f + 0.5f;
+ 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_lerp_pose( sk, apose, bpose, l, apose );
/* idle */
- 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 );
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( phys->rb.to_world[3], mtx[3] );
+ v3_copy( player.visual_transform[3], mtx[3] );
skeleton_apply_transform( &player.mdl.sk, mtx );
skeleton_debug( &player.mdl.sk );
}
-static void player_animate(void)
+VG_STATIC void player_animate(void)
{
struct player_phys *phys = &player.phys;
+ rb_extrapolate_transform( &player.phys.rb, player.visual_transform );
+
+ v4f qfake_rot;
+ m3x3f fake_rot;
+ float substep = vg_clampf( vg.accumulator / VG_TIMESTEP_FIXED, 0.0f, 1.0f );
+ q_axis_angle( qfake_rot, phys->rb.up, phys->siY*substep );
+ q_m3x3( qfake_rot, fake_rot );
+ m3x3_mul( fake_rot, player.visual_transform, player.visual_transform );
+
+ m4x3_invert_affine( player.visual_transform, player.inv_visual_transform );
if( !phys->on_board )
{
v3f offset;
v3_zero( offset );
- m3x3_mulv( phys->rb.to_local, phys->bob, offset );
+ m3x3_mulv( player.inv_visual_transform, phys->bob, offset );
static float speed_wobble = 0.0f, speed_wobble_2 = 0.0f;
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[0]=vg_clampf(offset[0],-0.8f,0.8f)*(1.0f-fabsf(player.fslide)*0.9f);
+ offset[1]=vg_clampf(offset[1],-0.5f,0.0f);
/*
* Animation blending
player.phys.pushing,
6.0f*vg.time_delta );
- float pt = player.phys.push_time;
+ float pt = player.phys.push_time + vg.accumulator;
if( phys->reverse > 0.0f )
skeleton_sample_anim( sk, player.mdl.anim_push, pt, bpose );
else
mdl_keyframe air_pose[32];
{
- float target = -vg_get_axis("horizontal");
+ float target = -vg_get_axis("lookh");
player.fairdir = vg_lerpf( player.fairdir, target, 2.4f*vg.time_delta );
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") },
+ v2_lerp( grab_choice, (v2f){vg_get_axis("grabh"), vg_get_axis("grabv")},
0.04f, grab_choice );
float ang = atan2f( grab_choice[0], grab_choice[1] ),
skeleton_lerp_pose( sk, ground_pose, air_pose, player.ffly, apose );
- float add_grab_mod = 1.0f - player.ffly*phys->grab;
+ float add_grab_mod = 1.0f - player.ffly;//*phys->grab;
/* additive effects */
{
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, phys->rb.to_world );
+ skeleton_apply_transform( &player.mdl.sk, player.visual_transform );
skeleton_debug( &player.mdl.sk );
}
-static void player_animate_death_cam(void)
+VG_STATIC void player_animate_death_cam(void)
{
v3f delta;
v3f head_pos;
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] );
+ if( world.water.enabled )
+ {
+ player.camera_pos[1] =
+ vg_maxf( world.water.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)
+VG_STATIC void player_animate_camera(void)
{
struct player_phys *phys = &player.phys;
shake_damp[0] *= 0.2f;
v2_muladds( player.angles, shake_damp, 0.1f, player.angles );
- m4x3_mulv( phys->rb.to_world, cam_pos, player.camera_pos );
+ m4x3_mulv( player.visual_transform, cam_pos, player.camera_pos );
}
else
{
float speed = vg.time_delta * k_look_speed;
- player.angles[0] += vg_get_axis( "horizontal" ) * speed;
- player.angles[1] += vg_get_axis( "vertical" ) * speed;
+ player.angles[0] += vg_get_axis( "lookh" ) * speed;
+ player.angles[1] += vg_get_axis( "lookv" ) * speed;
player.angles[1] = vg_clampf( player.angles[1],
-k_pitch_limit, k_pitch_limit );
q_axis_angle( rot, (v3f){0.0f,1.0f,0.0f},
-player.angles[0] -VG_PIf*0.5f );
q_m3x3( rot, mtx );
- v3_copy( phys->rb.to_world[3], mtx[3] );
+ v3_copy( player.visual_transform[3], mtx[3] );
m4x3_mulv( mtx, player.mdl.cam_pos, cam_pos );
v3_add( cam_pos, forward_dir, player.camera_pos );