fixed recursive build script
[carveJwlIkooP6JGAAIwe30JlM.git] / player_animation.h
index 101bd22e50bd8335c7a0eebcd4e501e47aba61d1..6f19b83b7a34687b3cab17640b5c0eca6f828c3d 100644 (file)
@@ -1,3 +1,7 @@
+/*
+ * Copyright (C) 2021-2022 Mt.ZERO Software, Harry Godden - All Rights Reserved
+ */
+
 #ifndef PLAYER_ANIMATION_H
 #define PLAYER_ANIMATION_H
 
@@ -5,22 +9,24 @@
 
 static void player_animate_offboard(void)
 {
+   struct player_phys *phys = &player.phys;
+
    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;
+         l = vg_get_axis("grabl") * 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);
+   float idle_walk = vg_minf(l * 10.0f, 1.0f);
 
-   skeleton_sample_anim( sk, player.mdl.anim_idle, vg_time*0.1f, bpose );
+   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 );
@@ -36,7 +42,7 @@ static void player_animate_offboard(void)
    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] );
+   v3_copy( phys->rb.to_world[3], mtx[3] );
 
    skeleton_apply_transform( &player.mdl.sk, mtx );
    skeleton_debug( &player.mdl.sk );
@@ -44,41 +50,43 @@ static void player_animate_offboard(void)
 
 static void player_animate(void)
 {
-   if( !player.on_board )
+   struct player_phys *phys = &player.phys;
+
+   if( !phys->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_sub( phys->rb.v, phys->v_last, phys->a );
+   v3_copy( phys->rb.v, phys->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 );
+   v3_add( phys->m, phys->a, phys->m );
+   v3_lerp( phys->m, (v3f){0.0f,0.0f,0.0f}, 0.1f, phys->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 );
+   phys->m[0] = vg_clampf( phys->m[0], -2.0f, 2.0f );
+   phys->m[1] = vg_clampf( phys->m[1], -2.0f, 2.0f );
+   phys->m[2] = vg_clampf( phys->m[2], -2.0f, 2.0f );
+   v3_lerp( phys->bob, phys->m, 0.2f, phys->bob );
 
    /* Head */
-   float lslip = fabsf(player.slip);
+   float lslip = fabsf(phys->slip);
 
    float kheight = 2.0f,
          kleg = 0.6f;
 
    v3f offset;
    v3_zero( offset );
-   m3x3_mulv( player.rb.to_local, player.bob, offset );
+   m3x3_mulv( phys->rb.to_local, phys->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 kickspeed = vg_clampf(v3_length(phys->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 );
+   speed_wobble = vg_lerpf( speed_wobble, kicks*kicks*sign, 6.0f*vg.time_delta);
+   speed_wobble_2 = vg_lerpf( speed_wobble_2, speed_wobble, 2.4f*vg.time_delta);
 
    offset[0] *= 0.26f;
    offset[0] += speed_wobble_2*3.0f;
@@ -95,23 +103,23 @@ static void player_animate(void)
     */
 
    /* scalar blending information */
-   float speed = v3_length( player.rb.v );
+   float speed = v3_length( phys->rb.v );
    
    /* sliding */
    {
       float desired = vg_clampf( lslip, 0.0f, 1.0f );
-      player.fslide = vg_lerpf( player.fslide, desired, 0.04f );
+      player.fslide = vg_lerpf( player.fslide, desired, 2.4f*vg.time_delta);
    }
    
    /* 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;
+      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;
 
-      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 );
+      player.fdirz = vg_lerpf( player.fdirz, dirz, 2.4f*vg.time_delta );
+      player.fdirx = vg_lerpf( player.fdirx, dirx, 0.6f*vg.time_delta );
+      player.ffly  = vg_lerpf( player.ffly, fly,   2.4f*vg.time_delta );
    }
    
    struct skeleton *sk = &player.mdl.sk;
@@ -121,7 +129,7 @@ static void player_animate(void)
    {
       /* 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 );
+      player.fstand = vg_lerpf( player.fstand, stand, 6.0f*vg.time_delta );
 
       /* stand/crouch */
       float dir_frame   = player.fdirz * (15.0f/30.0f),
@@ -137,10 +145,12 @@ static void player_animate(void)
       skeleton_lerp_pose( sk, apose, bpose, player.fslide, apose );
 
       /* pushing */
-      player.fpush = vg_lerpf( player.fpush, player.pushing, 0.1f );
+      player.fpush = vg_lerpf( player.fpush, 
+                               player.phys.pushing, 
+                               6.0f*vg.time_delta );
 
-      float pt = player.push_time;
-      if( player.reverse > 0.0f )
+      float pt = player.phys.push_time;
+      if( phys->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 );
@@ -149,14 +159,17 @@ static void player_animate(void)
 
       /* 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 );
+
+      player.fjump = vg_lerpf( player.fjump, phys->jump, 8.4f*vg.time_delta );
+
+      float setup_frame = phys->jump * jump_start_frame,
+            setup_blend = vg_minf( player.fjump, 1.0f );
       
-      float jump_frame = (vg_time - player.jump_time) + jump_start_frame;
+      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?
+      struct skeleton_anim *jump_anim = phys->jump_dir?
                                         player.mdl.anim_ollie:
                                         player.mdl.anim_ollie_reverse;
 
@@ -167,7 +180,7 @@ static void player_animate(void)
    mdl_keyframe air_pose[32];
    {
       float target = -vg_get_axis("horizontal");
-      player.fairdir = vg_lerpf( player.fairdir, target, 0.04f );
+      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);
       
@@ -182,25 +195,28 @@ static void player_animate(void)
             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, apose, bpose, phys->grab, air_pose );
    }
 
    skeleton_lerp_pose( sk, ground_pose, air_pose, player.ffly, apose );
 
-   float add_grab_mod = 1.0f - player.ffly*player.grab;
+   float add_grab_mod = 1.0f - player.ffly*phys->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;
-
+   {
+      u32 apply_to[] = { player.mdl.id_hip, 
+                         player.mdl.id_ik_hand_l,
+                         player.mdl.id_ik_hand_r,
+                         player.mdl.id_ik_elbow_l,
+                         player.mdl.id_ik_elbow_r };
+
+      for( int i=0; i<vg_list_size(apply_to); i ++ )
+      {
+         apose[apply_to[i]-1].co[0] += offset[0]*add_grab_mod;
+         apose[apply_to[i]-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 );
@@ -208,7 +224,7 @@ 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.rb.to_world );
+   skeleton_apply_transform( &player.mdl.sk, phys->rb.to_world );
 
    skeleton_debug( &player.mdl.sk );
 }
@@ -248,24 +264,26 @@ static void player_animate_death_cam(void)
 
 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, player.on_board, ktimestep*1.0f);
+   player.fonboard = vg_lerpf( player.fonboard, phys->on_board, vg.time_delta );
 
-   if( player.on_board )
+   if( phys->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 );
+      v3_lerp( phys->vl, phys->rb.v, 0.05f, phys->vl );
 
-      float yaw = atan2f(  player.vl[0], -player.vl[2] ),
-          pitch = atan2f( -player.vl[1], 
+      float yaw = atan2f(  phys->vl[0], -phys->vl[2] ),
+          pitch = atan2f( -phys->vl[1], 
                 sqrtf(
-                  player.vl[0]*player.vl[0] + player.vl[2]*player.vl[2]
+                  phys->vl[0]*phys->vl[0] + phys->vl[2]*phys->vl[2]
                 )) * 0.7f;
 
       player.angles[0] = yaw;
@@ -275,18 +293,18 @@ static void player_animate_camera(void)
       /* 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_muls( shake, v3_length(phys->rb.v)*0.3f 
+                           * (1.0f+fabsf(phys->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 );
+      m4x3_mulv( phys->rb.to_world, cam_pos, player.camera_pos );
    }
    else
    {
-      float speed = ktimestep * k_look_speed;
+      float speed = vg.time_delta * k_look_speed;
       player.angles[0] += vg_get_axis( "horizontal" ) * speed;
       player.angles[1] += vg_get_axis( "vertical" ) * speed;
       
@@ -303,11 +321,11 @@ static void player_animate_camera(void)
       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] );
+      v3_copy( phys->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 );
+      v3_lerp( phys->vl, phys->rb.v, 0.3f, phys->vl );
    }
 }