fixed recursive build script
[carveJwlIkooP6JGAAIwe30JlM.git] / player_animation.h
index 94664f7d65c4c671665de1cb438f694908df20cf..6f19b83b7a34687b3cab17640b5c0eca6f828c3d 100644 (file)
@@ -17,16 +17,16 @@ static void player_animate_offboard(void)
    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 );
@@ -85,8 +85,8 @@ static void player_animate(void)
    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;
@@ -108,7 +108,7 @@ static void player_animate(void)
    /* 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 */
@@ -117,9 +117,9 @@ static void player_animate(void)
             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;
@@ -129,7 +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),
@@ -145,9 +145,11 @@ 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;
+      float pt = player.phys.push_time;
       if( phys->reverse > 0.0f )
          skeleton_sample_anim( sk, player.mdl.anim_push, pt, bpose );
       else
@@ -158,12 +160,12 @@ static void player_animate(void)
       /* trick setup */
       float jump_start_frame = 14.0f/30.0f;
 
-      player.fjump = vg_lerpf( player.fjump, phys->jump, 0.14f );
+      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;
 
@@ -178,7 +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);
       
@@ -267,7 +269,7 @@ 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, ktimestep*1.0f);
+   player.fonboard = vg_lerpf( player.fonboard, phys->on_board, vg.time_delta );
 
    if( phys->on_board )
    {
@@ -302,7 +304,7 @@ static void player_animate_camera(void)
    }
    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;