+/*
+ * Copyright (C) 2021-2022 Mt.ZERO Software, Harry Godden - All Rights Reserved
+ */
+
#ifndef PLAYER_ANIMATION_H
#define PLAYER_ANIMATION_H
static void player_animate_offboard(void)
{
+ struct player_phys *phys = &player.phys;
+
mdl_keyframe apose[32], bpose[32];
struct skeleton *sk = &player.mdl.sk;
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 );
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 );
*/
/* scalar blending information */
- float speed = v3_length( player.rb.v );
+ float speed = v3_length( phys->rb.v );
/* sliding */
{
/* 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.fpush = vg_lerpf( player.fpush, player.pushing, 0.1f );
float pt = player.push_time;
- if( player.reverse > 0.0f )
+ 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 );
/* 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, 0.14f );
+
+ 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;
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;
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 );
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 );
}
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, ktimestep*1.0f);
- 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;
/* 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
{
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 );
}
}