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[carveJwlIkooP6JGAAIwe30JlM.git] / player_animation.h
index 94664f7d65c4c671665de1cb438f694908df20cf..9f0c0d536e832c7d39c8927d4589ec12c3685b6d 100644 (file)
@@ -9,26 +9,61 @@
 
 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,
+                               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("grabr") * 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_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);
-
-   skeleton_sample_anim( sk, player.mdl.anim_idle, vg_time*0.1f, bpose );
+   /* 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 );
@@ -42,7 +77,7 @@ 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( 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 );
@@ -51,6 +86,16 @@ static void player_animate_offboard(void)
 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 )
    {
@@ -78,15 +123,15 @@ static void player_animate(void)
 
    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;
    
    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;
@@ -94,8 +139,8 @@ static void player_animate(void)
    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
@@ -108,7 +153,7 @@ 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 +162,9 @@ 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 +174,7 @@ 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 +190,11 @@ 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 + vg.accumulator;
       if( phys->reverse > 0.0f )
          skeleton_sample_anim( sk, player.mdl.anim_push, pt, bpose );
       else
@@ -158,12 +205,12 @@ 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;
 
@@ -177,15 +224,15 @@ 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 );
+      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] ),
@@ -198,7 +245,7 @@ static void player_animate(void)
 
    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 */
    {
@@ -222,7 +269,7 @@ 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, phys->rb.to_world );
+   skeleton_apply_transform( &player.mdl.sk, player.visual_transform );
 
    skeleton_debug( &player.mdl.sk );
 }
@@ -267,7 +314,7 @@ 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 )
    {
@@ -298,13 +345,13 @@ static void player_animate_camera(void)
       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 = ktimestep * k_look_speed;
-      player.angles[0] += vg_get_axis( "horizontal" ) * speed;
-      player.angles[1] += vg_get_axis( "vertical" ) * speed;
+      float speed = vg.time_delta * k_look_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 );
@@ -319,7 +366,7 @@ 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( 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 );