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[carveJwlIkooP6JGAAIwe30JlM.git] / player_animation.h
index e03c7cb309c748df94f507174c7e89b38a2d5844..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);
-
+   /* 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 )
    {
@@ -78,7 +123,7 @@ 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;
    
@@ -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
@@ -149,7 +194,7 @@ static void player_animate(void)
                                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
@@ -179,7 +224,7 @@ static void player_animate(void)
    
    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);
@@ -187,7 +232,7 @@ static void player_animate(void)
       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] ),
@@ -200,7 +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 */
    {
@@ -224,7 +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 );
 }
@@ -300,13 +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 = 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 );
@@ -321,7 +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 );