#include "player.h"
-static void player_animate_offboard(void)
+VG_STATIC void player_animate_offboard(void)
{
{
float fly = player.phys.in_air,
rate = 9.0f;
player.ffly = vg_lerpf( player.ffly, fly, rate*vg.time_delta );
+ player.frun = vg_lerpf( player.frun,
+ player.walk *
+ (1.0f + player.input_walk->button.value*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("grabl") * 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_lerp_pose( sk, apose, bpose, l, apose );
/* idle */
- float idle_walk = vg_minf(l * 10.0f, 1.0f);
-
skeleton_sample_anim( sk, player.mdl.anim_idle, vg.time*0.1f, bpose );
skeleton_lerp_pose( sk, apose, bpose, 1.0f-idle_walk, apose );
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 );
}
-static void player_animate(void)
+VG_STATIC void player_animate(void)
{
struct player_phys *phys = &player.phys;
+ rb_extrapolate_transform( &player.phys.rb, player.visual_transform );
+ v3_muladds( player.visual_transform[3], phys->rb.up, -0.2f,
+ player.visual_transform[3] );
+
+ 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 )
{
}
/* Camera position */
- v3_sub( phys->rb.v, phys->v_last, phys->a );
- v3_copy( phys->rb.v, phys->v_last );
-
- v3_add( phys->m, phys->a, phys->m );
+ v3_muladds( phys->m, phys->a, VG_TIMESTEP_FIXED, phys->m );
v3_lerp( phys->m, (v3f){0.0f,0.0f,0.0f}, 0.1f, phys->m );
phys->m[0] = vg_clampf( phys->m[0], -2.0f, 2.0f );
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;
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
{
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;
+ fly = (phys->in_air|phys->grind)? 1.0f: 0.0f;
player.fdirz = vg_lerpf( player.fdirz, dirz, 2.4f*vg.time_delta );
player.fdirx = vg_lerpf( player.fdirx, dirx, 0.6f*vg.time_delta );
/* stand/crouch */
float dir_frame = player.fdirz * (15.0f/30.0f),
stand_blend = offset[1]*-2.0f;
-
+
+ v3f local_cog;
+ m4x3_mulv( player.phys.rb.to_local, player.phys.cog, local_cog );
+
+ stand_blend = vg_clampf( 1.0f-local_cog[1], 0, 1 );
+
skeleton_sample_anim( sk, player.mdl.anim_stand, dir_frame, apose );
skeleton_sample_anim( sk, player.mdl.anim_highg, dir_frame, bpose );
skeleton_lerp_pose( sk, apose, bpose, stand_blend, apose );
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
mdl_keyframe air_pose[32];
{
- float target = -vg_get_axis("horizontal");
+ float target = -player.input_js1h->axis.value;
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") },
- 0.04f, grab_choice );
+
+ v2f grab_input = { player.input_js2h->axis.value,
+ player.input_js2v->axis.value };
+ v2_add( player.phys.grab_mouse_delta, grab_input, grab_input );
+ if( v2_length2( grab_input ) <= 0.001f )
+ grab_input[0] = -1.0f;
+ else
+ v2_normalize_clamp( grab_input );
+ v2_lerp( grab_choice, grab_input, 2.4f*vg.time_delta, grab_choice );
float ang = atan2f( grab_choice[0], grab_choice[1] ),
ang_unit = (ang+VG_PIf) * (1.0f/VG_TAUf),
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 */
{
apose[apply_to[i]-1].co[0] += offset[0]*add_grab_mod;
apose[apply_to[i]-1].co[2] += offset[2]*add_grab_mod;
}
+
+ v3f bo;
+ v3_muls( player.board_offset, add_grab_mod, bo );
+
+ v3_add( bo, apose[ player.mdl.id_board-1 ].co,
+ apose[ player.mdl.id_board-1 ].co );
+ v3_add( bo, apose[ player.mdl.id_ik_foot_l-1 ].co,
+ apose[ player.mdl.id_ik_foot_l-1 ].co );
+ v3_add( bo, apose[ player.mdl.id_ik_foot_r-1 ].co,
+ apose[ player.mdl.id_ik_foot_r-1 ].co );
+
+ m3x3f c;
+ q_m3x3( player.board_rotation, c );
+
+ v3f d;
+ v3_sub( apose[ player.mdl.id_ik_foot_l-1 ].co, bo, d );
+ m3x3_mulv( c, d, d );
+ v3_add( bo, d, apose[ player.mdl.id_ik_foot_l-1 ].co );
+
+ v3_sub( apose[ player.mdl.id_ik_foot_r-1 ].co, bo, d );
+ m3x3_mulv( c, d, d );
+ v3_add( bo, d, apose[ player.mdl.id_ik_foot_r-1 ].co );
+
+ q_mul( player.board_rotation, apose[ player.mdl.id_board-1 ].q ,
+ apose[ player.mdl.id_board-1 ].q );
+ q_normalize( apose[ player.mdl.id_board-1 ].q );
}
skeleton_apply_pose( &player.mdl.sk, apose, k_anim_apply_defer_ik );
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 );
}
-static void player_animate_death_cam(void)
+VG_STATIC void player_animate_death_cam(void)
{
v3f delta;
v3f head_pos;
if( ray_world( sample, (v3f){0.0f,-1.0f,0.0f}, &hit ))
v3_add( hit.pos, min_height, player.camera_pos );
- player.camera_pos[1] =
- vg_maxf( wrender.height + 2.0f, player.camera_pos[1] );
+ if( world.water.enabled )
+ {
+ player.camera_pos[1] =
+ vg_maxf( world.water.height + 2.0f, player.camera_pos[1] );
+ }
+
+ player.angles[0] = atan2f( delta[0], -delta[2] );
+ player.angles[1] = -asinf( delta[1] );
+}
+
+VG_STATIC void player_animate_follow_cam( v3f target, float dist, float speed )
+{
+ v3f delta;
+
+ v3_sub( target, player.camera_pos, delta );
+ v3_normalize( delta );
+
+ v3f follow_pos;
+ v3_muladds( target, delta, -dist, follow_pos );
+ v3_lerp( player.camera_pos, follow_pos,
+ speed * vg.time_delta, player.camera_pos );
+
+ /*
+ * Make sure the camera stays above the ground
+ */
+ v3f min_height = {0.0f,1.0f,0.0f};
+
+ v3f sample;
+ v3_add( player.camera_pos, min_height, sample );
+ ray_hit hit;
+ hit.dist = min_height[1]*2.0f;
+
+ if( ray_world( sample, (v3f){0.0f,-1.0f,0.0f}, &hit ))
+ v3_add( hit.pos, min_height, player.camera_pos );
+
+#if 0
+ if( world.water.enabled )
+ {
+ player.camera_pos[1] =
+ vg_maxf( world.water.height + 2.0f, player.camera_pos[1] );
+ }
+#endif
player.angles[0] = atan2f( delta[0], -delta[2] );
player.angles[1] = -asinf( delta[1] );
}
-static void player_animate_camera(void)
+VG_STATIC void player_animate_camera_thirdperson(void)
+{
+ static v3f lerp_cam = { 0.0f, 0.0f, 0.0f };
+ v3f target;
+
+ v3_muladds( player.phys.rb.co, player.phys.rb.up, 1.2f, target );
+
+ player_animate_follow_cam( target, 1.5f, 20.0f );
+}
+
+VG_STATIC void player_animate_camera(void)
{
struct player_phys *phys = &player.phys;
/* Look angles */
v3_lerp( phys->vl, phys->rb.v, 0.05f, phys->vl );
+ player.fgrind = vg_lerpf( player.fgrind, phys->grind, vg.time_delta );
+
float yaw = atan2f( phys->vl[0], -phys->vl[2] ),
- pitch = atan2f( -phys->vl[1],
- sqrtf(
- phys->vl[0]*phys->vl[0] + phys->vl[2]*phys->vl[2]
- )) * 0.7f;
+ pitch = atan2f
+ (
+ -phys->vl[1],
+ sqrtf
+ (
+ phys->vl[0]*phys->vl[0] + phys->vl[2]*phys->vl[2]
+ )
+ )
+ * 0.7f + vg_lerpf( 0.30f, 0.90f, player.fgrind );
player.angles[0] = yaw;
- player.angles[1] = vg_lerpf( player.angles[1], pitch + 0.30f,
- player.fonboard );
+ player.angles[1] = vg_lerpf( player.angles[1], pitch, player.fonboard );
/* Camera shake */
static v2f shake_damp = {0.0f,0.0f};
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;
+#if 0
+ 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 );
+#endif
float s = sinf(player.angles[0]) * 0.2f,
c = -cosf(player.angles[0]) * 0.2f;
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 );
- v3_lerp( phys->vl, phys->rb.v, 0.3f, phys->vl );
+ v3_lerp( phys->vl, phys->rb.v, 18.0f*vg.time_delta, phys->vl );
}
}