latest
[carveJwlIkooP6JGAAIwe30JlM.git] / player_animation.h
index 88fe6690e8039ace9ae538e159c729a36de6487e..b255f14c71b176d52e3032fc549f6d4891e2f6cc 100644 (file)
@@ -20,7 +20,8 @@ VG_STATIC void player_animate_offboard(void)
 
       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, 
+                               player.walk *
+                               (1.0f + player.input_walk->button.value*0.5f),
                                2.0f*vg.time_delta );
    }
 
@@ -29,7 +30,6 @@ VG_STATIC void player_animate_offboard(void)
    mdl_keyframe apose[32], bpose[32];
    struct skeleton *sk = &player.mdl.sk;
 
-
    if( player.walk > 0.025f )
    {
       /* TODO move */
@@ -87,6 +87,8 @@ 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;
@@ -104,10 +106,7 @@ VG_STATIC void player_animate(void)
    }
 
    /* 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 );
@@ -160,7 +159,7 @@ VG_STATIC void player_animate(void)
    {
       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 );
@@ -179,7 +178,12 @@ VG_STATIC void player_animate(void)
       /* 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 );
@@ -224,7 +228,7 @@ VG_STATIC void player_animate(void)
    
    mdl_keyframe air_pose[32];
    {
-      float target = -vg_get_axis("lookh");
+      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);
@@ -267,6 +271,32 @@ VG_STATIC void player_animate(void)
          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 );
@@ -317,6 +347,53 @@ VG_STATIC void player_animate_death_cam(void)
    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] );
+}
+
+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;
@@ -335,15 +412,21 @@ VG_STATIC void player_animate_camera(void)
       /* 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};
@@ -360,11 +443,13 @@ VG_STATIC void player_animate_camera(void)
    else
    {
       float speed = vg.time_delta * k_look_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;
@@ -380,7 +465,7 @@ VG_STATIC void player_animate_camera(void)
 
       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 );
    }
 }