rail targeting
[carveJwlIkooP6JGAAIwe30JlM.git] / player_animation.h
index 6f19b83b7a34687b3cab17640b5c0eca6f828c3d..e08991014629b05224ab5babd4754873af2cdc6a 100644 (file)
@@ -7,28 +7,64 @@
 
 #include "player.h"
 
-static void player_animate_offboard(void)
+VG_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,
+                               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_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 );
@@ -42,15 +78,25 @@ 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 );
 }
 
-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 );
+
+   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 +124,7 @@ 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 +140,8 @@ 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
@@ -115,7 +161,7 @@ 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 );
@@ -149,7 +195,7 @@ 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 +225,7 @@ static void player_animate(void)
    
    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);
@@ -187,8 +233,15 @@ 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") },
-                            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),
@@ -200,7 +253,7 @@ 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 */
    {
@@ -224,12 +277,12 @@ 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 );
 }
 
-static void player_animate_death_cam(void)
+VG_STATIC void player_animate_death_cam(void)
 {
    v3f delta;
    v3f head_pos;
@@ -255,14 +308,17 @@ static void player_animate_death_cam(void)
    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] );
 }
 
-static void player_animate_camera(void)
+VG_STATIC void player_animate_camera(void)
 {
    struct player_phys *phys = &player.phys;
 
@@ -280,15 +336,21 @@ 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};
@@ -300,16 +362,18 @@ 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;
+#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;
@@ -321,11 +385,11 @@ 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 );
-      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 );
    }
 }