X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=player_animation.h;h=02b4d255ef17a8ef1bb8289fb4b41c9da126a575;hb=c2d67378dd5c82de50b8fbbbe222ec6be2da4eee;hp=101bd22e50bd8335c7a0eebcd4e501e47aba61d1;hpb=2ca677a0ec9d00db46a8b97bec30dbea8280a79b;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/player_animation.h b/player_animation.h index 101bd22..02b4d25 100644 --- a/player_animation.h +++ b/player_animation.h @@ -5,6 +5,8 @@ static void player_animate_offboard(void) { + struct player_phys *phys = &player.phys; + mdl_keyframe apose[32], bpose[32]; struct skeleton *sk = &player.mdl.sk; @@ -36,7 +38,7 @@ 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( player.rb.to_world[3], mtx[3] ); + v3_copy( phys->rb.to_world[3], mtx[3] ); skeleton_apply_transform( &player.mdl.sk, mtx ); skeleton_debug( &player.mdl.sk ); @@ -44,37 +46,39 @@ static void player_animate_offboard(void) static void player_animate(void) { - if( !player.on_board ) + struct player_phys *phys = &player.phys; + + if( !phys->on_board ) { player_animate_offboard(); return; } /* Camera position */ - v3_sub( player.rb.v, player.v_last, player.a ); - v3_copy( player.rb.v, player.v_last ); + v3_sub( phys->rb.v, phys->v_last, phys->a ); + v3_copy( phys->rb.v, phys->v_last ); - v3_add( player.m, player.a, player.m ); - v3_lerp( player.m, (v3f){0.0f,0.0f,0.0f}, 0.1f, player.m ); + v3_add( phys->m, phys->a, phys->m ); + v3_lerp( phys->m, (v3f){0.0f,0.0f,0.0f}, 0.1f, phys->m ); - player.m[0] = vg_clampf( player.m[0], -2.0f, 2.0f ); - player.m[1] = vg_clampf( player.m[1], -2.0f, 2.0f ); - player.m[2] = vg_clampf( player.m[2], -2.0f, 2.0f ); - v3_lerp( player.bob, player.m, 0.2f, player.bob ); + phys->m[0] = vg_clampf( phys->m[0], -2.0f, 2.0f ); + phys->m[1] = vg_clampf( phys->m[1], -2.0f, 2.0f ); + phys->m[2] = vg_clampf( phys->m[2], -2.0f, 2.0f ); + v3_lerp( phys->bob, phys->m, 0.2f, phys->bob ); /* Head */ - float lslip = fabsf(player.slip); + float lslip = fabsf(phys->slip); float kheight = 2.0f, kleg = 0.6f; v3f offset; v3_zero( offset ); - m3x3_mulv( player.rb.to_local, player.bob, offset ); + m3x3_mulv( phys->rb.to_local, phys->bob, offset ); static float speed_wobble = 0.0f, speed_wobble_2 = 0.0f; - float kickspeed = vg_clampf(v3_length(player.rb.v)*(1.0f/40.0f), 0.0f, 1.0f); + 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 ); @@ -95,7 +99,7 @@ static void player_animate(void) */ /* scalar blending information */ - float speed = v3_length( player.rb.v ); + float speed = v3_length( phys->rb.v ); /* sliding */ { @@ -105,9 +109,9 @@ static void player_animate(void) /* movement information */ { - float dirz = player.reverse > 0.0f? 0.0f: 1.0f, - dirx = player.slip < 0.0f? 0.0f: 1.0f, - fly = player.in_air? 1.0f: 0.0f; + 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; player.fdirz = vg_lerpf( player.fdirz, dirz, 0.04f ); player.fdirx = vg_lerpf( player.fdirx, dirx, 0.01f ); @@ -140,7 +144,7 @@ static void player_animate(void) player.fpush = vg_lerpf( player.fpush, player.pushing, 0.1f ); float pt = player.push_time; - if( player.reverse > 0.0f ) + if( phys->reverse > 0.0f ) skeleton_sample_anim( sk, player.mdl.anim_push, pt, bpose ); else skeleton_sample_anim( sk, player.mdl.anim_push_reverse, pt, bpose ); @@ -149,14 +153,17 @@ static void player_animate(void) /* trick setup */ float jump_start_frame = 14.0f/30.0f; - float setup_frame = player.jump * jump_start_frame, - setup_blend = vg_minf( player.jump*5.0f, 1.0f ); + + player.fjump = vg_lerpf( player.fjump, phys->jump, 0.14f ); + + 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; if( jump_frame >= jump_start_frame && jump_frame <= (40.0f/30.0f) ) setup_frame = jump_frame; - struct skeleton_anim *jump_anim = player.jump_dir? + struct skeleton_anim *jump_anim = phys->jump_dir? player.mdl.anim_ollie: player.mdl.anim_ollie_reverse; @@ -182,25 +189,28 @@ static void player_animate(void) grab_frame = ang_unit * (15.0f/30.0f); skeleton_sample_anim( sk, player.mdl.anim_grabs, grab_frame, bpose ); - skeleton_lerp_pose( sk, apose, bpose, player.grab, air_pose ); + skeleton_lerp_pose( sk, apose, bpose, phys->grab, air_pose ); } skeleton_lerp_pose( sk, ground_pose, air_pose, player.ffly, apose ); - float add_grab_mod = 1.0f - player.ffly*player.grab; + float add_grab_mod = 1.0f - player.ffly*phys->grab; /* additive effects */ - apose[player.mdl.id_hip-1].co[0] += offset[0]*add_grab_mod; - apose[player.mdl.id_hip-1].co[2] += offset[2]*add_grab_mod; - apose[player.mdl.id_ik_hand_l-1].co[0] += offset[0]*add_grab_mod; - apose[player.mdl.id_ik_hand_l-1].co[2] += offset[2]*add_grab_mod; - apose[player.mdl.id_ik_hand_r-1].co[0] += offset[0]*add_grab_mod; - apose[player.mdl.id_ik_hand_r-1].co[2] += offset[2]*add_grab_mod; - apose[player.mdl.id_ik_elbow_l-1].co[0] += offset[0]*add_grab_mod; - apose[player.mdl.id_ik_elbow_l-1].co[2] += offset[2]*add_grab_mod; - apose[player.mdl.id_ik_elbow_r-1].co[0] += offset[0]*add_grab_mod; - apose[player.mdl.id_ik_elbow_r-1].co[2] += offset[2]*add_grab_mod; - + { + u32 apply_to[] = { player.mdl.id_hip, + player.mdl.id_ik_hand_l, + player.mdl.id_ik_hand_r, + player.mdl.id_ik_elbow_l, + player.mdl.id_ik_elbow_r }; + + for( int i=0; irb.to_world ); skeleton_debug( &player.mdl.sk ); } @@ -248,24 +258,26 @@ static void player_animate_death_cam(void) static void player_animate_camera(void) { + struct player_phys *phys = &player.phys; + static v3f lerp_cam = {0.0f,0.0f,0.0f}; v3f cam_pos; - player.fonboard = vg_lerpf(player.fonboard, player.on_board, ktimestep*1.0f); + player.fonboard = vg_lerpf(player.fonboard, phys->on_board, ktimestep*1.0f); - if( player.on_board ) + if( phys->on_board ) { v3f offs = { -0.4f, 0.15f, 0.0f }; v3_lerp( lerp_cam, player.mdl.cam_pos, 0.8f, lerp_cam ); v3_add( lerp_cam, offs, cam_pos ); /* Look angles */ - v3_lerp( player.vl, player.rb.v, 0.05f, player.vl ); + v3_lerp( phys->vl, phys->rb.v, 0.05f, phys->vl ); - float yaw = atan2f( player.vl[0], -player.vl[2] ), - pitch = atan2f( -player.vl[1], + float yaw = atan2f( phys->vl[0], -phys->vl[2] ), + pitch = atan2f( -phys->vl[1], sqrtf( - player.vl[0]*player.vl[0] + player.vl[2]*player.vl[2] + phys->vl[0]*phys->vl[0] + phys->vl[2]*phys->vl[2] )) * 0.7f; player.angles[0] = yaw; @@ -275,14 +287,14 @@ static void player_animate_camera(void) /* Camera shake */ static v2f shake_damp = {0.0f,0.0f}; v2f shake = { vg_randf()-0.5f, vg_randf()-0.5f }; - v2_muls( shake, v3_length(player.rb.v)*0.3f - * (1.0f+fabsf(player.slip)), shake); + v2_muls( shake, v3_length(phys->rb.v)*0.3f + * (1.0f+fabsf(phys->slip)), shake); v2_lerp( shake_damp, shake, 0.01f, shake_damp ); shake_damp[0] *= 0.2f; v2_muladds( player.angles, shake_damp, 0.1f, player.angles ); - m4x3_mulv( player.rb.to_world, cam_pos, player.camera_pos ); + m4x3_mulv( phys->rb.to_world, cam_pos, player.camera_pos ); } else { @@ -303,11 +315,11 @@ 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( player.rb.to_world[3], mtx[3] ); + v3_copy( phys->rb.to_world[3], mtx[3] ); m4x3_mulv( mtx, player.mdl.cam_pos, cam_pos ); v3_add( cam_pos, forward_dir, player.camera_pos ); - v3_lerp( player.vl, player.rb.v, 0.3f, player.vl ); + v3_lerp( phys->vl, phys->rb.v, 0.3f, phys->vl ); } }