X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=player_animation.h;h=08a540554bf5f0577fb6e9c2ce9a1b2c563faf5d;hb=2a238d32da833812e837cf38e16a7685c98db5c3;hp=94664f7d65c4c671665de1cb438f694908df20cf;hpb=d00b1df8f80e4714dc2f9aa2189d242bb4d09a2f;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/player_animation.h b/player_animation.h index 94664f7..08a5405 100644 --- a/player_animation.h +++ b/player_animation.h @@ -7,28 +7,63 @@ #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("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); - - skeleton_sample_anim( sk, player.mdl.anim_idle, vg_time*0.1f, bpose ); + /* 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 +77,27 @@ 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 ); + 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 ) { @@ -78,15 +125,15 @@ 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; 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 ); - speed_wobble_2 = vg_lerpf( speed_wobble_2, speed_wobble, 0.04f ); + speed_wobble = vg_lerpf( speed_wobble, kicks*kicks*sign, 6.0f*vg.time_delta); + speed_wobble_2 = vg_lerpf( speed_wobble_2, speed_wobble, 2.4f*vg.time_delta); offset[0] *= 0.26f; offset[0] += speed_wobble_2*3.0f; @@ -94,8 +141,8 @@ 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 @@ -108,18 +155,18 @@ static void player_animate(void) /* sliding */ { float desired = vg_clampf( lslip, 0.0f, 1.0f ); - player.fslide = vg_lerpf( player.fslide, desired, 0.04f ); + player.fslide = vg_lerpf( player.fslide, desired, 2.4f*vg.time_delta); } /* movement information */ { 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, 0.04f ); - player.fdirx = vg_lerpf( player.fdirx, dirx, 0.01f ); - player.ffly = vg_lerpf( player.ffly, fly, 0.04f ); + player.fdirz = vg_lerpf( player.fdirz, dirz, 2.4f*vg.time_delta ); + player.fdirx = vg_lerpf( player.fdirx, dirx, 0.6f*vg.time_delta ); + player.ffly = vg_lerpf( player.ffly, fly, 2.4f*vg.time_delta ); } struct skeleton *sk = &player.mdl.sk; @@ -129,7 +176,7 @@ static void player_animate(void) { /* when the player is moving fast he will crouch down a little bit */ float stand = 1.0f - vg_clampf( speed * 0.03f, 0.0f, 1.0f ); - player.fstand = vg_lerpf( player.fstand, stand, 0.1f ); + player.fstand = vg_lerpf( player.fstand, stand, 6.0f*vg.time_delta ); /* stand/crouch */ float dir_frame = player.fdirz * (15.0f/30.0f), @@ -145,9 +192,11 @@ static void player_animate(void) skeleton_lerp_pose( sk, apose, bpose, player.fslide, apose ); /* pushing */ - player.fpush = vg_lerpf( player.fpush, player.pushing, 0.1f ); + player.fpush = vg_lerpf( player.fpush, + player.phys.pushing, + 6.0f*vg.time_delta ); - float pt = player.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 @@ -158,12 +207,12 @@ static void player_animate(void) /* trick setup */ float jump_start_frame = 14.0f/30.0f; - player.fjump = vg_lerpf( player.fjump, phys->jump, 0.14f ); + player.fjump = vg_lerpf( player.fjump, phys->jump, 8.4f*vg.time_delta ); 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; + 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; @@ -177,16 +226,23 @@ static void player_animate(void) mdl_keyframe air_pose[32]; { - float target = -vg_get_axis("horizontal"); - player.fairdir = vg_lerpf( player.fairdir, target, 0.04f ); + 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), @@ -198,7 +254,7 @@ 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 */ { @@ -222,12 +278,12 @@ 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; @@ -253,21 +309,71 @@ 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] ); +} + +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; static v3f lerp_cam = {0.0f,0.0f,0.0f}; v3f cam_pos; - player.fonboard = vg_lerpf(player.fonboard, phys->on_board, ktimestep*1.0f); + player.fonboard = vg_lerpf( player.fonboard, phys->on_board, vg.time_delta ); if( phys->on_board ) { @@ -278,15 +384,21 @@ 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}; @@ -298,16 +410,18 @@ 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 = ktimestep * k_look_speed; - player.angles[0] += vg_get_axis( "horizontal" ) * speed; - player.angles[1] += vg_get_axis( "vertical" ) * speed; + 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; @@ -319,11 +433,11 @@ 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 ); } }