X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=player_animation.h;h=6f19b83b7a34687b3cab17640b5c0eca6f828c3d;hb=5ecf9cca8b5b9bf876d7e7c7fde03d5b187bb42b;hp=101bd22e50bd8335c7a0eebcd4e501e47aba61d1;hpb=2ca677a0ec9d00db46a8b97bec30dbea8280a79b;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/player_animation.h b/player_animation.h index 101bd22..6f19b83 100644 --- a/player_animation.h +++ b/player_animation.h @@ -1,3 +1,7 @@ +/* + * Copyright (C) 2021-2022 Mt.ZERO Software, Harry Godden - All Rights Reserved + */ + #ifndef PLAYER_ANIMATION_H #define PLAYER_ANIMATION_H @@ -5,22 +9,24 @@ static void player_animate_offboard(void) { + struct player_phys *phys = &player.phys; + mdl_keyframe apose[32], bpose[32]; struct skeleton *sk = &player.mdl.sk; 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_get_axis("grabl") * 0.5f + 0.5f; 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); + float idle_walk = vg_minf(l * 10.0f, 1.0f); - skeleton_sample_anim( sk, player.mdl.anim_idle, vg_time*0.1f, bpose ); + skeleton_sample_anim( sk, player.mdl.anim_idle, vg.time*0.1f, bpose ); skeleton_lerp_pose( sk, apose, bpose, 1.0f-idle_walk, apose ); skeleton_apply_pose( &player.mdl.sk, apose, k_anim_apply_defer_ik ); @@ -36,7 +42,7 @@ 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 ); @@ -44,41 +50,43 @@ 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 ); - 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; @@ -95,23 +103,23 @@ static void player_animate(void) */ /* scalar blending information */ - float speed = v3_length( player.rb.v ); + float speed = v3_length( phys->rb.v ); /* 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 = 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 ); - 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; @@ -121,7 +129,7 @@ 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), @@ -137,10 +145,12 @@ 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; - if( player.reverse > 0.0f ) + float pt = player.phys.push_time; + 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 +159,17 @@ 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, 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; - 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; @@ -167,7 +180,7 @@ 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 ); + 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); @@ -182,25 +195,28 @@ 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 +264,26 @@ 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, vg.time_delta ); - 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; @@ -275,18 +293,18 @@ 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 { - float speed = ktimestep * k_look_speed; + float speed = vg.time_delta * k_look_speed; player.angles[0] += vg_get_axis( "horizontal" ) * speed; player.angles[1] += vg_get_axis( "vertical" ) * speed; @@ -303,11 +321,11 @@ 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 ); } }