X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=player_animation.h;h=6f19b83b7a34687b3cab17640b5c0eca6f828c3d;hb=5ecf9cca8b5b9bf876d7e7c7fde03d5b187bb42b;hp=94664f7d65c4c671665de1cb438f694908df20cf;hpb=d00b1df8f80e4714dc2f9aa2189d242bb4d09a2f;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/player_animation.h b/player_animation.h index 94664f7..6f19b83 100644 --- a/player_animation.h +++ b/player_animation.h @@ -17,16 +17,16 @@ static void player_animate_offboard(void) 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 ); @@ -85,8 +85,8 @@ static void player_animate(void) 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; @@ -108,7 +108,7 @@ 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 */ @@ -117,9 +117,9 @@ static void player_animate(void) 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; @@ -129,7 +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), @@ -145,9 +145,11 @@ 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; if( phys->reverse > 0.0f ) skeleton_sample_anim( sk, player.mdl.anim_push, pt, bpose ); else @@ -158,12 +160,12 @@ 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; @@ -178,7 +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); @@ -267,7 +269,7 @@ static void player_animate_camera(void) 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 ) { @@ -302,7 +304,7 @@ static void player_animate_camera(void) } 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;