X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=player_animation.h;h=9f0c0d536e832c7d39c8927d4589ec12c3685b6d;hb=15beb60ade240af4e00b0d204f7e89a4d35dca36;hp=6f19b83b7a34687b3cab17640b5c0eca6f828c3d;hpb=8bc80dc83f08a7016f1057f82d00727a2e417fa3;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/player_animation.h b/player_animation.h index 6f19b83..9f0c0d5 100644 --- a/player_animation.h +++ b/player_animation.h @@ -9,26 +9,61 @@ 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, + vg_get_axis("walk/push")*0.5f+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 ); @@ -42,7 +77,7 @@ 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( 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 ); @@ -51,6 +86,16 @@ static void player_animate_offboard(void) 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 +123,7 @@ 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 +139,8 @@ 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 @@ -149,7 +194,7 @@ 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 +224,7 @@ static void player_animate(void) mdl_keyframe air_pose[32]; { - float target = -vg_get_axis("horizontal"); + float target = -vg_get_axis("lookh"); 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); @@ -187,7 +232,7 @@ 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") }, + v2_lerp( grab_choice, (v2f){vg_get_axis("grabh"), vg_get_axis("grabv")}, 0.04f, grab_choice ); float ang = atan2f( grab_choice[0], grab_choice[1] ), @@ -200,7 +245,7 @@ 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 */ { @@ -224,7 +269,7 @@ 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 ); } @@ -300,13 +345,13 @@ 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; + 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 ); @@ -321,7 +366,7 @@ 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 );